@bansa I’m totally down to play a couple games then swap decks! I’m posting the balance changes we’re playing with for reference, then I’ll start us off in a bit!
Red Starter: Scorch can target any unit, hero, or building
Green Starter: Ironbark Treant ability becomes “-1 ATK/+2 while patrolling” (rather than -2 ATK) Rich Earth costs 2 (instead of 3)
Balance: Midori Midband becomes “Your units with no printed abilities get +2/+1” Circle of Life becomes “Sacrifice a Tech 0 or Tech I unit. If you do, put a unit one tech level higher with cost 4 or less into play from your Codex” (instead of a green unit with cost 5 or less) Gemscout Owl is 1/1 (instead of 0/1. It still can’t attack) Chameleon costs 0 (instead of 2)
Merfolk Prospector
Spore Shambler
Rich Earth
Young Treant
Tiger Cub
Events of Turn:
Upkeep:
Get Gold (4)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Rich Earth (2)
Calamandra (0)
Worker
Workers
Spore Shambler
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Calamandra (2/3+1armor lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rich Earth
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
End of Turn Hand
Forest’s Favor
Rampant Growth
Playful Panda
Verdant Tree
Ironbark Treant
End of Turn Discard
My Thoughts
I’m not sure which of us is buffed more in this changeset, it’s going to be interesting to see! I’d be remiss if I didn’t test Bomber’s theory that this version of Rich earth.
Forest’s Favor
Rampant Growth
Playful Panda
Verdant Tree
Ironbark Treant
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in (except turn 1)
All Teched Cards
Murkwood Allies, Galina Glimmer
Main:
Ironbark Treant (2)
worker
Tech 1 (1)
Workers
Verdant Tree, Spore Shambler
Patrol as below
Discard 3 rs Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Ironbark Treant (2/2+3armor)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Calamandra (2/3 lvl 1)
Rich Earth
Economy Info:
Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 6
End of Turn Hand
Tiger Cub
Galina Glimmer
Forest’s Favor
Young Treant
Merfolk Prospector
End of Turn Discard
My Thoughts
I need to be mindful of Scorch being able to snipe heroes, that’s a nasty one. I think I’m fairly safe here with Cala, I spose max Zane + Mad Man could kill her but that’s a heavy investment to make. Murkwood can really muck things up too, so let’s go for that, try to keep things jammed as much as possible. Ember sparks gets crazy value but IDK that Bansa’s looking that direction. Maybe so, in which case this’ll be a rough game
I guess the card draw was just worth to put the mines down? So little board presence though… I like where this is going for me. Going to get a hero’s hall and plan to mid Midori I think, I’ll grab a nature reclaims in case of Hotter Fire or Firehouse, and a Behind the Ferns b/c a bunch of buff stealthy frogs sounds pretty scary to me XD
Forest’s Favor
Giant Panda
Centaur
Playful Panda
Spore Shambler
Events of Turn:
Upkeep:
Get Gold (7)
Tech 2 cards in (except turn 1)
All Teched Cards
Blooming Ancient, Murkwood Allies
Centaur, Giant Panda
Main:
Forest’s Favor Cala (5)
Midband Cala (3)
Discard two to give Cala stealth
Cala kills Jaina, maxbands and heals
Centaur (0)
Worker
Workers
Playful Panda, Tiger Cub, Verdant Tree
Patrol as below
Discard 0 Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 17
Tech1 HP: 5
In Patrol:
Squad Leader: Ironbark Treant (2/2+3armor)
Elite:
Scavenger:
Technician: Centaur (3/4)
Lookout:
In Play:
Calamandra (5/6 lvl 5)
Rich Earth
Economy Info:
Cards:
Hand: 2
Deck: 1
Disc: 5
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Merfolk Prospector
Rampant Growth
End of Turn Discard
My Thoughts
Next turn I tiger + tech up probably, and I want Jaina dead, so FF + stealth to kill her, then centaur to beef up the patrol more? Seems reasonable, kidnapping would be bad but not awful, sharks would be okay
I don’t think you suck at all; this is weird and new and I think Green Starter got a little more of a buff than Red did (Ironbark and Rich Earth do both feel like strong options now whereas before they were situational and usually workered).
I think you have the right idea that the Fire buffs are enticing, but going for the quick-max on Jaina was a bit hyphee. Standard red stuff like Kidnapping and Lobber and Zane in general also felt pretty scary on my side still, and I think that’s where I’d start.
So yea let’s swap and see what we find out You go ahead on P1 Green