Units/Heroes:
General Onimaru (2/3)
Tenderfoot (1/2)
Base: 20
Other:
Economy:
Workers: 5
Gold: 0
Hand: 5
Deck: 0
Discard: 3
Hand
Granfalloon Flagbearer, Spark, Older Brother, Brick Thief, Fruit Ninja
Discard
Wither, Timely Messenger, Helpful Turtle
Think
Hard choice on the worker there. Usually it’d be turtle, but against green you can get some mileage out of healing by clearing their board. I don’t use bloom much anyway…
It is a shame I had 3/4 combat tricks in the first hand though.
I could kill his wisp, but it leaves me vulnerable to Favour+Growth Oni kill. Which on paper sounds fine, but it leaves me with only Tenderfoot, and he still gets to tech up.
It’s unclear to me if this is the correct play. It prevents him from playing Tech 1s, and from building Tech 2, but it does allow him to play 3 tech 0s and put me on the back foot, since I really need to build Tech 2 next turn. Maybe being allowed to tech up first will be worth it though.
By building my tech 2 before him, I have a significant advantage in being able to flood the board next turn. However, I don’t have any haste right now, so I probably can’t swing back. I’ll have to wait one turn and allow him to hit me. Then next turn, we’ll be putting Sergeants in, and maybe flagbearers after that.
you put a big think there? wonder what that means…
P2T4
Tech StartingHand Workers
TECH
Wandering Mimic
Nature Reclaims
STARTING HAND
Tiny Basilisk
Huntress
Spore Shambler
Tiny Basilisk
Forest’s Favor
Verdant Tree
WORKERS
Rich Earth
Tiger Cub
Young Treant
NextHand
Rampant Growth
Forest’s Favor
Spore Shambler
Behind the Ferns Playful Panda (2/2)
Tech 2 card(s)
Get Paid + float - ($10)
skip Worker
Hire huntress - ($8)
Hire 2 tiny basilisks - ($4)
Tech 2, balance - ($0)
heroic Arg kills your Fencer, you draw
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Tiny Basilisk (1/2a)
Elite: Ironbark Treant (2/2+2a)
Scavenger:
Technician: Huntress (3/3)
Lookout:
In Play:
Argagarg Garg, L5 (1/1)
Tiny Basilisk (1/2)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Balance)
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
hm… interesting - tech 2 peace calls for nature reclaims to deal with garrison. i wouldn’t dare to go for peace in his position - but let’s see what happens. i decided to go for balance. didn’t realize the synergy between btf and mimic up to now… but looks good to me. maybe i can also steal some haste from him if he plays a fencer again…
if i can gain initiative with lotta units, stampede also would be a nice addition… never thought that arg woult live long enough and that i could gather enough units. but atm my outlooks are not that bad (?)
edit: changed the gold values… they were from a previous version where i workered instead of the second basilisk…
Pretty good turn for me. Even if he has stampede, he’s hard pressed to actually kill anything important here. Next turn I’ll put my Free Speech up and running.
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
summon Calamandra - ($5)
cast Behind the Ferns - ($3)
build Tower - ($0)
tap Arg to buff TB
Huntress and TB team up to break your Tech 1
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Ironbark Treant (1/2+3a)
Elite:
Scavenger:
Technician: Calamandra Moss, L1 (2/3) - Behind the Ferns attached
Lookout:
In Play:
Argagarg Garg, L5 (1/1)
Tiny Basilisk (1/2)
Huntress (3/3)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Balance)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
stampede would be nice to have… should i take down tech 1 or tech 2 with btf (???) - or garrison? think i’ll leave garrison for this turn, just to be able to play nature reclaims next one…
on second thought, i’ll probably won’t play btf altogether, but build a tower, cast nature reclaims next turn - hope i don’t regret this decision…
on third thought, i’ll go with cali and btf and tower… (?) take down his garrison and see if he got a second in hand for nature reclaims next turn
on final thought, i’ll go for his tech 1, prevent fencer(s)/cadet next turn
I’m in a very good spot here. He might go for Tech 3 though, which could prove dangerous for me. Still, my Free Speech wall begins next turn. Let’s hope I hit critical mass before he hits t-rex.
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Huntress hits Tenderfoot
TB trades with Serge, you get gold
summon Midori - ($6)
Nature reclaims your Flagstone Garrison - ($4)
Arg trades with Brick Thief and can finally rest in peace, you draw
hire Mimic - ($0)
I’m on the cusp of winning. He didn’t build Tech 3, so I don’t have to fear t-rex next turn. If he builds tech 3 this turn, he can’t play enough board to prevent me from steam rolling him.