P1T8
StartingHand Workers
STARTING HAND
Ferocity
Wandering Mimic #2 (4/1)
Centaur
Playful Panda (2/1)
WORKERS
Rich Earth
Spore Shambler
Verdant Tree
Merfolk Prospector (1/1)
Potent Basilisk
Circle of Life
NextHand
Tiger Cub (3/1)
Wandering Mimic #1 (4/1)
Rampant Growth
Gemscout Owl (0/1, Flying, Can’t Attack, Resist 1+1)
Discard
Young Treant (0/2, Can’t Attack)
Ferocity
Wandering Mimic #2 (4/1)
Playful Panda (2/1)
Tech 0 card(s)
Get Paid + float - ($11)
Taxmen - ($10)
Scav x2 - ($12)
Rebuild Tech 2 (I wonder if I can get the spreadsheet to reproduce this line every turn after my tech 2 is built?)
Midband Cal - ($8)
Centaur - ($5)
Ferocity - ($3)
Water Ele kills Gunpoint Taxman
Float ($3)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]: Centaur (3 + 1/4, Over Power)
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Cal (3/4, All Units have Resist 1)
- Water Elemental (3/2, Antiair)
[B]Buildings:[/B]
-
Base HP: 15
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 9
- Disc: 4
[B]Gold:[/B]
- Gold: 3
- Workers: 10
1 Like
"P2T8
Tech StartingHand Workers
TECH
Gunship
Gunship
STARTING HAND
Bombaster (2/1)
Glider
Glider
WORKERS
Careless Musketeer
Scorch
Pillage
Bloodburn
Bombaster (2/1)
NextHand
Nautical Dog (1+1/1)
War Drums
Discard
BrOgre (3/2 +1A)
Crash Barrows
Gunpoint
Lobber
Chaos Mirror
Kidnapping
Charge
Choas Mirror
Lobber
Gunpoint (3/2 from 1 dmg)
Gunship
Gunship
Glider
Glider
Tech 2 card(s)
Get Paid + float - ($11)
Bombaster, Hasted - ($9)
Glider x 2 - ($7)
Glider 1 kills Centaur
Glider 2 takes Cala
Bombaster and Drakk take Tech 2, Base to 13 hp
Zane and Mad Mad take Tech 1, Base to 11 hp
Tech Lab Anarchy - ($5)
Float ($5)
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]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Drakk (3/4 L6)
- Bombaster (2/2)
- Zane (4/4 L6)
- Mad Man (1/1)
[B]Buildings:[/B]
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5
-
Tech Lab HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 2
- Deck: 2
- Disc: 14
[B]Gold:[/B]
- Gold: 5
- Workers: 10
"
1 Like
Thats GG from me, it was looking good until that second Kidnapping on my Mimic into Midori (I had to hope you didn’t have both kidnapping and a hasted source of damage). Neither Ferocity/Moment’s Peace seem to allow me the breathing room to actually get my feet underneath me (and keep that tech 2 alive), and I am really missing the nimble fencers from my old Balance, Growth, Finesse build. Green really can’t let itself fall behind or it just can’t get back on the board. I have no way of dealing with crashbarrows, so I have to deal with the tech 2 blood before it comes out. I don’t have good ways of using the gold advantage I have (4 gold more at the end of each P1 turn, X gold more at the end of TX as P2), to affect the board as everything I can do deals with big units/heros and relys on me having units on the board, not dealing with the army of small things you send at me. I don’t know what to try next to get around this problem.
1 Like
GG WP
It seems to me that the only way I am getting ahead in these match ups is through a plethora of haste units. I feel like from green side it has to be very difficult to plan much ahead turn to turn because Red can disrupt so much. I have been going down on card and econ fairly heavily as well, but from the vantage point of being able to respond through heroes and hasted units
This last game your econ and unit plays seemed very oppressive. But for a couple of opportune draws you would have flooded me out with units fairly quickly.
Will play next turn tomorrow, but what do you feel like has been different first 4 games vs last couple? I felt very helpless first couple of games, but haven’t felt like I have changed my play a lot besides better use of Heroes to buy me time
1 Like
Your much more willing to go down on resources to prevent me having units to hit back at you with (T3 last game, I had several combat tricks, but only 1 attackers survived you put a madman in SL, so it would have been a 3 to 1 gold trade, if you had instead killed the treant with the madman, then Drak would have died there and it would have been a very different game). Green has two ways of trying to keep units alive, big units that you have to sacrifice 2/3 units to kill (Centaurs at T1, Rhinos, bark coat bears etc at T2), but you are regularly teching kidnapping in your first 2 techs, so playing them (esp with centaurs overpower) will be you using 1 card and 4 gold to kill two of my units (one of them costing at least 3), you just use chaos mirror and then they are a punching bag. The other method green has is hiding behind a plethora of small units (murkwood allies, various pandas, Arg etc), and either buffing them as a counterattack, or hiding larger units behind. But the smallest buff I have that I can tech costs 4 gold, you never play units that costs more then 2 gold, so thats not a good strat, and during your turn you just kill most of them more minial losses your side (this is made worse by the fact you now have a good command of zane, me flooding the board can allow you to draw 2 cards of a maxband zane).
Without haste I can’t punish you for your small patrol zones, and kill your vital heros/techs (mainly Drak) with my few remaining units. without Readiness, every unit I send in to attack can’t defend, and everycard you teched last game was a hasty answer (excluding taxman), so having no patrol leads to my weakened units getting picked off. I can’t keep a tech 2 alive to save my life, so none of my tech 2’s matter (even then they only solver 1 problem, Potent Basilisk can’t be kidnapped, but crashbarrows/gliders still roll over them. Mimics may have haste, but when kidnapped they still eat my biggest units/heros with them.
Last game I had a chance, but only because I had incredably lucky draws, I drew both my tech 1 units turn 3, despite drawing one of them off the young treant. The following hand I drew the circle of life I had just teched, to give me a way in. The following hand I lucked out and redrew the Owl, to give me another shot at playing circle of life. I had been very lucky up til then, which had not put me in a winning position, just a “I hope red doesn’t have haste to kill these 3 1 hp units”.
1 Like
That makes good sense. From my limited time playing green, I definitely had a sense that I had very little opportunity to hit back, especially when playing against Red who is very willing to go down cards.
Kidnapping really does deter you from going for a unit heavy plan. I mean, getting a Rhino or Elephant stolen, after spending so much G on makes it a very undesirable play. I still feel like flooding the board with small units is a viable strat.
Finesse with Green specs is nasty. The haste really shores up the weaknesses in Greens kit, and syngerizes well with that damn MoLaC.
"P1T1
StartingHand Workers
STARTING HAND
Mad Man
Bombaster
Scorch
Nautical Dog
Careless Musketeer
WORKERS
Careless Musketeer
NextHand
Bloodburn
Charge
Pillage
Makeshift Rambaster
Bloodrage Ogre
Discard
Scorch
Bombaster
Nautical Dog
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Nautical Dog - ($2)
Drakk - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Nautical Dog (1/1)
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Drakk (1/3 L1)
[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
"
P2T1
StartingHand Workers
STARTING HAND
Forest’s Favor
Verdant Tree
Young Treant
Rampant Growth
Tiger Cub
WORKERS
Verdant Tree
NextHand
Playful Panda
Ironbark Treant
Merfolk Prospector
Rich Earth
Spore Shambler
Discard
Rampant Growth
Young Treant
Forest’s Favor
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Tiger Cub - ($2)
Cal - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Tiger Cub (2/2 + A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Calamandra (2/3, lvl 1)
-
[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: 6
Thoughts
The only way this hand could be worse is if I swap the tiger cub for Rich Earth (at that point I would concede on the spot).
"P1T2
Tech StartingHand Workers
TECH
Lobber
Gunpoint
STARTING HAND
Makeshift Rambaster
Bloodburn
Pillage
Charge
Bloodrage Ogre
WORKERS
Careless Musketeer
Bloodburn
NextHand
Gunpoint
Bombaster
Makeshift Rambaster
Pillage
Lobber
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
BrOgre - ($2)
Nauty Dog and Drakk take Tiger Cub
Tech 1 - ($1)
Float ($1)
Discard 3, reshuffle, 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]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Drakk (1/1 from 2 dmg L1)
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 3
- Disc: 0
[B]Gold:[/B]
- Gold: 1
- Workers: 6
"
Mind making a copy of your spreadsheet in this position? Theres an alternate line her for me I might want to explore later.
P2T2
Tech StartingHand Workers
TECH
Ferocity
Murkwood Allies
STARTING HAND
Ironbark Treant
Rich Earth
Merfolk Prospector
Spore Shambler
Playful Panda
WORKERS
Verdant Tree
Rich Earth
NextHand
Spore Shambler
Forest’s Favor
Murkwood Allies
Playful Panda (2/2)
Ferocity
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Cal, Cal kills Bro - ($3)
Ironbark Treant - ($0)
Float ($0)
Discard 3, reshuffle, 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]
- Calamandra (3/1, lvl 3, Units have Resist 1)
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 4
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 7
Thoughts
to kill drak or not to kill drak…
Made a copy so we can go from there later if you chose!
P1T3
Tech StartingHand Workers
TECH
War Drums
Lobber
STARTING HAND
Lobber
Gunpoint
Bombaster
Makeshift Rambaster
Pillage
WORKERS
Careless Musketeer
Bloodburn
Pillage
NextHand
Scorch
Charge
War Drums
Nautical Dog
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Midband Drakk - ($3)
Lobber - ($2)
Lobber and Drakk kill Ironbark
Rambaster - ($0)
Rambaster trades with Cala, Drakk maxbands
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 L6)
- Lobber (2/1)
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 5
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 7
"
P2T3
Tech StartingHand Workers
TECH
Ferocity
Tiny Basilisk
STARTING HAND
Murkwood Allies
Spore Shambler
Forest’s Favor
Ferocity
Playful Panda (2/2)
WORKERS
Verdant Tree
Rich Earth
Playful Panda (2/2)
NextHand
Merfolk Prospector
Rampant Growth
Young Treant
Ironbark Treant (1/2 + AAA)
Tiger Cub (2/2 + A)
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Max Arg - ($0)
Float ($0)
Discard 4, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Arg (1/5 + A, lvl 5)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Wisp (0/1)
-
[I]Lookout[/I]: Water Ele (3/3, Antiair)
[B]In Play:[/B]
-
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 6
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 8
Thoughts
Always kill Drak
2 Likes
"P1T4
Tech StartingHand Workers
TECH
Kidnapping
Gunpoint
STARTING HAND
Nautical Dog
Charge
Scorch
War Drums
WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch
NextHand
Lobber
BrOgre (3/2+1a)
Bombaster
Discard
Nautical Dog
Lobber (2/1)
Charge
Kidnapping
Gunpoint
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
War Drums - ($4)
Nautical Dog - ($3)
Naughty Dog and Drakk trade with Arg
Lobber trades with Elemental
Heroes Hal ($1)
Float ($1)
Discard 1, draw 3
[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 (3/3 from 1 dmg L6)
- War Drums
[B]Buildings:[/B]
-
Base HP: 20
-
Tech 1: 5
-
Heroes Hall: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 2
- Disc: 5
[B]Gold:[/B]
- Gold: 1
- Workers: 8
"
Dog has 1 + 2 (Frenzy 2) + 2 Attack (War drums) = 5 total. Arg has 5hp + 1 Armour
Ah yes I counted Drakk as a unit…hmmm that makes my play a little more difficult. I suppose I’ll leave the wisp and have Drakk be at 3/3. I’ll edit shortly
EDIT: Fixed techs (it had recorded the wrong techs and not put them in my discard)
P2T4
Tech StartingHand Workers
TECH
Tiny Basilisk
Huntress
STARTING HAND
Rampant Growth
Young Treant
Merfolk Prospector
Tiger Cub (2/2 + A)
Ironbark Treant (1/2 + AAA)
Ferocity
WORKERS
Verdant Tree
Rich Earth
Playful Panda (2/2)
Rampant Growth
NextHand
Tiny Basilisk
Murkwood Allies
Ferocity
Forest’s Favor
Discard
Ferocity
Tiger Cub (2/2 + A)
Tiny Basilisk
Huntress
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech 1 - ($6)
Young Treant - ($4)
Ironbark - ($1)
Merfolk Prospector - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Young Treant (0/2 + A)
-
[I]Elite[/I]: Merfolk Prospector (1+1/1)
-
[I]Scavenger[/I]: Ironbark Treant (1/2 + AA)
-
[I]Technician[/I]: Wisp (0/1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
-
[B]Buildings:[/B]
-
Base HP: 20
-
Tech 1 HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 4
[B]Gold:[/B]
- Gold: 0
- Workers: 9
"P1T5
Tech StartingHand Workers
TECH
Desperation
Crash Barrows
STARTING HAND
Lobber
BrOgre (3/2+1a)
Bombaster
WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch
NextHand
Lobber (2/1)
Makeshift Rambaster
Gunpoint
Tech 2 card(s)
Get Paid + float - ($9)
Zane - ($7)
Brogre, Hasted - ($5)
Lobber - ($4)
Drakk kills Trent
Zane trades with Merfolk
Lobber kills Ironbark
Brogre kills Wisp
Tech 2 Blood - ($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]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Drakk (3/4 L6)
- War Drums
- Lobber (4/2)
- Brogre (5/1 from 1 dmg)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 7
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 8
"
1 Like
Lobber should be 4/1, I think. Ironbark is feisty.
1 Like
P2T5
Tech StartingHand Workers
TECH
MoLaC
Huntress
STARTING HAND
Forest’s Favor
Tiny Basilisk
Murkwood Allies
Ferocity
Spore Shambler
WORKERS
Verdant Tree
Rich Earth
Playful Panda (2/2)
Rampant Growth
Murkwood Allies
NextHand
Tiny Basilisk
Tiger Cub (2/2 + A)
Merfolk Prospector (1+1/1)
Tech 2 card(s)
Get Paid - ($9)
Scav + Tech - ($10)
Cal - ($8)
Tiny Basilisk - ($6)
Spore Shambler - ($3)
Ferocity - ($1)
Worker - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Tiny Basilisk (1/2, Deathtouch, Swift Strike)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Spore Shambler (2/3, Swift Strike) ++
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Cal (2/3, lvl 1)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 8
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 10
Thoughts
The plan is to play ferocity every turn until either I activate MoLaC, or I break his tech 2. How hard could it be?
Turn 1 on the ferocity plan, there is no ferocity, nor any draw.
"P1T6
Tech StartingHand Workers
TECH
Crash Barrows
Glider
STARTING HAND
Makeshift Rambaster
Gunpoint
Lobber (2/1)
WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch
NextHand
Kidnapping
Desperation
Charge
Brogre (5/1 from 1 dmg)
Discard
Makeshift Rambaster
Crash Barrows
Glider
Tech 2 card(s)
Get Paid - ($8)
Lobber #2 - ($7)
Gunpoint - ($5)
Brogre returns to hand at end of turn
Float ($5)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Lobber #1(/1+1a)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Lobber #2 (5/2)
-
[I]Technician[/I]: Gunpoint (6/3)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Drakk (3/4 L6)
- War Drums
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 4
- Disc: 3
[B]Gold:[/B]
- Gold: 5
- Workers: 8
"
P2T6
StartingHand Workers
STARTING HAND
Tiny Basilisk
Tiger Cub (2/2 + A)
Merfolk Prospector (1+1/1)
WORKERS
Verdant Tree
Rich Earth
Playful Panda (2/2)
Rampant Growth
Murkwood Allies
NextHand
Young Treant (0/2 + A)
Ferocity
Discard
Tiger Cub (2/2 + A)
Merfolk Prospector (1+1/1)
Spore Shambler (2/1) ++
Tech 0 card(s)
Get Paid - ($10)
Max Cal - ($6)
Discard 2, Cal gains Stealth
Cal kills Drak, War drums falls silent
Tiny Basilisk #2 - ($4)
Shambler kills SL Lobber
Shambler gives Basilisk #1 a rune, and dies
Basilisk kills Lobber #2
Tech 2 (Growth) - ($0)
Float ($0)
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]: Tiny Basilisk (1/2, Deathtouch)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Tiny Basilisk #1 (2/1, Deathtouch) +
- Cal (4/2, lvl 5)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 2
- Deck: 6
- Disc: 3
[B]Gold:[/B]
- Gold: 0
- Workers: 10