Cala’s a problem w/ stealthing, I think I just take that trade w/ TD and Oni, keeps the Jail safe, can bring Bigby out safe, can use bigby to sideline tech 1s, should be good.
Bluecoat Musketeer, Arrest, Porkhand Magistrate, Building Inspector
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 PEACE
In Patrol:
Squad Leader: Brave Knight (3/3+1armor)
Elite:
Scavenger:
Technician: Reputable Newsman (0/3 blocking 3)
Lookout:
In Play:
Jail (3hp)
Economy Info:
Cards:
Hand: 4
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Traffic Director
Scribe
Manufactured Truth
Flagstone Garrison
End of Turn Discard
My Thoughts
Just trade, block MOLAC, and continue? Seems reasonable I guess… Arrest would be nice here, the Verdant is a real pain here, giving him free fast forward on teching (and thus more gold to work with now)
This is getting dicey now… danger of not blocking 2 with Newsman, perhaps a costly mistake for the game. Going to take the Arg kill in lieu of pumping the board with more scrubs, hope I get a OC on the RS draw 2, tech the other Garrison so I have it in case of midori maxband / another NR
…
Got one, not bad
Spore Shambler
Nature Reclaims
Murkwood Allies
Tyrannosaurus Rex
Tech 2 card(s)
Get Paid + float - ($11)
worker - ($10)
tap merfolk - ($11)
fairy dragon, feather rune to BK, pay resist, BK dies from health reduction, goes to discard - ($6)
young treant, draw 1 - ($4)
potent basilisk - ($0)
midori hits newsman for armor and 1
Bluecoat Musketeer, Arrest, Porkhand Magistrate, Building Inspector
Patrol as below
Discard 4 rs Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 PEACE
In Patrol:
Squad Leader: Overeager Cadet (2/2)
Elite:
Scavenger: Overeager Cadet (2/2)
Technician: Reputable Newsman (0/1 blocking 3)
Lookout: Spectral Aven (2/2)
In Play:
Jail (trashed)
Flagstone Garrison (4hp)
Quince (1/5 lvl 5)
Scribe (2/4, +)
Drill Sergeant (4/4, +)
Economy Info:
Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Manufactured Truth
Brave Knight
Scribe
Traffic Director
Drill Sergeant
End of Turn Discard
My Thoughts
I think I should prioritize incremental improvement + eliminating threats to the garrison over blowing up the tech buildings and/or the tree / midori. I can grind with this, so let’s keep grinding
Shift 6 total DS runes to ready DS, hit your base to 11
Give Newsman all those runes, hit your base to 5
Worker (0)
Workers
Brave Knight, Bluecoat Musketeer, Arrest, Porkhand Magistrate, Building Inspector
Patrol as below
Discard 5 Draw 1 rs Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 PEACE
In Patrol:
Squad Leader: Overeager Cadet (2/2)
Elite: Traffic Director (1+1/1)
Scavenger: Scribe (1/3)
Technician: Spectral Flagbearer (2/2)
Lookout: Drill Sergeant (3/3)
In Play:
Jail (trashed)
Flagstone Garrison (4hp)
Quince (1/4 lvl 5)
Scribe (2/4, +)
Overeager Cadet (2/1)
Drill Sergeant (3/3)
Reputable Newsman (6/7, 6x+, 2dmg)
Economy Info:
Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Spectral Flagbearer
Spectral Aven
Manufactured Truth
Hallucination
Flagstone Garrison
End of Turn Discard
My Thoughts
I have no doubt there’s a T-Rex in that hand, but TBH that’s not that big of a problem if I can get an SF out, which I have a guaranteed chance of digging up (aven is the only problem, but even then I can dodge a bad draw on that with LS).
Bigger problems are Moment’s Peace, as I have no intention of getting hard with heroes, and nature reclaims, and there’s no money for either if a TRex comes out.
So I think I just break base as much as possible (I should be able to do 11 damage minimum if I bottom 2 OC, 19 if I bottom deck aven, 15 if aven anywhere in the middle), play for hammer + td to finish things. That feels like the big brain play to me. Maybe if I hit the 11 case I break the tech 3 and verdant…
I was thinking that this MU is really ugly for green, since even potent B can be mirrored by quince’s midb (it doesn’t target). green really has no safe option.
That was what I was counting on; Moment’s Peace and Nature Reclaims were going to be much worse for me than TRex, especially w/ a Flagbearer out to protect the sergeants. I over-indexed on MoLaC with that Newsman, definitely should have put it on 2 in hindsight.
Green P1 had relative impunity to growth engine; it was rough sledding as Blue P2 (which really struggles with generating early pressure, especially with Cala threatening to blow up Oni at any moment).
In warmups and in the real deal here it’s been highly P1 favored thus far