ascendingPrime [mono-green] vs DreamFire [mono-blue]

GLHF - @Dreamfire

P1T1


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
Rampant Growth
Forest Favor
Playful Panda
Ironbark Treant
Tiger Cub


DRAW DECK (bottom of turn, unordered)


WORKERS
Playful Panda


NextHand

Spore Shambler
Merfold
Verdent Tree
Rich Earth
Young Treant


Discard

Rampant Growth
Forest Favor
Tiger Cub


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

Summon Ironbark Treant - ($0)

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]
  • Ironbark Treant (3/2)

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: -
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

tentative tech plan (subject to change)
Huntress + Tiny Basilisk
Centar + Behind the Ferns
Ferocity + Nature Reclaims
Potent Basilisk + Wandering Mimic
Feral Strike + Wandering Mimic

This is a strat build around behind the ferns. Everything but mimic has 3atk or less
and as long as something else is out mimic can copy their stealth.

Try to get to T3 and feral strike a pair of T-Rexs


Quick review of the green starter, looks like spore shambler and rampant growth
are my illusion poppers.

Huntress for aven, nature reclaims for garrison.
Enough death-touch heros shouldn’t get out of hand
Blue will prob have a tower, but given my stealth strat that would prob happen regardless.

Sorry about the late reply. GL HF, man.

P2T1


StartingHand Workers

STARTING HAND
Building Inspector
Manufactured Truth
Jail
Reputable Newsman
Arrest


WORKERS
Building Inspector


NextHand

Traffic Director
Bluecoat Musketeer
Porkhand Magistrate
Lawful Search
Spectral Aven


Discard

Jail
Arrest
Manufactured Truth


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Onimaru - ($2)
Reputable Newsman, blocking $2 - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Onimaru (2/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Reputable Newsman (0/3), blocking $2 spells and upgrades
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[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: 6
Thoughts

Glad to see Newsman, since green starter is so obvious to block with only 2-cost spells. OTOH, sucks to have both spells in my opening hand. I considered playing Bigby to stash one of them, but that messes up my cycle so I’ll stick with Oni.
What do I worker, though? I kind of like the idea of Jail against green’s big units, so I guess this will be an Inspector-less game.
Long-term, I’m thinking about Truth. Green has the building hate to deter me from Peace, and not a lot of targeting to pop illusions. We’ll see, though.

No worries

P1T2


Tech StartingHand DrawDeck Workers

TECH
Huntress
Tiny Basilisk


STARTING HAND
Spore Shambler
Merfolk
Verdent Tree
Rich Earth
Young Treant


DRAW DECK (bottom of turn, unordered)
Rampant Growth
Forest Favor
Young Treant


WORKERS
Playful Panda
Rich Earth


NextHand

Spore Shambler
Tiny Basilisk
Verdent Tree
Tiger Cub
Huntress


Discard

Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)

Summon Cali - ($2)
Summon Merfolk - ($1)

Build T1 - ($0)

Patrol Ironbark - (SL)
Patrol Merfolk - (scav)

Float ($0)
Discard 3, Reshuffle, Draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark (1/2+aaa)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk (1/1; exh: gain a gold)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra (2/3; lvl.1)

[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 3
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

tentative tech plan (subject to change)
X - Huntress + Tiny Basilisk
Centar + Behind the Ferns
Ferocity + Nature Reclaims
Potent Basilisk + Wandering Mimic
Feral Strike + Wandering Mimic


Newsman is annoying. Part of the appeal of Cali is throwing a rune on her
and having it be the same as bumping a band. I could try to adjust by bringing
sporeshambler out, but Hero+merfolk has more longeterm potential and Tiny-B
should be able to clear all this.

P2T2


Tech StartingHand Workers

TECH
Spectral Hound
Spectral Hound


STARTING HAND
Bluecoat Musketeer
Spectral Aven
Lawful Search
Traffic Director
Porkhand Magistrate


WORKERS
Building Inspector
Bluecoat Musketeer


NextHand

Spectral Hound
Jail
Spectral Aven
Manufactured Truth
Porkhand Magistrate


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Tower - ($1)
Traffic Director - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Reputable Newsman (0/3A), blocking $2 spells and upgrades
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Traffic Director (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Oni lvl 1 (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

I’m pretty worried about Cala stealth-killing Oni. One solution would be building a tower, but that’s a serious gold investment at this point: with a worker and tech 1, it leaves me with just enough for a Traffic Director.
I could patrol Oni in SQL. But even at midband ascendingPrime can kill him with midband Cala + Ironbark, which is definitely a favorable trade.
What if I’m willing to soak the early hero kill? He’ll go down on cards to do it, and I could play, what, Lawful Search and Spectral Aven? Or Arrest, if I’m lucky?
Forget it. I’m P2 mono-blue, I’m supposed to be playing defensively! Tower it is.
Can’t say I like him having Merfolk, letting him get ahead economically, but I’ll try to make up for it with efficient tech 1 units.
…
Got Manufactured Truth after the reshuffle, which means I could punish a Centaur or Basilisk which is likely to drop next. Let’s see how it goes.

P1T3


Tech StartingHand DrawDeck Workers

TECH
Centar
Ferocity


STARTING HAND
Spore Shambler
Tiny Basilisk
Verdent Tree
Tiger Cub
Huntress


DRAW DECK (bottom of turn, unordered)
Centar
Ferocity
Verdent Tree


WORKERS
Playful Panda
Rich Earth
Tiger Cub


NextHand

Rampant Growth
Forest Favor
Young Treant
Spore Shambler


Discard

Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)

Tap Merfolk - ($6)

Summon Tiny Basilisk - ($4)
Summon Huntress - ($2)

Ironbark atk Newsman
crack armor + 2dam to newsman; 1dam to Ironback from tower

Cali atk Newsman
2dam to newsman, dies; 1dam to Cali from tower

buy 2.lvl for cali (midband+heal+all my units have resist.1) - ($0)

Patrol Tiny Basilisk (SL)
Patrol Huntress (scav)

Float ($0)
Discard 2, Draw 3, Reshuffle, Draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk (1/2+a; deathtouch; unstoppable & unattackable by T0; resist.1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Huntress (3/3; sparkshot; anti-air; resist.1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra (3/4; lvl.3)
  • Merfolk (1/1; tap: gain a gold; resist.1)
  • Ironbark (3/1; resist.1)

[B]Buildings:[/B]

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

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

  • Hand: 4
  • Deck: 3
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

tentative tech plan (subject to change)
X - Huntress + Tiny Basilisk
X - Centar + Ferocity
Potent Basilisk + Wandering Mimic
Behind the Ferns + Nature Reclaims
Feral Strike + Wandering Mimic


I love this trick w/ Tiny-B where it blocks Oni, but is unattackable by traffic-cop.
Also feels good to be able to cast spells again (all my spells, starters+ferns+ferocity are 2)

P2T3


Tech StartingHand Workers

TECH
Macciatus, the Whisperer
Reteller of Truths


STARTING HAND
Manufactured Truth
Jail
Spectral Aven
Porkhand Magistrate
Spectral Hound


WORKERS
Building Inspector
Bluecoat Musketeer
Porkhand Magistrate


NextHand

Arrest
Lawful Search
Spectral Hound
Manufactured Truth


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Manufactured Truth on Traffic Director, copying the Tiny Basilisk - ($5)
Fake Basilisk trades with real one
Spectral Hound - ($4)
Tech 2 (Truth) - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Oni lvl 1 (2/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Spectral Hound (3/3)
  • :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 (Truth)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Ouch, both Huntress and Basilisk on board.
I could MTruth Director to trade with Basilisk, and midband Oni to kill Huntress without giving Cala levels. Then Spectral Hound and mangled up Oni patrol. They die next turn to Ironbark and maxband Cala, but at least she doesn’t heal? ascendingPrime might have a combat spell to help wth that.
I could midband Oni without killing Huntress to deny the technician draw, but I might regret that if he’s teched Ferocity.
How about going straight to tech 2, then? I’ve a low chance of actually drawing a tech 2 card, even with the technician draw, but there are all kinds of stalling tricks I could try next. If nothing else, ascendingPrime might get a headache trying to figure out which tech to break…

dude, i see oni but not the gold spent for him :frowning2:

He’s been around since turn 1! Though likely not for much longer…

1 Like

sorry, completely missed it. i blame eyes of the chancellor for making him invisible :stuck_out_tongue:

1 Like

Ya Oni was hiding in the weeds two turns ago, although Dreamfire is right that about him popping his head out last turn just far enough to get it lopped off.

P1T4


Tech StartingHand DrawDeck Workers

TECH
Potent Basilisk
Wandering Mimic


STARTING HAND
Rampant Growth
Forest Favor
Young Treant
Spore Shambler


DRAW DECK (bottom of turn, unordered)
Potent Basilisk
Rampant Growth
Forest Favor
Spore Shambler
Tiny Basilisk (1/2; deathtouch; unstoppable & unattackable by T0)


WORKERS
Playful Panda
Rich Earth
Tiger Cub
Young Treant


NextHand

Centar
Ferocity
Verdent Tree
Wandering Mimic


Discard

Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)

Tap Merfolk - ($7)

Build T2 (Balance) - ($3)
Cali casts Forest Favor on herself - ($1)

Cali atk Oni
4dam Oni, dies; 2dam to Cali + 1 tower dam
Oni dies: 2 lvl to Cali, max-band, heals

Patrol Ironbark (SL)
Patrol Huntress (tech)

Float ($1)
Discard 2, Draw 3, Reshuffle, Draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark (1/1+aaa; resist.1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Huntress (3/3; sparkshot; anti-air; resist.1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra (5/6; lvl.5; 1.rune:+/+)
  • Merfolk (1/1; tap: gain a gold; resist.1)

[B]Buildings:[/B]

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

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

  • Hand: 4
  • Deck: 5
  • Disc: -
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

tentative tech plan (subject to change)
X - Huntress + Tiny Basilisk
X - Centar + Ferocity
X - Potent Basilisk + Wandering Mimic
Feral Strike + Nature Reclaims
Behind the Ferns + Wandering Mimic


Good trick w/ manufactured truth to thread the needle on Tiny-B.
Bumped up Feral strike since Cali is now max. Keeping Reclaims since
Cencorship can be nasty. Ferns is a hard counter to guardian, and enough deathtouch to make juggernaut reasonable

Edit: accounting for the hippy Huntress resisting Arrest…

@ascendingPrime Cool to see someone choosing Balance tech 2. I’m curious to see where you’re going with this.

P2T4


Tech StartingHand Workers

TECH
Judgment Day
Liberty Gryphon


STARTING HAND
Spectral Hound
Arrest
Lawful Search
Manufactured Truth
Traffic Director


WORKERS
Building Inspector
Bluecoat Musketeer
Porkhand Magistrate
Traffic Director


NextHand

Spectral Aven
Jail
Reteller of Truths
Macciatus, the Whisperer


Discard

Lawful Search
Judgment Day
Liberty Gryphon
Arrest
Manufactured Truth
Spectral Hound


Tech 2 card(s)
Get Paid - ($8)
Quince + Mirror - ($6)
Lawful Search your hand, I draw - ($5)
Worker - ($4)
Arrest resistant Huntress - ($1)

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Spectral Hound (3/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Mirror (0/1)
  • :pschip: [I]Technician[/I]: Quince lvl 1 (1/3)
  • :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 (Truth)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

I’m excited to see Balance tech 2! Does that mean ascendingPrime is going for T-Rexes, or should I be concerned about Mimics and Basilisks first? Feral Strike can make this an ugly board, and fast. I guess the only way to know for sure is to Lawful Search…
But before that, I think teching Judgment Day is a pretty safe bet. Liberty Gryphon is a whole lot more optimistic, but I think that’s my only real win condition here.
…
Hmmph. Ferocity would be scary next turn, Mimic+Centaur could be terrifying the turn afterwards. But by then, I’ll hopefully be drawing into Judgment day. So the main thing I want to avoid, actually, is giving (more…) free levels to his heroes. Which means no Bigby yet, just another Mirror.
Trying to patrol around both Ferocity and sparkshot is annyoing. Actually, it’s too much. I’ll go down a card and Arrest Huntress. If he wants to use Ferocity to trade Ironbark for Hound, he can be my guest. More likely to see Mimic and a second hero.

@Dreamfire :: Huntres has resist - 1 b/c of Cali’s midband.

Also, that is really interesting that Balance was less expected. I’m new the PbF and used to always play IRL against a single opponent and Balance was his fav green spec (I never really had a strong preference). I’ve been laying out my thinking in the throughout in the thoughts section, so if you want the play by play of where my head is at please feel free to look after the game.

Oops, you’re right of course. I’ll just refrain from making the extra mirror and patrol Quince in technician instead. Should I also redo my draw?

My rule of thumb is always “keep as much as possible of the original during the edit”. Since skipping the second mirror doesn’t impact your draw any I say keep it (not sure if that last card is the killer one you want in hand?).

1 Like

hmmm, actually balance is p good along with growth. Ime the less successfull green spec is feral.
If u want, after the game i’ll share the best green spec techs i’ve witnessed.

1 Like

@ascendingPrime Done editing, kept the original draw.

As for spec choices, I’m not especially experienced here either, but it seems that the go-to green spec is Growth.

@Legion :: Always interested in shop-talk. I know Feral is the green-spec I
always thought had the coolest theme (and super-strong T1), but I always had
a hard time getting T2 to work. Same with anarchy T2 actually, always
things are just a little off.

EDIT - showing wrong turn number

P1T5


Tech StartingHand DrawDeck Workers

TECH
Feral Strike
Nature Reclaims


STARTING HAND
Centar
Ferocity
Verdent Tree
Wandering Mimic


DRAW DECK (bottom of turn, unordered)


WORKERS
Playful Panda
Rich Earth
Tiger Cub
Young Treant
Verdent Tree


NextHand

Potent Basilisk
Rampant Growth
Spore Shambler
Tiny Basilisk (1/2; deathtouch; unstoppable & unattackable by T0)
Forest Favor


Discard

Feral Strike
Nature Reclaims
Ironbark (1/1+aaa; resist.1)
Merfolk (1/1; tap: gain a gold; resist.1)
Centar
Ferocity
Wandering Mimic


Tech 2 card(s)
Get Paid + Float - ($9)
Worker - ($8)

Summon Midori - ($6)

Calie throws down the gauntlet cats v. dogs
calie cracks armor + deals 4, hound dies : calie takes 3dam + 1 tower dam

Merfolk fights some bad LSD
illusion takes 1dam, dies, 1g to you : 1dam from tower, merfolk dies

Ironbark charges Quince
3dam to Quince, dies, you draw : 1dam to ironbark + 1dam tower, ironbark dies
Quine dies, 2-lvl to Midori

Build Surplus - ($1)

Float ($1)
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]
  • Calamandra (5/2; lvl.5; 1.rune:+/+)
  • Midori (2/3; lvl.3)
  • Huntress (3/3; sparkshot; anti-air; resist.1) - disabled

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Surplus HP: 4

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

  • Hand: 5
  • Deck: -
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

tentative tech plan (subject to change)
X - Huntress + Tiny Basilisk
X - Centar + Ferocity
X - Potent Basilisk + Wandering Mimic
X - Feral Strike + Nature Reclaims
Behind the Ferns + Wandering Mimic


That resist really saved my but. The difference between 2 mirrors (no sparkshot) w/ Quince
behind, and getting a board wipe is HUGE.

Dealing with the hound was painful, and I realize now it didn’t really have to be.
I kept waiting on spore shambler, but I could have tgt more easily w/ mid-band Arg.
Would have let Cali through to smash a tech building and really start a snow-ball.
At least this way I have Midori out though just in case I need to bust out Reclaims.

P2T5


Tech StartingHand Workers

TECH
Judgment Day
Liberty Gryphon


STARTING HAND
Reteller of Truths
Jail
Macciatus, the Whisperer
Spectral Aven
Reputable Newsman (technician draw)


WORKERS
Building Inspector
Bluecoat Musketeer
Porkhand Magistrate
Traffic Director
Jail


NextHand

Spectral Aven
Lawful Search
Spectral Hound
Spectral Hound


Tech 2 card(s)
Get Paid + float - ($10)
Tech draw, Scav gold - ($11)
Worker - ($10)
Tech 3 - ($5)
Reteller of Truths - ($3)
Macciatus, the Whisperer - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Reteller of Truths (4/4A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Macciatus, the Whisperer (3/3)
  • :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 (Truth)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

Not much to do now but hope my tech 3 survives, and that I’m lucky enough to draw at least one Gryphon. A Wandering Mimic would put a bit of a damper on that, though.

@Dreamfire - FYI your T3 isn’t on your board, but I see you built it in your script.

P1T6


Tech StartingHand DrawDeck Workers

TECH
Behind the Ferns
Wandering Mimic


STARTING HAND
Potent Basilisk
Rampant Growth
Spore Shambler
Tiny Basilisk (1/2; deathtouch; unstoppable & unattackable by T0)
Forest Favor
Wandering Mimic (surplus)


DRAW DECK (bottom of turn, unordered)
Merfolk (1/1; tap: gain a gold; resist.1)
Behind the Ferns
Wandering Mimic


WORKERS
Playful Panda
Rich Earth
Tiger Cub
Young Treant
Verdent Tree


NextHand

Nature Reclaims
Feral Strike
Ironbark (1/1+aaa; resist.1)
Centar
Ferocity


Discard

Potent Basilisk
Rampant Growth
Tiny Basilisk (1/2; deathtouch; unstoppable & unattackable by T0)
Forest Favor
Wandering Mimic


Tech 2 card(s)
Get Paid + Float - ($10)
Surplus: Reshuffle, draw 1

Ready Huntress

Skip Worker

Midori casts Forest’s Favor on huntress - ($8)
Midori casts Rampant Growth on himself - ($6)

Summon Spore Shambler - ($3)
Arrives w/ 2.runes(+/+)

transfer rune from spore shambler to huntress - ($2)

buy 2-lvl for Midori (mid-band) - ($0)

Midori charge reteller
crack armor + 4dam, reteller dies, goes back to your hand : loses armor + 2dam +1tower

Huntress charges the one who can’t speak up
5dam Macciatus dies, you draw : huntress takes 3dam + 1tower

Cali shows her hippie principals and protests your T3
5dam to T3, destroyed, 2dam rollover to your main : Cali takes 1tower

Patrol Spore Shambler (scav)

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]: Spore Shambler (1/2; resist.1; 1.rune:+/+; tap or 1g:tgt: xfr rune to another unit)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra (5/1; lvl.5; 1.rune:+/+)
  • Midori (3/1; lvl.5)
  • Huntress (5/1; sparkshot; anti-air; resist.1; 2.rune:+/+)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Surplus HP: 4

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

  • Hand: 5
  • Deck: 3
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

tentative tech plan (subject to change)
X - Huntress + Tiny Basilisk
X - Centar + Ferocity
X - Potent Basilisk + Wandering Mimic
X - Feral Strike + Nature Reclaims
X - Behind the Ferns + Wandering Mimic


So the plan had been to build my T3 this turn, but it was just a little bit too scary
to have a pair of hastey griffons wreck all my stuff. Didn’t plan on the extra tech though
going to have to work that out.

Spore shambler is totally the boss when dealing w/ illusions. Also kind of embaressing
that Dream declared “Truth” and I started planning on countering Law --whoops.

Next turn Midori can max and clear tower. With ferocity I might be able to string along my
1-HPers for another turn.

Not much point in marking my T3 on board if you’re just going to break it, is there? :stuck_out_tongue: It’s fixed in the current turn.
I also noticed that in my last post, my deck was missing 2 cards (should be 18 in total after 4 turns of teching, but only 16 appeared in the post). It was the last 2 cards I’d teched, so I just went ahead and added them to the deck, didn’t redraw or anything. Hopefully this turn won’t have any more errors in it, rule-wise or otherwise…

P2T6


Tech StartingHand Workers

TECH


STARTING HAND
Spectral Hound
Spectral Hound
Spectral Aven
Lawful Search
Reteller of Truths (bounced)
Liberty Gryphon (technician draw)


WORKERS
Building Inspector
Bluecoat Musketeer
Porkhand Magistrate
Traffic Director
Jail
Spectral Aven


NextHand

Judgment Day
Manufactured Truth
Liberty Gryphon
Judgment Day
Reputable Newsman


Discard

Macciatus, the Whisperer
Reteller of Truths
Liberty Gryphon
Spectral Hound
Lawful Search


Tech 0 card(s)
Get Paid + float - ($11)
Technician draw
Rebuild tech 3
Worker - ($10)
Spectral Hound - ($9)
Maxband Onimaru + 3 soldiers - ($0)

Float ($0)
Discard 4, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Soldier (1/1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Soldier (1/1)
  • :pschip: [I]Technician[/I]: Spectral Hound (3/3)
  • :target: [I]Lookout[/I]: Soldier (1/1)
    [B]In Play:[/B]
  • Oni lvl 8 (4/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

I actually think that last turn went pretty well for me, though it sucks to draw a Gryphon off technician when I can’t use it. Still, I think there’s a better chance of my tech 3 surviving this time. And though ascendingPrime has a big hand, he’s behind on workers and tech.
I patrolled in a way that won’t let ascendingPrime utilize sparkshot, unless he gives up on popping my Hound. And with Forest’s Favor freshly in his discard, even a flying Midori shouldn’t be able to break tech 3 or kill Oni. Anyway, fingers crossed!