Thanks @cstick Added it in
P1T9
Tech StartingHand Workers
TECH
Mind-Parry Monk
STARTING HAND
Reversal
Savior Monk
Death Rites
Young Lightning Dragon
WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Safe Attacking
Aged Sensei
Centaur
NextHand
Morningstar Flagbearer
Sparring Partner
Vigor Adept
Ferocity
Discard
Grappling Hook
Snapback
Lich’s Bargain
Smoker
Death Rites
Reversal
Tech 1 card(s)
Get Paid + float - ($13)
Technician draw.
Young Lightning Dragon kills Chronofixer, takes tower damage, you draw.
Garth - ($11)
Exhaust Training Grounds to maxband Garth, fetch Mind-Parry Monk from discard.
Young Lightning Dragon #2 - ($8)
Savior Monk - ($6)
Garth makes a skeleton - ($5)
Calamandra, to midband - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Skeleton (1/1A)
- Elite: Savior Monk (3/2)
- Scavenger: Calamanda lvl 3 (4/4)
- Technician: Garth lvl 7 (4/4)
- Lookout:
In Play:
- Training Grounds (4)
- Young Lightning Dragon (3/1)
- Young Lightning Dragon (3/3)
- Mind-Parry Monk (5/4)
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Discipline)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 6
Gold:
- Gold: 1
- Workers: 10
Thoughts
Cool to see Chronofixer get played, even if it’s bad for me…
I think YLDs are my last chance of winning this. With MPM in play and Arg out of commission, I’m hoping it’ll be tricky for thehug0naut to get rid of them.
commentary for watchers and post game
I think earlier hugo stated he had no way of dealing with YLD. Do you think he has forgotten about the most overlooked card, Sentry?
P2T9
StartingHand Workers
STARTING HAND
Ironbark Treant
Centaur
Hyperion
Young Treant
Feral Strike
Spirit of the Panda (Hyperion)
WORKERS
Rich Earth
Tiger Cub
Rampant Growth
Playful Panda
Forest’s Favor
Ironbark Treant
NextHand
Spore Shambler
Feral Strike
Temporal Distortion
Temporal Distortion
Tricycloid
Discard
Tricycloid
Now!
Verdant Tree
Merfolk Prospector
Chronofixer
Hyperion
Spirit of the Panda
Feral Strike
Young Treant
Tech 0 card(s)
Get Paid + float - ($11)
Technician draw
Geiger trades with Skele, Sparkshot 1 to Monk, Calamandra to maxband
Calamandra - ($9)
Hyperion - ($4)
Hyperion and Immortal kill Garth and Calamandra, Hyperion dies, Immortal exhausts, my Calamandra maxbands, 1 card for me
Centaur - ($1)
Worker - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Centaur 3/4A [Resist 1]
- Elite:
- Scavenger: Wisp 0/1
- Technician: L5 Calamandra 4/5
- Lookout:
In Play:
- Immortal 5/5 [Indestructible]
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Present)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 9
Gold:
- Gold: 0
- Workers: 11
Thoughts
I can see my doom approaching in a flight of dragons but I’m not giving up yet, even with just Tech I up I can Feral Strike in some anti-flying tech so if I was him I would break Tech I and II or II and Calamandra. Not much I can do except try and beat him on the ground while he tries to kill be from the air. Shame I drew into Spirit of the Panda as it would have been nice to make the Wisp count for something next turn.
@Dreamfire’s turn!
P1T10
Tech StartingHand Workers
TECH
True Power of Storms
True Power of Storms
STARTING HAND
Sparring Partner
Morningstar Flagbearer
Vigor Adept
Ferocity
Mind-Parry Monk
WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Safe Attacking
Aged Sensei
Centaur
NextHand
True Power of Storms
Mind-Parry Monk
Grappling Hook
Smoker
Reversal
Tech 2 card(s)
Get Paid + float - ($11)
Scavenger gold and technician draw - ($12)
Savior Monk heals himself and YLD #1.
Power up both YLDs for +2 ATK each - ($8)
YLD #1 kills Centaur, takes tower damage.
YLD #2 kills Calamandra, takes tower damage, you draw.
Savior Monk kills Wisp, takes tower damage, you get 1 gold.
Mind-Parry Monk breaks tech 2, takes tower damage, your base to 18.
Grave - ($6)
Exhaust Training Grounds to maxband Grave.
Vigor Adept - ($2)
Sparring Partner - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Sparring Partner (2/2A)
- Elite:
- Scavenger: Grave lvl 7 (5/5), sword rune
- Technician: Vigor Adept (5/5)
- Lookout:
In Play:
- Training Grounds (4)
- Young Lightning Dragon (3/1)
- Young Lightning Dragon (3/2)
- Mind-Parry Monk (5/3)
- Savior Monk (2/1)
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Discipline)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
Thoughts
Would you look at that, I outlived the Present onslaught!
With tech 2 down and Geiger out, thehug0naut shouldn’t have any haste, which means most of my board will survive, and I can threaten lethal next turn.
And that’s game, no way for me to fight back with just an Immortal. GG @Dreamfire
Now I get to read the commentary
@zhavier it is over
GG WP! There was a point when I thought I was done for, but the absolutely insane value of Training Grounds+Garth carried me through it. It was also cool seeing some less-played cards like Chronofixer and SotP