@dwarddd It’s gonna be interesting playing against my favorite deck, I’ve been rooting for you all tournament, but that stops now. Have fun, I hope its another interesting match! PS: still waiting for your thoughts on red
newsman and… bi or hero? bi damages hand straight away and leaves a pretty dead board, probably wont even be able to swing with it well cos just sql shambler would block MT reputable Aven and BI. sooo considering i have that pair in my next hand, and could even afford to use it and tech up, agression is the play
Tiger Cub
Ironbark Treant
Merfolk Prospector
Playful Panda
Young Treant
Workers
Rich Earth
Tiger Cub
Next Hand
Young Treant
Forest’s Favor
Merfolk Prospector
Verdant Tree
Ironbark Treant
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Playful Panda, make wisp - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader: Wisp (0/1+A)
Elite: Spore Shambler (3/3,++)
Scavenger:
Technician:
Lookout:
In Play:
Playful Panda (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
I was really dreading building inspector (3 cost tech I x.x), but luckily dodged it. I would like to hit newsman for 1, but this patrol pretty much guarantees that killing shambler means trading oni away. Bootcamp is their only good answer to illusions, but its quite good so I don’t feel comfortable teching 2 hounds.
Disclaimer: I’m making updates to the sheet so please let me know if you notice any bugs
STARTING HAND
Bluecoat Musketeer
Lawful Search
Spectral Aven
Manufactured Truth
Traffic Director
WORKERS
Jail
Bluecoat Musketeer
NextHand
Arrest
Building Inspector
Porkhand Magistrate
Spectral Aven
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
MT newsman into a panda - ($4)
panda kills wisp
oni trades shambler
traffic director - ($3)
bigby - ($1)
tech 1 - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite: Traffic Director(1+1/1)
Scavenger:
Technician:
Lookout:
In Play:
L1 Bigby(2/3)
Reputable Newsman(0/3) blocking 2 cost
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
i think finally Truths turn for it’s ability to produce cheap value first turn you use it… bigby to stash if i over draw, i think im fine to tech up even against centaur + cala cos newsman can block a stealthy bloomed cala just enough
No tech I :/. They would have to invest a lot to kill Cala and give that they’re already down on cards I’d take it (bigby maxband isn’t that threatening). Going gliders over crashbarrows so Community Service isn’t as devestating. Side note: I didn’t appreciate how many of my spells are at 2 haha. Oh and I forgot that bigby is great against hounds, I absolutely should not have teched even the 1.
Disclaimer: I’m making updates to the sheet so please let me know if you notice any bugs
Lawful Search
Macciatus, The Whisperer
Reteller of Truths
Manufactured Truth
Discard
Traffic Director(1+1/1)
Spectral Aven
Arrest
Spectral Roc
Eyes of the Chancellor
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
bigby and director kill panda, bigby takes two, director dies
building inspector - ($5)
tech 2 Truth - ($1)
teching some eyes cos no removal for it and detection part may actually prove v useful, and birb cos i need to kill Cala before a feral strike. they cant get my tech 2 down without missing theirs which i think would be okay, id rather not offer up bigby for free levels to them so BI it is
Nah, I just write that in because people often forget cala midband. The changes I’ve made so far are just to how the code is structured so future changes will be easier. The only change I’m planning on atm is to make the actions faster (start game, discard/draw, etc). Lmk if there’s anything you want to see.
P1T4
Tech
Kidnapping
Feral Strike
Starting Hand
Crash Bomber
Spectral Hound
Rampant Growth
Verdant Tree
Ironbark Treant
Shoddy Glider
Shoddy Glider
Feral Strike
Spore Shambler
Young Treant
Tech 2 card(s)
Get Paid - ($7)
Calamandra kills Building Inspector
Worker - ($6)
Tech II Blood - ($2)
Crash Bomber - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader: Crash Bomber (2/2+A, resist 1)
Elite:
Scavenger: Merfolk Prospector (1/1, resist 1)
Technician:
Lookout:
In Play:
Calamandra (3/3, lvl 3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info:
Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
Feral Strike is risky because they absolutely can kill cala with a big investment, but if I resolve feral strike at tech II thats pretty much game so worth the risk I think. I kind of want to build a tower for EotC, but the gold isn’t there.
Disclaimer: I’m making updates to the sheet so please let me know if you notice any bugs
Squad Leader: Reteller of Truths(4/4a) illusion, bounces
Elite:
Scavenger: L1 Bigby(2/1)
Technician: Macciatus, The Whisperer(3/3) boosts illusions
Lookout:
In Play:
Reputable Newsman(0/3) blocking 2 cost
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Truth)
Tower HP: 4
Economy Info: Cards:
Hand: 3
Deck: 4
Disc: 2
Gold:
Gold: 0
Workers: 9
Thoughts
50/50 teched card on the draw and i get to patrol efficiently, yes please to lawful search. but first what ti tech, i think reteller 2 would be good, and then im torn between backup macciatus or a tiger… i think with blood there’s a reasonable chance having two macciatus around is worth it and i cam always stash if i draw
Mm they do take a while, especially when you have to do some draw 1s one at a time… i always assumed it was latency on starting the script/receiving results!
Tech 2 card(s)
Get Paid + float - ($9)
Quince, mirror - ($7)
Maxband Quince - ($3)
Shoddy Glider, mirror copies - ($2)
Glider mirror trades with Macciatus, you draw 1
Crash Bomber suicides into Reteller, targets Reteller to kill it, Reteller to your hand
Prospector trades with Bigby, Calamandra to maxband, you get 1 gold
Glider and Calamandra break your Tech II, glider dies, your base to 18
Worker - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader: Quince (1/5+A, lvl 5)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Calamandra (4/4, lvl 5)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 8
Gold:
Gold: 1
Workers: 9
Thoughts
The bad news is that I drew feral strike and they drew both of their tech IIs. the good news is I’m pretty well set up to hit tech III. they likely didn’t tech any tech Is and quince/oni spells aren’t threatening here. there were a few ways I could have accomplished the same thing this turn but I chose this one because it lets me stay at 5 cards.
Disclaimer: I’m making updates to the sheet so please let me know if you notice any bugs