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]
-
[I]Squad Leader[/I]: Tiny Basilisk (1/2 + A, Deathtouch, Unattackable/Unstopable by tech 0)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Cal (4/4, lvl 5, units have Resist 1)
[B]Buildings:[/B]
-
Base HP: 17
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
-
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.
"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]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Gunpoint (3/3+1a)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Zane (4/4/ L6)
- Makeshift Rambaster
- Lobber (2/2)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
-
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
"
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]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Young Treant (0/2)
-
[I]Technician[/I]: Tiger Cub (2/2)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Cal (4/1, lvl 5, units have Resist 1)
- Verdant Tree (-/3, Healing 1)
[B]Buildings:[/B]
-
Base HP: 13
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
-
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 2
- Disc: 3
[B]Gold:[/B]
- Gold: 4
- Workers: 10
1 Like
"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]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Drakk (2/3 L4)
-
[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]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
-
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
"
1 Like
Sorry i messed up the drawing 1 card so had ot re-do and redraw but nothing much changed
1 Like
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]
-
[I]Squad Leader[/I]: Ironbark Treant (1/2 + AAA)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
-
[B]Buildings:[/B]
-
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.
2 Likes
GG WP!
P1T8
StartingHand Workers
STARTING HAND
Charge
Nautical Dog
Brogre (3/2+1a)
WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch
Bombaster
NextHand
Bug Blatter
Crash Barrows
Kidnapping
Kidnapping
Gunpoint (3/3+1a)
Discard
Charge
Nautical Dog
Brogre (3/2+1a)
Tech 0 card(s)
Get Paid - ($9)
Lobber Taps for the base win
Float ($9)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Drakk
-
[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]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
-
Tech Lab HP: 4 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 3
- Disc: 3
[B]Gold:[/B]
- Gold: 9
- Workers: 9
"
1 Like
Yeah I can see where verdant tree would have helped a lot here, and the Green spells. Youre P1 now yeah?
1 Like
yes, hence my P1T1 turn last post
1 Like
Ahaha sorry man, Now I look like an asshole for posting my last turn! Learn to read more carefully Buck
2 Likes
"P2T1
StartingHand Workers
STARTING HAND
Nautical Dog
Bloodrage Ogre
Careless Musketeer
Pillage
Bloodburn
WORKERS
Careless Musketeer
NextHand
Makeshift Rambaster
Mad Man
Bombaster
Scorch
Charge
Discard
Nautical Dog
Pillage
Bloodburn
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
BrOgre - ($2)
Drakk - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: BrOgre (3/2+1a)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Drakk (1/3 L1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
-
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B]
- Gold: 0
- Workers: 6
"
1 Like
Lets try this:
P1T2
Tech StartingHand Workers
TECH
Gemscout Owl
Galina Glimmer
STARTING HAND
Playful Panda
Merfolk Prospector
Spore Shambler
Young Treant
Tiger Cub
Gemscout Owl
WORKERS
Rich Earth
Spore Shambler
NextHand
Verdant Tree
Forest’s Favor
Gemscout Owl
Galina Glimmer
Rampant Growth
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Young Treant, Draw - ($2)
Tech 1 - ($1)
Merfolk Prospector - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Ironbark Treant (1/2 + AAA)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Young Treant (0/2)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Merfolk Prospector (1/1)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech 1 HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 2
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 6
Thoughts
Lets try complete eco build, going into circle of Life
1 Like
"P2T2
Tech StartingHand Workers
TECH
Kidnapping
Gunpoint
STARTING HAND
Bombaster
Mad Man
Makeshift Rambaster
Scorch
Charge
WORKERS
Careless Musketeer
Scorch
NextHand
Pillage
Mad Man
Charge
Kidnapping
Bombaster
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Drakk - ($2)
Drakk and Bogre take Ironbark
Mad Man - ($1)
Mad Mand Trades with Merfolk
Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Mad Man (1/1+1a)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- BrOgre (3/1 from 1 dmg)
- Drakk (2/2 from 1 dmg L3)
[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: 7
"
There is a young treant between the Mad man and the Merfolk (plus a restraining order, but the mad man keeps ignoring that…
1 Like
That nasty Tree! Ill Patrol the madmand instead
1 Like
P1T3
Tech StartingHand Workers
TECH
Circle of Life
Circle of Life
STARTING HAND
Verdant Tree
Forest’s Favor
Galina Glimmer
Rampant Growth
Gemscout Owl
WORKERS
Rich Earth
Spore Shambler
Verdant Tree
NextHand
Playful Panda
Circle of Life
Tiger Cub
Rampant Growth
Tech 2 card(s)
Get Paid - ($6)
Prospector - ($7)
Worker - ($6)
Galina Glimmer - ($5)
Gemscout Owl - ($4)
Midband Arg - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Arg (1/4 + A, lvl 3)
-
[I]Elite[/I]: Young Treant (1/2, Can’t Attack)
-
[I]Scavenger[/I]: Wisp (0/1)
-
[I]Technician[/I]: Galina Glimmer (2/2)
-
[I]Lookout[/I]: Gemscout Owl (0/1, Flying, Can’t Attack, Resist 1+1)
[B]In Play:[/B]
- Merfolk Prospector (1/1)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 3
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 7
Thoughts
Arg should die (if not I can kill him next turn most likely, then midori can Circle of life (assuming I get the 70% draw, knowing my luck I won’t). I going to end up on the defensive, so I think verdent tree is best to not be workered (although I plan on cheating out my tech 2’s, so maybe it should be…), although it pains me to worker Ramant growth, I’ve seen in my last few games how Forest’s Favour is really useful in trying to let midori staying alive through a Moment’s Peace. If I am also planing on moments Peace later, then Verdant Tree loses even more use… Change of mind the verdant tree is being workered.
1 Like
"P2T3
Tech StartingHand Workers
TECH
War Drums
Gunpoint
STARTING HAND
Pillage
Charge
Mad Man
Bombaster
Kidnapping
Makeshift Rambaster
WORKERS
Careless Musketeer
Scorch
Pillage
NextHand
Nautical Dog
War Drums
Bloodburn
Gunpoint
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Drakk and Ogre take Arg, Drak Maxbands
Kidnap Merfolk - ($2)
Merfolk trades with Glimmer
Mad Man takes Wisp
Bombaster - ($0)
Bombaster takes Trent
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
[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]
- Drakk (3/4 from 1 dmg L6)
- Mad Man (1/1)
- Bombaster (2/1 From 1 dmg
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 5
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 8
"
1 Like
I usually don’t go for kidnapping this early, as it mostly takes units that cost a lot less than it cost to play, and I’m feeling tight on gold. But you’re showing how effective it can be, especially with mid or max Drakk, even on cheapies, as long as you’re only planning on playing one other card, and those cheapies have a lot of additional value.
You just spent 4 on the kidnapping to take out Prospector, which cost him 1 but would have gained him at least 1 more, and Glimmer, likewise, so you’re at least coming out even, while getting way ahead on board. Nicely done.
Oh, and Drakk should be at full health (3/4, 0 damage), since he healed when he maxxed.
2 Likes
Hey I found a way to have haste at tech1!
EDIT: @YoungBuck fixed turn, it should all add up now
P1T4
Tech StartingHand Workers
TECH
Gemscout
Potent Basilisk
STARTING HAND
Playful Panda
Tiger Cub
Circle of Life
Rampant Growth
Forest’s Favor
WORKERS
Rich Earth
Spore Shambler
Verdant Tree
NextHand
Gemscout Owl (0/1, Flying, Can’t Attack, Resist 1+1)
Ironbark Treant (1/2 + AAA)
Merfolk Prospector (1/1)
Circle of Life
Tech 2 card(s)
Get Paid - ($7)
Tech and Scav - ($8)
Gemscout Owl finds me some gold - ($9)
Midori - ($7)
Cirle of Life on Gemscout Owl, Summoning a Wandering Mimic, who has Haste from your Bombaster (given by your max band Drak) - ($4)
Mimic Kills Drak, my base to 19, Midori to lvl 3
Tiger Cub - ($2)
Playful Panda - ($0)
Skip Worker
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Tiger Cub (2/2 + A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Wisp (0/1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Wandering Mimic (4/1)
- Midori (2/3, lvl 3)
- Playful Panda (2/2)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 7
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 7
Thoughts
Plan is a go! Tech 2 (Balance) next turn, so put the Basilisk in now (want to keep the other mimic in codex incase I top deck Galina/Gemscout for another circle of life play)
1 Like
"P2T4
Tech StartingHand Workers
TECH
Crash Barrows
Crash Barrows
STARTING HAND
Bloodburn
Gunpoint
Nautical Dog
Charge
WORKERS
Careless Musketeer
Scorch
Pillage
Bloodburn
NextHand
BrOgre (3/1 from 1 dmg)
Kidnapping
Makeshift Rambaster
Discard
War Drums
Crash Barrows
Crash Barrows
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Gunpoint - ($5)
Nautical Dog - ($4)
Tech 2 Blood - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Gunpoint (3/3+1a)
-
[I]Elite[/I]: Nautical Dog (1+1/1)
-
[I]Scavenger[/I]: Bombaster (2/1)
-
[I]Technician[/I]: Mad Mand (1/1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
-
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 2
- Disc: 3
[B]Gold:[/B]
- Gold: 0
- Workers: 9
"