No obvious air- or keyword-related weaknesses for me to exploit here, and two specs with a nasty Tech II card set, plus some tricks with Geiger. cstick’s only crowd control before Tech II comes from his heroes, via Sparkshot and Discord, outside of the unlikely event of a Sentry, so I might be best off spamming Wisps and putting a Tiny Basilisk down to counter heroes. A Boulder would be nice for slowing down any Fencer / Rambasa rushes, too.
Versatile Style makes Mimics and MoLaC risky plays, a shame given how many hasted units might come out, so that leaves me with Blooming Ancients or Doubling Barbarbarians as my main units.
Rook and the Boulder can wall up, and the Birds can pick things off while he probably doesn’t have a response. As a bonus, the Boulder won’t get affected much by Discord.
Young Treant
Ardra’s Boulder
Bird’s Nest
Forest’s Favor
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tiger Cub - ($3)
Forest’s Favor cast inefficiently on Rook - ($0)
Rook kills Older Brother, takes 2 damage
Merfolk Prospector trades with Brick Thief, you draw
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Tiger Cub 2/2+1A
Elite:
Scavenger: Wisp 0/1
Technician:
Lookout:
In Play:
Rook L1 3/3 (+, 2 damage)
Buildings:
Base HP: 19
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
I could skip a worker to kill everything, including Grave, but it would leave me completely open to any Swift Fencers coming in.
I’m torn on my Tech II choice. Mimics are at risk from Versatile Style, but with the amount of haste and Sparkshot coming from cstick’s deck, they could be pretty deadly. Vulnerable to Leaping Lizards, though. On the other hand, Ancients give me some buffing options if the Birds need to reach down and kill something, but they’ll struggle more if cstick brings in his own air options (probably Cloud Sprites).
Going with Growth, I can bring in a Tech Lab for Mimics if I need it, or use Circle of Life, since I’ll be bringing in Midori anyway.
I can’t afford Tech II right now, and I can’t afford a Tower without going down on units. I’m just going to go down on cards this turn and hope I don’t draw my Ancients.
… Well, damn.
Tenderfoot (1/2+A)
Bloom
Rambasa Twin
Spark
Nimble Fencer
Two Step
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Maxband Grave - ($3)
Play River - ($1)
Grave hits Ardra’s Boulder for 3
Grave throws sword at Rook, River to L3
Rampant Growth
Merfolk Prospector
Blooming Ancient
Discard
Tiger Cub
Young Treant
Giant Panda
Tiny Basilisk
Bird’s Nest
Blooming Ancient
Polymorph: Squirrel
Moment’s Peace
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tech II Growth - ($5)
Tower - ($2)
Playful Panda, Wisp #2 arrives - ($0)
Birds hit Sparring Partner for 1+1A damage
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Ardra’s Boulder 0/3+1A (3 damage)
Elite:
Scavenger: Wisp #1 0/1
Technician:
Lookout: Wisp #2 0/1
In Play:
Playful Panda 2/2
Bird #1 1/1 (Flying)
Bird #2 1/1 (Flying)
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Growth)
Tower HP: 4
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 8
Gold:
Gold: 0
Workers: 9
Thoughts
Not an ideal target for the Birds, but it prevents River’s sideline midband ability from allowing cstick’s current board from clearing my patrol. Something will still be up for a Hasty Fencer to get through.
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Play Discord, killing Wisps and Birds and shrinking Boulder and Panda - ($7)
Sparring Partner spars with River
River kills Boulder
Ready Sparring Partner - ($5)
Sparring Partner spars with Grave
Grave breaks your Tech 2
Build Tech 2: Finesse - ($1)
Blooming Ancient
Ardra’s Boulder
Moment’s Peace
Polymorph: Squirrel
Tech 2 card(s)
Get Paid + scavenger - ($10)
Worker - ($9)
Rebuild Tech II
Argagarg, Wisp arrives - ($7)
Maxband Argagarg, Water Elemental arrives - ($3)
Float ($3)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Water Elemental 3/3 (Anti-air)
Elite:
Scavenger: Playful Panda 2/2
Technician: Wisp 0/1
Lookout: Argagarg L5 1/5
In Play:
*
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Growth)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 9
Disc: 0
Gold:
Gold: 3
Workers: 10
Thoughts
Ugh. should have been paying attention to cstick’s remaining deck count, That’s probably game, but I’ll block up and see if I get anything decent on the reshuffle.
… Moment’s Peace might give me a chance, I suppose, but I still have the three heroes to worry about.
Tech 0 card(s)
Get Paid + float - ($11)
Play Grounded Guide - ($6)
Play Nimble Fencer - ($4)
Play Discord - ($2)
River kills Water Elemental
Grave kills Arg, River maxbands
Play Tenderfoot
Tenderfoot kills Panda
Sparring Partner spars with Nimble Fencer
Nimble Fencer breaks Tech 2
Play Geiger - ($0)
Yeah, that’s game, well played. I should have teched in a Basilisk way earlier, and I should have seen you were at the bottom of your deck and delayed Tech II to bring in a midband Midori to soften the Discord.
Hey @zhavier, we’re finally done
GG. I think that you actually would have still been in the game if you had set up maxband Rook instead of Arg on your last turn. I didn’t have a great way to get through him, and from there you could have started using Moment’s Peace.
Ooh, I missed that, thanks. I need to figure what to do as this deck as Player One in general, too: swapping out Feral for Strength is fun, but it doesn’t leave me with many obvious options for early offense.