@Bryce_The_Rice aye, we get a rematch from last tournament. I’ll update later today (hopefully).
edit:
Relevant rule changes:
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
P1T1
Starting Hand
Young Treant
Rich Earth
Spore Shambler
Playful Panda
Rampant Growth
Workers
Rich Earth
Next Hand
Forest’s Favor
Tiger Cub
Verdant Tree
Ironbark Treant
Merfolk Prospector
Discard
Rampant Growth
Spore Shambler
Young Treant
Tech 0 card(s)
Get Paid - ($4)
Playful Panda, get wisp - ($2)
Worker - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Wisp (0/1)
- Technician:
- Lookout:
In Play:
Buildings:
- Base HP: 20
Economy Info:
Cards:
Gold:
Delicious, finally, some good fucking codex.
Turn 1
Hand: Wither, Spark, Bloom, Helpful Turtle, Granfalloon Flagbearer
Workers: Granfalloon Flagbearer
Techs
- Get paid (+$5, $5)
- Hire a worker ($4)
- Summon Grave Stormborne ($2)
- Cast Bloom on Grave ($0)
- Discard 3, draw 5
- Patrol:
Squad Leader: Grave Stormborne (3/4+A)
Elite:
Scavenger:
Technician:
Lookout:
- Buildings:
- Units/Heroes:
- Base: 20
- Other:
Economy:
- Workers: 6
- Gold: 0
- Hand: 5
- Deck: 0
- Discard: 4
Hand
Timely Messenger, Brick Thief, Fruit Ninja, Older Brother, Tenderfoot
Discard
Bloom, Wither, Spark, Helpful Turtle
Think
I don’t remember what their deck does. It’s a variant of crashbarrow.dek? I might have to look up some matches. It’s been so long…
Decided to go with Grave here, but it was a tough choice. Mainly Grave because I think the sparkshot will come in handy.
1 Like
P1T2
Tech
Spectral Hound
Spectral Hound
Starting Hand
Ironbark Treant
Tiger Cub
Verdant Tree
Forest’s Favor
Merfolk Prospector
Workers
Rich Earth
Tiger Cub
Next Hand
Spore Shambler
Rampant Growth
Spectral Hound
Spectral Hound
Young Treant
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech I - ($3)
Calamandra - ($1)
Merfolk Prospector - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Playful Panda (2/2+A)
- Elite:
- Scavenger: Wisp (0/1)
- Technician:
- Lookout:
In Play:
- Calamandra (2/3, lvl 1)
- Merfolk Prospector (1/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Not sure what to expect here, but seeing grave means there won’t be river midband popping my illusions.
P1T3
Tech
Feral Strike
Feral Strike
Starting Hand
Spectral Hound
Spectral Hound
Rampant Growth
Young Treant
Spore Shambler
Verdant Tree
Workers
Rich Earth
Tiger Cub
Spore Shambler
Next Hand
Forest’s Favor
Feral Strike
Ironbark Treant
Tech 2 card(s)
Get Paid - ($6)
Young Treant, draw 1 - ($4)
Rampant Growth Calamandra - ($2)
Midband Calamandra - ($0)
Tap Merfolk Prospector - ($1)
Worker - ($0)
Stealth Calamandra
Killl Grave, Calamandra to maxband
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Young Treant (0/2, resist 1)
- Elite:
- Scavenger:
- Technician: Wisp (0/1, resist 1)
- Lookout:
In Play:
- Calamandra (4/5, lvl 5)
- Merfolk Prospector (1/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
I wanted to just go with the normal plan of play resistant hounds, but I think this line guarantees me at least a tech 1 feral strike and possibly a tech 2 feral strike if their board looks weak next turn.
Wisp is in technician, so draw 1 card?
Hmm, you’re right, I think I would make a different play. I will edit my turn.
(My draw will be the same either way so I don’t need to redraw)
1 Like
(I updated it by the way)
P1T4
Tech
Crashbarrow
Crashbarrow
Starting Hand
Forest’s Favor
Ironbark Treant
Feral Strike
Workers
Rich Earth
Tiger Cub
Spore Shambler
Forest’s Favor
Next Hand
Playful Panda
Spectral Hound
Verdant Tree
Discard
Young Treant
Feral Strike
Crashbarrow
Crashbarrow
Tech 2 card(s)
Get Paid - ($7)
Ironbark Treant - ($4)
Tap Calamandra to put Stalking Tiger into play - ($0)
Tap Merfolk Prospector - ($1)
Worker - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Stalking Tiger (4/4+A)
- Elite:
- Scavenger:
- Technician: Ironbark Treant (1/2+2A)
- Lookout:
In Play:
- Calamandra (4/5, lvl 5)
- Merfolk Prospector (1/1)
- Wisp (0/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Sucks to stay at 3 cards, but I can’t ensure Cala’s safety otherwise. I think I can get to Tech 2 next turn. If Cala dies I’m ahead on tech, if she lives I can go for feral strike.
Edit: fixed! @Bryce_The_Rice
P1T5
Tech
Shody Glider
Shoddy Glider
Starting Hand
Spectral Hound
Verdant Tree
Playful Panda
Workers
Rich Earth
Tiger Cub
Spore Shambler
Forest’s Favor
Playful Panda
Next Hand
Rampant Growth
Merfolk Prospector
Feral Strike
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech II Blood - ($3)
Verdant Tree - ($1)
Spectral Hound - ($0)
Calamandra kills River, you draw 1
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Wisp (0/1)
- Lookout: Spectral Hound (3/3)
In Play:
- Calamandra (4/3, lvl 5)
- Verdant Tree (3)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Blood)
Economy Info:
Cards:
Gold:
Thoughts
I don’t think I can protect Cala against grounded guide + fencer, but I think my tech II can survive. I shouldn’t have been so aggresive with teching the feral strikes earlier.
Edit: so sad that I drew a tech 2 with my original draw but after properly teching 2 more I miss
Have a look at your tech choice, I think your reminder did not work
1 Like
Hm, not sure what happened here or how to fix it without redoing the draw. I actually did add my tech choices.
I’ll just manually change the sheet and this post with the tech I intended.
edit: wait no, the teched cards never made it to discard, I have to redo the discard/draw. one moment.
edit2: the sheet seems bugged, no matter what I put in my tech slot it still shows the place holders when I generate the template. It seems more annoying randomize my deck manually so I’ll try to debug, but if anyone know what might be going on, help would be appreciated.
I’ll just hold off taking my turn until this is resolved.
I don’t use the sheet so I don’t have any suggestions, sorry.
Maybe @FrozenStorm might be able to help
I pretty much see what happened. I’ll fix it when I get to a desktop. That may not be until the evening PST.
1 Like
P1T6
Tech
Kidnapping
Desperation
Starting Hand
Rampant Growth
Feral Strike
Merfolk Prospector
Young Treant
Crashbarrow
Workers
Rich Earth
Tiger Cub
Spore Shambler
Forest’s Favor
Playful Panda
Feral Strike
Next Hand
Crashbarrow
Shody Glider
Ironbark Treant
Discard
Spectral Hound
Verdant Tree
Kidnapping
Desperation
Rampant Growth
Crashbarrow
Tech 2 card(s)
Get Paid - ($9)
Rebuild Tech II
Young Treant, draw 1 - ($7)
Rampant Growth Calamandra - ($5)
Calamandra kills grounded guide
Merfolk Prospector - ($4)
Worker - ($3)
Float ($3)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite: Young Treant (1/2)
- Scavenger:
- Technician: Merfolk Prospector (1/1)
- Lookout:
In Play:
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Blood)
Economy Info:
Cards:
Gold:
Thoughts
Not looking good, but finesse can struggle to close out games without grounded guide ime so if they draw badly and I can hit tech 2, I might be able to turn it around.
P1T7
Starting Hand
Shody Glider
Ironbark Treant
Crashbarrow
Shoddy Glider
Workers
Rich Earth
Tiger Cub
Spore Shambler
Forest’s Favor
Playful Panda
Feral Strike
Next Hand
Stalking Tiger
Kidnapping
Desperation
Spectral Hound
Feral Strike
Tech 0 card(s)
Get Paid + float - ($13)
Rebuild Tech II
Trade Calamandra with River, you draw 1
Quince - ($11)
Max Quince - ($7)
Quince makes Mirror into nimble fencer - ($5)
My fencer trades with your 2/1 fencer
Quince makes a Mirror - ($3)
Ironbark Treant, mirror copies - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: Ironbark Treant Mirror (1/2+3A)
- Elite:
- Scavenger: Ironbark Treant (1/2+2A)
- Technician: Quince (1/5, lvl 5)
- Lookout:
In Play:
Buildings:
- Base HP: 16
- Tech I HP: 5
- Tech II HP: 5 (Blood)
Economy Info:
Cards:
Gold: