Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
max vandy, boost / doom jav - ($0)
jav (long range spear) and haunt trade with cal, lvls fizzle
Vandy hits your base to 16
STARTING HAND
Rich Earth
Young Treant
Merfolk Prospector
Rampant Growth
Playful Panda
WORKERS
Verdant Tree
Rich Earth
NextHand
Young Treant
Forest’s Favor
Merfolk Prospector
Tiny Basilisk
Tiny Basilisk
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Play Arg - ($3)
Play Playful Panda - ($1)
Build Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Wisp (0/1)
Technician: Wisp (0/1)
Lookout:
In Play:
Playful Panda (2/2)
L1 Argagarg (1/3)
Buildings:
Base HP: 16
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
I didn’t really consider that line. If I was him, I think I would have just traded Haunt + Vandy + the javelin rune for Cal, then proceeded as normal. Tiny Basilisk seems really good here.
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
tech 2 disease - ($4)
Sk Jav - ($3)
garth - ($1)
make a skeleton - ($0)
haunt trades with panda
tap graveyard, summon haunt
Tech 2 card(s)
Get Paid + Scavenger - ($11)
Play Spore Shambler and put a rune on the beast - ($7)
Calamandra kills the Skeleton
Play Rampant Growth on Arg - ($5)
Arg kills Orpal, Cal midbands
Water Elemental kills Garth, Cal maxbands
The beast breaks your tech 2, your base to 18
Play Murkwood Allies - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Frog (1/1+A)
Elite: Spore Shambler (2/2) +
Scavenger: Frog (1/1)
Technician: Frog (1/1)
Lookout: Frog (1/1)
In Play:
Water Elemental (3/1)
L5 Argagarg (1/4)
L5 Calamandra (4/5)
Beast (5/5) +
Buildings:
Base HP: 16
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 10
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Since I know I have Stampede next turn, and he can’t play Orpal or Tech 2 things, I’ll just make some frogs rather than setting up MoLaC.
annnnnnnnd, i gotta GG it there. nice stall with cal in the beginning. without tech 2 or orpal, im done. one more round each for warm up, then we can start the real thing?
STARTING HAND
Forest’s Favor
Rampant Growth
Merfolk Prospector
Ironbark Treant
Young Treant
WORKERS
Ironbark Treant
NextHand
Playful Panda
Verdant Tree
Rich Earth
Spore Shambler
Discard
Forest’s Favor
Rampant Growth
Young Treant
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Arg - ($2)
Play Merfolk Prospector - ($1)
Build Tech 1 - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: L1 Arg (1/3)
Elite:
Scavenger: Merfolk Prospector (1/1)
Technician: Wisp (0/1)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
I either want to maxband Arg next turn and tech in spirit of the panda to start attacking with the elemental on turn 3, or I might want to play verdant tree next turn and potentially get out a tech 2 unit on turn 3. I’m not sure yet.
STARTING HAND
Playful Panda
Spore Shambler
Rich Earth
Verdant Tree
WORKERS
Ironbark Treant
Rich Earth
NextHand
Tiger Cub
Playful Panda
Young Treant
Spore Shambler
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Play Verdant Tree - ($3)
Exhaust Prospector - ($4)
Float ($4)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: L1 Arg (1/3)
Elite:
Scavenger:
Technician: Wisp (0/1)
Lookout:
In Play:
Verdant Tree HP: 3
Merfolk Prospector (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 4
Workers: 7
Thoughts
Wow, he basically did nothing. I can definitely play Verdant Tree now, and not only can I play a T2 unit on turn 3, I think I might be able to play a Tech 3 unit on turn 5. Let’s plan this out:
Next turn I have 11 gold to work with (assuming he deteriorates the prospector). I tech Moss Ancients, then pay 5 for a worker and Tech 2. After that, I have 6 left, of which I spend 3 on a tiger and 2 on either Calamandra or Young Treant, floating 1. For turn 4, if things look good, I can tech double T-Rex, build a balance tech lab, and float 5 to have 14 gold on turn 5, which is enough for worker + tech 3 + T-Rex on turn 5. I need to hire a worker and build a tech lab on turn 4, so to leave 5 floating I only have 2 to spend that turn, which I can use on a hero, Young Treant, or maybe leveling a hero (for example, on turn 3 I might play Cal + Tiger, then have the invisible tiger snipe an enemy hero on turn for to give arg the other two levels and get a water elemental). If I’m under a bit more pressure, I can skip teching the T-Rexs and building the Tech Lab and I’ll have an extra 2 gold to work with.
Well, I didn’t draw either Tiger, but I did draw Young Treat, so I still have a shot at playing one next turn.