Considered the orpal+ move again, but considering I get t1 I think I’m gonna go with skeleton + older bro next turn to maximize my chances of drawing a t1 unit on turn 3. He definitely has a scary base race potential but I feel like I have way better t1 units, nothing he has really trades well against fencers or bone collectors.
This will probably suck. Penatronic has a lot of strong Tech I choices and three strong heroes. He also two runaway Tech II choices, although those both have key units I could try to Kidnap. I’m thinking that I play Rich Earth, and plan for a gruelling midgame.
Tempting to slap a wither on rook, but keeping my deck smaller on the reshuffle seems worth it. Now the question is which T1. Bone collector as T1 is pretty dang good and hard to pass on. Nimble fencer is also tempting as he doesn’t have any 3/x options at t1. Additionally plague spitter is nice to threaten rook with and has AA for the birds. I think I like spitter the least for now as P1 and how it will trade inefficiently with basilisk or crashbomber. Part of me wants to try doing t2 finesse but I don’t have graveyard and I haven’t tested it so I should probably stick to what I know.
Merfolk Prospector
Playful Panda
Young Treant
Verdant Tree
Forest’s Favour
Thoughts
I don’t like this hand for defending, let alone against the threat of Nimble Fencers. I’ll try to draw Tiger Cub or Bird’s Nest with the Young Treant.
STARTING HAND
Brick Thief
Bone Collector
Bloom
Wither
Timely Messenger
WORKERS
Fruit Ninja
Spark
Brick Thief
NextHand
Wither
Granfalloon Flagbearer
Bone Collector
Discord
Helpful Turtle
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bone collector - ($3)
Make a skeleton - ($2)
Heroes Hall - ($0)
Garth and older brother kill SQL
Tenderfoot kills elite
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Skeleton (1/1A)
Elite:
Scavenger: Skeleton (1/1)
Technician: Bone Collector (3/3)
Lookout:
In Play:
Garth L1 (1/3)
Older Brother (2/2)
Tenderfoot (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Discord could be good against birds and basilisk, and he’s probably seen me make spitters every game and maybe teching thunderclap or basilisk to take them out. Haven’t tried heroes hall with this codex but seems like this is a decent spot. Been able to keep my cycles super small too which is nice.
Well, I did draw both my teched cards, so I could play those. Heroes’ Hall means there’s the threat of Discord, though. 8 attack on Penatronic’s side, against 6 health on defence. I could play a Tower instead, so that Penatronic loses Skeletons if he attacks. Or the Bone Collector / Garth, at least. I’ll try that, I think seeing a Bone Collector means I won’t see a Nimble Fencer come out and wreck me. Maybe Two Step, but I don’t know what to do about that. Probably a Tiny Basilisk if I wasn’t expecting to see Discord.
Teched cards: 2
T2: Bird’s Nest, Crash Bomber
T3: 2 x Captured Bugblatter
STARTING HAND
Bone Collector
Granfalloon Flagbearer
Helpful Turtle
Discord
Wither
WORKERS
Fruit Ninja
Spark
Brick Thief
Granfalloon Flagbearer
NextHand
Discord
Timely Messenger
Nimble Fencer
Bone Collector
Bloom
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Skeletons and Bone collector kill Rook, Garth levels to 3, make skeleton from BC
Tech 2 Finesse - ($2)
Bone Collector - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Older Brother (2/2A)
Elite: Skeleton (2/1)
Scavenger: Tenderfoot (1/1)
Technician: Bone Collector (3/3)
Lookout:
In Play:
Garth L3 (1/3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
I was feeling super smart about discord anticipating birds and small guys, but now it looks like hes going for crashbarrow or octopus? Bugblatter isn’t much of a threat without a board state. So vs crashbarrow I could go finesse t2, tech fencers now and then pull a grounded guide next turn with Garth maxband. A clogged up patrol should keep crashbarrows at bay. But if he went for Octopus that play is not amazing, and I’d rather have disease t2 or executioners.
Tech 1 card(s)
Get Paid - ($8)
Worker - ($7)
Maxband Garth and pull out grounded guide - ($3)
Nimble fencer kills midori, levels fizzle - ($1)
Skeleton kills elite
Garth kills scav, you get 1g
Tenderfoot kills tech, you draw, my base takes 1
BC destroys your tower, your base takes 2, makes a skeleton
Garth makes a skeleton - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Skeleton (2/1A)
Elite:
Scavenger: Skeleton (2/1)
Technician: Grounded Guide (4/4)
Lookout:
In Play:
Garth L7 (3/2)
Bone Collector (4/2)
Nimble Fencer (4/1)
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Finesse)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Wish I could have worked in River and discord here but it just didn’t seem efficient enough, despite me letting levels fizzle
Not an ideal turn to be putting down Bugblatters, but I don’t have much choice at the beginning of a draw cycle. 10 gold is enough for both Bugblatters, Tiger Cub, hero. The latter two are better than Tower here, I don’t have enough bodies in front of the Bugblatters otherwise. I think I trade Playful Panda to get the base damage down, before Discord removes it without losses on Penatronic’s part.
Get paid + scavenger - (10)
2 x Captured Bugblatter - (4)
Garus Rook - (2)
Tiger Cub - (0)
Worker
Playful Panda trades with SQL Skeleton, your base to 15
Discard 0, draw 2
Rook L1 2/4+1A
Tiger Cub 2/2
Captured Bugblatter #1 4/2 (a unit dies: your base takes 1)
Captured Bugblatter #2 4/2 (a unit dies: your base takes 1)
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Nimble fencer #2 - ($6)
River - ($4)
Discord - ($2)
Wither Rook - ($0)
Bone collector kills rook, makes a skeleton, River to lvl3
Garth kills tech, you draw, my base takes 2
Skeleton kills bugblatter #1, my base takes 4
Nimble fencer #1 kills bugblatter #2, my base takes 2
Nimble fencer #2 and grounded guide kill your t2, your base takes 2
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: River L3 (2/4A)
Elite:
Scavenger:
Technician: Skeleton (2/1)
Lookout:
In Play:
Garth L7 (3/2)
Bone Collector (4/1)
Grounded Guide (4/4)
Nimble Fencer #2 (4/4)
Buildings:
Base HP: 7
Tech I HP: 5
Tech II HP: 5 (Finesse)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 2
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
I knew I would regret workering that Brick thief, hopefully 1 or 2 hp doesn’t change the game. Tempting to just go for the base race but leaving the blatters alive seems like a terrible idea, and this way he’s pretty locked down.
Tech 0 card(s)
Get Paid - ($10)
Tech 3 - ($5)
Maestro - ($2)
Tenderfoot, for free
Discord, tech dies, you draw - ($0)
Fencer kills SQL, River to lvl5
Tenderfoot kills elite, my base takes 1
Garth kills scav, you get 1g
River kills lookout, my base takes 1
Grounded guide kills tower, your base takes 2
Bone Collector and skeleton #1 kill T2, your base takes 2, make a skeleton
sac skeleton #1 to draw
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Maestro (3/5A)
Elite:
Scavenger:
Technician: Skeleton (2/1)
Lookout:
In Play:
Bone Collector (4/1)
Grounded Guide (4/3)
Nimble Fencer #2 (4/1)
Tenderfoot (3/1)
River L5 (3/3)
Garth L7 (3/1)
Buildings:
Base HP: 5
Tech I HP: 5
Tech II HP: 5 (Finesse)
Tech III HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
wooo that low life total is stressful. Last two turns I was super close to being able to just bash his base down, pretty sure after this turn that should be an option. But I can’t let bugblatters or crashbarrows be an option for him for one turn.