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…
Shhhhhhhhhhhhhhhhhhhhhhhhhhh
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).
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.
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]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: 0/1 Wisp
-
[I]Lookout[/I]:
[B]In Play:[/B] - Playful Panda 2/2
[B]Buildings:[/B] - 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
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]
- [I]Squad Leader[/I]: Young Treant 0/2 +a
- [I]Elite[/I]:
- [I]Scavenger[/I]: Tiger Cub 2/2
- [I]Technician[/I]: Playful Panda 2/2
-
[I]Lookout[/I]:
[B]In Play:[/B] - Merfolk Prospector 1/1
[B]Buildings:[/B] - Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 1
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 6