[I]Lookout[/I]: Playful Panda (2/2)
[B]In Play:[/B]
Argagarg lvl 1 (1/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
[details=Thoughts][spoiler]
Going for Argagarg as my opening hero as his midband deals with any Aven problems. He’s also played a controlly but passive opener, so happy to flood with Green units, and tech Galina along with Huntress.
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Prospect - ($6)
Argagarg to max, summon Elemental - ($2)
Galina Glimmer - ($1)
Argagarg taps to buff Playful Panda, it kills Building Inspector
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Wisp (0/1 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]: Water Elemental (3/3, anti-air)
[I]Technician[/I]:
[I]Lookout[/I]: Wisp (0/1)
[B]In Play:[/B]
Argagarg lvl 5 (1/5)
Merfolk Prospector (1/1)
Playful Panda (2/1)
Galina Glimmer (2/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
[details=Thoughts][spoiler]
Bit surprised by his very defensive setup. I’m playing out two more units including Galina Glimmer, so will get a big econ boost next turn – unless he does Aven-Manufactured Truth to kill Galina with Newsman, in which case he loses the Newsman to anti-air.
Teching MoLaC and Murkwood Allies, try similar approach to the second warmup game – hope to land MoLac, with Frog spam into Midori mid as the backup if he keeps my Tech2 down.
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($8)
Galina upkeep ($2 from 5 green units) - ($10)
Prospect - ($11)
Worker - ($10)
Tiger Cub - ($8)
Tech2 Growth - ($4)
Heroes Hall - ($2)
Float ($2)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Playful Panda (2/1 + 1)
[I]Elite[/I]: Argagarg lvl 5 (2/5)
[I]Scavenger[/I]: Tiger Cub (2/2)
[I]Technician[/I]: Water Elemental (3/3)
[I]Lookout[/I]: Wisp (0/1 + 1)
[B]In Play:[/B]
Galina Glimmer (2/2)
Merfolk Prospector (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 2
Workers: 8
[details=Thoughts][spoiler]
Econ boost means I can build Tech2 + Heroes Hall. If my Tech2 can stay intact for the turn, float will give me enough to play MoLaC + Cal + Frogs which should be a winning play. Could be hit with Injunction, though, in which case boost Murkwood Allies instead, and $5 cost of Bigby+Injunction will stop him doing much engine building. Teching Blooming Ancient and Stampede.
Bluecoat Musketeer
Manufactured Truth
Drill Sergeant
Judgment Day
Tech 2 card(s)
Get Paid - ($8)
Flagstone Garrison - ($5)
Traffic Director, draw 1 - ($4)
Building Inspector, draw 1 - ($3)
Spectral Aven, draw 1 - ($1)
Current cadet trades with Panda
Overeager Cadet, reshuffle, draw
Overeager Cadet, draw 1
Oni Trades with Water Elemental
Scribe klills Lookout wisp, down to 3 green units left
Worker - ($0)
[details=Discard][spoiler]
Stampede
Blooming Ancient
Murkwood Allies
Guargum
Guargum
[/spoiler][/details]
Tech 2 card(s)
Get Paid + scav, tech draw - ($10)
Argagarg suicides into Bigby, MoLaC activated
Young Treant, draw - ($8)
Playful Panda + Wisp - ($6)
Midori - ($4)
Worker - ($3)
Float ($3)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Young Treant (5/7)
[I]Technician[/I]: Wisp (5/6)
[I]Lookout[/I]:
[B]In Play:[/B]
MoLaC [active]
Playful Panda (7/7)
Midori lvl 1 (7/8)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 5
[B]Gold:[/B]
Gold: 3
Workers: 11
[details=Thoughts][spoiler]
This should be in the bag, though my lack of unit haste means I could get caught with serial Judgement Days. This doesn’t affect my heroes, and Heroes Hall allows me to have all 3 in play. Teching 2xGuargams for a Tech3 option (also unaffected by Judgement Day), though shouldn’t really need them.
Playing Cal + Forest’s Favour – because I can (no Newsman yet), and to threaten the stealth-walkby. Just need to be wary of Aven, since I don’t have the easy targeting I get with Argagarg as opener, and could need to use Spore Shambler or Huntress anti-air.
[details=Tech StartingHand Workers][spoiler]
TECH
Huntress
Blooming Ancient
STARTING HAND
Spore Shambler
Merfolk Prospector
Rich Earth
Ironbark Treant
Playful Panda
WORKERS
Verdant Tree
Rich Earth
[/spoiler][/details]
[details=NextHand][spoiler]
Young Treant
Huntress
Rampant Growth
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Discard 2 to give Cal stealth
Cal kills Bigby, to lvl 3
Merfolk Prospector - ($4)
Tech1 - ($2)
OK, guess I’m going to find out whether the stealth kill is worth dropping cards and giving up the easy targeting against Aven. I’m getting $4 of “value” from the hero kill, just have to make sure that I don’t give Aven too many turn to do damage. This turn should be OK as Cal has the HP to survive Aven+its manufactured copy. Plan to build Tech2 next turn, and teching Huntress for anti-air and a Blooming Ancient (get it into what’s going to be a slow cycle).
I’ve had good draws for this cycle, Huntress in this hand and Ancient still in deck. Patrolling Huntress in lookout, with Cal’s mid will cost $4 to arrest if he wants the hero kill.
Building tax is pretty annoying, has hit me in all 4 games so far and twice in 2 of the games.
Point of this series isnt really to have variety, but to play to win, and see how it stacks up. Growth is a very fast, and is a decent choice against most things except future, and to a lesser extent, discipline and balance. Of course, being predictable against blue’s control options means I can prepare counters…
P1T4
Tech StartingHand Workers
TECH
Flagstone Garrison
Scribe
STARTING HAND
Manufactured Truth
Scribe
Reputable Newsman
Lawful Search
General’s Hammer
Tech 2 card(s)
Get Paid + float - ($9)
Scribe, draw 1 - ($7)
Onimaru - ($5)
Manufactured Truth Traffic Director becomes Huntress, they trade - ($4)
BI, Aven and Cadet break your tech 2
General’s Hammer, break your tech 1, base to 16 - ($1)
Worker - ($0)
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Scribe 1/3
[I]Lookout[/I]:
[B]In Play:[/B]
Building Inspector 1/1
Spectral Aven 2/2
Overeager Cadet 2/2
Onimaru 2/3
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
trade BI or TD for huntress? Heroe’s hall is pretty guaranteed, so might as well keep the BI to tax it, as opposed to TD to damage it. I have to build tech 2 next turn or else breaking everything now will be mostly useless. Ideal play next turn, general’s hammer and tech 2, break his tech 1 again. More likely, his tech 1 rebuilds and I just build my tech 2 and probably save the gold.
Nicely planned and played !
I’d missed that lookout and Cal’s mid are no help against Manufacturing Truth which doesn’t target (consistent with mirrors, I guess), even though they resist against Arrest.
I can still play with Tech1 down – decent tech1 units still around, Cal can summon Tigers or Frogs, and Argagarg can instamax for a board if Cal dies. Building a Tower so Oni can’t kill Cal and survive. Elite Training is the card I’d least like to see this turn. Newsman naming 5 would also be annoying.