Teaching the ropes casually: HolyTispon vs. FrozenStorm

Autocard anywhere is awesome, but my problem is typically not necessarily with cards in play but with cards in hand (autocard doesn’t work for me in sheets, for some reason) and with considering cards in codex, or being aware of possibilities (in your deck, codex, or hand). Cards that have been played but are now goen (is it 2 gold? 3? how expensive is it exactly to max each hero. etc.) which just takes time to really sink in.

I never considered AA not working in the sheet lol! I suppose that I don’t notice it since I mostly take my turns via the forum, and really only use the spreadsheet to manage card draw and deck/discard state.

If I don’t remember what a card does, I usually just type it into my tech choices blank, and then use the preview window on the right here to hover over it and see the AA preview.

1 Like

You have some other kind of template then?

I do :wink:

1 Like

Wow, you’re playing super manually. That’s impressive.

1 Like

It sucks for mobile, but really isn’t hard at all for me personally on my laptop. I have a copy paste buffer on my Macbook, Flycut, that allows me to go back 40 copy pastes.

I’ve considered overriding the spreadsheet to just conform to my turn structure, but just haven’t taken the time. The script is a lot of string building that isn’t easy to write over

I finally understand why sometimes to have a copy paste a turn over an old one. I was very confused as to why that would ever happen. I do like how your version uses the split screen feature of writing draft posts for the forums.

To be honest, if anyone is putting any work into rewriting the script I would probably put it into making the spreadsheet on a website that’s more user-friendly. I don’t expect anyone to spend any time this way but just saying - if anyone were to spend time, that’s what I would think is best to spend time on.

1 Like

Happy to play again whenever, just lmk what you’d like to play!

I’ll play mono-red against whatever. I don’t know it very well so feel free to play around with whacky decks. I rolled 98 so I guess I’ll go first?

I’ll play mono green, I like the standard matchup :slight_smile:

1 Like

I know very little about either of these colors so good luck to me and have fun to you!

"P1T1


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Mad Man
Charge
Pillage
Bombaster


WORKERS
Bombaster


NextHand

Scorch
Careless Musketeer
Bloodburn
Bloodrage Ogre


Discard

Pillage
Charge


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Mad man - ($2)
Makeshift Rambaster - ($0)
Mad man and Rmbaster hit your base for 4

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]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Mad Man 1/1
  • Makeshift Rambaster 1/2
    [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
    "

GL HF looks like my base is already taking some flak!

Game 5, Player 2, Turn 1

P1 Red vs P2 Green

[details=Starting Hand]
Forest’s Favor
Rampant Growth
Playful Panda
Spore Shambler
Verdant Tree
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Calamandra (3)
  • Forest’s Favor Cala (1)
  • Worker (0)

[details=Workers]
Verdant Tree
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 16

####In Patrol:

  • :psblueshield: Squad Leader: Calamandra (3/4+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothin

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Young Treant
Ironbark Treant
Tiger Cub
Rich Earth
Merfolk Prospector
[/details]

[details=End of Turn Discard]
Forest’s Favor
Spore Shambler
Playful Panda
Rampant Growth
[/details]

[details=My Thoughts]
Beefy Cala should give me good early game counter-pressure, next turn probably Ironbark + Prospector + tech 1?
[/details]

"P1T2


Tech StartingHand Workers

TECH
Crash Bomber
Lobber


STARTING HAND
Bloodburn
Careless Musketeer
Bloodrage Ogre
Scorch


WORKERS
Bombaster
Bloodburn


NextHand

Nautical Dog
Pillage
Charge
Crash Bomber


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Bloodrage Oger - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Mad Man 1/1A
  • :psfist: [I]Elite[/I]: Bloodrage Ogre 4/2
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makeshift Rambaster 1/2
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
    "

Game 5, Player 2, Turn 2

P1 Red vs P2 Green

[details=Starting Hand]
Forest’s Favor
Rampant Growth
Playful Panda
Spore Shambler
Verdant Tree
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Tiny Basilisk, Centaur
[/details]


###Main:

  • Cala kills mad man
  • Ironbark Treant (3)
  • Merfolk Prospector (2)
  • Tech 1 (1)
  • Worker (0)

[details=Workers]
Rich Earth, Verdant Tree
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2+3armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Merfolk Prospector (1/1)
  • :target: Lookout:

####In Play:

  • Calamandra (3/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Young Treant
Centaur
Rampant Growth
Tiny Basilisk
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Yep, kill Mad Man lay some ground cover and potentially go early tech 2, we’ll see!
[/details]

"P1T3


Tech StartingHand Workers

TECH
Crash Bomber
Fire Dart


STARTING HAND
Nautical Dog
Crash Bomber
Pillage
Charge


WORKERS
Bombaster
Bloodburn
Nautical Dog


NextHand

Careless Musketeer
Lobber
Scorch


Discard

Mad Man 1/1A
Crash Bomber
Charge
Pillage
Crash Bomber
Fire Dart


Tech 2 card(s)
Get Paid + float - ($7)
Zane - ($5)
BRO and Zane kill the Treant
Rambaster kill the prospector
Crash Bomber - ($4)
Chrage the Bomber - ($2)
Crash Bomber kills Cal, levels to Zane, 1 damage to your base
Midband Zane - ($1)
Worker - ($0)

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]
  • Makeshift Rambaster 1/1[2]
  • Bloodrage Ogre 3/1[2]
  • L4 Zane 3/3
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
    "

Oops, Zane isn’t midband so I don’t draw. I didn’t use that card so let me just think how it affects my turn.

Edit: I redid my turn. Edited over the previous post. Should be good now.

1 Like

No problem

Game 5, Player 2, Turn 3

P1 Red vs P2 Green

[details=Starting Hand]
Young Treant
Centaur
Rampant Growth
Tiny Basilisk
Playful Panda (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Technician draw
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Potent Basilisk, Wandering Mimic
Tiny Basilisk, Centaur
[/details]


###Main:

  • Centaur (4)
  • Tiny Basilisk (2)
  • Worker (1)

[details=Workers]
Playful Panda, Rich Earth, Verdant Tree
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk (1/2+1armor unattackable by tech 0)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Centaur (3/4)
  • :target: Lookout:

####In Play:

  • Nothing

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Spore Shambler
Tiger Cub
Forest’s Favor
Young Treant
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Well he got a little too much pressure there, but it cost him cards. Putting Tiny B in SQL so no lobber kills, and Centaur in Techn so Zane is less likely to get a card off his death. If he were to move Tiny B with his maxband then attack centaur (and thus, break his units through for a tech building kill), that would really suck, but oh well. No other way for him to break through this defense so grabbing tech 2 units and hoping to tech up next turn
[/details]

Note that your base is at 15 because the Crash Bomber dealt it 1 damage while dying last turn (which is a shame, should have gone for your tech 1).

That Zane technician draw came out nice…

"P1T4


Tech StartingHand Workers

TECH
Lobber
Marauder


STARTING HAND
Lobber
Scorch
Careless Musketeer
Lobber


WORKERS
Bombaster
Bloodburn
Nautical Dog


NextHand

Crash Bomber
Fire Dart
Mad Man 1/1A


Discard

Scorch
Careless Musketeer


Tech 2 card(s)
Get Paid - ($7)
Lobber - ($6)
Max Zane, push Tiny to Elite - ($4)
Scorch Tiny - ($1)
Zane kills Centaur, we both draw
Another Lobber - ($0)
Lobber and Rambaster break your tech 1, base to 13
BRO and Lobber #2 attack your base, down to 8
Skip worker

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]
  • Makeshift Rambaster 1/1[2]
  • Bloodrage Ogre 3/1[2]
  • L6 Zane 4/1[4]
  • Lobber 2/2
  • Lobber 2/2
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 4
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
    "

Major yikes…

Game 5, Player 2, Turn 4

P1 Red vs P2 Green

[details=Starting Hand]
Spore Shambler
Tiger Cub
Forest’s Favor
Young Treant
Wandering Mimic (techn)
Potent Basilisk (YT)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1float)
  • Technician draw
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Artisan Mantis x2
Potent Basilisk, Wandering Mimic
Tiny Basilisk, Centaur
[/details]


###Main:

  • Rebuild tech 1
  • Arg (7)
  • Young Treant, draw 1 (5)
  • Tiger Cub (3)
  • Tower (0)

[details=Workers]
Playful Panda, Rich Earth, Verdant Tree
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 3 rs Draw 2
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 8
  • Tech1 HP: 5
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Arg (1/3+1armor lvl 1)
  • :psfist: Elite: Young Treant (0+1/2)
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician: Tiger Cub (2/2)
  • :target: Lookout:

####In Play:

  • Nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Merfolk Prospector
Ironbark Treant
Rampant Growth
Spore Shambler
Potent Basilisk
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
I’m in very serious trouble lol… I don’t think I actually recover from here, but I suppose I’ll give it a shot. Teching 2x Artisan Mantis and we’ll pray that tech 1 / base survive 2 more turns
[/details]

"P1T5


Tech StartingHand Workers

TECH
Ember Sparks
Ember Sparks


STARTING HAND
Fire Dart
Crash Bomber
Mad Man 1/1A


WORKERS
Bombaster
Bloodburn
Nautical Dog


NextHand

Marauder
Crash Bomber
Charge


Discard

Scorch
Careless Musketeer
Fire Dart
Makeshift Rambaster 1/1[2]
Bloodrage Ogre 3/1[2]
Mad Man
Ember Sparks
Ember Sparks


Tech 2 card(s)
Get Paid - ($7)
Crash Bomber - ($6)
Zane trades with Arg
Jaine - ($4)
Jaina casts Fire Dart on Treant - ($2)
BRO eats Tiger Cub
Lobber kills Wisp, survives
Rambaster and Lobber break tech 1, Lobber survives and your base to 6
Heroes’ Hall - ($0)

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]: Crash Bomber 2/2
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Lobber 2/1[2]
  • Lobber 2/1[2]
  • L1 Jaina 2/3
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 3
  • Deck: 1
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
    "