Casual CarpeGuitarrem (Red) vs. Mooseknuckles (Green)

Bloodburn does not have haste, so you couldn’t use it here

…ugh, sorry. Also, I only just registered that it has an exhaust requirement.

Editing the turn, not much will change; only difference is that you keep Merfolk Prospector.

friendly reminder that all of my units have resist 1 because of Calamandra btw

P1T4:

Tech

Stampede, Galina

Starting Hand

Playful Panda Young Treant Rampant Growth Ironbark Treant Ferocity

Gold + prospector (8)
Worker (7)
Tier I (6)
Playful Panda (4)
Arg (2)
Calamandra breaks your tower, takes 1 damage, your base to 18
Discard 3, Draw 5

Patrol:
Leader:
Elite:
Scavenger: wisp (0/1)
Technician: wisp (0/1)
Lookout:

Buildings: Tier I - 5, Heroes Hall - 4
Units/Heroes: Level 5 Calamandra (4/4), Merfolk Prospector (1/1), Level 1 Arg (1/3), Playful Panda (2/2)
Base: 19
Other:

Economy:

Workers: 8 + 2 float
Hand: 0
Deck: 10
Discard: 0

Worker

Ironbark Treant

New Hand

Spirit of the Panda Dinosize Forest’s Favor Tiger Cub Murkwood Allies

The reminder is much appreciated!

P2T4:

[details=Tech]Maximum Anarchy, Lobber
[/details]

[details=Starting Hand]Scorch (workered), Charge, Kidnapping, Mad Man
[/details]

Float gold (1)
8 workers => income (9)
Summon Mad Man 1/1, send it into your Technician wisp 0/1, killing it; place a fourth rune on Bloodburn (8) and you draw a card
Remove two runes from Bloodburn & exhaust it, paying resist 1, to kill the other wisp, adding a third rune to Bloodburn (7) and giving you $1
Summon Zane 2/2 and level him to 4 (2), run Zane 3/3 into Argagarg, killing him. Zane maxbands to 4/4
Worker a card => 9 workers (1)
Discard 2 cards, reshuffle, draw 4

Patrol Zone
Leader:
Elite:
Scavenger:
Technician:
Lookout:

Status
Base: 18
Units/Heroes/Other: Bloodburn (3 runes), Captain Zane 4/4 L6 maxband, Mad Man 1/1
Buildings: Tech I (5 HP)

Economy
Workers: 9 + 1 floated
Hand: 4
Deck: 6
Discard: 0

[details=Hidden Information]Workered: Pillage, Careless Musketeer, Makeshift Rambaster, Scorch
Hand: Lobber, Bloodrage Ogre, Nautical Dog, Bombaster
Deck: Calypso Vystari, Crashbarrow, Crashbarrow, Charge, Kidnapping, Maximum Anarchy
Discard:
[/details]

P1T5:

Tech

Stampede, Centaur

Starting Hand

Spirit of the Panda Dinosize Forest’s Favor Tiger Cub Murkwood Allies Young Treant (techN)

Gold + f + scav + prospector (12)
Worker (11)
Forest’s Favor on Calamandra (9)
Murkwood Allies, boosted (0)
Calamandra destroys T1
Playful Panda eats madman
Discard 3, Draw 5

Patrol:
Leader: GIANT FROG (4/4 + a)
Elite:
Scavenger: frog #1 (1/1)
Technician: frog #2 (1/1)
Lookout:

Buildings: Tier I - 5, Heroes Hall - 4
Units/Heroes: Level 5 Calamandra w rune (5/5), Merfolk Prospector (1/1), Playful Panda (2/1), frog #3 (1/1), frog #4 (1/1)
Base: 19
Other:

Economy:

Workers: 9
Hand: 0
Deck: 10
Discard: 0

Worker

Tiger Cub

New Hand

Stalking Tiger Stampede Galina Rampant Growth Ferocity

To quote a wise archaeologist: “Frogs. It had to be frogs.”

Bloodburn gains a rune (up to 4) from Mad Man dying.

P2T5:

[details=Tech]Ember Sparks, Flame Arrow
[/details]

[details=Starting Hand]Lobber, Bloodrage Ogre, Nautical Dog, Bombaster
[/details]

Float 1 (1)
9 workers => collect (10)
Summon Bombaster 2/2 (8)
Summon Bloodrage Ogre 3/2 (6)
Build Tower (4 HP) (3)
Exhaust Bloodburn (4 runes), spending 2 runes to kill Playful Panda (spending for resist 1), adding a rune to Bloodburn (3 runes) (2)
Worker a card => 10 workers (1)
Rebuild Tech I
Discard 1, draw 3

Patrol Zone
Leader: Bloodrage Ogre 3/2 +a
Elite:
Scavenger: Bombaster 2/2
Technician:
Lookout:

Status
Base: 16
Units/Heroes/Other: Bloodburn (3 runes), Captain Zane 4/4 L6 maxband
Buildings: Tech I (5 HP), Tower (4 HP)

Economy
Workers: 10 + 1 floated
Hand: 3
Deck: 3
Discard: 4

[details=Hidden Information]Workered: Pillage, Careless Musketeer, Makeshift Rambaster, Scorch, Nautical Dog
Hand: Calypso Vystari, Crashbarrow, Charge
Deck: Crashbarrow, Kidnapping, Maximum Anarchy
Discard: Lobber, Mad Man, Flame Arrow, Ember Sparks
[/details]

To Paraphrase… :smiley:

1 Like

Shhhhhhhhhhhhhhhhhhhhhhhhhhh :stuck_out_tongue:

P1T6:

Tech

Tiny Basilisk x2

Starting Hand

Stalking Tiger Stampede Galina Rampant Growth Ferocity

Gold + prospector (10)
Worker (9)
Galina (8)
Ferocity (6)
Arg, level him to 3 (2)
Frog #1 and 2 trade with BRO
Frogs #3 and 4 trade with Bombaster
Calamandra destroys T1, takes a damage
Giant Frog kills Zane, takes a damage, maxbands Arg
Discard 2, rs, Draw 4

Patrol:
Leader: Water Elemental (3/3 + a)
Elite:
Scavenger: Galina Glimmerer (2/2)
Technician: Level 5 Arg (1/5)
Lookout:

Buildings: Tier I - 5, Heroes Hall - 4
Units/Heroes: Level 5 Calamandra w rune (5/4), Merfolk Prospector (1/1), Giant Frog (4/3)
Base: 19
Other:

Economy:

Workers: 10 + 2 float
Hand: 0
Deck: 10
Discard: 0

Worker

Stalking Tiger

New Hand

Tiny Basilisk Playful Panda Stampede Rampant Growth

I think at this point I’ve lost way too much momentum, and there’s no chance I can keep Zane maxbanded long enough for Max Anarchy, so gg!

Decided to try another spec this time, just to see how it goes, and I think it was a mistake to do that while also learning how to play Red as second player, which also feels hard because you have to steal the initiative to get anything done. Fire seems like it’s the more straightforward answer to Green, in general, because you can pop Jaina out and drop a Fire removal spell on the board.

Yeah, my biggest issue with the red starter is how hard it is to play as second player. Against green I’ll usually try to overwhelm them at T1 with drakk or else beat them on tech (with either Molting Firebird, Blood T2, or a push for gunships).

1 Like

I feel like Calamandra in particular is a hard hero to answer as Red going second. Definitely feels weird, but I guess trying to turtle might be the best resource there, because yeah, Blood T2 has some really nice answers. If I’m able to keep tech buildings safe, I could even see going all in on hasted Land Octopus courtesy of haste-granting spells. It’s like a two-card Crashbarrow that I can keep around (by wrecking my economy) if I want.

yep. We could switch colors if you wanted to give it a shot as green. Your call

Sorry, haven’t been around the site for a while! I’m interested in trying it out as green; who goes first?

No problem. It’s your turn to go first. As an aside, I’ll be on vacation for most of the rest of this week, so I will be slow or not available to play.

1 Like
[b]P1T1[/b]
StartingHand Workers

STARTING HAND
Tiger Cub
Rich Earth
Playful Panda
Spore Shambler
Verdant Tree


WORKERS
Rich Earth


NextHand

Ironbark Treant
Young Treant
Forest’s Favor
Rampant Growth
Merfolk Prospector


Discard

Verdant Tree
Spore Shambler
Tiger Cub


Get Paid - ($4)
Worker - ($3)
Summon Playful Panda - ($1)

Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: 0/1 Wisp
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda 2/2
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5

Just checking, but if you patrol your wisp in technician, if I kill it you’ll have to shuffle before codexing cards in. Do you want to leave the patrol as is?

Yep, I’m good with that. Weighed it as one of my options.

ok, cool

P2T1:

Starting Hand

Bloodburn Bombaster Charge Scorch Nautical Dog

Gold (5)
Worker (4)
Zane (2)
Naughty Dog (1)
Zane kills your wisp
Discard 3, Draw 5

Patrol:
Leader:
Elite: Naughty Dog (2/1)
Scavenger:
Technician:
Lookout:

Buildings:
Units/Heroes: Level 1 Zane (2/2)
Base: 20
Other:

Economy:

Workers: 6 + 1 float
Hand: 5
Deck: 0
Discard: 3

Worker

Bloodburn

New Hand

MadMan BloodrageOgre CarelessMusketeer MakeshiftRambaster Pillage

[b]P1T2[/b]
Tech StartingHand Workers

TECH
Giant Panda
Tiny Basilisk


STARTING HAND
Ironbark Treant
Young Treant
Forest’s Favor
Rampant Growth
Merfolk Prospector
Verdant Tree
Tiger Cub (drawn during turn)


WORKERS
Rich Earth
Forest’s Favor


NextHand

Spore Shambler
Ironbark Treant
Giant Panda
Verdant Tree
Rampant Growth


Get Paid + float - ($6)
Worker - ($5)
Summon Young Treant 0/2, draw a card - ($3)
Summon Tiger Cub 2/2 - ($1)
Summon Merfolk Prospector 1/1 - ($0)

Discard 3, draw 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Young Treant 0/2 +a
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Tiger Cub 2/2
  • :pschip: [I]Technician[/I]: Playful Panda 2/2
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 1
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6