ascendingPrime (mono-white) vs codexNewb ([Feral/Growth]/Finess)

No worries
EDIT - added gold float

P1T8


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
Snapback
.collosus
.whitestar


DRAW DECK (bottom of turn, unordered)
Sensei’s Advice


WORKERS
Fox Viper
Safe Attacking
Fox Primus
smoker
Morningstar Flagbearer
myth


NextHand

Boulder (0/6+a)
fuzz
degray


Discard

Sparing Partner (2/2+a; exh: +/+ to unit/hero)
quake
Sensei (1/1; exh: +1/+a to a unit/hero)
Snapback


Tech 0 card(s)
Get Paid - ($11)

Upkeep: more sky rats appear
summon pigeon.a (1/1; flying), pigeon.b (1/1; flying)

Graves beats up leader-frog, throws an elbow at arg
crack armor, 1dam to frog, dies; 1dam back to graves
sparkshot: 1dam to arg

Rook proves that rock beats fish
4dam to arg, dies, lvls to graves; 2dam back to rook
Graves mid-bands from lvls, heals

Hire a Grappler - ($8)
Hire a Colossus - ($2)

Patrol Grappler (SL)
Patrol Twin (tech)
Patrol Colossus (lookout)

Float ($2)
Discard 1, Draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Grappler (3/5+a; exh: deal 4dam to a unit, then sideline --if unit survives it deals its ATK back to grappler)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Twin.a (3/1)
  • :target: [I]Lookout[/I]: Colossus (6/7; unstoppable when atk a main)
    [B]In Play:[/B]
  • Birds (channeling-rook; upkeep: summon up to 2 pigeons)
  • Pigeon.a (1/1; flying)
  • Pigeon.b (1/1; flying)
  • Graves (3/4; lvl.3; sparkshot; readiness)
  • Rook (4/4; lvl.8; crumbling-rune; unstoppable by single patroller; 2-lives)

[B]Buildings:[/B]

  • :heart: Base HP: 16
  • :heart: Tech I HP: 1
  • :heart: Tech II HP: 5 (strength)
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 1
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 11
Thoughts

X - bolder + sparing partner
X - rambassa + fuzz
X - birds + myth
X - quake + whitestar
X - collosus + degray

Feel a lot better not having that stamped risk hanging over my head.
I don’t think I can die in 2 turns. Squirel is the only thing I
can think of that would threaten colossus, and w/ arg out for 1 of
those 2 turns it is a limited risk.

cost tallies

CN-t.7
eco : arm : kil : kil/arm
$10 : $41 : $18 : 0.44

Me-t.8
eco : arm : kil : kil/arm
$12 : $40 : $35 : 0.88

GG man. me unloading turn 5, and not protecting Grounded Guide was my undoing. Nice game.

GG. Ya that grounded guide kill really was a tipping point. On the one hand you had great efficiency the turn before keeping everything alive with a couple health, but that also meant that losing guide caused a bit of a chain reaction.

Let me know if you ant to run it back as P1

Sure!

"P1T1


StartingHand Workers

STARTING HAND
Merfolk Prospector
Ironbark Treant
Rampant Growth
Spore Shambler
Verdant Tree


WORKERS
Ironbark Treant


NextHand

Young Treant
Rich Earth
Forest’s Favor
Tiger Cub
Playful Panda


Discard

Verdant Tree
Spore Shambler
Rampant Growth


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Cal - ($1)
Merfolk prospector - ($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]: Merfolk (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal, lvl 1, (2/3)
    [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: 5
Thoughts

same idea as last time, just Cal MP as ideal opening hand, and YT in hand 2. looking to learn from LDT game on this one.

"

GLHF

P2T1


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
…Safe Attacking
.Aged Sensei
Grappling Hook
Sensei’s Advice
.Smoker


DRAW DECK (bottom of turn, unordered)
Morningstar Flagbearer


WORKERS
…Safe Attacking


NextHand

Snapback
Fox Viper
Fox Primus
Savior Monk


Discard

Grappling Hook
Sensei’s Advice


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)

Summon Graves - ($2)
Hire Smoker - ($1)
Hire Sensei - ($0)

Patrol Smoker (scav)
Patrol Sensei (tech)

Float ($0)
Discard 2, Draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Smoker (1/1; stealth; tgt: back-to-hand)
  • :pschip: [I]Technician[/I]: Sensei (1/1; exh: +1/+a to unit/hero)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Graves (2/3; lvl.1; sparkshot)

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

(tentative tech plan; subject to change)
inverse + twins
vigor + dragon
focus + dragon
grounds + teapots
~quake/students/teapots + ~quake/students/teapots

A discipline tea-pots strat. Thinking of leaning on an early rook for
defense and an early T2. Inverse is good early game and to recover from
a board wipe, twins give the potential for an explosive turn + deck thin tech.

dragons will be the work-horses, looking to get base to 10 for a teapots finisher.

…no good 2 drops. Not at all familiar with white so not sure
if the double drop is an over-extension. I do know CN likes to
play at less than a full-hand, so this way I can maybe get some early
momentum.

CN-1
eco : arm : kil : kil/arm
$01 : $03 : $00 : 0.00

me-1
eco : arm : kil : kil/arm
$01 : $04 : $00 : 0.00

edit: remove armor notation from young treat. originally had him in sql, but moved him to elite prior to posting.

"P1T2


Tech StartingHand Workers

TECH
mirkwood allies
mirkwood allies


STARTING HAND
Rich Earth
Young Treant
Tiger Cub
Forest’s Favor
Playful Panda
Spore Shambler


WORKERS
Ironbark Treant
Rich Earth


NextHand

Forest’s Favor
mirkwood allies
mirkwood allies
Verdant Tree
Rampant Growth


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tap merfolk, get a gold - ($5)
tech 1 - ($4)
Cal hits sensei, you draw 1 (prior to teching cards)
young treant, draw 1 - ($2)
playful panda, summon wisp - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Young Treant (1/2)
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal, lvl 1, 2/2
  • Merfolk (1/1)
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 2
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

dounling down on mirkwood allies. get a good cycle going. bring in behind the ferns if this last a turn or two.

"

P2T2


Tech StartingHand DrawDeck Workers

TECH
inverse
twins


STARTING HAND
Snapback
…Fox Viper
Fox Primus
.Savior Monk
Morningstar Flagbearer (tech draw)


DRAW DECK (bottom of turn, unordered)
Grappling Hook
twins
Snapback


WORKERS
…Safe Attacking
…Fox Viper


NextHand

Morningstar Flagbearer
Sensei’s Advice
Fox Primus
inverse
Sensei (1/1; exh: +1/+a to unit/hero)


Discard

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

build T1 - ($4)
Hire Savior Monk - ($2)

Smoker Tags your base
1dam main

Patrol Monk (SL)
Patrol Graves (scav)

Float ($2)
Discard 3, Reshufle, Draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Savior Monk (2/2; healing.1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Graves (2/3; lvl.1; sparkshot)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Smoker (1/1; stealth; tgt: back-to-hand)

[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: 2
  • Workers: 7
Thoughts

(tentative tech plan; subject to change)
X - inverse + twins

  • vigor + dragon
  • focus + dragon
  • grounds + teapots
    ~ quake/students/teapots + ~ quake/students/teapots

CN-2
eco : arm : kil : kil/arm
$03 : $07 : $01 : 0.00

me-2
eco : arm : kil : kil/arm
$03 : $06 : $01 : 0.00

edit: from prior turn, didnt actually build hero’s hall (summoned playful panda instead). removed it as it was from a previous turn idea.

"P1T3


Tech StartingHand Workers

TECH
between two ferns
Galina Glimmer


STARTING HAND
Verdant Tree
mirkwood allies
mirkwood allies
Rampant Growth
Forest’s Favor


WORKERS
W1 - Ironbark Treant
W2 - Rich Earth
W3 - Forest’s Favor


NextHand

mirkwood allies
Verdant Tree
Tiger Cub
mirkwood allies
Spore Shambler


Tech 2 card(s)
Get Paid - ($6)
base takes 1 from smoker. base to 19
Worker - ($5)
mirkwood allies, summon 4 frogs - ($0)
tap merfolk, get gold - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Frog 4 (1/1)
  • :target: [I]Lookout[/I]: Frog 3 (1/1)
    [B]In Play:[/B]
  • Cal, lvl 1, 2/2
  • Merfolk (1/1)
  • Playful Panda (2/2)
  • Frog 1 (1/1)
  • Frog 2 (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

first mirkwood allies down. teching in galina and between two ferns to have options. i can double down on frogs, and use cal to counter his tower (B2F suicide frog, discard 2 for cal, max cal…you know how this goes).

as far as tech 2 stuff goes, im thinking grounded guides with mirkwood allies. however, if he doesnt clear my frogs on his own, gigadons will do just fine.

"

P2T3


Tech StartingHand DrawDeck Workers

TECH
vigor
dragon


STARTING HAND
Morningstar Flagbearer
Sensei’s Advice
Fox Primus
.inverse
…Sensei (1/1; exh: +1/+a to unit/hero)


DRAW DECK (bottom of turn, unordered)
vigor
Morningstar Flagbearer
Fox Primus


WORKERS
…Safe Attacking
…Fox Viper
…Sensei (1/1; exh: +1/+a to unit/hero)


NextHand

Grappling Hook
twins
Snapback
Sensei’s Advice
dragon


Discard

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

Hire Inverse Ninja - ($5)
Build T2 (Discipline) - ($1)

Smoker Tags your base, again
1dam main

Patrol Monk (SL)
Patrol Graves (scav)
Patrol Inverse Ninja (tech)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Savior Monk (2/2; healing.1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Graves (2/3; lvl.1; sparkshot)
  • :pschip: [I]Technician[/I]: Inverse Ninja (3/3; -/- each other unit/hero)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Smoker (1/1; stealth; tgt: back-to-hand)

[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 3
  • Disc: -
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

(tentative tech plan; subject to change)
X - inverse + twins
X - vigor + dragon

  • focus + dragon
  • grounds + teapots
    ~ quake/students/teapots + ~ quake/students/teapots

CN-2
eco : arm : kil : kil/arm
$04 : $12 : $01 : 0.00

me-2
eco : arm : kil : kil/arm
$08 : $09 : $02 : 0.00

"P1T4


Tech StartingHand Workers

TECH
Grounded Guide
Cloud Sprite


STARTING HAND
Spore Shambler
Tiger Cub
mirkwood allies
mirkwood allies
Verdant Tree


WORKERS
W1 - Ironbark Treant
W2 - Rich Earth
W3 - Forest’s Favor
W4 - Tiger Cub


NextHand

Galina Glimmer
between two ferns
Grounded Guide
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($8)
base takes 1 from smoker, base to 18
Worker - ($7)
verdant tree - ($4)
tap Merfolk, gain a gold - ($5)
Mirkwood allies, 4 more frogs - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2+A)
  • :psfist: [I]Elite[/I]: Playful Panda (2/2)
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Frog 7 (1/1)
  • :target: [I]Lookout[/I]: Frog 8 (1/1)
    [B]In Play:[/B]
  • Verdant Tree 3HP
  • Cal, lvl 1, 2/2
  • Merfolk (1/1)
  • Frog 1 (1/1)
  • Frog 2 (1/1)
  • Frog 3 (1/1)
  • Frog 4 (1/1)
  • Frog 5 (1/1)
  • Frog 6 (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

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

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

hmm, not enough gold to mirkwood allies and tech 2. better to tech 2 and try to get galina and grounded guide going. teching in cloud sprite since i didnt have a way to deal with birds last time. id rather have a blocker flying unit than an anti air leaping lizard where im exposed.

"

P2T4


Tech StartingHand DrawDeck Workers

TECH
versatile
dragon


STARTING HAND
…Grappling Hook
twins
Snapback
Sensei’s Advice
.dragon


DRAW DECK (bottom of turn, unordered)
dragon
Smoker (1/1; stealth; tgt: back-to-hand)
Savior Monk (2/2; healing.1)
Sensei’s Advice


WORKERS
…Safe Attacking
…Fox Viper
…Sensei (1/1; exh: +1/+a to unit/hero)
…Grappling Hook


NextHand

vigor
Morningstar Flagbearer
Fox Primus
Snapback
versatile
twins


Discard

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

Build Tower - ($5)

Smoker waylays merfolk
1dam merfolk, dies; 1dam to smoker, dies

Inverse Ninja hit leader treant
crack armor + 3dam, dies

Hire Dragon - ($2)

Summon Rook - ($0)
Monk atk panda
2dam, panda dies; 3dam back, monk dies

Graves atk frog.8, elbows frog.7
2dam frog.8, dies; 1dam to graves
sparkshot: 1dam frog.7, dies, you draw 1

Patrol Rook (SL)

Float ($0)
Discard 3, Draw 3, Reshufle, Draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Rook (2/4+a; lvl.1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Graves (2/2; lvl.1; sparkshot)
  • Inverse Ninja (3/3; -/- each other unit/hero)
  • Dragon (3/3; flying; 1.g -> +1atk, lim:3)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 4
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

(tentative tech plan; subject to change)
X - inverse + twins
X - vigor + dragon
X - versatile + dragon

  • grounds + teapots
    ~ quake/students/teapots + ~ quake/students/teapots

I never give shurikan hail credit, but boy do I want one now.
I had been thinking stamped, but given tree a might of leaf and claw
play seems to be the situation. Equiped versetile style and
hopefully thined the units enough to limit its impact.

CN-2
eco : arm : kil : kil/arm
$05 : $20 : $04 : 0.00

me-2
eco : arm : kil : kil/arm
$09 : $18 : $07 : 0.00

"P1T5


Tech StartingHand Workers

TECH
Grounded Guide
Cloud Sprite


STARTING HAND
between two ferns
Rampant Growth
Galina Glimmer
Grounded Guide
mirkwood allies


WORKERS
W1 - Ironbark Treant
W2 - Rich Earth
W3 - Forest’s Favor
W4 - TC (skip #5)


NextHand

between two ferns
Cloud Sprite
Spore Shambler
Grounded Guide
mirkwood allies


Tech 2 card(s)
Get Paid - ($8)
tech draw from frog 7
verdant tree heals Cal 1, back to full
skip worker
tech 2 finesse - ($4)
tower - ($1)
galina glimmer - ($0)

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1+A)
  • :psfist: [I]Elite[/I]: Frog 3 (1/1)
  • :ps_: [I]Scavenger[/I]: Frog 4 (1/1)
  • :pschip: [I]Technician[/I]: Frog 5 (1/1)
  • :target: [I]Lookout[/I]: Frog 6 (1/1)
    [B]In Play:[/B]
  • Verdant Tree 3HP
  • Cal, lvl 1, 2/3
  • Frog 1 (1/1)
  • Frog 2 (1/1)
  • Galina Glimmer (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

mirkwood allies will be valuable again later. in the meantime, use the frogs tog et defender rewards and hold him off. tower will compound the effort for him and make another target.

teching a second cloud sprite and grounded guide. lucked out with Cloud Sptrie because I thought he would bring birds again with sparring partner, but dragons instead…eeeesh.

win conditions at this point are

  1. Have Frogs out, and drop a GG, boosting them to unload a lot of fire power quickly.
  2. Bring some Nimble Fencer’s in next to use with GG already on the board.
  3. tec lab into Molac (probably not since frogs have already been discovered. I’ll stiock with the more well rounded GG and Frog plan, with Sptries as a hold against his dragons.

in terms of trades, i am way ahead, it just doesnt wuite feel like it at this point. merfolk basically bought me that tower for free. so let’s use it now. frog plus tower is 2 damag an attack.

skipping worker to bring out galina glimmer to gtive him anotther target. also, with defender rewards coming, i can afford it (and I dont mind teching in more nimble fencers).

also, final thought, not killing rook so he cant bring out Ninja Lady next turn and shirukin hall. frogs normally are NOT good because of her, so long as they patrol, but this should be fine this turn. he has 3 attackers, and can clear my patrol with his sparkshot. but that leaves galina, cal, VT, tech on the board.

"

P2T5


Tech StartingHand DrawDeck Workers

TECH
grounds
teapots


STARTING HAND
.vigor
Morningstar Flagbearer
Fox Primus
Snapback
…versatile
twins put back in draw deck b/c I can’t count to 5


DRAW DECK (bottom of turn, unordered)


WORKERS
…Safe Attacking
…Fox Viper
…Sensei (1/1; exh: +1/+a to unit/hero)
…Grappling Hook
…versatile


NextHand

twins
dragon
Smoker (1/1; stealth; tgt: back-to-hand)
Savior Monk (2/2; healing.1)
Sensei’s Advice


Discard

grounds
teapots
Fox Primus
Snapback
Morningstar Flagbearer


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

Hire Vigor Adept - ($4)

Graves atk leader wisp, elbows frog.3
crack armor, 1dam wisp, dies; 1dam to graves from tower
sparkshot: 1dam frog.3, dies

Feed the dragon 3.g - ($1)
dragon (6/3; flying)

Dragon burns your base
6dam to main; tower shoots dragon for 1dam

Patrol Vigor Adept (SL)
Patrol Inverse Ninja (scav)
Patrol Rook (tech)

Float ($1)
Discard 3, Draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Vigor Adept (5/5+a; readiness; frenzy.1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Inverse Ninja (2/2; -/- each other unit/hero)
  • :pschip: [I]Technician[/I]: Rook (2/4; lvl.1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Graves (2/1; lvl.1; sparkshot)
  • Dragon (3/2; flying; 1.g -> +1atk, lim:3)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

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

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

(tentative tech plan; subject to change)
X - inverse + twins
X - vigor + dragon
X - versatile + dragon
X - grounds + teapots
~ quake/students/teapots + ~ quake/students/teapots

So in theory might of leaf and claw is a risk
(trash tower, insta-build tech-lab w/ verdant tree)
…but that seems super-unlikly after 7.g invested last turn.
It may be risky, but I’m feeling good enough to worker versatile
style just to keep my deck rich for teapots.

The plan now seems like a pair of grounded-guides w/ tons of frogs.
Still, w/ vigor out front and dragons up top, I don’t think I die in 2 turns

CN-5
eco : arm : kil : kil/arm
$09 : $24 : $04 : 0.17

me-5
eco : arm : kil : kil/arm
$10 : $22 : $14 : 0.64

man, what an interesting game.

"P1T6


Tech StartingHand Workers

TECH
maestro
maestro


STARTING HAND
mirkwood allies
Cloud Sprite
Spore Shambler
between two ferns
Grounded Guide


WORKERS
W1 - Ironbark Treant
W2 - Rich Earth
W3 - Forest’s Favor
W4 - TC (skip #5)
W5 - Spore Shambler


NextHand

Playful Panda (2/2)
Grounded Guide
mirkwood allies


Discard

mirkwood allies
maestro
maestro


Tech 2 card(s)
Get Paid - ($8)
6 damage to my base from dragon, my base to 12
6 green units, gain 3 gold from Galina - ($11)
between the ferns, cal chanel spell - ($9)
Grounded Guide, 5 frogs are now 2/2, Galina is now 3/3 - ($4)
Arg, summon wisp - ($2)
Frog #6 tries to stealth, gets caught by tower, runs into Vigor Adept for armor and damage
Galina amd Frog # 5 stealth break your tech 2, dont take dmage from tower as stealthed, your base to 18
Frog #4 and 2 break your tower, dont take damage from tower as stealthed, your base to 16
Frog #1 stealth trades with Grave, Cal to lvl 3.
Cloud Sprite - ($0)
**note, frogs remaining, 2, 4, 5 - remaining them to 1, 2, 3 to make it easier

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Cloud Sprite (4/3), flying, resist 2
  • :psfist: [I]Elite[/I]: wisp (1/2) resist
  • :ps_: [I]Scavenger[/I]: Arg (1/3)
  • :pschip: [I]Technician[/I]: Grounded Guide (4/4) resist
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Verdant Tree 3HP
  • Cal (3/4 - BTF)
  • Frog 1 (2/2) resist
  • Frog 2 (2/2) resist
  • Frog 3 (2/2) resist
  • Galina Glimmer (3/3) resist
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 4
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

hmmm, id rather protect Cal than grounded guide so i can get some value out of her.

need GG next turn to keep cycle going. lets see what i get.

"

So the Grounded Guide was anticipated, but behind the ferns was a good
follow up. I was depending upon Adept to bottle it up.

FYI guide doesn’t give non-virtuosos health. Doesn’t matter in this
case b/c unfortunately nobody saw nothin’

Also, did you worker last turn? I see you went from 8 -> 9 and spent
an extra card (ferns, guide, sprite, discard.1, ?) from full hand,
but maybe didn’t have enough gold and didn’t completely back it out?

EDIT - corrected deck counts
P2T6


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
.twins
dragon
.Smoker (1/1; stealth; tgt: back-to-hand)
…Savior Monk (2/2; healing.1)
Sensei’s Advice


DRAW DECK (bottom of turn, unordered)

teapots
Fox Primus
Morningstar Flagbearer
Inverse Ninja (2/2; -/- each other unit/hero)
Sensei’s Advice


WORKERS
…Safe Attacking
…Fox Viper
…Sensei (1/1; exh: +1/+a to unit/hero)
…Grappling Hook
…versatile
…Savior Monk (2/2; healing.1)


NextHand

Snapback
grounds
dragon
Dragon (3/2; flying; 1.g -> +1atk, lim:3)


Discard

Tech 0 card(s)
Get Paid + Float - ($11)
Worker - ($10)

(readiness, frenzy.1) vigor adept walks under a fluffy cloud, punches Arg in the face (anger issues)
6dam to Arg, arg dies; 1dam + 1 tower to adept
arg dies: lvls to rook, 1g to you

Dragon puffs a cloud, but never leaves the couch again
crack armor, 2dam to cloud, dies; 4dam + 1tower dragon, dies

rook + adept only other hero/unit; ninja 4/4
Inverse Ninja challenges guide to mortal combat
4dam to guide, dies, you draw 1; 4dam + 1tower to ninja, dies
guide dies: everyone loses their buffs

buy 5.lvl for Rook (max-band) - ($5)
Rook bypasses patrol zone w/ just wisp, plays paper-rock-cat
4dam to Cali, dies; 3dam + 1tower to Rook
cali dies: behind ferns ends, lvls fizzle

Hire Twins - ($1)
Hire Smoker - ($0)

Rebuild T2

Patrol Twin.a (SL)
Patrol Twin.b (scav)
Patrol Adept (tech)
Patrol Smoker (lookout)

Float ($0)
Discard 2, Reshuffle, Draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Twin.a (3/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Twin.b (3/2)
  • :pschip: [I]Technician[/I]: Vigor Adept (5/2; readiness; frenzy.1)
  • :target: [I]Lookout[/I]: Smoker (1/1; stealth; tgt: rtn to hand) (resist.1)
    [B]In Play:[/B]
  • Rook (4/2; lvl.8; 2-lives; unstoppable by single patroller)

[B]Buildings:[/B]

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

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

  • Hand: 4
  • Deck: 5
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

(tentative tech plan; subject to change)
X - inverse + twins
X - vigor + dragon
X - versatile + dragon
X - grounds + teapots
~ quake/students/teapots + ~ quake/students/teapots

I think that might have been the big turn cleaned up.
next turn max gaves and find 2dam, teapots turn after.

CN-6
eco : arm : kil : kil/arm
$09 : $33 : $13 : 0.17

me-6
eco : arm : kil : kil/arm
$11 : $32 : $30 : 0.64

"P1T7


Tech StartingHand Workers

TECH
blade master
blade master


STARTING HAND
mirkwood allies
Playful Panda (2/2)
Grounded Guide
Rampant Growth


WORKERS
W1 - Ironbark Treant
W2 - Rich Earth
W3 - Forest’s Favor
W4 - TC (skip #5)
W5 - Spore Shambler
W6 - Playful Panda (2/2)


NextHand

mirkwood allies
Young Treant (0/2+A)
Merfolk (1/1)
Cloud Sprite


Tech 2 card(s)
Get Paid - ($9)
scav gold - ($10)
tech draw
5 greens units, 2 gold from galina - ($12)
Worker - ($11)
Grounded Guide - ($6)
Galina trades with SQL Rambasa Twin, he returns to your codex
Wisp trades with Smoker
Frog #3 trades with Vigor Adept
Frog #2 trades with Rambasa Twin #2, goes to your discard
build tech 3 - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Grounded Guide (4/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Star Wars, the Last Frog (2/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Verdant Tree 3HP
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

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

hmmm, sprites and blade masters are my only hope. i think this is over.

"

Can you check your worker count. I don’t believe you payed for a worker T6 even though you went down a card.

hmmm, looks like i didnt include that line in my turn notes. i dont think i have time to figure it out and work this back. given all my mistakes, and i feel like you’ve got the momentum, ill just gg it here.

sorry for all the mistakes. im playing two games at once for the first time, and it’s just too much.

No worries, the tempo of two games is defiantly higher than one.