STARTING HAND
Ironbark Treant
Tiger Cub
Young Treant
Playful Panda
Rich Earth
WORKERS
Spore Shambler
Ironbark Treant
NextHand
Verdant Tree
Rich Earth
Centaur
Tiger Cub
Centaur
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Begin constructing Tech I building - ($3)
Play Playful Panda (2/2), a Wisp (0/1) arrives - ($1)
Merfolk Prospector finds a shiny - ($2)
Begin constructing Heroes’ Hall - ($0)
Calamandra kicks your base to 18.
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Wisp (0/1)
Technician:
Lookout:
In Play:
L1 - Calamandra Moss (2/3)
Playful Panda (2/2)
Merfolk Prospector (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
So with a Heroes’ Hall, I can potentially get Arg out to dinosize a centaur for heavy overpower work. Let’s give that plan a try.
hmmm, temp research, double seer, vir out front to force some some lost health on max Cal. nullcraft ping centaur so NC can hopefully pick off centaur next turn. teching up next turn no matter what, so bring in double tricicyloid.
Tech 2 card(s)
Get Paid - ($8) Skip worker
Begin constructing Tech II building… BALANCE! - ($4)
Cal casts Ferocity on Wisp and Centaur - ($2)
Maxband Calamandra, she heals - ($0)
Centaur swiftly, armour piercingly, kills Fargo.
Calamandra (now 4/5) kills Geiger, takes three damage, levels fizzle, you draw a card.
Float ($0)
Discard 5, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Wisp (0/1+A, Swift Strike, Armour Piercing, Resist 1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 - Calamandra Moss (4/2, 3 damage)
Centaur (3/3, Overpower, Resist 1, 1 damage, Swift Strike)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Ugh, well, not the greatest position. But I think keeping up on Tech mandatory here… and denying any Geiger shennanigans is also imperative, so let’s go with that!
Dinosize
Rampant Growth
Centaur
Potent Basilisk
Tyrannosaurus Rex
Stampede
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Summon Argagarg Garg (1/3), a Wisp (0/1) arrives - ($5)
Arg Dinosizes the Centaur - ($1)
Centaur kills Vir
takes no damage after armour,
Arg levels to 3rd, midbanding,
Overpower damage kills Tricycloid,
You gain $1.
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Wisp (0/1+A)
Elite:
Scavenger: Wisp (0/1)
Technician:
Lookout: L3 - Argagarg Garg (1/4, Resist 1)
In Play:
Centaur (3/3, Overpower, 1 damage)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 3 (Balance)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 6
Gold:
Gold: 1
Workers: 9
Thoughts
Really want to prevent Temporal Distortion / Geiger flickering on the Tricycloid. Plus I’ve been trying to Dinosize a Centaur for like three games now. It means no Potent Basilisk though, which is a bummer, but thems the breaks.
STARTING HAND
Neo Plexus
Temporal Distortion
Seer (3/1)
Temporal Distortion
Research & Development
NOW
WORKERS
Hardened Mox
Forgotten Fighter
Tinkerer
Time Spiral
Temporal Research
NextHand
Temporal Distortion
tricycloid (3/3)
Temporal Distortion
TRI
Fading Argonaut (3/3+A)**
Discard
NOW
Hyperion
Research & Development
Neo Plexus
Tech 0 card(s)
Get Paid - ($10)
vir - ($8)
tricycloid and nullcraft kills midori, vir to lvl 3
temporal distortion, Tri to hand, Hyperion to field - ($6)
seer trades with tiger cub
geiger kills merfolk, takes 1
Hype kills Cal, draw 1, takes 3, Vir to lvl 5
temporal distortion, Hype to hand, Hype to field - ($4)
Hype breaks tech 2, reshuffle, draw 1, your base to 16
Vir peaks
pay to swap - ($3)
seer - ($2)
seer - ($1)
NOW Seer, hits your base to 13
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Vir, lvl 5, (3/3)
Elite:
Scavenger: Seer (3/1)
Technician:
Lookout:
In Play:
Battle Suits
Nullcraft (1/1)
Geiger, lvl 5, (3/3)
Hyperion (5/5)
Seer (3/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 4
Gold:
Gold: 1
Workers: 10
Thoughts
okay, i think it’s on lockdown now. extra gold is so helpful.
Tech 0 card(s)
Get Paid + float + Scavenger - ($12)
Rebuild Tech II building Skip worker
Summon and maxband Argargarg Garg (1/5) - ($6)
Wisp (0/1) and Water Elemental (3/3, Anti-air) both arrive.
Play Young Treant (0/2, Can’t Attack), I draw 1 - ($4)
draw
Centaur!
Play Centaur (3/4, Overpower) - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Centaur (3/4+A, Overpower)
Elite: Water Elemental (3+1/3, Anti-air)
Scavenger: Young Treant (0/2, Can’t Attack)
Technician: Wisp (0/1)
Lookout:
In Play:
L5 - Argagarg Garg (1/5)
Buildings:
Base HP: 13
Tech I HP: 5
Tech II HP: 5 (Balance)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 5
Gold:
Gold: 1
Workers: 10
Thoughts
Yeah, not sitting on the greatest hand of cards, should probably concede here… but if Tech II survives next turn I might be able to do something.
STARTING HAND
TRI
Temporal Distortion
Fading Argonaut (3/3+A)**
tricycloid (3/3)
Temporal Distortion
Plasmodium (4/1)
WORKERS
Hardened Mox
Forgotten Fighter
Tinkerer
Time Spiral
Temporal Research
NextHand
Research & Development
Hyperion
Temporal Distortion
Plasmodium (4/1)
Seer (3/1)
Tech 0 card(s)
Get Paid + float - ($11)
peak
hyperion kills centaur, takes 3, draw 1
geiger kills treant, sparkshot wisp,
seer #2 trades with water elemental
ser/vir hit your base to 7
tricycloid - ($6)
tricycloid - ($1)
Tri’s remove 6 runes to ping you base to 1
nullcraft finishes your base, GG!!!
Good game, very well played! The dynamics have shifted back and forth with these decks. I know we both thought P1 had the advantage, but maybe it ain’t so! But you definitely surprised me with a few of the choices you made - Seers instead of Stewardesses!! Nice one. That first Tech II break was pretty key as well.
I’ll start another thread tonight possibly, or tomorrow probably.