gl & hf @codexnewb! green again, huh? i fear, you’re not the noob your nickname suggests… 
[b]P1T1[/b]
StartingHand Workers
STARTING HAND
Ironbark Treant
Forest’s Favor
Tiger Cub
Merfolk Prospector
Spore Shambler
WORKERS
Spore Shambler
NextHand
Rampant Growth
Verdant Tree
Rich Earth
Young Treant
Playful Panda
Discard
Tiger Cub
Forest’s Favor
Spore Shambler
Ironbark Treant
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
hire Merfolk Prospector - ($2)
summon Calamandra - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Merfolk Prospector (1/1)
-
Technician:
-
Lookout:
In Play:
-
Calamandra Moss, L1 (2/3)
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
merfolk in hand… seems like a standard play (maybe lvl cala to 3 to prevent cheap deteriorate…). where do i go from here? codexnewb suggested in his thoughts against persephone that he can’t handle molac well and also doesn’t like ba… is that a hint for my strategy this game?
note to myself: do not forget that he has fencers in his deck as a tech 1 option!
haha, well i certainly was when i created the account with that name. haha. GLHF!
[b]P2T1[/b]
StartingHand Workers
STARTING HAND
Thieving Imp
Sacrifice the Weak
Poisonblade Rogue
Jandra, the Negator
Skeletal Archery
WORKERS
Skeletal Archery
NextHand
Summon Skeletons
Skeleton Javelineer
Pestering Haunt
Deteriorate
Graveyard
Discard
Sacrifice the Weak
Thieving Imp
Poisonblade Rogue
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
jandra - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Jandra, the Negator (4/3)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
well, odd opening split, not a lot of synergy between turns 1 and 2.
- sk archery, float 2, next turn gg 8, worker 7, tech 1 6, sk jav 5, tower 2,
- janda (scav), float 1, next turn, gg 7, scav 8, worker 7, tech 1 6, sk jav 5, tower 2,
- Thieving imp, same.
- mid vandy, next turn, gg 6, worker 5, tech 1 4, sk jav , tower 0.
im thinking jandra to elite. force him to spend some gold to kill her, otherwise, leave her alone.
worker Imp since ill worker jandra eventually too. id liek to save PBR just in case. she can be useful. i also want to save archery just in case i need anti air later.
"P1T2
Tech StartingHand Workers
TECH
Huntress
Centaur
STARTING HAND
Verdant Tree
Rampant Growth
Rich Earth
Playful Panda
Young Treant
WORKERS
Spore Shambler
Rich Earth
NextHand
Ironbark Treant
Huntress
Centaur
Verdant Tree
Forest’s Favor
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Prospector - ($5)
Cast Rampant Growth on calamandra - ($3)
Calamandra kills jandra
Lvl up and heal - ($1)
Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
-
Calamandra Moss, L3 (3/4) - grants resist
-
Merfolk Prospector (1/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
OK, I’m satisfied for the moment… Prospector lives and has his aura. I wonder which hero I’ll see first. Seems like he has three attractive choices. Probably he’d like to see my tech choices first? For the moment I want to go for solid feral units that can deal with a Bc and don’t die to fencers
"
[b]P2T2[/b]
Tech StartingHand Workers
TECH
Nimble Fencer
Nimble Fencer
STARTING HAND
Summon Skeletons
Pestering Haunt
Deteriorate
Graveyard
Skeleton Javelineer
WORKERS
Skeletal Archery
Summon Skeletons
NextHand
Thieving Imp
Jandra, the Negator
Nimble Fencer
Poisonblade Rogue
Sacrifice the Weak
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
tech 1 - ($5)
mid vandy - ($1)
deteriorate merfolk - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Vandy, lvl 3, (3/4+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
i can see why he would take that trade. he has every reason to bring in centaurs so long as he can drop a panda/wisp as well. huntress/centaurs deal with my fencers well.
i don’t really see a way to put any real pressure on him outside of mid vandy. he can gg 6, worker 5, rampant growth 3, cal kills vandy, maxbands, centaur 0.
i can bring in fencers as an all around good option. if vandy survives, i can tap for a dark pact, fencer - maybe tech up.
"P1T3
Tech StartingHand Workers
TECH
Ferocity
Giant Panda
STARTING HAND
Centaur
Ironbark Treant
Huntress
Forest’s Favor
Verdant Tree
WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
NextHand
Playful Panda
Tiger Cub
Rampant Growth
Young Treant
Discard
Merfolk Prospector (1/1)
Forest’s Favor
Verdant Tree
Ferocity
Giant Panda
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Hire huntress and centaur - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Huntress (3/3a)
-
Elite:
-
Scavenger:
-
Technician: Centaur (3/4)
-
Lookout:
In Play:
-
Calamandra Moss, L3 (3/4) - grants resist
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Wish I had drawn rampant Growth again… That would be nice
but probably must not complain with huntress and centaur in hand… Only thing is that it leaves me vulnerable for stw. Guess I’ll just take the risk, but maybe tech in a panda as a blocker that comes with a wisp to sac? And should I take ferocity or btf? I guess ferocity stays valuable longer and can be better used for defense…
"
i think this is legal. can we get a ruling @zhavier?
[b]P2T3[/b]
Tech StartingHand Workers
TECH
Maestro
Star-Crossed Starlet
STARTING HAND
Nimble Fencer
Sacrifice the Weak
Thieving Imp
Poisonblade Rogue
Jandra, the Negator
WORKERS
Skeletal Archery
Summon Skeletons
Jandra, the Negator
NextHand
Nimble Fencer
Pestering Haunt
Deteriorate
Graveyard
Discard
Sacrifice the Weak
Poisonblade Rogue
Thieving Imp
Maestro
Star-Crossed Starlet
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
sacrifice the weak, kill centaur - ($4)
nimble fencer - ($2)
max vandy, boost/doom fencer, can’t pay resist for huntress, so no boost/doom for her - ($0)
fencer kill huntress
vandy kills Cal, lvls fizzle
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Vandy, lvl 5, (4/2)
- Nimble Fencer (4/2) doomed
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
okay, so i can board sweep, leaving me with weakened vandy. i think it’s worth it given how dangerous Cal can be.
vandy can handle arg/wisp. i can wall up against elemental if needed.
next turn, probably hero’s hall. regarding teching, im bringing maestro and starlet
if you mean the don’t boost huntress cuz resist, then yes, is legal.
2 Likes
I didn’t see anything wrong with this turn.
3 Likes
Same, StW targeting was players choice, fine to choose centaur given tie in attack and tech level, resist does indeed prevent vandy Maxband targeting. Play on
2 Likes
legal, yes - but also a bit rude, i have to say! 
P1T4
Tech StartingHand Workers
TECH
Murkwood Allies
Blooming Ancient
STARTING HAND
Rampant Growth
Tiger Cub
Playful Panda
Young Treant
Verdant Tree
Merfolk Prospector (1/1)
WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
Tiger Cub
NextHand
Ferocity
Centaur (3/4)
Giant Panda
Forest’s Favor
Tech 2 card(s)
Get Paid - ($7)
hire Young Treant, draw a card - ($5)
worker - ($4)
hire Playful Panda - ($2)
plant Verdant Tree - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Wisp (0/1)
-
Technician: Young Treant (0/2)
-
Lookout:
In Play:
-
Playful Panda (2/2)
-
Verdant Tree (3)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
chances are that he has a second fencer in hand… i’m not very confident constructing tech 2. so i’ll put out some units and maybe my verdant tree - just to have the option for an instant tech 2 in case i draw my BA (and feel safe to play it… which i actually doubt). plus the tree is a target, that he can’t ignore… kind of another patroller
1 Like
[b]P2T4[/b]
Tech StartingHand Workers
TECH
Lich’s Bargain
Maestro
STARTING HAND
Graveyard
Pestering Haunt
Nimble Fencer
Deteriorate
WORKERS
Skeletal Archery
Summon Skeletons
Jandra, the Negator
NextHand
Skeleton Javelineer
Thieving Imp
Maestro
Deteriorate
Tech 2 card(s)
Get Paid - ($8)
doomed fencer dies
vandy kills treant, sparkshot wisp, you draw and get a gold
nimble fencer, kill panda - ($6)
tech 2 finesse - ($2)
graveyard - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Vandy, lvl 5, (4/2)
- Nimble Fencer (2/1)
- Graveyard 3HP
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
Gold:
Thoughts
going for the gold efficiency of maestro’s. skipping worker seems fine as P2, if it can net me some gold advantage from a maestro…
teching a maestro and a liches bargain as backup. ill be relying on that graveyard to help my hand / tempo.
P1T5
Tech StartingHand Workers
TECH
Might of Leaf and Claw
Blooming Ancient
STARTING HAND
Giant Panda
Forest’s Favor
Ferocity
Centaur (3/4)
Rampant Growth
WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
Tiger Cub
Forest’s Favor
NextHand
Huntress (3/3a)
Murkwood Allies
Might of Leaf and Claw
Merfolk Prospector (1/1)
Blooming Ancient
Tech 2 card(s)
Get Paid + scav - ($9)
Worker - ($8)
hire Centaur - ($5)
Tech 2 - growth - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Centaur (3/4)
-
Technician:
-
Lookout:
In Play:
-
Verdant Tree (3)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
Economy Info:
Cards:
Gold:
Thoughts
idea 1: put centaur into scav, hope that he kills centaur but can’t get rid of tree and tech 2 - with 11 gold next turn i could hire ba & call allies…
idea 2: buff centaur with ferocity and put him into SQL. a swift striker with 3 attack could give him some problems…
both plans rely on him not having stw and/or grounded guide/more virtuosos. but sacrificing a buffed centaur would hurt even more, i think - so i’ll go with idea 1
all in all, it’s of course a desperate position. don’t really see how to turn this game around… with his graveyard set up and the initiative on his side, my outlooks are grim 
[b]P2T5[/b]
Tech StartingHand Workers
TECH
Grounded Guide
Grounded Guide
STARTING HAND
Skeleton Javelineer
Maestro
Thieving Imp
Star-Crossed Starlet
Nimble Fencer
WORKERS
Skeletal Archery
Summon Skeletons
Jandra, the Negator
W - Thieving Imp
NextHand
Poisonblade Rogue
Pestering Haunt
Sacrifice the Weak
Maestro
Discard
dark pact
Skeleton Javelineer
Deteriorate
Grounded Guide
Grounded Guide
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Maestro - ($4)
Garth - ($2)
make a skeleton - ($1)
tap vandy, dark pact to hand from codex and play it, my base to 18, draw 2…wow… - ($0)
2nd fencer from hand for free
star corssed starlet from hand for free
injured fencer runs into centaur
tap graveyard first fencer back for free
first fencer trades with centaur, back to graveyard
starlet breaks your verdant tree
Fencer hits your base to 18
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Maestro (3/5+A)
-
Elite:
-
Scavenger: Skeleton (1/1)
-
Technician:
-
Lookout:
In Play:
- Graveyard 3HP (NF)
- Vandy, lvl 5, (4/2)
- Garth, lvl 1, (1/3)
- Nimble Fencer (2/3)
- Star-Crossed Starlet (3/2)
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
Gold:
Thoughts
alright, should i dark pact here? i have the gold for it. basically, i don’t have to worry about haste with his growth tech, but BA’a and MOlac are a big problem. I’m more worried about BA’s given his lack of board presence.
ill dark pact because vandy attacking his tree/base isn’t SUPER great for right now.
holy crap. could not have asked for a better draw. i will take that (knowing it will even out over time and ill regret it in a later game).
-clear the board
-break teh tree since i can
Next turn, max garth for the GG, maybe STW or LB depending on what i get. clear whatever he drops out there. we’ll see what he has in hand. fingers crossed…
P1T6
Tech StartingHand Workers
TECH
Moment’s Peace
Tiny Basilisk
STARTING HAND
Merfolk Prospector (1/1)
Huntress (3/3a)
Blooming Ancient
Murkwood Allies
Might of Leaf and Claw
WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
Tiger Cub
Forest’s Favor
NextHand
Rampant Growth
Blooming Ancient
Playful Panda (2/2)
Ferocity
Young Treant (0/2)
Discard
Centaur (3/4)
Verdant Tree (3)
Murkwood Allies
Merfolk Prospector (1/1)
Might of Leaf and Claw
Huntress (3/3a)
Moment’s Peace
Tiny Basilisk
Tech 2 card(s)
Get Paid + float + scav - ($11)
hire Blooming Ancient - ($7)
summon Calamandra, 1 rune - ($5)
cast Murkwood Allies, 4 runes - ($0)
redistribute runes
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Frog (3/3a) ++
-
Elite: Frog (3/2) +
-
Scavenger: Frog (2/2) +
-
Technician: Frog (2/2) +
-
Lookout:
In Play:
- Blooming Ancient (2/4)
-
Calamandra Moss, L1 (2/3)
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
Economy Info:
Cards:
Gold:
Thoughts
nothing to prevent metamorphosis/grounded guide from discard-combo… 
actually, i think i’ll concede… no need to bother you with another turn, if you don’t want to
unless you’d like to, of course!
really thought about maxing calamandra and buff her with forest’s favor to kill vandy on turn 3. but having both tech 1s at hand just was too tempting (and 4g for a damaged Cala seemed too expensive). and i originally didn’t want to put too much gold into calamandra in case of Doom Grasp. somehow that thought stuck to my mind even when i saw vandy out…
WP anyway!
sounds good! GG!!
regarding turn 3, i think i would have done the same had i drawn both techs. can’t blame you there!
@FrozenStorm
2 Likes