Not a great opening split, would have preferred Prospector or Playful Panda in T1 hand. Spore Shambler looks an expensive P1 open, but stops him playing Spectral Aven and I can move a rune to Calamandra next turn.
Thanks, will take me a few games to become less clueless about Blue’s tricks. Can already see that Spore Shambler is too expensive an open for P1T1, with a 50% chance of Building Inspector taking an addition $1 from T2.
STARTING HAND
Centaur
Tiny Basilisk
Blooming Ancient
Ironbark Treant
Forest’s Favor
WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Ironbark Treant
[/spoiler][/details]
[details=NextHand][spoiler]
Blooming Ancient
Blooming Ancient
Rampant Growth
Centaur
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Prospect - ($7)
Discard 2 for Cal stealth, kills Oni, Cal to lvl 3
Cal to max - ($5)
Build an expensive Tech2 Growth (cursing that Building Inspector) - ($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]: Playful Panda (3/2)
[I]Scavenger[/I]: Young Treant (0/2)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Merfolk Prospector (1/1)
Calamandra lvl 5 (4/5)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
[details=Thoughts][spoiler]
Going for discard-stealth for the hero kill, and teching Cal spells (Feral Strike, Murkwood Allies). Not super confident that Growth engine will keep up with Peace, though I can use Nature Reclaims to trash Garrisons – and Frogs would be great if I could land them with Ancients on the board. Got to guess he’s building for both Peace Engine (Cadets, Garrisons, Sergeants) and disruption (Injunction, etc).
Tech 2 card(s)
Get Paid - ($8)
Tower - ($5)
Brave Knight kills Young Treant
Tax Collector, lawfully seize that 1g - ($4)
Quince - ($2)
Manufactured truth BI into Panda, trades with Panda
Worker - ($1)
Float ($1)
Discard 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Brave Knight 3/3+A
[I]Elite[/I]: Reputable Newsman 1/2, naming 2
[I]Scavenger[/I]: Tax Collector 2/3
[I]Technician[/I]: Mirror 0/1
[I]Lookout[/I]:
[B]In Play:[/B]
Quince 1/3, lvl 1
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 9
Thoughts
So, how do I want to play this. I can sac two of my units for two of his by playing MT. I could save a unit by using Spectral Aven, but that spends another card card. Denying him attackers seems important with growth out there. I could kill just panda and keep a unit, leaving prospector alone, which he probably wasn’t going to attack with anyway. And I have already made him spend 2 extra gold with BI, I think it’s safe to sac him.
Good spot, like I dropped a card off the spreadsheet. Sorry for that – travelling at the moment and messing up more than usual. Replacing in hand and moving 1/2 of the cards drawn after reshuffle into deck.
[details=Discard][spoiler]
Playful Panda
Young Treant
Rampant Growth
Nature Reclaims
Moment’s Peace
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Prospect - ($8)
Blooming Ancient #1 - ($4)
Blooming Ancient #2, rune on BA#1 - ($0)
Move rune to pop Mirror
Cal kills Brave Knight, back to hand
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Blooming Ancient #1 (2/4 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Blooming Ancient #2 (2/4)
[I]Lookout[/I]:
[B]In Play:[/B]
Merfolk Prospector (1/1)
Calamandra lvl 5 (4/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 2
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 9
[details=Thoughts][spoiler]
May regret popping the Mirror, as there are plenty of cards to fear off the tech draw (Garrison, Arrest, Free Speech).
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Prospect - ($9)
Argagarg to max, summon Wisp and Elemental, 3 runes on each BA - ($3)
Midori, rune on each BA - ($1)
Move rune from BA#2 to pop Aven - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Argagarg lvl 5 (1/5 + 1)
[I]Elite[/I]: Blooming Ancient #2 (6/7) [3 runes]
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]: Water Elemental (3/3)
[I]Lookout[/I]: Blooming Ancient #1 (6/6) [4 runes, 2dmg)
[B]In Play:[/B]
Merfolk Prospector (1/1)
Midori lvl 1 (2/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 10
[details=Thoughts][spoiler]
Cal loss stops me Frogging up, shame, but get runes down with hero arrival. Doesn’t seem work attacking his board, get hit by Tower, and Cadets just comes back for free with runes on Sergeants. Teching MoLaC and Stampede, though suspect he’ll shut down my spells (Stampede, Frogs) with Free Speech. Like the look of his position over mine.
[/spoiler][/details]
Edited patrol to add Water Elemental I’d forgotten to put on board.
Injunction
Lawful Search
Manufactured Truth
Brave Knight
Spectral Aven
Tech 2 card(s)
Get Paid - ($9)
Drill Sergeant, draw 1, reshuffle, draw 1 - ($6)
Traffic Director, DS+1, draw last 2 - ($5)
Drill Sergeant, DS+1 - ($2)
Spectral Flagbearer, DS+2 - ($1)
Move 4 runes to Reputable Newsman
Manufactured Truth, Reputable Newsman becomes a Traffic Director, unstoppable when attacking your Tech 2, which is now destroyed, building Inspector makes it cost 1 to rebuild - ($0)
Cadets hit Arg for 4
Tax Collector trades with Arg, Quince to lvl 5
Building Inspector kills Wisp
I can Injunction, or I can play up my Drill Sergeants. DS nets me 4 or 5 runes. Injunction means only having 3-4g for units, either brave knight and MT, or DS and probably TD for 1 rune. If I could move Argagarg and suicide my cadets I’d be much better off. I think I will go with Drill Sergeant, cause I am guaranteed to get enough runes to MT something into TD and break his tech 2 instead.