News Shop
Events Chat

[XCAFS20] Round5: James MonoBlue vs Nekoatl [Growth]/Strength/Truth

Hello! My weeks continue to be busy, so sorry to you as well as all my previous opponents for the delays :sweat_smile:

@Nekoatl

Blue Starter

Porkhand Magistrate: ability costs 0 (instead of 1) to use.
Lawful Search: Changes to an upgrade, with “sacrifice this:” as the trigger for the ability it currently has as a spell (Look at opponent’s hand or discard, then draw 1).
Building Inspector: ability is “Your opponents must pay you 1 gold to build (or rebuild) a building” (instead of only the first building costing 1 more).
Bluecoat Musketeer: can now be long range while 2 attack or less (instead of exactly 1).

Law

Jurisdiction: gains “You may trash Jurisdiction and/or the searched-for spell” and “If that spell has Channeling your Law hero can Channel it until he leaves play” at the end of its effect.
Tax Collector: is a 3/3 (instead of 2/3).
Guardian of the Gates: is a 2/6 (instead of 1/6) and affects Units and Heroes (instead of just Units).
Arresting Constable: Gains “Haste” and can target any unit or hero with it’s ability.

Peace

General’s Hammer: costs 2 (instead of 3).
Drill Sergeant: gains “limit twice per turn” on it’s second ability (can only move 2 runes off of the DS each turn, same as Ancient).
Debilitator Alpha: costs 4 (instead of 5) and has “As Patroller: Attackers get -1 ATK” (even if they aren’t attacking Debilitator Alpha).

Truth

Spectral Tiger: gains Resist 1.
Spectral Roc: gains Resist 1.
Hallucination: Changes to: Spell - Summon :target: Target up to 2 units or heroes. Summon a 0/X hallucination token for each target, where X is the current HP (factoring in any buffs, debuffs or damage) of the target. Destroy these at your next upkeep.
Dreamscape: Instead of “all units are illusions” this becomes “Arrives or Upkeep: mark up to 5 units. These units are illusions until your next upkeep, even if Dreamscape is removed from play”. Also gains “Tap: Create a Mirror Illusion (max 2)”. Still channeling, still cost 3.
Quince: Midband ability now costs 1 (instead of 2).
Mind Control: Cost reduced to 4 and can attach to any unit, including tech IIIs.

Green

  • Ironbark Treant ability becomes “-1 ATK/+1 :psblueshield: while patrolling” (rather than -2 ATK/+2 armor)
  • Rich Earth gains “Arrives: Get a 0/1 wisp token. While you have 10 or more workers, this gains “tap: make a wisp””

Growth

Strength

  • Bird’s Nest Ability changes to "Arrives or upkeep: Put a 1/1 Flying Bird Token into play (max 2 tokens in play at a time). Remains as a channeling spell.
  • Mythmaking gains the ability "Your Legendary units ignore the “Legend Rule”

Truth

  • Spectral Tiger gains Resist 1
  • Spectral Roc gains Resist 1
  • Hallucination Changes to: Spell - Summon :target: Target up to 2 units or heroes. Summon a 0/X Hallucination token for each target, where X is the current HP (factoring in any buffs, debuffs or damage) of the target. Destroy these at your next upkeep.
  • Dreamscape Instead of “all units are illusions” this becomes “Arrives or Upkeep: mark up to 5 units. These units are illusions until your next upkeep, even if Dreamscape is removed from play”. Also gains "Tap: Create a Mirror Illusion (max 2). Still channeling, still cost 3.
  • Quince Midband ability now costs 1 (instead of 2)
  • Mind Control Cost reduced to 4 and can attach to any unit, including tech 3s

GLHF!

P1T1


StartingHand Workers

STARTING HAND
Arrest
Manufactured Truth
Spectral Aven
Porkhand Magistrate
Jail


WORKERS
Spectral Aven


NextHand

Traffic Director
Building Inspector
Reputable Newsman
Lawful Search
Bluecoat Musketeer


Discard

Arrest
Manufactured Truth
Jail


Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Porkhand Magistrate - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Porkhand Magistrate

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

No worries, I’m just glad you’re able to participate. GL HF!

P2T1


StartingHand Workers

STARTING HAND
Tiger Cub
Forest’s Favor
Young Treant
Ironbark Treant
Verdant Tree


WORKERS
Ironbark Treant


NextHand

Rampant Growth
Playful Panda
Spore Shambler
Rich Earth
Merfolk Prospector


Discard

Tiger Cub
Young Treant
Forest’s Favor


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Verdant Tree - ($2)
Argagarg Garg - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Argagarg Garg (1/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Verdant Tree (3) Healing 1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

Finally, an opponent with no upgrade removal! Shame Rich Earth isn’t available yet, though… I can’t rely on Illusion sniping, but I should aim for Macciatus to prevent my units from being sniped… and, with Mythmaking on my side, I’ll have an advantage in Illusion buffing For now, I have basically 2 options… go Argagarg and enhance him, potentially getting value out of the rune multiple times, or have Rook take point and back him up with the Tree or Tiger. Seeing as Rampant is in my T2 hand… I’m kinda leaning towards Arg, but let’s see what else I’d want to budget for… $3 Rich Earth, $2 Tech I, which doesn’t leave $2 for Rampant Growth, so I’ll use Rook instead. I don’t really expect my tech 0 units to be much use just yet, so I’ll invest in the Tree instead. Being able to delay my Tech I may also be beneficial if he uses the Magistrate to force me to reshuffle early. Hmm… actually, Argagarg’s midband would be a very efficient way to target and eliminate Illusions… not sure why I never considered that before. Hmm… if I take Argagarg and Tree, I can afford to Rampant next turn if helpful, and pay for Rampant instead of my Tech I next turn. Rook would have a tough time defending against the Aven without teching in spells, and I definitely want to use my tech slots to deploy legendaries.

P1T2


Tech StartingHand Workers

TECH
General’s Hammer
Scribe


STARTING HAND
Bluecoat Musketeer
Building Inspector
Reputable Newsman
Traffic Director
Lawful Search


WORKERS
Spectral Aven
Bluecoat Musketeer


NextHand

Scribe
General’s Hammer
Arrest
Jail
Manufactured Truth


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Building Inspector - ($3)
Onimaru - ($1)
Tech I - ($0)
Porky bribes Arg, who is disabled; you reshuffle and draw

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Onimaru L1 2/3A frenzy
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Porkhand Magistrate
  • Building Inspector

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

The Hammer is buffed. That means HammerTime is a viable strategy, right? Slow them down, wreck their reshuffle, wreck their tech, even if they have a great economy they have no good cards to play.

P2T2


Tech StartingHand Workers

TECH
Ardra’s Boulder
Mythmaking


STARTING HAND
Spore Shambler
Playful Panda
Merfolk Prospector
Rampant Growth
Rich Earth
Young Treant


WORKERS
Ironbark Treant
Young Treant


NextHand

Ardra’s Boulder
Tiger Cub
Rampant Growth
Forest’s Favor


Tech 2 card(s)
Get Paid - ($6)
Rich Earth - ($3)
Worker
Merfolk Prospector - ($2)
Playful Panda - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector (1/1) Finds gold
  • :pschip: Technician:
  • :target: Lookout: Wisp (0/1) Resist 1

In Play:

  • Verdant Tree (3) Healing 1
  • L1 Argagarg Garg (1/3)
  • Playful Panda (2/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

Boo, Inspector. Guess I’ll try to defend Argagarg and the Tree. Question is, do I try to play around sparkshot? Hmm… I think it’s too risky not to in this case. I’ll choose the Boulder as my first Legendary, considering I expect my green units to get steamrolled without solid defense.

Shouldn’t that be discard 2, draw 2, reshuffle, draw 2?

1 Like

Yeah, I messed up and drew the technician card without clearing my tech choices first. Redid my turn and updated post; thanks for catching the mistake!

P1T3


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Manufactured Truth
General’s Hammer
Jail
Arrest
Scribe
Lawful Search
Traffic Director


WORKERS
Spectral Aven
Bluecoat Musketeer
Traffic Director


NextHand

Lawful Search
Reputable Newsman
Arrest
Jail
General’s Hammer


Tech 2 card(s)
Get Paid - ($6)
Scribe, Draw - ($4)
Lawful Search and activate - ($3)
Worker - ($2)
General’s Hammer down your tree - ($0)
Oni kills SQL wisp
BI kills Lookout Wisp
Porky kills Prospector, takes 1

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Scribe (1/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Porkhand Magistrate (2/2, 1 damage)
  • Building Inspector
  • Onimaru L1 2/3A frenzy

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Double spells in hand, so +3 attack total, and the boulder. Boulder is annoying so no Tech I for you next turn. 4 atk already on the board. If I clear out his patrol, he could use an RG Panda to kill my Scribe and an FF Arg to deal 2 to something. I’d better not leave Oni on 2 health then!

P2T3


Tech StartingHand Workers

TECH
Ardra’s Boulder
Galina Glimmer


STARTING HAND
Forest’s Favor
Tiger Cub
Rampant Growth
Ardra’s Boulder


WORKERS
Ironbark Treant
Young Treant
Tiger Cub


NextHand

Mythmaking
Ardra’s Boulder
Spore Shambler
Galina Glimmer


Tech 2 card(s)
Get Paid + Scavenger - ($8)
Worker
Rampant Growth the Panda - ($6)
Panda kills SQL
Argagarg kills Inspector
Tech I - ($4)
Maxband Argagarg - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Water Elemental (3/3) Anti-air
  • :target: Lookout:

In Play:

  • L5 Argagarg Garg (1/5)
  • Playful Panda (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

Yeah, at $2, Hammer is actually worth using to clear starter buildings. I would use the Boulder for defense here, but without a Tech I, I need to use the Tiger Cub, which means Forest Favor gets workered and Inspector gets killed instead of Magistrate (maybe not a bad idea anyway)… is what I would say, but I with my hand size reduced, it might be better to summon an Elemental instead. The threat of Stampede might also give Argagarg a soft taunt and draw fire away from my buildings.

P1T4


Tech StartingHand Workers

TECH
Scribe
Flagstone Garrison


STARTING HAND
Reputable Newsman
Arrest
Jail
Lawful Search
General’s Hammer
Manufactured Truth


WORKERS
Spectral Aven
Bluecoat Musketeer
Traffic Director
Jail


NextHand

Overeager Cadet
Flagstone Garrison
General’s Hammer
Overeager Cadet


Tech 2 card(s)
Get Paid - ($7)
Lawfully Search your hand, draw - ($6)
Arrest your elemental - ($4)
Porky and Oni kill your Tech I building, your base to 18
Reputable Newsman, blocking 2 - ($2)
Worker - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Reputable Newsman blocking 2 (0/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Porkhand Magistrate (2/2, 1 damage)
  • Onimaru L1 2/3A frenzy

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

To kill Arg or his Tech I? Even though it limits a few moves, I think I want to LS. Yuck, I got the Truth, not what I wanted. But I now also see: three tech I cards in their hand, no Arg spells. That defines my priority target! Having seen his hand, I don’t want to Porky him, so I’ll Arrest the Ele. Then which card to play? Hammer - I could play that and then avoid attacking with someone. Shambler would then let him kill a SQL Oni though, at cost 4 and trading with the Panda and 2 damage to the Arg, but I’m still not sure I like the trade as it leaves him with board control. Newsman is a chump blocker - I guess I block 2 for the RG I know is still in there. Jail leaves my board too open and truth does nothing for me atm. Chump it is. Now too hope not to draw the Garrison, Tech up next turn, and ?Profit.

Drat, I drew the Garrison.

P2T4


Tech StartingHand Workers

TECH
Galina Glimmer
Mythmaking


STARTING HAND
Spore Shambler
Mythmaking
Ardra’s Boulder
Galina Glimmer


WORKERS
Ironbark Treant
Young Treant
Tiger Cub
Mythmaking


NextHand

Forest’s Favor
Ardra’s Boulder
Rampant Growth
Merfolk Prospector


Discard

Galina Glimmer
Ardra’s Boulder
Galina Glimmer
Mythmaking


Tech 2 card(s)
Get Paid - ($8)
Worker
Rebuild Tech I
Spore Shambler - ($5)
Transfer runes to Panda - ($3)
Panda kills Newsman

Float ($3)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: L5 Argagarg Garg (2/5)
  • :ps_: Scavenger:
  • :pschip: Technician: Spore Shambler (0/1)
  • :target: Lookout:

In Play:

  • Rich Earth
  • Playful Panda (4/4) [2+]
  • Water Elemental (3/3) Anti-air

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 3
  • Workers: 9

Thoughts

That’s unfortunate. Guess I can use the Shambler for buffs and replace Mythmaking to worker the one in hand. Do I really need to kill the Newsman this turn, though? I won’t be able to play Mythmaking, but it will make my basic spells available next turn (assuming I draw them). On the other hand, having both Mythmakings in my cycle would help me So it’s really a question of how badly I want to kill that Newsman… and considering how much I want to play $2 cards, and how much harder to kill it’s likely to be later, I’d say pretty badly. Okay, here goes.

P1T5


Tech StartingHand Workers

TECH
Drill Sergeant
Flagstone Garrison


STARTING HAND
Overeager Cadet
Overeager Cadet
General’s Hammer
Flagstone Garrison


WORKERS
Spectral Aven
Bluecoat Musketeer
Traffic Director
Jail
General’s Hammer


NextHand

Building Inspector
Arrest
Manufactured Truth
Lawful Search
Scribe (1/3A)


Discard

Reputable Newsman blocking 2 (0/3A)
Overeager Cadet
Flagstone Garrison
Overeager Cadet
Drill Sergeant
Flagstone Garrison


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Max Onimaru - ($1)
Three soldiers arrive
Oni kills Arg, levels fizzle
Porky kills the Shambler, you draw

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Soldier #1 1/1 sparkshot
  • :pschip: Technician: Soldier #2 1/1 sparkshot
  • :target: Lookout:

In Play:

  • Porkhand Magistrate (2/2, 1 damage)
  • Onimaru L8 4/3 frenzy, readiness
  • Soldier #3 1/1 sparkshot

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

With the Garrison in hand, and no chance of a Tech II card next turn, do I even build my Tech II now? What’s the alternative? Midband Oni for 4, trade porky and kill Arg, maxband Oni.I know that RG is probably in his hand since he hasn’t workered it and he didn’t have it last turn, so I need to block a great big panda. He also has max 1 tech I card, or a different tech’d card, which could well be an Arg spell. So Arg has to go - it’s just a matter of whether I use my last gold to tech up or to maxband and save 3. Maxband lets me keep the cards and cycle faster into my tech II stuff, so I think that’s the shout.

I have definitely lost my press this turn though, which is a shame. I guess another option is 7 to level Oni and kill, and save Porky. Do I value Porky more than 2 gold and 2 of Oni’s health? Well, yes. So that’s the new play. Next turn: One Scribe, one other card, and tech.

A thought too late - crap, I should NOT have patrolled in technician. If I tech draw I can’t play a Scribe to block without screwing my reshuffle. Big mistake.

P2T5


Tech StartingHand Workers

TECH
Blooming Ancient
Blooming Ancient


STARTING HAND
Rampant Growth
Ardra’s Boulder
Merfolk Prospector
Forest’s Favor
Verdant Tree


WORKERS
Ironbark Treant
Young Treant
Tiger Cub
Mythmaking
Merfolk Prospector


NextHand

Galina Glimmer
Blooming Ancient
Forest’s Favor
Ardra’s Boulder
Spore Shambler


Tech 2 card(s)
Get Paid + float - ($12)
Worker
Rich Earth produces a Wisp
Verdant Tree - ($10)
Tech II: Growth - ($6)
Garus Rook - ($4)

Float ($4)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental (3/3A) Anti-air
  • :psfist: Elite: L1 Garus Rook (3/4)
  • :ps_: Scavenger:
  • :pschip: Technician: Playful Panda (4/4) [2+]
  • :target: Lookout:

In Play:

  • Rich Earth
  • Verdant Tree (3) Healing 1
  • Wisp (0/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 4
  • Workers: 10

Thoughts

I’m at risk for AoW now… maybe I should tech in Free Speech? No, I’m too vulnerable to $2 Newsman as-is. I’ll just need to present other targets and repair my base with Mantises. Maybe build a Tower to pick off Soldiers? No, I need a Tech Lab, and I have lots of units to stop soldiers with, if I could just get them played. Probably most important that I go for Ancients now, as big units are hard for Onimaru to defend against, even with AoW active, and I’m probably going to need to pop some of his more troublesome units as Illusions. Should I tech in Dreamscapes now instead? I do have the Shambler and potentially Argagarg… no, I’d better start building up the Ancients ASAP to deal with Oni. I’m throwing out Rook as cannon fodder, unfortunately I have to expose myself to sparkshot damage in order to get his attack high enough to trade with un-buffed Oni, but at least he’ll need to directly attack Rook with something to finish him off, and I’m not giving away free levels. I’ll drop the Tree instead of the Boulder because I’m at risk of taking building damage and I want to reduce my chances of being tech locked.

I’m about to pull what’s called a pro-gamer move

P1T6


Tech StartingHand Workers

TECH
Drill Sergeant
The Art of War


STARTING HAND
Arrest
Scribe (1/3A)
Building Inspector
Lawful Search
Manufactured Truth


WORKERS
Spectral Aven
Bluecoat Musketeer
Traffic Director
Jail
General’s Hammer


NextHand

Lawful Search
Overeager Cadet
Scribe
Flagstone Garrison


Tech 2 card(s)
Get Paid + float - ($10)
Manufacture Truth, Soldier #1 becomes a second Porkhand Magistrate - ($8)
The Porkhands sue your Elemental and Rook and disable them, you draw 2
Play Arrest, Arrest your Panda - ($6)
Onimaru kills your Tech II building, your base to 16
One solder kills your wisp, the other damages your Tree
Tech II (Peace) - ($2)
Building Inspector - ($1)
Skip Worker!?!

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Onimaru L8 4/3A frenzy, readiness
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Porkhand Magistrate (2/2, 1 damage)
  • Soldier #1 1/1 sparkshot
  • Soldier #2 1/1 sparkshot
  • Soldier #3 1/1 sparkshot
  • Building Inspector (1/1) pay me 1 to build (or rebuild!) buildings

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

New line - the Arrest Squad. His only potential attacker after this is a buffed Wisp, and hopefully only with RG (though maybe also a Favour, so 3 attack) which should be fine. Now, that last bit of gold. BI and worker - I only draw 3, and I NEED a Garrison to fight the tech I wave approaching. BI no worker - extra draw, extra 1 gold for next turn to allow me one leeway to Garrison twice and Drill Sergeant… but I have no 1 gold cards, so that is just a worker next turn rather than this. BI + LS. I get my card back, I get to see his hand next turn, and I can’t worker next turn because I need that 9 (but WAIT - I get an extra one when he rebuilds his Tech II!). Skip worker and Scribe - no worker next turn, no bonus gold, but guarentee the Garrison. This is safe to get the garrison, but he has 7 cards in hand after my arrests, so I am going to need more than the garrison. I need another Arrest. I’m going for the line that leaves me with the ability to play a scribe and the full combo or play an extra Truth or Arrest - the freaky worker skip to save a card and a gold.

P2T6


Tech StartingHand Workers

TECH
Might of Leaf and Claw
Might of Leaf and Claw


STARTING HAND
Spore Shambler
Galina Glimmer
Ardra’s Boulder
Forest’s Favor
Blooming Ancient
Ardra’s Boulder
Blooming Ancient


WORKERS
Ironbark Treant
Young Treant
Tiger Cub
Mythmaking
Merfolk Prospector
Forest’s Favor


NextHand

Rampant Growth
Spore Shambler
Mythmaking
Galina Glimmer


Tech 2 card(s)
Get Paid + float - ($14)
Worker
Verdant Tree activates
Rebuild Tech II, you get $1 - ($13)
Blooming Ancient - ($9)
Blooming Ancient - ($5)
Rich Earth produces a Wisp
Ardra’s Boulder - ($3)
Galina Glimmer - ($2)
Argagarg Garg - ($0)
Each Ancient donates 2 runes to Boulder

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ardra’s Boulder (4/12A) [4+]
  • :psfist: Elite:
  • :ps_: Scavenger: Blooming Ancient (5/7) [3+]
  • :pschip: Technician: Blooming Ancient (6/8) [4+]
  • :target: Lookout:

In Play:

  • Rich Earth
  • Verdant Tree (2) Healing 1
  • L1 Argagarg Garg (1/3)
  • L1 Garus Rook (2/4)
  • Galina Glimmer (2/2)
  • Playful Panda (4/4) [2+]
  • Water Elemental (3/3) Anti-air
  • Wisp (0/1)
  • Wisp (0/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

Thoughts

“Damages”, not “destroys”, eh? Interesting. Well, I’ve got a lot of board presence now, guess I’ll try for MoLaC. I might have gone for Truth spells instead, but I’m not confident I’ll be able to summon Quince next turn.

P1T7


Tech StartingHand Workers

TECH
Judgment Day
Judgment Day


STARTING HAND
Scribe
Flagstone Garrison
Overeager Cadet
Lawful Search
Manufactured Truth
Drill Sergeant
Overeager Cadet
Drill Sergeant


WORKERS
Spectral Aven
Bluecoat Musketeer
Traffic Director
Jail
General’s Hammer
Lawful Search


NextHand

The Art of War
Flagstone Garrison
Scribe (1/3A)


Discard

Judgment Day
Judgment Day
Manufactured Truth
Drill Sergeant


Tech 2 card(s)
Get Paid + float + BI gold - ($11)
Worker - ($10)
Flagstone Garrison - ($7)
Overeager Cadet, draw
Scribe, draw 2 - ($5)
Drill sergeant, draw - ($2)
Overeager Cadet, draw, DS runes = 1
Manufacture a Porky out of a Soldier again, Porkies disable your ancients, you draw 2 - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet 2/2A
  • :psfist: Elite: Scribe 2/3
  • :ps_: Scavenger: Soldier #3 1/1 sparkshot
  • :pschip: Technician: Soldier #2 1/1 sparkshot
  • :target: Lookout: Overeager Cadet

In Play:

  • Porkhand Magistrate (2/2, 1 damage)
  • Soldier #1 1/1 sparkshot
  • Building Inspector (1/1) pay me 1 to build (or rebuild!) buildings
  • Drill Sergeant +
  • Onimaru L8 4/3 frenzy, readiness

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Missing the 1 damage to kill the tree has lost me the game. Maybe I could have avoided workering the Hammer somewhere? He is going to MOLAC, the question now is whether I can survive to get off a JD and then reflood faster than him. The answer is probably no.

The Peace engine is pretty cool when it gets going, but it can be pretty rough to get going since it requires a hefty setup cost. Its main advantage over Growth is the card draw, but that advantage was largely offset by your Magistrates constantly feeding me bonus cards, so I was better able to make use of the economy advantage that Green+Growth provides. Still, I think you did a really good job of suppressing my early and mid game plans, particularly with locking me out of Mythmaking and my legendary units for so long. You had me really worried, but it seems you let up on that pressure in order to prep the Peace engine, and that gave me the leeway to push back hard, at which point Judgment Day was probably your only answer. Well, that’s how it looked to me, anyway. GG! @FrozenStorm

P2T7


StartingHand Workers

STARTING HAND
Mythmaking
Rampant Growth
Galina Glimmer
Spore Shambler
Ardra’s Boulder
Might of Leaf and Claw


WORKERS
Ironbark Treant
Young Treant
Tiger Cub
Mythmaking
Merfolk Prospector
Forest’s Favor


NextHand

Spore Shambler
Ardra’s Boulder
Rampant Growth
Galina Glimmer
Might of Leaf and Claw


Tech 0 card(s)
Get Paid + Galina - ($14)
Might of Leaf and Claw - ($11)
Elemental kills SQL
Argagarg kills Scavenger
Give a rune to a Wisp
Wisp kills Technician
Give 2 runes to the other Wisp
Wisp kills Lookout
Midband Rook - ($7)
Rook kills Elite, MoLaC activates
Mythmaking - ($5)
Boulder, Galina, and Panda break your base, GG!

Float ($5)
Discard 4, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • Mythmaking
  • Might of Leaf and Claw: Healing 1, +3/+3 aura active
  • Verdant Tree (2) Healing 1
  • L1 Argagarg Garg (4/5) [1 damage]
  • L5 Garus Rook (6/6) Hard to block [2 damage]
  • Blooming Ancient (7/9) [2+]
  • Blooming Ancient (7/9) [2+]
  • Ardra’s Boulder (9/17) [4+]
  • Galina Glimmer (7/7)
  • Playful Panda (7/7) [2+]
  • Water Elemental (6/4) Anti-air [2 damage]
  • Wisp (5/4) [2+, 2 damage]
  • Wisp (4/4) [1+, 1 damage]

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 0

Gold:

  • Gold: 5
  • Workers: 11

Thoughts

I am so glad he’s not using AoW. Also, these bonus draws are really helping me, but I wish my 2nd MoLaC hadn’t been the only card left in deck. Oh, well, one is probably good enough for now.

2 Likes

Drat. GG! Yeah, I had just tech’d double JD, but too late. You’re right, I lost this in the transition from my early game suppression into my win con on turn 5. Possibly I lost because on that turn I drew my Flagstone Garrison that I had pre-teched for the reshuffle - drawing it then delayed my Peace engine by a turn, and forced me to worker my Hammer as all the other cards were part of my endgame strat. If I hadn’t drawn it, I would have got an engine the turn ahead of you; if I had drawn it but literally any other card had been different I think I would have kept the hammer for delaying your tech buildings again.

So… wahh

1 Like

Yeah, I’ve lost count of how many times I’ve had a Peace engine plan flub to bad draws, which is why I tend to rely on Bigby’s stash and optional card draw to help me rig my hand to get good timing on the Garrisons. You had good reason to lead with Onimaru after my T1 Tree play, though, as at $2, Hammer is actually a viable answer to starter buildings. Maybe if you’d passed on the Scribes and gone straight for Cadets, you could have afforded a 2nd hero?

The second scribe was a mistake. The first one was there to try and ensure I got the Hammer, though maybe it was a mistake and I should have went for an early cadet yeah…