RACE #3: Hobusu (Mono Green) vs. EricF ([Demon]/Necro/Bashing)

@Hobusu will be going first against @EricF. Good luck and have fun!

Sorry to keep you waiting, @EricF! Let’s get this show on the road!

Player 1 Turn 1


Starting Hand and Workers

STARTING HAND

Forest’s Favor
Merfolk Prospector
Verdant Tree
Rich Earth
Tiger Cub


WORKERS

Verdant Tree


[details=Next Hand]Ironbark Treant
Rampant Growth
Spore Shambler
Young Treant


[/details]

Discard

Tiger Cub
Forest’s Favor


Tech 0 card(s)
Get Paid - ($4)
Research Rich Earth - ($1)
Hire a Worker
Recruit Merfolk Prospector - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
    [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: 5
Thoughts

I’m sure he knows about this opening, but I want to see how he deals with it. Also it’s the first time I’ve been able to try it in a real game! I’m sure he’s likely to destroy me whatever I do, so might as well go big, literally.

No worries! Good luck / Have fun!

[details=P2, Turn 1]Thieving Imp
Deteriorate
Poisonblade Rouge
Summon Skeletons -> Worker
Skeletal Archery[/details]
5 gold (5)
Worker (4)
Vandy (2)
Deteriorate the Prospector (2)
Poisonblade Rogue (0)
Discard 2, Draw 4

No Patrol

L1 Vandy (2/3)
Poisonblade Rogue (2/1)

Base - 20
6 workers, 0 gold
Hand: 4
Deck: 1
Discard: 3

I’ve really been neglecting this game… To be fair, although I knew you could probably defuse my opening, once I saw how you did so I pretty much said “That’s really clever! …Now what?” :sweat_smile:

[details=“First draft” (AKA horribly messed up) of turn 2]# Player 1 Turn 2


Tech, Starting Hand, and Workers

TECH

Centaur


STARTING HAND

Ironbark Treant
Rampant Growth
Young Treant
Spore Shambler
Playful Panda


WORKERS

Verdant Tree
Ironbark Treant


[details=Next Hand]Tiger Cub
Centaur
Forest’s Favor
Playful Panda
Spore Shambler


[/details]
Tech 1 card(s)
Get Paid - ($5)
Recruit Young Treant, who draws me a card - ($3)
Summon Argagarg and a Wisp - ($1)
Hire a Worker
Build Tech I - ($0)
Patrol as shown below

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]: Young Treant (0/2) [Can’t attack]
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Wisp (0/1) [Resist 1]
    [B]In Play:[/B]
  • Rich Earth
  • Argagarg Garg Lv. 1 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 2
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

I don’t like how passive this turn was – I can’t even do damage back when he attacks – but Poisonblade Rogue will be way more cost efficient than any of the other stuff I can play this turn, and Vandy can deal with whatever it can’t. I figured getting my hand size back up would probably be best for now.[/details]

Player 1 Turn 2


Tech, Starting Hand, and Workers

TECH

Centaur
Galina Glimmer


STARTING HAND


Ironbark Treant
Rampant Growth
Young Treant
Spore Shambler
Playful Panda


WORKERS

Verdant Tree
Ironbark Treant


[details=Next Hand]Rampant Growth
Forest’s Favor
Spore Shambler
Galina Glimmer
Centaur


[/details]
Tech 2 card(s)
Get Paid - ($5)
Gain 1 from Scavenger - ($6)
Hire a worker
Recruit Young Treant, who lets me draw a card - ($4)
Summon Argagarg - ($2)
Build Tech I - ($1)
Patrol as shown below

Float ($1)
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]: Young Treant (0/2) [Can’t attack]
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Wisp (0/1)
    [B]In Play:[/B]
  • Rich Earth
  • Argagarg Garg Lv. 1 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6

You know Vandy’s Sparkshot doesn’t target, right? I’ll let you reconsider your patrol slots, with that reminder.

Actually, since I haven’t played that much against Black, I forgot she has Sparkshot at all! I’ll have that fixed in just a moment.

[details=P2, Turn 2]jandra -> Worker
Graveyard
Sacrifice
Javelineer

Tech in Metamorphosis and Dark Pact[/details]
6 gold (6)
Worker (5)
Hero’s Hall (3)
Graveyard (1)
Javelineer (0)
Vandy and Rogue kill your patrollers
Discard 1, draw 1, rs, draw 2

Scavenger - Javelineer (1/1) (w/ rune)

L1 Vandy (2/3)
Poisonblade Rouge (2/1)

Base - 20
Hero’s Hall - 4
Graveyard - 3

7 workers, 0 gold
Hand: 3
Deck: 4
Discard: 0

Sorry about leaving this game for so long again, but when I started looking at it again to refresh my memory I realized that I accidentally only teched 1 card last turn. I’ll go ahead and roll it back to before that turn, take the same actions except to tech 2 cards, and draw a new hand. If there’s a problem with that, let me know what I should do instead (if there is anything I should do – I’d be willing to accept an automatic loss if needed).

@zhavier please make a call re: Hobusu’s error. I would normally check the turn notes and determine if a rollback is reasonable, or if there was potential for abuse, but as a participant I can’t really do that…

I don’t see any real chance for abuse, other than Hobusu rerandomizes his draw.

2 Likes

The more I look at that turn, the more things I notice that I messed up… Somehow I remembered to not pay for a worker when Rich Earth was out, but accidentally paid 3 for Young Treant. Also I completely forgot to get my technician draw for Merfolk Prospector being deteriorated. If I’d not messed up either of those things I could have played another card, but since it was my mistake I’ll just float the 2 gold if that’s OK with you. Again, I’m sorry both for taking so long with this game and for messing up my last turn so bad, and if you want to just call it off I’ll accept a loss.

The prospector was in Scavenger, so you didn’t miss a draw there, and it looks like the rest of your numbers are OK. You should have 5 cards in hand and 3 in deck (starter cards - 2 workers + 2 teched cards - Rich Earth and Young Treant) as you start your turn. Plus one card (Young Treant) in discard pile, 1 gold from Scavenger, and then you earn 6 more.

Carry on!

I meant to say that I missed a gold from scavenger. I got the 5 gold from my workers, but it doesn’t look like I added the one from my scavenger dying. I think I’ve got everything right on the sheet now, so I’ll post the updated version ASAP.

Ah, that makes sense, so you just floated an extra gold over to turn 3.

1 Like

I’ve edited the post for turn 2 (and left the original version in a details tag in case). I’m going to get a hair cut, but I’m hopeful that I can get my next turn posted after. Go ahead and edit your turn if needed!

You’re fine, I don’t have any changes based on the amount of floating gold. Although: did you intend to skip Tech I?

No, I didn’t. sigh

This has been quite the train wreck, and I haven’t even gotten to turn 3 yet! :sweat:

Edit: fixed.

At long last, the game can go on!

Player 1 Turn 3


Tech, Starting Hand, and Workers

TECH

Dinosize
Circle of Life


STARTING HAND

Galina Glimmer
Spore Shambler
Forest’s Favor
Centaur
Rampant Growth


WORKERS

Verdant Tree
Ironbark Treant
Spore Shambler


[details=Next Hand]Playful Panda
Tiger Cub
Young Treant
Merfolk Prospector


[/details]
Tech 2 card(s)
Get Paid + float - ($7)
Gain a gold from Scavenger - ($8)
Hire a worker
Recruit Centaur - ($5)
Recruit Galina Glimmer - ($4)
Level Argagarg to Lv. 5, summoning a Water Elemental - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3) [Anti-air]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Galina Glimmer (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Argagarg Garg Lv. 5 (1/5)
  • Centaur (3/4) [Overpower]
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

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

[details=Thoughts][spoiler]I need to build a board, so how about summoning multiple big things? I don’t like how I patrolled here, but with Sparkshot it’s hard to do otherwise – I need the Technician, and I’d rather lose Galina than Centaur if it comes to that. If any one thing survives, I can use any of Dinosize (if Arg is one of the survivors), Circle of Life (if Arg doesn’t survive), or Rampant Growth (if I can’t use either of the others).

I considered building a Tower instead of maxing Argagarg, but I’d rather have enough things that one of them can survive. I also considered teching Nature Reclaims, but that doesn’t help me solidify my board presence like Circle of Life might be able to if I can use it right. Finally, no Stampede because I have no illusion that he’ll let me keep max level Arg around that long (though I might consider it later).[/spoiler][/details]

[details=P2, Turn 3]Pestering Haunt
Skeletal Archery -> Worker
Deteriorate

Alrightee… Max Vandy this turn, so my turn looks like:
7 gold
Max Vandy (3)
Hero (1)
2 of Deteriorate / Pestering Haunt / Worker (if I bring in Garth, I can also make a Skeleton)
Discard 1, draw 3.

Defense: 4*, 2 // 5, 4
Poisonblade + Deteriorate can kill the Elemental
Vandy kills Galina, then maxes on Centaur + Javelin
Skeleton pokes Arg for 3
Patrol 2 guys, which means mono-green can’t do more than clear the patrol zone with the huge Centaur … mathing this out, it doesn’t go well, so let’s try something else, maybe involving building a Tech I

Tech in stuff for not next turn, but the turn after…
Nether Drain + Hooded Executioner
[/details]
7 gold (7)
Deteriorate Elemental.
Poisonblade Rogue trades with Elemental, thanks to Armor Piercing.
Vandy kills Galina
Tap Graveyard and re-play the Rogue (5)
Garth (3)
Make a Skeleton (2)
Worker (1)
Tech I (0)
Pestering Haunt (0)
Discard 0, Draw 2.

SQL - Skeleton (1/1 +1)
Scavenger - Javelineer (1/1) (w/ rune)
Tech - L1 Garth (1/3)

L1 Vandy (2/1)
Poisonblade Rouge (2/1)
Pestering Haunt (1/1)

Base - 20
Tech I - 5
Hero’s Hall - 4
Graveyard - 3

8 workers, 0 gold
Hand: 2
Deck: 2
Discard: 3

I blame the most recent delay on the new build of Fantasy Strike. Definitely had nothing to do with how difficult it is to battle you, nope. :wink:

Player 1 Turn 4


Tech, Starting Hand, and Workers

TECH

Tiny Basilisk
Nature Reclaims


STARTING HAND

Playful Panda
Merfolk Prospector
Tiger Cub
Young Treant
Forest’s Favor
Circle of Life


WORKERS

Verdant Tree
Ironbark Treant
Spore Shambler
Tiger Cub


[details=Next Hand]Circle of Life
Forest’s Favor
Rampant Growth
Playful Panda
Dinosize


[/details]
Tech 2 card(s)
Draw from technician
Get Paid - ($7)
Hire a worker
Build Tower - ($4)
Recruit Young Treant & draw a card - ($2)
Argagarg casts Forest’s Favor on Centaur - ($0)
Argagarg exhausts to give +1 ATK / +1 Armor to Centaur
Centaur (now 5/5+a) safely kills Skeleton and overpowers to kill Garth (levels fizzle, sadly)
Patrol as shown below

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


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2) [Can’t attack]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Centaur (4/5) [Overpower] {+1/+1 rune}
  • Argagarg Garg Lv. 5 (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]OK, I probably should have teched Nature Reclaims sooner than this… Now I have to deal with him replaying units a lot more than I’d like. Good news is that I killed Garth, so if he had any Necromancy spells in hand they’re dead now. Also I have a 4/5 Overpower unit that I can potentially trade in for a Tech II (if he leaves it alive).

I wanted to build a Tech II this turn, but I figured that the Tower would be more immediately useful at setting up bad trades for him. Also I can cheat in a Tech II with Circle of Life, so I’ll not be as bad off on that front.[/spoiler][/details]