STARTING HAND
Young Treant
Tiger Cub
Merfolk Prospector
Ironbark Treant
Verdant Tree
WORKERS
Ironbark Treant
NextHand
Playful Panda
Rampant Growth
Rich Earth
Spore Shambler
Forest’s Favor
Discard
Young Treant
Verdant Tree
Merfolk Prospector
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Play Tiger Cub (2/2) - ($2)
Summon Argagarg Garg (1/3), a Wisp (0/1) appears - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Tiger Cub (2/2)
Technician: Wisp (0/1)
Lookout:
In Play:
L1 - Argagarg Garg (1/3)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
Well I’d like to try something a little different this game. Thinking Dino-sized Centaurs might keep things spicy. Really want Cal’s midband soonish though, so I might end up going for a Heroes’ Hall if Arg survives the next few turns.
Tech 2 card(s)
Get Paid + Scavenger - ($7)
Worker - ($6)
Begin constructing Tech I building - ($5)
Argagarg casts Forest’s Favour on himself - ($3)
Argagarg casts Rampant Growth on Wisp - ($1)
Arg (now 2/3+a) kills Neo Plexus, takes 2 damage. You draw a card.
Wisp (now 2/1+AA) kills Fargo.
Float ($1)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L1 - Argagarg Garg (2/2, +, 2 damage)
Wisp (0/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
I originally did this turn where I just played Playful Panda and built an HH. But it seemed like I was lining myself up for painful Stewardess of the Undone action that way, and I was a bit concerned that a tech break, or a hero kill would be possible. So I’m going aggressive here to try to fight for the board.
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Play Centaur (3/4, Overpower) - ($4)
Midband Arg, healing up - ($2)
Float ($2)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Centaur (3/4+A, Overpower)
Elite:
Scavenger: L3 - Argagarg Garg (2/5, +)
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 4
Gold:
Gold: 2
Workers: 8
Thoughts
So maxxing Arg here is super tempting. He’d be a great defender and the threat of Stampede is certianly worrying. But chances are really high that I’m looking at another Stewardess of the Undone and well it feels real wasteful to let the Water Elemental burn like that.
The possibility of hasted units this turn also looms… gotta play it a bit consiervative here I think.
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Play Centaur (3/4, Overpower) - ($6)
Play Young Treant (0/2, Can’t attack), I draw 1 - ($4)
Begin Constructing Tech II building … GROWTH! - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Young Treant (0/2+A, Can’t attack)
Elite:
Scavenger:
Technician: Centaur (3/4, Overpower)
Lookout:
In Play:
L3 - Argagarg Garg (2/5, +)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Well here’s comes the change up, let’s see if it’ll play.
Blooming Ancient
Playful Panda
Tiny Basilisk
Tiger Cub (2/2)
Rampant Growth
Tech 2 card(s)
Get Paid + Technician draw - ($9)
Rebuild Tech II building
Replay Young Treant (2/2, Can’t attack), I draw 1 - ($7)
draw
It’s Blooming Ancient Number 1!
Play Centaur (3/4, Overpower) - ($4)
Play Merfolk Prospector (1/1) - ($3)
Worker - ($2)
Maxband Argagarg Garg, a Water Elemental arrives (3/3, Anti-air) - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: L5 - Argagarg Garg (2/6+A, +)
Elite: Young Treant (0+1/2, Can’t attack)
Scavenger: Merfolk Prospector (1/1)
Technician: Centaur (3/4, Overpower)
Lookout: Water Elemental (3/3, Anti-Air, Resist 1)
In Play:
*
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
For some reason I blanked on Young Treant being a viable target for the Stewardess to bounce. And now my cycle’s kinda screwed up… and I’d estimate the chances of another Stewardess coming out next turn at 100%. But still, I really want to beef up my board this turn so I have Tech II up and can play all the cards next turn!
Tech 0 card(s)
Get Paid + Scavenger + Technician Draw - ($11)
Worker - ($10)
Play Blooming Ancient (2/4) - ($6)
Play Playful Panda (2/2), a Wisp (0/1) arrives. +2 BA runes - ($4)
Play Tiny Basilisk (1/2, Deathtouch, An-stop/attackable by T0). +1 BA rune - ($2)
Play Calamandra Moss (2/3). +1 BA rune - ($0)
Move 2 runes to Tiny Basilisk.
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Tiny Basilisk (3/4+A, Deathtouch, Un-stop/attackable by T0, ++)
Elite: Young Treant (0+1/2, Can’t attack)
Scavenger:
Technician: Wisp (0/1)
Lookout:
In Play:
L1 - Calamandra Moss (2/3)
Blooming Ancient (4/6, ++)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 4
Gold:
Gold: 0
Workers: 11
Thoughts
Yeah, I dunno what I was thinking with that patrol… Look at all that floating cash over there… world of pain coming at me!
I think I need TB to be able to survive at least stewardess… So the problem with putting all my eggs into one (tiny) basket is that a max prynn can trash at will… That’s $8 to get her out… which is a lot to spend…
And if not Prynn then so many possibilities that could come out here. (Tricycloid + Now!) + SOTU into an egged up TB and it’s toast. Codexnewb would still have 2 cards and $8. Can’t pay sparkshot off again. So Geiger can only deal with one of the T0 units. The other could be handled by a a Hyperion, for example, and then TD another Hyperion to come kill the Blooming Ancient.
I’ll hedge my bets and put enough runes on TB that SOTU can’t kill outright, and leave enough on the BA that a Hyperion can’t kill it.
Eh, a couple of pretty dopey turns here have just given away too many favourable trades.
Well it’s business time here. If I play the other Blooming Ancients, play unboosted Murkwood Allies and grab Arg, I can be looking at generating eleven +1/+1 runes this turn.
But I don’t have enough bodies to get through his patrol. If I can knock out SQL, Elite and Technician, then Tiny Basilisk can sneak on past. But I don’t have lethal… I could maybe kill Geiger though… which might actually be critical.
Next turn a boosted Void Star can deal 9 damage ($7 left). Then Temporal Distorion + Now! means $4 left, which is enough to boost a second Voidstar and that’d be lethal. So I think Geiger’s gotta go to prevent (maybe?) lethal next turn.
I think I’ll put Stampedes in here. If I survive next turn, there’s a good chance Arg will be around and Stampede could win the game.
I thought things were going pear shaped when you broke my tech building - suspect things might have worked out differently had your hands lined up a bit better.