Teaching the ropes casually: HolyTispon vs. FrozenStorm

Can’t prevent guaranteed lethal from this point, GG WP!

1 Like

GG! playing red as P1 offers some pretty obvious choices with very cheap haste. I didn’t really plan anything, I just followed the lead of my opening hand. I have had a really hard time piloting green, I don’t know how I would have handled that.

I’m not an expert Green either, thus my struggles :wink:

Possible leading with Spore Shambler instead of Cala would have been a better choice (or playing Playful Panda behind Cala perhaps), possible patrolling Centaur in Lookout instead of technician may have been enough to slow you down. The lobber draw on the Zane kill and reshuffle was intensely fortunate, 1/8 chance, also possible if you miss that I end up able to gut out the next turn(s) well enough to eventually out-econ you.

I’d be happy to go again, I think this is a super interesting matchup :slight_smile: I’d prerfer going second again so I can see if I can put up a better fight :wink:

1 Like

Yeah, that was a pretty sweet draw. If I didn’t get the Lobber, I was going to worker and go to tech 2 the next turn. I had already started teching marauders fwiw but I don’t know how it would have gone from there.

GLHF - I’m sure you’ll get back to destroying me quickly. I don’t really know what I’m doing.

"P1T1


StartingHand Workers

STARTING HAND
Careless Musketeer
Charge
Bombaster
Mad Man
Bloodburn


WORKERS
Careless Musketeer


NextHand

Nautical Dog
Bloodrage Ogre
Scorch
Pillage
Makeshift Rambaster


Discard

Charge
Bombaster
Bloodburn


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Mad Man - ($2)
Zane - ($0)
Zane and Mad man deal 3 to your base

Float ($0)
Discard 3, draw 5


[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
  • L1 Zane 2/2
    [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 we’ll see if I can improve on that shalacking, I’m not totally sure this is a better opening!

Game 6, Player 2, Turn 1

P1 Red vs P2 Green

[details=Starting Hand]
Verdant Tree
Rich Earth
Spore Shambler
Tiger Cub
Forest’s Favor
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Calamandra (3)
  • Rich Earth (0)
  • Worker

[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: 17

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Calamandra (2+1/3)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####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
Tiger Cub
Spore Shambler
[/details]

[details=My Thoughts]
Well let’s see how this goes, Ironbark + Tower into Murkwood might be viable
[/details]

"P1T2


Tech StartingHand Workers

TECH
Lobber
Crash Bomber


STARTING HAND
Scorch
Nautical Dog
Bloodrage Ogre
Pillage
Makeshift Rambaster


WORKERS
Careless Musketeer
Nautical Dog


NextHand

Mad Man 1/1
Charge
Makeshift Rambaster
Pillage
Bombaster


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Scorch Cala - ($1)
Mad man trades with Calamandra, Zane levels
Tech 1 - ($0)
Zane deals 2 damage to your base

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]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L3 Zane 2/2
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

Woof lol

Game 6, Player 2, Turn 2

P1 Red vs P2 Green

[details=Starting Hand]
Merfolk Prospector
Young Treant
Rampant Growth
Playful Panda
Ironbark Treant
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Galina Glimmer, Huntress
[/details]


###Main:

  • Ironbark Treant (3)
  • Arg (1)
  • Tech 1 (0)
  • Worker

[details=Workers]
Merfolk Prospector, Verdant Tree
[/details]

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

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

  • :heart: Base HP: 15
  • Tech1 HP: 5

####In Patrol:

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

####In Play:

  • Wisp (0/1)
  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Rampant Growth
Young Treant
Galina Glimmer
Spore Shambler
Playful Panda
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Nope, not when Cala dies to scorch :frowning: Well at least Arg shouldn’t give up free levels this way
[/details]

1 Like

The fact you woofed made my day!

I didn’t get the draws I wanted. I guess my luck had to run at some point. I found something to do though. Let’s see where it goes!

"P1T3


Tech StartingHand Workers

TECH
Firebat
Chaos Mirror


STARTING HAND
Charge
Makeshift Rambaster
Mad Man 1/1
Pillage
Bombaster


WORKERS
Careless Musketeer
Nautical Dog
Makeshift Rambaster


NextHand

Bloodburn
Crash Bomber
Lobber
Scorch


Discard

Pillage
Charge
Mad Man 1/1
Firebat
Chaos Mirror


Tech 2 card(s)
Get Paid - ($6)
Max Zane, push Treant to Sacv - ($3)
Zane kills treant, we both get gold - ($4)
Bombaster - ($2)
worker - ($1)
Pillage your base for 2 damage, stealing 1 gold

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Bombaster 2/2A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L6 Zane 4/3[4]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

After a few cycles of good draws, it’s time to suffer. I got none of my tech 1 units while I could have done a ton of damage - charged-crashed a bomber, lobbed a Lobber etc. Now I have to be more careful and figure out whether it’s worth killing his tree and leaving behind only the mad man. He can rampant growth the wisp or Arg, or he can even forest favor the Arg and then rampant growth the wisp but that won’t be enough to kill Zane if I level him to 4 - yet I can’t do that if I play mad man because I’m one gold short. I think I should keep the pressure on, but I should do something other than teching lobbers and bombers. He knows it’s coming and surely he’ll figure something out. Chaos mirror maybe? Too soon for a surprise attack I think because I don’t have much money. But maybe not?
Other options include - play bombaster, pillage his base for 2 (keeping the pressure) and ignore the patrol zone, probably midbanding zane. The problem is that he can probably then get a Zane kill with rampant growth on Arg or something. I don’t have many defenses and I don’t want to lose Zane just yet.
Another option I just thought about is - starting by not workering, blasting the bombaster on Arg and then maxing Zane to shove him into Scav, gaining an extra gold. That way i’ll still be able to worker and keep a max Zane. but then the Treant can eat Zane, and with 7 gold and Rich Earth he will have no problem playing hero + rampant growth + some other tech 1 unit to shore up defenses. Treant having 3 ATK means it can kill Zane as SQL with a simple RG, which is a bummer. Zane could still attack but without his shove, he can’t kill the tree on his own. I guess I can skip worker to play mad man but I’ll be going down in cards and skipping a worker against someone who has rich earth, who I gave a scav gold and will start the next turn with 8 gold - and what do I have to show for that? an empty patroll, a 4/3 Zane and no damage to his base or tech 1. Actually, now that I look at the card again I realize that Bombaster only working against a patrolling ‘unit’ and not heores. Oh well. I guess that’s part of the problem of not having the cards in front of my eyes.
I think I have to slow down and live with the fact that I can’t keep up as much pressure this tume around. Nonetheless - I have to trade because if I don’t, he’ll just out-econ me.
I’m just one gold short for so many different plans. If I just skipped tech 1 last turn, I would have been in a better place - but I didn’t know that I wasn’t going to draw Lobber or Bomber. so there’s where the draw gets involved. Hopefully he doesn’t have RG in his hand next turn.
Alright. After much thought, I have a better plan - and it’s all about giving him scav gold and then pillaging it. I still am not sure what to do with the last three gold. He has Arg and Wisp out, and I can have bomabster for defense or go down in cards to also have mad man.

"

1 Like

By the way, the number of possible moves I had, even at such an early stage, pretty ridiculous.

4 Likes

Zane does that to a deck :wink: As long as he’s available, you can max him for a lot patrol chaos and “free” resources. Drakk makes doing your own combat math a lot harder too, as you can often bring a lot more offense than you’re used to!

Game 6, Player 2, Turn 3

P1 Red vs P2 Green

[details=Starting Hand]
Rampant Growth
Young Treant
Galina Glimmer
Spore Shambler
Playful Panda
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Murkwood Allies, Blooming Ancient
Galina Glimmer, Huntress
[/details]


###Main:

  • Spore Shambler (4)
  • Galina Glimmer (3)
  • Tower (0)
  • Worker

[details=Workers]
Young Treant, Merfolk Prospector, Verdant Tree
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Spore Shambler (2/3+1armor)
  • :psfist: Elite: Wisp (0+1/1)
  • :pspig: Scavenger: Galina Glimmer (2/2)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Arg (1/3 lvl 1)
  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Huntress
Tiger Cub
Forest’s Favor
Murkwood Allies
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
No more free levels, still some aggro but that’s okay. Tower up, tech up next turn, maybe take some free levels off Zane here
[/details]

Note that your base it at 13 from last turn’s Pillage.

"P1T4


Tech StartingHand Workers

TECH
Crashbarrow
Shoddy Glider


STARTING HAND
Crash Bomber
Lobber
Scorch
Bloodburn


WORKERS
Careless Musketeer
Nautical Dog
Makeshift Rambaster
Bloodburn


NextHand

Mad Man 1/1
Charge
Bloodrage Ogre


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech 2 Blood - ($3)
Lobber, deals 1 damage to Tower - ($2)
Bombaster sacs to kill Galina - ($1)
Crash Bomber - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Crash Bomber 2/2A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: L6 Zane 4/3[4]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Lobber 2/2
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

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

Game 6, Player 2, Turn 4

P1 Red vs P2 Green

[details=Starting Hand]
Huntress
Tiger Cub
Forest’s Favor
Murkwood Allies
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1scavenger)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Artisan Mantis, Ferocity
Blooming Ancient, Murkwood Allies
Murkwood Allies, Blooming Ancient
Galina Glimmer, Huntress
[/details]


###Main:

  • Huntress (7)
  • Tech 2 Growth (3)
  • Arg Midband (1)
  • Arg buffs Shambler, he kills Crash Bomber, my base to 12
  • Move a rune from Shambler to Huntress (0)
  • Worker

[details=Workers]
Forest’s Favor, Young Treant, Merfolk Prospector, Verdant Tree
[/details]

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

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

  • :heart: Base HP: 12
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH
  • Tower HP: 3

####In Patrol:

  • :psblueshield: Squad Leader: Huntress (4/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

####In Play:

  • Arg (1/4 lvl 1)
  • Spore Shambler (1/1 from +1/1 and 2 damage)
  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Playful Panda
Ironbark Treant
Blooming Ancient
Rampant Growth
[/details]

[details=End of Turn Discard]
Artisan Mantis
Ferocity
Galina Glimmer
Murkwood Allies
Tiger Cub
[/details]

[details=My Thoughts]
Let’s see how well he teched and drew, Crashbarrow will cause trouble but what can ya do :confused:
[/details]

"P1T5


Tech StartingHand Workers

TECH
Bloodlust
Gunpoint Taxman


STARTING HAND
Bloodrage Ogre
Mad Man 1/1
Charge
Scorch


WORKERS
Careless Musketeer
Nautical Dog
Makeshift Rambaster
Bloodburn
Bloodrage Ogre


NextHand

Chaos Mirror
Shoddy Glider
Bombaster 2/2A
Crashbarrow


Discard

Crash Bomber 2/2A
Bloodlust
Gunpoint Taxman
Mad Man 1/1
Lobber 2/2
Scorch
Charge


Tech 2 card(s)
Get Paid - ($8)
Midband Drakk - ($3)
mad man - ($2)
Lobber and MM kill huntress
Zane kills wisp, we both draw
Worker - ($1)

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: L4 Drakk 2/3A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L6 Zane 4/2[4]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 4
  • Deck: 2
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

last turn I felt I was in a good enough position to go up to tech 2 but I didn’t draw any this turn. I’ve been going down on cards too much so I had to make a hero play. This is the one that seemed most effective and while climbing back to 4 cards. I just need my tech 2 to stay alive for next turn and hopefully that’s enough

"

My turn XD

Game 6, Player 2, Turn 5

P1 Red vs P2 Green

[details=Starting Hand]
Playful Panda
Ironbark Treant
Blooming Ancient
Rampant Growth
Ferocity (darn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Technician, rs draw 1
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Artisan Mantis, Blooming Ancient
Artisan Mantis, Ferocity
Murkwood Allies, Blooming Ancient
Galina Glimmer, Huntress
[/details]


###Main:

  • Blooming Ancient (5)
  • Calamandra, +1 rune (3)
  • Playful Panda, +2 runes (1)
  • Move 2 runes to Spore Shambler, Arg buffs him and he kills Drakk, Arg maxbands, Water Elemental comes out, +1 rune on Ancient
  • Move a rune off Shambler to Water Elemental (0)
  • Blooming Ancient moves a rune to wisp and elemental each
  • Worker

[details=Workers]
Ironbark Treant, Forest’s Favor, Young Treant, Merfolk Prospector, Verdant Tree
[/details]

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

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

  • :heart: Base HP: 12
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH
  • Tower HP: 3

####In Patrol:

  • :psblueshield: Squad Leader: Wisp (1/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Water Elemental (4/4)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Arg (1/5 lvl 5)
  • Spore Shambler (2/2 from +2/2 and 3 damage)
  • Playful Panda (2/2)
  • Blooming Ancient (2/4)
  • Calamandra (2/3 lvl 1)
  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Tiger Cub
Artisan Mantis
Huntress
Murkwood Allies
[/details]

[details=End of Turn Discard]
Artisan Mantis
Blooming Ancient
Ferocity
Rampant Growth
[/details]

[details=My Thoughts]
Nope no barrow, kills on Drakk, this is really good position. Certainly a barrow is coming but it’ll be okay, I have a ton to fire back with and most likely worst case he has to choose between killing Cala, Ancient, or Tech 2
[/details]

1 Like

I was very close to lethal but didn’t get it. I think I just lost but we’ll see if I can drag it out a bit. When it’s done, it’ll be cute to get back to see turn and see if the other alternative I considered would have done better…

"P1T6


Tech StartingHand Workers

TECH
Lobber
Crashbarrow


STARTING HAND
Bombaster 2/2A
Shoddy Glider
Crashbarrow
Chaos Mirror


WORKERS
Careless Musketeer
Nautical Dog
Makeshift Rambaster
Bloodburn
Bloodrage Ogre
Bombaster 2/2A


NextHand

Firebat
Pillage


Discard

Crash Bomber 2/2A
Bloodlust
Gunpoint Taxman
Mad Man 1/1
Lobber 2/2
Scorch
Charge
Chaos Mirror
Shoddy Glider
Crashbarrow
Lobber
Crashbarrow


Tech 2 card(s)
Get Paid + float - ($10)
Bombaster, sac to damage wisp - ($7)
Crashbarrow, kills Wisp and water elemental but survives - ($4)
Shoddy Glider - ($3)
Zane casts Chaos Mirror on Crashbarrow and Shoddy Glider - ($1)
Zane kills the Blooming Ancient, levels to Cala, and Glider breaks tech 2, 2 damage to your base

Float ($1)
Discard 0, draw 2


[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]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 2
  • Deck: 0
  • Disc: 12
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

So, after Crashbarrow clears the patrol zone - I could attack his base for 10 damage with Zane and a mirrored Glider. It’s tempting. I will have pillage and firebat in hand next turn and all I have to do is max Drakk, play a firebat and kill the base. The problem is that he will still have the blooming ancient out there, potentially another one and he’s actually likelly to break both of my tech buildings. Pillage will only be 1 damage and I guess I can get the other damage by suiciding Drakk? Not in the same turn, and that would mean he will have another round of hammering me. It’s tough to know. It seems pretty certain he’ll be able to destroy both of my tech buidlings - he has 2/2/2/1/2 before he played anything from hand, and surely he has at least one unit to play and give the BA another rune, so if I deal 10 damage to his base he’s definitely going to break both my tech buildings. I can then Pillage for 1 for sure but won’t be able to play the firebat. But if it’s Drakk that casts the pillage, I can patrol him and his death will be the end of it. But he can actually go for my base and finish this rather than go for my tech buildings. If he has 9 already, than with another blooming ancient, he can do it. I shouldn’t have workered in the last turn - I would have had one more card and with pillage in hand, I could have finished it this turn.
it’s a pretty sure victory. Instead, I can kill the ancient with Zane and destroy tech 2 with the glider. That will give him free lelves for Cala. That way we’ll keep going a bit more and I will have to stay up for a few more rounds while he rebuilds his tech 2. The problem is, I don’t actually have that much more coming un in my deck and playing the bombaster meant I am skipping worker as well as going down on cards. I thought this was the safer option but I think that it’s actually riskier than I thought.

"

You were pretty close, dang! I definitely think I gotcha from here, but I guess we’ll see

Game 6, Player 2, Turn 6

P1 Red vs P2 Green

[details=Starting Hand]
Tiger Cub
Artisan Mantis
Huntress
Murkwood Allies
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10+1scavenger)
  • Choose to tech 2 cards

[details=All Teched Cards]
Feral Strike, Stampede
Artisan Mantis, Blooming Ancient
Artisan Mantis, Ferocity
Murkwood Allies, Blooming Ancient
Galina Glimmer, Huntress
[/details]


###Main:

  • RB Tech 2
  • Murkwood Allies + boosted, summon a 4/4 beast and lots of frogs (2)
  • Maxband Cala (0)
  • Cala and Arg break your tech 2, your base to 18
  • Panda and Shambler hit your base to 14
  • No Worker

[details=Workers]
Ironbark Treant, Forest’s Favor, Young Treant, Merfolk Prospector, Verdant Tree
[/details]

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

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

  • :heart: Base HP: 10
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH
  • Tower HP: 3

####In Patrol:

  • :psblueshield: Squad Leader: Michigan J Frog (1/1+1armor)
  • :psfist: Elite: Kermit the Frog (1+1/1)
  • :pspig: Scavenger: Trevor the Toad-Frog (1/1)
  • :exhaust: Technician: Frogger (1/1)
  • :target: Lookout: Magical Beasts (4/4 this is where you find them)

####In Play:

  • Arg (1/5 lvl 5)
  • Spore Shambler (2/2 from +2/2 and 3 damage)
  • Playful Panda (2/2)
  • Calamandra (4/5 lvl 5 granting resist 1 to all creatures)
  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Galina Glimmer
Artisan Mantis
Blooming Ancient
Murkwood Allies
Artisan Mantis
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
He sold out to get the Tech 2 + Ancient, over-commitment on his part, grabbing a stampede and a feral strike, think I should be able to wrap it up regardless though
[/details]

On T6, I think @FrozenStorm’s Tower means Crashbarrow does not survive long enough for the exciting CM play.

1 Like

Right! It has 2 HP, I thought it had 3. I would have to redo the turn completely than…

Don’t sweat it, not a big deal

1 Like

Well, my next turn i only have Pillage and Firebat in hand - so had I gone for your base instead of the ancient and tech 2, I could have now summoned Drakk to max to tap Firebat for 2 damage plus 1 from Pillage - which wouldn’t be enough because I could only chaos Mirror the Glider for a 4 ATK instead of 6, and that’s assuming that you wouldn’t break my tech 1 if I didn’t kill your ancient. In any case, if I did my turn legally I would have probably killed Cala and the ancient instead of breaking tech 2. Which now seems like it would have gone better for me? In either case, I don’t think I can keep up…