STARTING HAND
Merfolk Prospector
Ironbark Treant
Tiger Cub
Young Treant
Rich Earth (Discarded by Thieving Imp… for some reason the order is different here than in the spreadsheet)
Rampant Growth (Drawn by Young Treant)
WORKERS
Ironbark Treant
NextHand
Forest’s Favor
Playful Panda
Spore Shambler
Verdant Tree
Rampant Growth
Tech 0 card(s) random.org says Thieving Imp discards my card #1 of 5
Get Paid - ($5)
Young Treant, I draw a card - ($3)
Worker - ($2)
Argagarg (with Wisp) - ($0)
Tech 2 card(s)
Draw a card from Technician.
Get Paid - ($7)
Worker - ($6)
Argagarg 3->5, Water Elemental - ($4)
Merfolk Prospector - ($3)
Heroes’ Hall - ($1)
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Water Elemental (3/3+A)
[I]Elite[/I]: Playful Panda (2+1/2)
[I]Scavenger[/I]: Merfolk Prospector (1/1)
[I]Technician[/I]: Wisp (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Argagarg Lvl.5 (1/5)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 8
Thoughts
Okay… losing a game on Turn 3 is certainly a new experience. If I manage to hang on I should be fine though because of my superior economy and Tech advantage, but that’s a very big IF.
Heroes’ Hall is definitely the way to go because everything Bigby does is directed against units, so with 2 strong heroes I should be able to do cause some problems. I don’t think Tech II will help me right now because I fear Injunction and it would just give him more high-value targets to steal. The dream is to get the Behind the Ferns + Tiny Basilisk pick-off on Bigby, but I doubt that will work. Slightly hesitant to tech more Tiny Basilisks because if he steals them my hero-based plan has a problem, but I feel they are my only avenue of attack right now.
I see several ways how he can clear my patrol zone next turn, but Argagarg and the Heroes’ Hall should be fine.
Skeleton Javelineer
Sacrifice the Weak
Carrion Curse
Deteriorate
Community Service
Discard
Thieving Imp
Community Service
Carrion Curse
Graveyard
Poisonblade Rogue
Sickness
Spreading Plague
Tech 2 card(s)
Get Paid - ($6)
Community Service - ($1)
Tini Basilisk! It’s so cute, I want it!
Worker - ($0)
Bigby Hayes dives into the water elemental, dealing 2 damage and revcing 3 from jumping at the shallow end
Thieving Imp does the same.
Water elemental vaporises
No hero gets leveled up twice.
Jandra, The Negator negotiates some damage to the wisp, and puts two overpower damage onto the Playful Panda
wisp and playful panda take a tumble in the discard
Centaur gives the Prospector some new prospects, and transferring 2 damage over to Arargarg
Centaur takes 1 damage from killing the Prospector
Float ($0)
Discard 3, draw 5
Then I hope your technician doesn’t give you something to deal with your… erm… my Tiny Basilisk.
STARTING HAND
Tiny Basilisk (Community Service)
Rampant Growth
Spore Shambler
Behind the Ferns
Forest’s Favor
Tiny Basilisk (Drawn by Technician)
WORKERS
Ironbark Treant
Verdant Tree
Rich Earth
Spore Shambler
NextHand
Merfolk Prospector
Young Treant
Tiger Cub
Murkwood Allies
Tech 2 card(s)
Draw a card from technician
Get Paid + float + Scavenger - ($10)
Worker - ($9)
Argagarg casts Forest’s Favor on Argagarg. - ($7)
Argagarg trades with Tiny Basilisk (goes to MY discard), you get 1 gold.
Calamandra - ($5)
Calamandra 1->3 - ($3)
It is a little known fact that Tiny Basilisks always come in pairs, so here is my ehm… your Basilisk’s brother. Bigby couldn’t find him when looking for units to recruit for his community service before because he is so tiny and good at hiding (in my deck). - ($1)
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Tiny Basilisk (1/2+A) [resist 1 from Calamandra]
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Calamandra Lvl.3 (3/4)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 9
Thoughts
Phew, so at least for one more turn I will be safe from Community Service and Injunction. I threaten to kill Jandra next turn via Calamandra’s stealth, which will wipe his board even if he brings out some Mirror Illusions or similar. Quince and Free Speech will stop that plan but won’t really hurt me much, so does a Tower. But the thing I’m most worried about is Orpal and Sickness which would allow him to trade his board for mine retaining board control until he can Community Service again.
I haven’t really played Moment’s Peace before, but it seems perfect if he likes to steal my units and I have to defend using only heroes. Murkwood Allies should be a strong play next turn if Calamandra survives (and I see her surviving to anything but Sickness, but I probably missed something…) unless he casts Free Speech.
If I can’t take the board over decisively in one or two turns I will have to get Tech II and III in order to leverage my economy and tech advantage. Note he still does not have a Tech I building.
Tiny Basilisk
Moment’s Peace
Behind the Ferns
Rampant Growth
Discard
Tiny Basilisk
Centaur
Tyrannosaurus Rex
Tyrannosaurus Rex
Murkwood Allies
Forest’s Favor
Centaur returns to my Discard. (welcome back, traitor…)
Tech 2 card(s)
Get Paid + float - ($10)
Young Treant, I draw a card - ($8)
Worker - ($7)
Tiger Cub - ($5)
Tech II (Balance) - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Young Treant (0/2)
[I]Technician[/I]: Tiger Cub (2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 6
[B]Gold:[/B]
Gold: 1
Workers: 10
Thoughts
Forgot Deteriorate and that 0 combat damage does not trigger deathtouch (which should make Tiny Basilisk all around bad against black, why did I tech them again?)… Oh well this is terrible, but I don’t think it’s over yet. Except for Injunction I don’t think there is anything he can do to stop me from winning the race to Tech III.
Plan for next turn is Moment’s Peace and Tech III, which should make it impossible for him to disrupt me before T-Rex comes out.
Weakpoints are again Free Speech, but I haven’t seen him use Quince this game yet, or Carrion Curse which is a likely option and could seriously hamper me. At least he can’t do either of those options AND feasably cast Community Service AND build Tech II.
Hope my economy lead is enough to carry this home through all the trickery he might still have up his sleeve.