STARTING HAND
Spore Shambler
Galima Glimmer
Ironbark Treant (1/2 + AAA)
Rampant Growth
Tiny Basilisk
WORKERS
Forest’s Favor
Rich Earth
Verdant Tree
Spore Shambler
NextHand
Murkwood Allies
Rampant Growth
Tiny Basilisk
Blooming Ancient
Tiger Cub
Tech 2 card(s)
Get Paid - ($8)
Merfolk Prospector diggs some more - ($9)
Calamandra - ($7)
Worker - ($6)
Tech 2 (Growth) - ($2)
Galina Glimmer - ($1)
Arg buffs Water ele
Water Ele kills Zane, Cal to lvl 3
Panda kills Nautical Dog
Man, I am not a good Red player man! Ive been playing these games in between breaks at work so im a little disjointed, but Im not managing my tech choices and econ well at all!
While Ive been playing poorly, Im curious as to how other people address the T1 Ironbark. With 5 dmg needed to chew through him in SQL, it seems so damn expensive to go after him, especially when I havent drawn BrOgre to counter
I’m not a good red player, but my first instinct is to use kidnapping, With Ironbark costing 3, and being quite easy to suicide for a 5 health wall, the value that lines up seems pretty good. your other techs 1 lines up quite well as well (Taxman, even Lobbers). The thing to remember is that while he is 5hp, he’s only 1 attack, so he’s quite like an arrest, it slows you down, but doesn’t do much to remove your board presence when you kill it. At that stage of the game, if I want he to actually trade well, I need to put him in elite, but then he’s not nearly as effective as a wall because you can just kill the rest of my patrollers instead.
Uhh, what is this opening hand? All my combat tricks and only one playable unit (Young treant would cause me to cycle before my techs, which is someting I do not want). Sticking with the same token spam + ramp game plan to see if red has a good answer to it.
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tap Prospector - ($8)
Murkwood Allies - ($3)
Rampant Growth Cal - ($1)
Discard 2 to Cal to give them steath
Cal kills Jaina, Cal Max bands
Float ($1)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: Frog (1/1) #1
[I]Scavenger[/I]: Frog (1/1) #2
[I]Technician[/I]: Frog (1/1) #3
[I]Lookout[/I]: Frog (1/1) #4
[B]In Play:[/B]
Merfolk Prospector (1/1)
Calamandra (4/5, lvl 5, Units haves resist 1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 2
Disc: 7
[B]Gold:[/B]
Gold: 1
Workers: 8
Thoughts
Going very low on cards here to kill Jaina, I can’t let her keep pinging my units to death. Teching in Expensive cards to be able to hopefully be able to play less cards, either Tech 2 or a surplus next turn. If Cal is alive and well next turn, Ill tech in Feral Strike before the reshuffle next turn.
Calamandra (4/5, lvl 5, Units haves resist 1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 9
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 9
Thoughts
Worried about Hasty Firebirds, I haven’t seen a single tech from him yet, so they could be in from the turn 2 techs. Otherwise it would be a 2/5 chance for the draw, chances that I don’t like. I’m going all in on Cal with the double feral strike tech, so I need to keep her alive at all costs. Building a Tech 2 rather than a surplus to put fear into Youngbuck, about hasty flying mimics (if he plays firebirds) or upgrade destruction (if he plays Hotter Fire), and I hope to cheat them in with feral strikes if they are needed.