STARTING HAND
Spore Shambler
Young Treant
Forest’s Favor
Ironbark Treant
Rampant Growth
WORKERS
Ironbark Treant
NextHand
Tiger Cub
Playful Panda
Rich Earth
Merfolk Prospector
Verdant Tree
Discard
Rampant Growth
Young Treant
Forest’s Favor
Spore Shambler
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Arg - ($1)
Float ($1)
Discard 4, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Wisp (0/1)
In Play:
L1 Argagarg (1/3)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 4
Gold:
Gold: 1
Workers: 5
Thoughts
I really don’t like this hand. If I had any of my other cards besides Verdant Tree, I’d play one of them, but Young Treant messes up my cycling and the 3 cost guys are vulnerable to Sacrifice the Weak. I could play Spore Shambler in scavenger and hope he doesn’t have it, but I’d rather just play a hero and try and go for an early heroes’ hall. I’m choosing Arg over Cal because the wisp makes him easier to defend against Vandy + StW.
no one drops…but looks like he didnt have an ideal hand either. PBR in case i can get some runes on arg, OR, clear some wispsand get value out of her.
as P2, i think that putting out some offence should be a good play. im thinking plague spitters to threaten runes. possible tap vandy for soul stone or dark pact later on.
STARTING HAND
Spirit of the Panda
Spore Shambler
Verdant Tree
WORKERS
Ironbark Treant
Rich Earth
Forest’s Favor
Verdant Tree
NextHand
Young Treant
Dothram Horselord
Rampant Growth
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Arg buffs Panda
Panda kills Poisonblade Rogue
Play Spirit of the Panda on Huntress - ($3)
Huntress kills Crypt Crawler and sparks Vandy - ($4)
Tiger trades with Vandy, Arg to L5
Build Tech 2: Balance - ($0)
Plague Spitter (3/3)
Deteriorate
Pestering Haunt
Gorgon
Sacrifice the Weak
Tech 2 card(s)
Get Paid + float - ($9)
tech draw
scav gold - ($10)
Worker - ($9)
max orpal - ($2)
sk jav - ($1)
orpal sacrifice sk ja, add rune to huntress
deteriorate huntress to death, Orpal max spreads runes to panda and elemental (pay resist), kills panda - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Orpal (2/5+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Disease)
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
well, better to get orpal rolling than to drop gorgon and hope to defend. also, dont want that sotp to get any momentum. he already got a tech 2 out of it. garth, sk, next turn, sacrifice, maybe tech up.
Spirit of the Panda
Playful Panda
Huntress
Rampant Growth
Dothram Horselord
Young Treant
Dinosize
Fairie Dragon
Tech 2 card(s)
Get Paid - ($8)
Play Midband Midori, Wisps get buff - ($2)
Play Rampant Growth on Water Elemental - ($0)
Water Elemental breaks Orpal’s armor and hits him for 3
Arg buffs a Wisp
Buffed Wisp kills Orpal, Midori to L7
The other Wisp hits your tech 2 for 1
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Play Polymorph Squirrel on the Gorgon - ($4)
Arg buffs the wisp with a rune
Buffed wisp kills Gorgon-Squirrel
Midori to L8 - ($3)
Midori breaks Tech 2
Wisp deals 1 to Tech 3
Water Elemental hits your base for 2
Build a Heroes’ Hall - ($1)
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 Argagarg (1/5)
Wisp (0/1) -
Wisp (1/2)
Water Elemental (2/2) -
L8 Midori (4/5)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 11
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
I’m not convinced that he actually has any Plague Lords that he can draw just yet. He’s probably teching them this turn. I’m going to break his Tech 2 instead, and start aiming for a base race. I’m just going to deal 1 to the Tech 3 building, since that’s enough for Midori or another flier to break it.
Crypt Crawler (3/3)
plague lab
death and decay
Skeleton Javelineer
Gorgon (2/4)
Tech 2 card(s)
Get Paid - ($10)
tech draw
rebuild tech 2, my base to 16
max orpal - ($3)
garth - ($1)
make a skeleton - ($0)
sacrifice skeleton to add rune to 0/1 wisp, dies, spread runes to 1/2 wisp and water elemental
Float ($0)
Discard 6, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Garth (1/3+A)
Elite:
Scavenger:
Technician: Orpal (2/5)
Lookout:
In Play:
*
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Disease)
Tech III HP: 4
Economy Info: Cards:
Hand: 5
Deck: 10
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
only chance is death and decay. hopefully he doesnt have midori’s maxband yet.
when the wisp dies it will trigger Orpal’s maxband (still active on your turn, but you as the active player would choose the two units it spreads to). let me know if you want to change anything.
death and decay
Skeleton Javelineer
Gorgon (2/4)
plague lab
Crypt Crawler (3/3)
Tech 0 card(s)
Get Paid - ($10)
rebuild tech 3, base to 14
death and decay, kill fairy, huntress, all buildings take 3. - ($2)
sk jav - ($1)
make a skeleton - ($0)
Dothram Horselord
Spirit of the Panda
Polymorph: Squirrel
Dinosize
Discard
Merfolk Prospector
Spore Shambler
Behind the Ferns
Behind the Ferns
Huntress (3/3)
Fairie Dragon (4/2)
Dinosize
Young Treant
Playful Panda
Ferocity
Fairie Dragon
Tech 0 card(s)
Get Paid - ($9)
Calamandra to L5 - ($7)
Midori hits your base for 4
Discard 2 cards to give Calamandra stealth
Dinosize Calamandra - ($3)
Calamandra hits your base for 10