Since Growth has three built-in win conditions (MoLaC, Bl.Ancient, Guargum) not even counting ultimates, and it’s been ridiculously hot right now in the tournaments, I applaud you for ditching the fish for Finesse. I don’t know what you have up your sleeve, but good luck, and have fun. (:
(With mono-green going second, my econ disadvantage here is going to be ridiculous.)
P1T1
StartingHand Workers
STARTING HAND
Spark
Timely Messenger
Fruit Ninja
Tenderfoot
Wither
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Recruit Timely Messenger, who pokes your base for 1 - ($2)
Generally recruit General Onimaru, for the general good - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: General Onimaru, Lv. 1 (2/3+a, Frenzy 1)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Timely Messenger (1/1)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 5
[details=Thoughts][spoiler]
I call this codex “Wreck-It Ralph.” I’ll need to fit in a Heroes’ Hall early on. And I’ll need to keep workering and build tech buildings if I want to get to Tech II (which shouldn’t be necessary, but should help a lot). I’m really hoping he builds Tech I turn 1, so I can hit it with Brick Thief. The idea is to just have my heroes be patrollers as often as possible, even if they die, so that I can float enough to bring in max Rook and keep him alive for a turn just before EQ. Sounds easier said than done.
Planned tech line:
Wrecking Ball, General’s Hammer
Air Hammer, Earthquake
Air Hammer, Earthquake
Not much experience playing as Green, let’s see how this goes. Most likely head for Balance, try for Mimics copying haste from Fencers or overpower from Centaur.
Opening with Cal. Maybe discard next turn for stealth if it gives me the Oni kill.
[details=Thoughts][spoiler]
And just like that, I’m on the defensive. Cal is scary, and Rampant Growth is scary. And he’s got a Bloom of his own.
In retrospect, I should have maybe started with Rook and gone for the HH.
I could Bloom the messenger to take out wisp, and trade Oni for Cal. Seems risky at best; he’ll get Cal back before I get Oni. I could Bloom Oni, but without readiness I can’t do anything, and I don’t know what slot to stick him in. If petE wants to, he has plenty to max Cal and build Tech I. Panda can take out Messenger, and Cal can take out even Oni in Elite and survive, though no free levels that way, and she’d be vulnerable.
I think this is the time for the Flagbearer, but then I can’t do anything else. Really missing Spark and Wither here.
I could drop an OldBro. It might help me keep pressure on after Oni dies?
Oh well. This is an experiment first. I can’t stop him if he has the right cards or just plain wants to. Let’s make it costly to take Oni out.
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech I - ($2)
Oni casts Bloom on himself - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Timely Messenger (1/1+a)
[I]Elite[/I]: General Onimaru, Lv. 1 (3+1/4, including +1/+1 rune, Frenzy 1)
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
[details=Thoughts]
Well, it’s a bit frustrating having Wrecking Ball and Hammer in the same hand, but it’s probably for the best, as it means I can play one of them guaranteed. I just can’t play one, then the other.
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Cal to mid - ($3)
Forest’s Favor on Cal - ($1)
Playful Panda kills Messenger
Cal kills Oni, Cal to max
Tech 1 - ($0)
With damage on my Tech 1, he’ll likely plan for an Earthquake as his best way to get back into this one. Earliest he could Quake is T6, which still gives me T4 and T5 to get a good board of Tech 2s down (since I’m building Tech 2 this turn). So teching Faerie Dragon to continue the Balance build, and Feral Strike to bring in some big Feral Units if he doesn’t get rid of Cal (Doom Grasp possible, though expensive).
STARTING HAND
Spark
Granfalloon Flagbearer
Wither
Brick Thief
WORKERS
Fruit Ninja
Helpful Turtle
Bloom
Granfalloon Flagbearer
NextHand
Older Brother
Earthquake
Air Hammer
Tenderfoot
Tech 2 card(s)
Get Paid - ($7)
Scavenger bonus - ($8)
Worker - ($7)
Recruit Brick Thief, who steals a brick from your Tech II for 1 - ($5)
Build Tech II (Peace) - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Brick Thief (2/1, Resist 1)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 8
[details=Thoughts][spoiler]
Man, that is a lot of favors coming from that forest. What did Cal and that Panda do for it? Pollinate every tree and then make it a sandwich? He has gotten so much value out of that one unit and one hero, and I’ve given him no reason to switch to anything more interesting. It’s kinda lovely, actually.
I didn’t know what I’d be drawing, so I chose not to bring in a hero I might want. I probably should have brought in Oni or Rook and withered the Panda, but that would have meant skipping Tech II. I teched a boulder to get some protection (not that it helps against Stealth). Otherwise, I’m sticking with my (clearly dumb) plan. (:
So I drew the Air Hammer, which I probably won’t be able to play. We’ll see what I draw from the Technician. And I can’t play Earthquake. But I have just enough to max Rook, which might let him survive to play EQ the following turn. Unlikely, but possible. If I don’t draw the second EQ off Technician (6/7 chance of not drawing it), then I have a 5/6 chance of drawing it the next turn, which means a 5/7 chance of getting it at the right time.
[/spoiler]
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Midori - ($5)
Wandering Mimic - ($1)
Cal kills Brick Thief, you draw
Playful Panda deals 3dmg to your Base, to 17HP
Having twigged he has a building damage -> Earthquake deck, am obviously regretting the first thing I did this game was to worker Verdant Tree!
If he leaves Cal on the board (eg maxes Rook), I get to play boosted Feral Strike into Rampaging Elephants/Gigadons so will be well set up with attacking firepower even if Quaked the following turn. Can also continue to generate Tigers with Cal’s max, and also threaten max Midori to give my Mimic flying. If instead he kills Cal with Doom Grasp, I play Fairie Dragon and Potent Basilisk from hand, and have a big head start in a Balance vs Peace Tech2 game.
Teching spells to help out if Quaked – Murkwood Allies to Frog up, and Nature Reclaims to trash a Bird’s Nest or Garrison.
[details=NextHand][spoiler]
Feral Strike
Two Step
Rampant Growth
Discord
Potent Basilisk
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Boosted Feral Strike, Gigadon and Rampaging Elephant from Codex into play - ($1)
Midori kills Timely Messenger
Mimic kills Older Brother, overpower (from Gigadon) kills Tenderfoot, you draw and gain $1
Cal breaks Tech 2, your Base to 15HP
Playful Panda deals 3dmg to your Base, to 12HP
I bring in Troq and cast Wither on that damn Panda. Air Hammer kills Cal out of spite. Good game!
I think I honestly lost on Turn 2 when I didn’t play the Flagbearer. I knew Flagbearer was the right move, but I wanted to try just attacking the tech building directly. And after that the HH was useless.
I’m willing to go again if you’d like, but I’d also understand if you want more serious competition. (:
Reading your thoughts, I noted a couple things:
I don’t have Doom Grasp in my Codex, but you seemed afraid of it.
On my Turn 5, I planned on playing max Rook (which you were expecting). I ended up holding off because I had exactly enough money to do that and nothing else, making 13 HP if I put him in SQL. If you max Mid, you would have 8 safe flying damage, so you could have done: suicide panda for 4, mimic safely takes first life, Midori safely hits for 4, Cal trades second life. Then I’m purely defenseless, the EQ does nothing, you’ve lost 8 or 9 attack power, but you can hit my base for probably 8 HP a turn no matter what I do, and even if I break your Tech I with General’s Hammer, I probably can’t break your Tech II (since you just dropped Brick Thief into discard). So I saw no way to victory there.
GG, thanks. The Flagbearer wouldn’t have helped on T2 in this case, as Forest’s Favour gets cast on a friendly unit or hero. Cal is a difficulty opener to face, wondering if as P1 it’s better to not bring out a hero at all on T1. With 2 buffs in the green starter and the discard/stealth ability, probably a bigger blow out danger even than Vandy or Grave.
Thanks for pointing out no Doom Grasp!
Happy for a rematch. Do you want to stick with Wreck-it-Ralph or change?
Hrrmm. I probably should have just played Older Brother on Turn 2. But yeah, maybe holding off on heroes and teching Elite Training or early Boulder or something might have been better. I’ll stick with the same deck, see what I can pull with it.
STARTING HAND
Rich Earth
Playful Panda
Forest’s Favor
Young Treant
Rampant Growth
WORKERS
Spore Shambler
Rich Earth
[/spoiler][/details]
[details=NextHand][spoiler]
Playful Panda
Rampant Growth
Centaur
Young Treant
Nimble Fencer
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Prospect - ($5)
Cal kills Tenderfoot
Cal to midband - ($3)
Forest’s Favour on Cal - ($1)
Tech 1 - (0)
Float ($1)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Calamandra lvl 3 (4/5) [with 1/1 rune]
Merfolk Prospector (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
EDIT: showing Tech 1 building
[details=Thoughts][spoiler]
Using midband + Forest’s Favour to make Cal 4/5. This protects against the 4dmg threat of Wither + mid Rook walk-by, and makes Cal a hero-killing threat next turn through discard/stealth.
Teching Centaur and Nimble Fencer to offer Mimics overpower/haste later.
STARTING HAND
Fruit Ninja
Wither
Bloom
Spark
Timely Messenger
WORKERS
Helpful Turtle
Fruit Ninja
NextHand
Tenderfoot
Bloom
Spark
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Recruit Timely Messenger - ($5) Rook casts Wither on Cal - ($3)
Rook casts Bloom on himself - ($1) Rook (3/5) hits Cal (3/4); they each take 3 damage Messenger trades with Cal; Rook to Lv. 3
Float ($1)
Discard 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Garus Rook, Lv. 3 (3/2, including a +1/+1 rune)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
[details=Thoughts][spoiler]
If he drew into his Fencer I’m screwed. If he drew into FF (again) or Rampant Growth, I’m screwed. But if I get very lucky, Rook survives and I’m in good shape. The plan (if I can call it that after missing Tech I) is Doubling Barbarbarian+Drill Sergeant/Boot Camp (Tech Lab). Let’s see?
Edit: I just did the math and looked at his deck. If he teched 2x Fencer, I think I have a 1/126 chance of not being screwed.
[/spoiler]
Hmm…he must really dislike Cal to go down 2 cards and delay Tech 1 build to kill. It’s not a terrible trade on gold, though he must be expecting Rook to be killed this turn – Forest Favour or Rampant Growth on Prospector would do the trick. Lucky draws continue as I’ve drawn both Tech 1s, including Nimble Fencer which gives the Rook kill with Prospector surviving.
Teching Mimic and Potent Basilisk for Balance Tech 2. Think I’m a little ahead here, but guess he’ll head towards Peace which wins the long game. Maybe try to work a boosted Feral Strike again for a win condition.