Red is good into hounds but with Cala already giving resist 1, I think they should be ok. this trade seems pretty good for me even with skipping tech I
Disclaimer: I’m making updates to the sheet so please let me know if you notice any bugs
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
mm attacks your base - ($4)
jaina - ($2)
tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Jaina (2/3)
Technician:
Lookout:
In Play:
Mad Man (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
If rathy has the right strat and his draws add up, I will lose no matter what I do. t2 hero kill is not so good as t3 hero kill so I will use the gap for tech rush.
post draw: This was worst case, not even a unit to play.
Spectral Hound
Rampant Growth
Verdant Tree
Young Treant
Merfolk Prospector
Forest’s Favor
Workers
Playful Panda
Rich Earth
Forest’s Favor
Next Hand
Spore Shambler
Verdant Tree
Tiger Cub
Ironbark Treant
Spectral Hound
Tech 2 card(s)
Get Paid - ($6)
Young Treant, draw 1 - ($4)
Worker - ($3)
Tech I - ($1)
Calamandra kills Jaina, you get 1g
Merfolk Prospector - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader: Young Treant (0/2, resist 1)
Elite:
Scavenger: Merfolk Prospector (1/1, resist 1)
Technician:
Lookout:
In Play:
Calamandra (4/3, lvl 5)
Buildings:
Base HP: 20
Tech I: 5
Economy Info:
Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
I’m not excited about killing Jaina, but I thinks its better to minimize their threat so I can comfortably get to tech II where I should have the advantage. My math says crashbarrow + quince > crashbarrow. Lets see if it plays out that way.
Disclaimer: I’m making updates to the sheet so please let me know if you notice any bugs
that draw killed me… both gliders no dog. killing jaina was a small mistake, for which I hoped to bring cala in glider killing range. But not enough to bring me back in the game. he does not want jaina because of the expected dog.
Tech 2 card(s)
Get Paid - ($7)
Calamandra trades with Vandy
Worker - ($6)
Tech II Blood - ($2)
Tap Prospector for gold - ($3)
Verdant Tree - ($1)
Spectral Hound - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Young Treant (0/2)
Lookout: Spectral Hound (3/3, resist 1)
In Play:
Merfolk Prospector (1/1, resist 1)
Verdant Tree (3)
Buildings:
Base HP: 20
Tech I: 5
Tech II: 5 (Blood)
Economy Info:
Cards:
Hand: 4
Deck: 0
Disc: 4
Gold:
Gold: 0
Workers: 8
Thoughts
I think this lets me double crashbarrow even if I get double crashbarrowed. I’d rather Cala die when I can ensure she doesn’t give levels although the resist 1 would have been nice now that I have hound out.
Disclaimer: I’m making updates to the sheet so please let me know if you notice any bugs
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
cb trades hound, overpower treant - ($5)
mm trades mp
drakk - ($3)
dog - ($2)
Float ($2)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Drakk L1 (1/3)
Elite:
Scavenger:
Technician: Nautical Dog (1/1)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 6
Gold:
Gold: 2
Workers: 9
Thoughts
Good cala is gone and no need for fishing for glider! cala kill was very important. Rathy does not show full commitment in blood as the one controlling the board and plays with the tree the second defensive unit. That brings me back in the game. still behind if he has a good hand now, but maybe enough to create a buffer with tech 3 on my side. I expect at least 1 cb and maybe glider. my patrol will hold everything besides 2 cb. The patrol will take the cbs out of his next cycle. not afraid of 2 cb because I will have the tech break as well or he has to Do a worker skip. So not really sure what the worst case is …
Tech 2 card(s)
Get Paid - ($8)
Quince, get a mirror - ($6)
Crashbarrow - ($3)
Crashbarrow kills Drakk, overpower kills Nautical Dog, you draw 1, my base to 19, Quince to midband
Mirror copies Crashbarrow - ($1)
Crashbarrow mirror breaks your Tech II, your base to 18
Worker - ($0)
Crashbarrow and mirror die end of turn
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader: Quince (1/4+A, lvl 3)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Verdant Tree (3)
Buildings:
Base HP: 18
Tech I: 5
Tech II: 5 (Blood)
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 7
Gold:
Gold: 0
Workers: 9
Disclaimer: I’m making updates to the sheet so please let me know if you notice any bugs
Edit: just noticed I never recorded the damage from mad man hitting my base
ok now a big mistake from my side. should have stayed with the original plan, oger sl. with trying to get cb in the next cycle i forgot about the obvious. This mistake has cost me the game. i have now too many gaps in my defense but cannot put everything in defense otherwise i will lose too.
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Make a mirror - ($6)
Shoddy Glider - ($5)
Mirror copies glider - ($3)
Glider and mirror kill Vandy, Quince to maxband
Make a mirror - ($1)
Shoddy Glider, mirror copies - ($0)
Glider and mirror break your Tech II your base to 16
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger: Quince (1/5, lvl 5)
Technician:
Lookout:
In Play:
Verdant Tree (3)
Buildings:
Base HP: 18
Tech I: 5
Tech II: 5 (Blood)
Economy Info:
Cards:
Hand: 4
Deck: 7
Disc: 2
Gold:
Gold: 0
Workers: 10
Thoughts
I think getting vandy off the board removes all of their outs but I unfortunately won’t be able to play commanders next turn.
Disclaimer: I’m making updates to the sheet so please let me know if you notice any bugs
I forgot about bloodburn. I believe its up to me. The triggers for dying from ephemeral and being trashed due to quince’s abilities happen at the same time so I would just chose that the tokens are trashed before they would die so you don’t get the bloodburn tokens. @FrozenStorm@charnel_mouse is that right?
If the real unit dies first, removal of the Mirror goes on the queue
Mirror death resolves, Mirror dies, Bloodburn rune gain goes on the queue
Mirror removal resolves and fizzles, because the Mirror is no longer in play
Bloodburn gains the rune from the Mirror dying
I’m not sure about it, though.
EDIT: I misread, and didn’t realise this was using Quince’s midband ability. In that case, midband trash also goes on in step 1, so rathyAro is correct.
Tech 0 card(s)
Get Paid - ($10)
Worker - ($9)
Make two mirrors - ($5)
Crashbarrow, mirror #1 copies - ($2)
Mirror #2 copies Crashbarrow - ($0)
Crashbarrow mirror #1 kills Nautical Dog, overpower to Bloodrage Ogre
Crashbarrow mirror #2 kills Drakk, overpower to Jaina, you draw 1 and get 1 gold, my base to 17
Crashbarrow breaks your Tech II, your base to 14
Float ($0)
Discard 2, draw 4
Crashbarrow dies
Mirrors die (or are trashed?)
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Quince (1/5, lvl 5)
Lookout:
In Play:
Verdant Tree (2)
Buildings:
Base HP: 17
Tech I: 5
Tech II: 5 (Blood)
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 5
Gold:
Gold: 0
Workers: 11
Thoughts
there’s a chance I whiff next turn and they get a turn to play the game, but even then they have a lot to deal with.
Disclaimer: I’m making updates to the sheet so please let me know if you notice any bugs
Tech 2 card(s)
Get Paid - ($11)
Young Treant, draw 1 - ($9)
Worker - ($8)
Tech III - ($3)
Merfolk Prospector - ($2)
Drakk - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
Squad Leader: Merfolk Prospector (1/1+A)
Elite: Young Treant (1/2)
Scavenger:
Technician: Drakk (1/3, lvl 1)
Lookout:
In Play:
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 4 (Blood)
Tech III HP: 5
Economy Info:
Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 12
Thoughts
A double tech break looks pretty likely here, but I think a boosted murkwood allies can keep me around long enough to rebuild. There’s a line I could have taken that kills vandy, but meta isn’t much of a threat next turn and it means I don’t get to go to tech III and that seems like an even worse spot than this one.
Disclaimer: I’m making updates to the sheet so please let me know if you notice any bugs
Yes very exciting game. You had with Cala midband and hounds the best idea I have seen in the last tournaments but you did not utilize it fully. You would have definetly deserved this win. It was very close and small things decided the game.