Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Construct Tech I building - ($4)
Summon Calamandra Moss (2/3) - ($2)
Cal casts Rampant Growth on Playful Panda - ($0)
Panda (now 4/2+AA) kills Fargo, no damage after armour.
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Wisp (0/1+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L1 - Calamandra Moss (2/3)
Playful Panda (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Plasmo + Fargo is a strong start! I’ll take Huntress this game as Nullcraft was a bit of a pain last game. And I think I want Centaur to take on Plasmodium.
I’m expecting Seer’s to help Plasmo along again… So codexnewb will wanna play Battle Suits… hrmm.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Cal casts Forest’s Favor on herself - ($3)
Play Huntress (3/3, Anti-Air, Sparkshot) - ($1)
Play Merfolk Prospector (1/1) - ($0)
Cal (now 3/4) kills SQL Neo Plexus, takes 3 damage.
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Playful Panda (2/2+A)
Elite:
Scavenger:
Technician: Huntress (3/3, Anti-Air, Sparkshot)
Lookout:
In Play:
L1 - Calamandra Moss (4/1, +, 3 damage)
Wisp (0/1)
Merfolk Prospector (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 4
Gold:
Gold: 0
Workers: 7
Thoughts
Bit of a gamble to leave Cal on 1 hit point, will we see Nullcraft come out next turn? But still, this feels like a good opportunity to get out in front with some bodies on the board, so I’ll just hope Cal survives, and if not, I don’t think it’s the end of the world.
Also not sure about playing Merfolk Prospector. But there’s a very good chance it’ll survive, and I’ll end up profiting, so I’ll play it. It might also end up being a cheap way to dispatch a patrolling Seer.
WORKERS
Forgotten Fighter
Time Spiral
Hardened Mox
NextHand
Nullcraft
Temporal Research
Discard
Neo Plexus
Tricycloid
Tricycloid
Tech 2 card(s)
Get Paid - ($7)
plasmo fades
Worker - ($6)
seer, plasmo arrives - ($5)
vir - ($3)
peak
seer - ($2)
plasmo kills panda
Float ($2)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Seer (3/1+A)
Elite: Vir lvl 1 (3/3)
Scavenger:
Technician: Seer (3/1)
Lookout:
In Play:
Plasmo (4/2)
Battle Suits
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 2
Deck: 2
Disc: 3
Gold:
Gold: 2
Workers: 8
Thoughts
wow, that was risky given nullcraft. lucky i didnt have it. next hand, maybe prynn, temporal research, tech 2. we’ll see.
betewen tech draw and temp research, im looking at a reshuffle. i should be able to tech more tech 2 cards in, so wall up next turn, looking at a loaded hand turn after with multiple options.
STARTING HAND
Tiger Cub
Young Treant
Centaur
Rampant Growth
WORKERS
Verdant Tree
Ironbark Treant
Rich Earth
Tiger Cub
NextHand
Rampant Growth
Forest’s Favor
Potent Basilisk
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Play Young Treant (0/2, Can’t attack), I draw 1 - ($4)
Cal casts Rampant Growth on Huntress - ($2)
Midband Cal, healing - ($0)
Merfolk Prospector finds a shiny - ($1)
Huntress (now 5/3+AA) kills SQL Seer. Takes 1 damage after armour. Sparkshot hits Vir.
Cal (now 4/5) kills Vir, takes 3 damage, maxbands, heals.
Float ($1)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite: Young Treant (0+1/2, Can’t attack)
Scavenger:
Technician: Wisp (0/1)
Lookout:
In Play:
L5 - Calamandra Moss (5/6, +)
Merfolk Prospector (1/1)
Huntress (3/2, Anti-Air, Sparkshot, 1 damage)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 6
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
Opportunity here with Rampant Growth to pull ahead on the board, rather than teching up, so I’ll go for that. Cal looking threatening now maxband with a +1/+1, so puttingi n a couple of her spells and we’ll see what the dealer slings my way.
Rampant Growth
Forest’s Favor
Potent Basilisk
Tyrannosaurus Rex
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Cal casts Rampant Growth on the Wisp - ($6)
Cal casts Forest’s Favor on Huntress - ($4)
Begin constucting Tech II … BALANCE! - ($0)
Huntress (now 4/3) kills Prynn, levels fizzle, takes 1 damage.
Wisp (now 2/3) trades with Plasmodium, you gain $1.
Merfolk Prospector trades with Seer.
Cal breaks your Tech II building, your base to 18.
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Young Treant (0/2, Can’t attack, Resist 1)
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Cal casts a boosted Feral Strike. Putting 2 Dothram Horselords from my codex into play - ($0)
Huntress trades with Fargo.
Cal kills Vir, takes 3 damage, levels fizzle, you draw a card.
without looking at your tech choices, im fine with you updating what you tech in, etc… let me know once you’ve updated the tech choice and ill post my turn based on the current board.
Thanks @Bryce_The_Rice - I’ve edited my Tech choice to something more … you know… valid. A bit of analysis paralysis with Feral Strike there and manage to get muddled.
Tech 2 card(s)
Get Paid - ($10)
reshuffle, draw card
tricycloid - ($5)
seer, add rune to tri (4) - ($4)
seer, add rune to tri (5) - ($3)
geiger - ($1)
NOW Seer - ($0)
Seer/Neo trade with sql horselord
Tri pings your tech two with 2 runes
Tri uses 3 final runes to kill Cal, Geiger midbands
On your upkeep, remaining Horselord will transfer to me since I have 8 attack and you have 6.
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Tricycloid (3/3+A)
Elite:
Scavenger: Seer (3/1)
Technician:
Lookout:
In Play:
Battle Suits
Geiger lvl 3 (2/4)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Present)
Tower HP: 4
Economy Info: Cards:
Hand: 3
Deck: 3
Disc: 6
Gold:
Gold: 0
Workers: 10
Thoughts
oh my gosh, can’t believe i survived this round. maybe i can pull this off after all?
Tech 0 card(s)
Get Paid - ($10) Skip worker
Summon and maxband Argagarg Garg (1/5) - ($4)
A Wisp (0/1), and Water Elemental (3/3, Anti-air) arrive along with Arg.
Play Playful Panda (2/2), a Wisp (0/1) arrives - ($2)
Summon Master Midori (2/3) - ($0)
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Water Elemental (3/3+A, Anti-air)
Elite: Young Treant (0+1/2, Can’t attack)
Scavenger: L5 - Argagarg Garg (1/5)
Technician: Master Midori (2/3)
Lookout: Wisp (0/1, Resist 1)
In Play:
Playful Panda (2/2)
Wisp (0/1)
Loyalty currently in question - Dothram Horselord (6/5, Overpower, Resist 1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 3 (Balance)
Economy Info: Cards:
Hand: 3
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Well, I did think the Horselords were a little risky. Shoulda maybe thought a bit harder about it! Clever play from Codexnewb to grab one - definitely swung the tide of the game here.
STARTING HAND
Plasmo (4/2)
Warp Gate Disciple
Tricycloid
Plasmo
WORKERS
Forgotten Fighter
Time Spiral
Hardened Mox
Tinkerer
temporal research
NextHand
Seer (3/1)
Seer (3/1)
now
Now!
fargo
Tech 0 card(s)
Get Paid - ($10)
gladly receive loyalty of horselord
vir - ($8)
peak
pay to swap - ($7)
Horselord kill WE, Overpower 2 to Midori
Tri kill treant
Geiger kills Midori, sparkshot wisp
…geiger max, heals
…flikr Tri
Seer runs into Arg
Tri remove 2 runes, kill Arg, Vir to lvl 3
Tri remove last rune, ping tech 2 to 2 hp
Temporal Distortion, Tri to hand, Hyperion to field - ($5)
Hype breaks tech 1, your base to 18, draw 1
vir peak at new card
replay Tri from hand - ($0)
Tri remove 2 runes, break tech 2, your base to 16
Tri remove last rune, ping base to 15
Horselord will stay here on my side for now.