Patrolled badly last turn badly, giving up Cal too cheaply. Not committing a hero this turn, to keep options of Cal or Arg next turn, depending on whether my Tech2 is up and whether I draw Ancient or Murkwood Allies.
Was unsure on my T1 which would be the better opening hero – Cal to pressure for the stealth hero kill; or Arg to wall up (eg for early Tech2->MoLaC) and for the useful midband against Aven. Still not sure of the answer, as I felt I got into a good position then let things slip with poor patrol setups T3/T4. And your setup for the double tech building break was really neat, as was the BI->Aven trick for lethal.
These games seem on quite a knife-edge in timing as far as which engine manages to establish first.
Knife edge maybe… But molac is superior to flagstone plus drill sergeants. BAs are marginally superior, but molac is rough. The reason blue can even compete with molac is all the control gimmicks. In a different matchup, I might just go for flagstones without putting much control in the mix. This one, pretty sure I have to exercise tricks.
Prospector in T1 hand, so going for the aggro Cal opener. Will look to Spore Shambler or Huntresses to deal with Aven. I’d be happy for him to whiff on Building Inspector in his T1 hand, it’s been a taxing time so far.
[details=NextHand][spoiler]
Young Treant
Ironbark Treant
Huntress
Forest’s Favor
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Prospect - ($5)
Cal to mid, discards 2 for stealth - ($3)
Cal kills Bigby, to max
Tech1 - ($2)
Heroes Hall - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Calamandra lvl 5 (4/5)
Merfolk Prospector (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
[details=Thoughts][spoiler]
Enjoying some rare tax-free building activity. Going for the stealth hero kill, using spare $$ to build a Heroes Hall to get hand size back. Also threatening a second stealth-discard if he plays out a hero without a Tower.
[details=Tech StartingHand Workers][spoiler]
TECH
MoLaC
Blooming Ancient
STARTING HAND
Forest’s Favor
Ironbark Treant
Young Treant
Murkwood Allies
WORKERS
Verdant Tree
Rich Earth
Forest’s Favor
[/spoiler][/details]
[details=NextHand][spoiler]
Tiger Cub
Playful Panda
Rampant Growth
Huntress
Spore Shambler
[/spoiler][/details]
[details=Discard][spoiler]
Huntress
Ironbark Treant
Young Treant
MoLaC
Blooming Ancient
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Prospect - ($6)
Argagarg to max, summon Wisp + Elemental - ($0)
Cal kills Traffic Director
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Water Elemental (3/3 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Calamandra lvl 5 (4/3)
Merfolk Prospector (1/1)
Argagarg lvl 5 (1/5)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 7
[details=Thoughts][spoiler]
Looks like the opening splits have favoured me. No building tax, Prospector looks safe for another turn or two, and I’m back to 5 cards.
Both this and next turn’s techs go into next cycle. Teching MoLaC + Ancient this turn, maybe double up on MoLaC next turn. Attacking into his cheap Tech1s + Tower will be costly, MoLaC much more likely to get me to the win.
Leaving Cal on 1HP makes her vulnerable to Aven-ManTruth kill with the Newsman, but then Bigby is left exposed to my units. Teching a second MoLaC and Murkwood Allies.
…
MoLaCs splits across T5/6 hands, looks good for getting one played in the coming cycle.
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bigby kills wisp
Tower - ($1)
Traffic Director - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Traffic Director 1/1+A
[I]Elite[/I]:
[I]Scavenger[/I]: Building Inspector 1/1
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Bigby 2/3, lvl 1
[B]Buildings:[/B]
Base HP: 20
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
This split is kinda terrible. Could midband Bigby to make it a little harder to kill him. Without newsman, forest’s favor and rampant growth are just too easy. I could skip tech 1 and build a tower and play TD then he trades into my patrol and gives me 1g. Then what to tech? Jurisdiction maybe? Likely play next turn, kill both units, midban cal, play a unit that now has resist. Arrest will be crazy expensive and won’t actually be able to kill cal. Community Service could net me a unit, but he has to have it in hand, otherwise I’ll be stuck. And if I have to lawful search, that means not building tech 1 again. It would be really funny if he put the ancient into his deck this early, but past games indicate huntress and centaur are most likely. I’ll cross my fingers for centaur. Otherwise I just end up with Newsman and hoping for the best.