Stokes [Growth]/Demonology/Finesse vs Shadow_Night_Black [Balance]/Growth/Finesse

GL HF! @Shadow_Night_Black

P1T1


StartingHand Workers

STARTING HAND
Tiger Cub
Merfolk Prospector
Rampant Growth
Verdant Tree
Playful Panda


WORKERS
Tiger Cub


NextHand

Ironbark Treant
Rich Earth
Young Treant
Spore Shambler
Forest’s Favor


Discard

Rampant Growth
Playful Panda
Verdant Tree


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Merfolk Prospector - ($2)
Play Argagarg - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

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

GL, HF!

P2T1


StartingHand Workers

STARTING HAND
Rich Earth
Young Treant
Rampant Growth
Tiger Cub
Forest’s Favor


WORKERS
Rich Earth


NextHand

Verdant Tree
Spore Shambler
Merfolk Prospector
Ironbark Treant
Playful Panda


Discard

Forest’s Favor
Rampant Growth
Young Treant


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Arg - ($2)
Tiger Cub - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Arg(1/3 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Tiger Cub (2/2)
  • :pschip: [I]Technician[/I]: wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

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

P1T2


Tech StartingHand Workers

[spoiler]TECH
Nimble Fencer
Gargoyle


STARTING HAND
Ironbark Treant
Spore Shambler
Forest’s Favor
Rich Earth
Young Treant


WORKERS
Tiger Cub
Ironbark Treant[/spoiler]


NextHand

Rampant Growth
Young Treant
Verdant Tree
Playful Panda
Spore Shambler


Tech 2 card(s)
Get Paid - ($5)
Play Rich Earth - ($2)
Worker
Tech I - ($0)

Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1+A)
  • :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 (Workers cost 0)
  • Argagarg (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: 0
  • Workers: 6
Thoughts

I can’t max Arg, worker, and get tech I this turn. I think instead I’ll go for the strong economy route, play Rich Earth, sacrifice Merfolk Prospector to the Scavenger slot, and money up for a big turn 3.

1 Like

You can’t tap Merfolk and patrol with him

Woops, fixed. Removed the 1 gold float :slight_smile:

P2T2


Tech StartingHand Workers

TECH
Nimble Fencer
Spirit of the Panda


STARTING HAND
Verdant Tree
Ironbark Treant
Spore Shambler
Merfolk Prospector
Playful Panda


WORKERS
Rich Earth
Verdant Tree


NextHand

Nimble Fencer
Young Treant
Rampant Growth
Spirit of the Panda


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Tiger cub kills your wisp
Arg kills your prospector
Ironbark Treant - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (1/2 + AAA)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: wisp (0/1)
  • :pschip: [I]Technician[/I]: Merfolk Prospector (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Tiger Cub (2/2)
  • Arg(1/2, lvl 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech 1: 5

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

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

P1T3


Tech StartingHand Workers

[spoiler]TECH
Nimble Fencer
Spirit of the Panda


STARTING HAND
Verdant Tree
Playful Panda
Young Treant
Spore Shambler
Rampant Growth


WORKERS
Tiger Cub
Ironbark Treant
Young Treant[/spoiler]


NextHand

Verdant Tree
Gargoyle
Spirit of the Panda
Nimble Fencer
Forest’s Favor


Tech 2 card(s)
Get Paid - ($6)
Worker
Max Arg, summons Water Elemental - ($2)
Summon Panda + Wisp - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth (Workers cost 0)
  • Argagarg (1/3)
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Well, I didn’t get any Tech I units in my draw, which means he can get hasty Fencers or Basilisks out before me, if he teched them. That’s a bit of a bummer. Turtle up and wait for round 4 then, I guess.

Arg should be a 1/5 now he is max band.

P2T3


Tech StartingHand Workers

TECH
Nimble Fencer
Molac


STARTING HAND
Young Treant
Rampant Growth
Nimble Fencer
Spirit of the Panda


WORKERS
Rich Earth
Verdant Tree
Young Treant


NextHand

Nimble Fencer
Spore Shambler
Forest’s Favor
Playful Panda


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tap Prospector - ($7)
Spirit of the Panda Ironbark Treant - ($3)
Pandabark Treant kills your Water ele - ($4)
Arg kills your wisp
Tiger Cub trades with Playful Panda
Tech 2 (Growth) - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: wisp (0/1 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Arg(1/2, lvl 1)
  • Merfolk Prospector
  • Pandabark Treant (5/1, healing 1)
  • Spirit of the Panda (attached to Ironbark Treant)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

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

P1T4


Tech StartingHand Workers

TECH
Shadow Blade
Grounded Guide


STARTING HAND
Gargoyle
Nimble Fencer
Forest’s Favor
Spirit of the Panda
Verdant Tree


WORKERS
Tiger Cub
Ironbark Treant
Young Treant
Verdant Tree


NextHand

Spore Shambler
Merfolk Prospector
Rampant Growth
Nimble Fencer


Discard

Playful Panda
Forest’s Favor
Nimble Fencer
Shadow Blade
Grounded Guide


Tech 2 card(s)
Get Paid - ($7)
Worker
1 gold from Scavenger - ($8)
Summon Gargoyle - ($5)
Arg casts Spirit of the Panda on Gargoyle - ($1)

Float ($1)
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]:
  • :pschip: [I]Technician[/I]: Argagarg Lv. 5 (1/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth (Workers cost 0)
  • Gargoyle (0/2 Indestructible, +2/+2 SotP)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Alright, so he gets Tech II up first, and my Arg definitely dies next turn. He will max his Arg to get a Water Elemental which counters Gargoyle. Rough turn for me. I could have played Nimble Fencer instead to kill his Treant, but then I’ve basically got nothing left on the board to do anything with. Without Gargoyle in play I think I lose by default in the coming turns.

P2T4


Tech StartingHand Workers

TECH
Stampede
Discord


STARTING HAND
Playful Panda
Spore Shambler
Forest’s Favor
Nimble Fencer


WORKERS
Rich Earth
Verdant Tree
Young Treant
Spore Shambler


NextHand

Rampant Growth
Molac
Forest’s Favor
Nimble Fencer
Tiger Cub (2/2)


Tech 2 card(s)
Get Paid - ($8)
Healing 1
Worker - ($7)
tap prospector - ($8)
Pandabark Treant kills arg, my arg to mid - ($9)
Max Arg - ($7)
Surplus - ($2)
Nimble Fencer - ($0)
Arg and Nimble Fence hits your tech 1 for 3

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Water Elemental (3+1/3, anti air)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Arg(1/5, lvl 5)
  • Merfolk Prospector (1/1)
  • Pandabark Treant (5/1, healing 1)
  • Spirit of the Panda (attached to Ironbark Treant)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Surplus HP: 4

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Forgot, I should have one extra card from Technician… Editing real quick.

And done, thanks for the wait @Shadow_Night_Black

P1T5


Tech StartingHand Workers

TECH
Cloud Sprite
Cloud Sprite


STARTING HAND
Nimble Fencer
Merfolk Prospector
Spore Shambler
Rampant Growth
Shadow Blade (drawn from Technician)


WORKERS
Tiger Cub
Ironbark Treant
Young Treant
Verdant Tree
Rampant Growth


NextHand

Forest’s Favor
Grounded Guide
Nimble Fencer
Playful Panda


Discard

Nimble Fencer
Shadow Blade


Tech 2 card(s)
Get Paid + float - ($9)
Worker
Draw 1 card from Technician
Tech II (Finesse) - ($5)
Play Spore Shambler - ($2)
Place one +1/+1 rune on Gargoyle from Spore Shambler - ($1)
Make Gargoyle flying, +3 attack - ($0)
Gargoyle (Total: 6/5) kills Water Elemental, gain 1 gold - ($1)
Play Merfolk Prospector - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Spore Shambler (1/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Merfolk Prospector
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth (Workers cost 0)
  • Gargoyle (3+3/1 Flying, Healing 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Finesse)

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

  • Hand: 4
  • Deck: 2
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

His current spec has nothing to deal with flying, except bird’s nest and Arg’s maxband. I think that’s my best bet here, get more flying units.

1 Like

@Stokes52, 1 mo forgot to draw from Surplus.
Well that makes a big difference.
@Stokes52, go for it!

P2T5


Tech StartingHand Workers

TECH
Gemscout Owl
Harmony


STARTING HAND
Tiger Cub (2/2)
Rampant Growth
Molac
Nimble Fencer
Forest’s Favor
Nimble Fencer


WORKERS
Rich Earth
Verdant Tree
Young Treant
Spore Shambler
Forest’s Favor


NextHand

Stampede
Discord
Playful Panda


Discard

Rampant Growth
Gemscout Owl
Harmony
Tiger Cub (7/7)


Tech 2 card(s)
Get Paid - ($9)
Draw from surplus
Heal 1
Worker - ($8)
MoLaC - ($5)
Rampant Growth Wisp - ($3)
Wisp and Arg attack and kill Spore Shambler, MoLaC to 2 runes
Nimble Fencer - ($1)
Nimble Fencer kills prospector, Molac to 3 runes
Pandabark Treant beaks your tech 2, molac to 4 runes - ($2)
Merfolk prospector hits your base for 1, molac to 5 runes, it activates
Nimble Fencer#2 - ($0)
Nimble Fencer#2 breaks your tech 1

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Molac (5 runes)
  • wisp (5/6)
  • Nimble Fencer#1 (7/7)
  • Arg(6/9, lvl 5)
  • Merfolk Prospector (1/1)
  • Pandabark Treant (5/2, healing 1)
  • Spirit of the Panda (attached to Ironbark Treant)
  • Nimble Fencer #2 (7/8)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Surplus HP: 4

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

  • Hand: 3
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Well that looks like GG. I’m not really sure how to play against MoLaC. If I don’t have a way to remove upgrades, and I haven’t already won the game before tech II, MoLaC seems to completely overshadow any possible tech II options as soon as it hits the board. With haste especially it seems like its guaranteed to go off. You played it well, that’s for sure.

yeah, Molac against decks with no upgrade removal (you only have Zarramonde at tech 3) is really painful. I think the main things here was that you had a really passive opening, which gave me the tempo advantage, while still having the worker lead of player two (and the ramp of green, as my prospector never died, nor my Spirit of the panda treant, so I had 2 more gold every turn then I should). Having that allowed me to keep my board alive far longer then normal, which is what allowed the MoLaC to go off so quickly (the only haste in my deck being nimble fencers, so 2 runes per deck cycle is all I can gaurentee with no board. I don’t know what your deck is planning on doing (invincible gargoyle buffs?), but ceding your advantage as player one, without forcing the same from me won’t go well.

1 Like

I’m happy with to have a rematch if you want.

Yeah I really gave you too much board control early, which might have been passable against another starter deck, but my green economy deck was easily matched/surpassed with your green economy deck, so the economy for board control trade ended up just giving you both economy AND board control.

I’m trying out a couple different things with Growth/Finesse, and while a Tech I flyer with 5 attack is pretty strong, I didn’t have enough units, which meant that you were just able to control the board. You were even floating enough for Surplus which means I was way, way behind.

I’m down to rematch. I’m gonna swap out Demonology for Discipline, so [Growth]/Discipline/Finesse. I think Discipline gives me more versatility. I rolled a 66 (or you can just go first if you want, since I went first last time).

GL, HF!

P1T1


StartingHand Workers

STARTING HAND
Spore Shambler
Merfolk Prospector
Playful Panda
Tiger Cub
Verdant Tree


WORKERS
Verdant Tree


NextHand

Ironbark Treant
Young Treant
Forest’s Favor
Rich Earth
Rampant Growth


Discard

Tiger Cub
Playful Panda
Spore Shambler


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Arg - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Arg(1/3)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

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

My responses may be a bit slower, but here goes:

P2T1


StartingHand Workers

STARTING HAND
Young Treant
Rich Earth
Tiger Cub
Spore Shambler
Ironbark Treant


WORKERS
Rich Earth


NextHand

Forest’s Favor
Merfolk Prospector
Playful Panda
Verdant Tree
Rampant Growth


Discard

Spore Shambler
Young Treant
Ironbark Treant


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Tiger Cub - ($2)
Summon Grave - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Grave (2/3)
  • :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: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

I feel like Rich Earth is a trap, even though I’d love to play it. I already have a slight economy advantage as player 2. I think board pressure is more helpful right now.

P1T2


Tech StartingHand Workers

TECH
Spirit of the Panda
Nimble Fencer


STARTING HAND
Rich Earth
Young Treant
Forest’s Favor
Ironbark Treant
Rampant Growth


WORKERS
Verdant Tree
Rich Earth


NextHand

Young Treant
Tiger Cub
Spirit of the Panda
Ironbark Treant
Spore Shambler


Tech 2 card(s)
Get Paid - ($5)
Tap Merofolk - ($6)
Tech 1 - ($5)
Worker - ($4)
Max Arg - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Arg(1/5, lvl 5)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech 1: 5

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

P2T2


Tech StartingHand Workers

TECH
Nimble Fencer
Sparring Partner


STARTING HAND
Rampant Growth
Merfolk Prospector
Playful Panda
Forest’s Favor
Verdant Tree


WORKERS
Rich Earth
Forest’s Favor


NextHand

Playful Panda
Rampant Growth
Ironbark Treant
Young Treant
Nimble Fencer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Play Merfolk Prospector - ($4)
Tech I - ($2)
Graves and Tiger Cub trade for Water Elemental
Summon Arg - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

My other option is to play Rampant Growth to kill the elemental and keep both Graves and Tiger Cub alive. I think I prefer having Argagarg + Prospector in play though, even though Grave would be a huge threat.