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[MMM1] WARM-UP: Green (Shadow Night Black) vs Red (Youngbuck)


#132

P1T9


StartingHand Workers

STARTING HAND
Blooming Ancient
Ironbark Treant
Blooming Ancient
Moments Peace
Artisian Mantis


WORKERS
Verdant Tree
Rich Earth
Young Treant
Stampede!
Galina Glimmer
Forest’s Favor
Stampede!


NextHand

Artisian Mantis
Giant Panda (2/1)
Tiger Cub (2/2)
Moments Peace
Rampant Growth


Discard

Artisian Mantis
Moments Peace
Ironbark Treant


Tech 0 card(s)
Get Paid + float - ($12)
Blooming Ancient x2 (BA 1 Rune) - ($4)
Arg (BA 5 runes) - ($2)
3 Runes to Wisp
Wisp kills Jainia, Arg to lvl 3
Max Band Arg (BA 4 Runes) - ($0)
Move Runes

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (4/4 + A) +
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Blooming Ancient #1 (3/5) +
  • :pschip: [I]Technician[/I]: Arg (1/5, lvl 5)
  • :target: [I]Lookout[/I]: Blooming Ancient #2 (4/6) ++
    [B]In Play:[/B]
  • Wisp (4/2) ++++
  • Wisp (0/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 11
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 2
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11

#133

GG VWP! I honestly thought I had that in the bag several turns ago but the Midori play caught me off guard!

P2T9


StartingHand Workers

STARTING HAND
Glider
Gunpoint (3/3)
Nautical Dog (1/1+1a)
Crash Barrows


WORKERS
Bloodburn
Careless Musketeer
Scorch
Bombaster
Charge
Pillage


NextHand

Rambaster (1/2)
Glider


Discard

Crash Barrows
War Drums
Gunpoint (3/3)


Tech 0 card(s)
Get Paid + float - ($14)
War Drums - ($12)
Gunpoint, Hasted - ($10)
Crash Barrows - ($7)
Glider - ($6)
Glider attacks base for 9 dmg (3+Frezny+5 units)
Crash Barrows (6+Frenzy + 5 units) kills Water Elemental, Overpowers killing BA #2
Gunpoint (3+Frenzy + 4 units) kills BA #1, Steals the Scvn gold - ($7)
Ogre Kills Arg, Takes Big Wisp
Mad Man and Drakk take Base

Float ($7)
Discard 0, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Ogre Recruiter (5/2 from 2 dmg)
  • Drakk (3/1 from 3 dmg L6)
  • Mad Man (1/1)
  • Wisp (4/2) +++
  • Glider (3/1)
  • War Drums
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 2
  • Deck: 10
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 7
  • Workers: 11
    "

#134

@Shadow_Night_Black Looking back at our game, I was surprised by your Double Stampede tech early on. I can’t say I’ve seen Stampede much in my limited number of games. Can you give me some insight into your thought process on that one? Its such a cool spell, but I have a hard time figuring when to use it


#135

That was the play that probs costed me the game. the aim was continuous stampedes, overruning your units techs etc. I’ve had it work quite well against a few friends in the past, but never tried it against red, and I am now sure that it won’t work with all the haste at your disposal. The moments peace looked promising though, if I had a hero’s hall there, I could have played contentious moments peace, using my other hero as a chump block until I had snowballed enough to win. Your turn to go first?


#136

Ah yeah I can see how early on you could cycle rapidly enough to make the threat constant: I like it. True that the haste Red can bring makes that much more difficult, and obviously if I had some kind of hero removal that wouldnt be viable, but a cool idea nonetheless

Yes my turn for P1, will post shortly


#137

"P1T1


StartingHand Workers

STARTING HAND
Bloodrage Ogre
Scorch
Careless Musketeer
Pillage
Bombaster


WORKERS
Careless Musketeer


NextHand

Makeshift Rambaster
Mad Man
Charge
Nautical Dog
Bloodburn


Discard

Bombaster
Scorch
Pillage


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
BrOgre - ($1)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Brogre (3/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5
    "

#138

P2T1


StartingHand Workers

STARTING HAND
Merfolk Prospector
Rich Earth
Young Treant
Forest’s Favor
Ironbark Treant


WORKERS
Rich Earth


NextHand

Verdant Tree
Rampant Growth
Spore Shambler
Playful Panda


Discard

Forest’s Favor
Young Treant


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Merfolk Prospector - ($3)
Ironbark - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Ironbark Treant (1+1/2 + AA)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

#139

"P1T2


Tech StartingHand Workers

TECH
Chaos Mirror
Gunpoint


STARTING HAND
Charge
Nautical Dog
Bloodburn
Makeshift Rambaster
Mad Man


WORKERS
Careless Musketeer
Bloodburn


NextHand

Gunpoint
Mad Man
Makeshift Rambaster
Charge
Pillage


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Zane - ($3)
Charge Brogre - ($1)
Brogre trades with Ironbark
Zane kills Merfolk
Tech 1 ($0)

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (2/1 from 1 dmg L1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
    "

#140

P2T2


Tech StartingHand Workers

TECH
Centaur
Tiny Basilisk


STARTING HAND
Rampant Growth
Verdant Tree
Playful Panda
Spore Shambler


WORKERS
Rich Earth
Spore Shambler


NextHand

Merfolk Prospector (1/1)
Tiger Cub
Rampant Growth
Forest’s Favor


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Arg - ($3)
Tech 1 - ($2)
Playful Panda - ($0)

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Arg (1/3 + A, lvl 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Going for the more standard unit tech, he’s open Zane, so I feel less pressure about Kidnapping, so Centaurs can go in. Arg is going in as SL as it should take several resources to kill him, and with the Charge Bro into Ironbark, I feel that with the bigger units in, as long as I trade out from here, I should be in a good spot.


#141

"P1T3


Tech StartingHand Workers

TECH
Kidnapping
Lobber


STARTING HAND
Gunpoint
Pillage
Mad Man
Charge
Makeshift Rambaster


WORKERS
Careless Musketeer
Bloodburn
Pillage


NextHand

Scorch
Chaos Mirror
Brogre (3/2)
Bombaster


Discard

Mad Man
Charge
Makeshift Rambaster
Kidnapping
Lobber


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Midband Zane - ($3)
Mad Man - ($2)
Mad Man peels armor off Arg
Zane kills Arg, Maxbands and heals, pushes TechN Wisp to Elite and kills
Gunpoint - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Gunpoint (3/3+1a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (4/4/ L6)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
    "

#142

P2T3


Tech StartingHand Workers

TECH
Moments Peace
Moments Peace


STARTING HAND
Tiger Cub
Forest’s Favor
Merfolk Prospector (1/1)
Rampant Growth


WORKERS
Rich Earth
Spore Shambler
Merfolk Prospector (1/1)


NextHand

Verdant Tree
Centaur
Ironbark Treant (1+1/2 + AA)
Young Treant


Discard

Rampant Growth
Forest’s Favor
Tiger Cub
Moments Peace
Moments Peace


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Cal - ($4)
Rampant Growth Panda, Panda kills Taxman - ($2)

Float ($2)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Cal (2/3, lvl 1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8
Thoughts

Going Balance Tech 2, Moments Peace to help me survive when I get there, relying on Mimics/Basilisks at that point. Floating Gold here to get Tech 2 down next turn with a Centaur/Basilisk hopefully.


#143

"P1T4


Tech StartingHand Workers

TECH
Crash Barrows
Gliders


STARTING HAND
Chaos Mirror
Scorch
Bombaster
Brogre (3/2)


WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch


NextHand

Bombaster
Crash Barrows
Nautical Dog
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Zane kills Wisp
BrOgre - ($4)
Tech 2 Blood - ($0)

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Brogre (3/2+1a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (4/4/ L6)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
    "

#144

P2T4


Tech StartingHand Workers

TECH
Wandering Mimic
Potent Basilisk


STARTING HAND
Centaur
Young Treant
Ironbark Treant (1+1/2 + AA)
Verdant Tree


WORKERS
Rich Earth
Spore Shambler
Merfolk Prospector (1/1)
Ironbark Treant (1+1/2 + AA)


NextHand

Moments Peace
Moments Peace
Tiny Basilisk
Potent Basilisk


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tech 2 (Balance) - ($5)
Mid band Cal - ($3)
Cal kills Bro
Centaur - ($0)

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Centaur (3/4 + A, Overpower)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Playful Panda (2/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal (3/1, lvl 3, units have Resist 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Drew both moments peace :frowning:, so can’t rely on a two turn lock down. Potent Basilisk will be a nice squad lead though, can take a none frenzied crashbarrow to the face and not let anything through, plus can’t be kidnapped.


#145

"P1T5


Tech StartingHand Workers

TECH
Bug Blatter
Bug Blatter


STARTING HAND
Nautical Dog
Makeshift Rambaster
Crash Barrows
Bombaster


WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch
Bombaster


NextHand

Gunpoint (3/3+1a)
Gliders
Lobber


Discard

Brogre (3/2+1a)
Crash Barrows
Nautical Dog
Bug Blatter
Bug Blatter


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Drakk - ($5)
Crash Barrows - ($2)
Rambaster - ($0)
Crash barrows kills Centaur, overpower to kill Panda
Zane and Rambaster take Tech 2, Base to 18

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Drakk (1/3+1a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (4/4/ L6)
  • Makeshift Rambaster
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 4
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "

#146

P2T5


Tech StartingHand Workers

TECH
Potent Basilisk
Wandering Mimic


STARTING HAND
Tiny Basilisk
Moments Peace
Moments Peace
Potent Basilisk
Rampant Growth


WORKERS
Rich Earth
Spore Shambler
Merfolk Prospector (1/1)
Ironbark Treant (1+1/2 + AA)
Rampant Growth


NextHand

Wandering Mimic
Forest’s Favor
Verdant Tree
Young Treant
Tiger Cub


Discard

Centaur (3/4 + A, Overpower)
Playful Panda (2/1)
Potent Basilisk
Moments Peace
Moments Peace
Potent Basilisk
Wandering Mimic


Tech 2 card(s)
Get Paid - ($9)
Tech Draw
Rebuild Tech 2
Max Cal - ($7)
Cal kills Drak, Base to 17
Tiny Basilisk - ($5)
Hero’s Hall - ($3)
Worker - ($2)

Float ($2)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk (1/2 + A, Deathtouch, Unattackable/Unstopable by tech 0)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal (4/4, lvl 5, units have Resist 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10
Thoughts

Patrolling Basilisk in SL to prevent a second Crash Barrow kills my Basilisk and Cal. Tech would be prefered to cycle around to the moments Peace quicker. The kill on my tech 2 that turn really hurt, getting a heros hall as a tower is not going to help much and I need to be able to summon additional heros even when my tech is down.


#147

"P1T6


Tech StartingHand Workers

TECH
Kidnapping
Gunship


STARTING HAND
Gliders
Gunpoint (3/3+1a)
Lobber


WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch
Bombaster


NextHand

Chaos Mirror
Charge


Discard

Brogre (3/2+1a)
Crash Barrows
Nautical Dog
Bug Blatter
Bug Blatter
Kidnapping
Gunship


Tech 2 card(s)
Get Paid - ($9)
Glider - ($8)
Lobber - ($7)
Gunpoint - ($5)
Glider takes out Basilisk
Zane takes Heroes Hall, Base to 15
Rambaster and Lobber take Tech 2, Base to 13
Tech Lab - Anarchy - ($4)

Float ($4)
Discard 0, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Gunpoint (3/3+1a)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (4/4/ L6)
  • Makeshift Rambaster
  • Lobber (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech Lab HP: 4 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 2
  • Deck: 2
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 9
    "

#148

P2T6


StartingHand Workers

STARTING HAND
Wandering Mimic
Verdant Tree
Young Treant
Tiger Cub
Forest’s Favor
Wandering Mimic


WORKERS
Rich Earth
Spore Shambler
Merfolk Prospector (1/1)
Ironbark Treant (1+1/2 + AA)
Rampant Growth


NextHand

Centaur (3/4 + A, Overpower)
Potent Basilisk
Tiny Basilisk (1/2 + A)
Moments Peace
Playful Panda (2/1)


Discard

Wandering Mimic
Forest’s Favor
Wandering Mimic


Tech 0 card(s)
Get Paid + float - ($12)
Rebuild Tech 2
Young Treant, Draw - ($10)
Verdent Tree - ($8)
Cal Kills Gunpoint
Tiger Cub - ($6)
Heros’s Hall - ($4)

Float ($4)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Young Treant (0/2)
  • :pschip: [I]Technician[/I]: Tiger Cub (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal (4/1, lvl 5, units have Resist 1)
  • Verdant Tree (-/3, Healing 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 13
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 2
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 10

#149

"P1T7


StartingHand Workers

STARTING HAND
Chaos Mirror
Charge
Mad Man
Kidnapping


WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch
Bombaster


NextHand

Brogre (3/2+1a)
Nautical Dog
Charge


Tech 0 card(s)
Get Paid + float - ($13)
Drakk + midband - ($8)
Mad Man - ($7)
Zane kilsl Tiger, I get a card
Kidnap Trent - ($2)
Chaos Mirror Rambaster and Cala - ($0)
Mad Mand (2) Lobber (3) and Rambaster (7) takes base to 1 Hp

Float ($0)
Discard 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Drakk (2/3 L4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (4/2 from 2 dmg L6)
  • Makeshift Rambaster
  • Lobber (2/2)
  • Mad Man (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech Lab HP: 4 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "

#150

Sorry i messed up the drawing 1 card so had ot re-do and redraw but nothing much changed


#151

GG, I can’t stop the Lobber killing me next turn, my inability to draw my tech 1 units turn 3, my drawing of both Moments Peace T5, when I was unable to play midori (could suicide Cal, but not killing drak, and hence feeding levels is not a good strat, esp since I didn’t have to gold to level him up to survie the Zane + Drak Counter attack.). Feeding you Arg was also a road to defeat. I think I need to focus on using Verdent Tree and/or green’s spells more.

P1T1


StartingHand Workers

STARTING HAND
Verdant Tree
Forest’s Favor
Rich Earth
Rampant Growth
Ironbark Treant


WORKERS
Rich Earth


NextHand

Spore Shambler
Merfolk Prospector
Young Treant
Tiger Cub
Playful Panda


Discard

Verdant Tree
Forest’s Favor
Rampant Growth


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Ironbark Treant - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (1/2 + AAA)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

Planning on using Verdant Tree on T3/4 to help gaurentee my tech 2. Also going Growth as that seems to be the specs he has had the hardest time dealing with so far. No Cal / 1 drop to start but at least I have a Treant, just a shame all my combat tricks are in this hand.