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[Casual] charnel_mouse (Green) vs. CarpeGuitarrem (Red)

P1T3


Tech StartingHand Workers

TECH
Firebat
Firebat


STARTING HAND
Charge
Kidnapping
Scorch
Careless Musketeer


WORKERS
Pillage
Nautical Dog
Charge


NextHand

Bombaster
Flame Arrow
Mad Man
Bloodburn
Scorch


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Drakk - ($2)
Frenzied Bloodrage Ogre deals 4 to Ironbark (1 damage after breaking armor) and dies
Frenzied Mad Man trades with Ironbark
Drakk kills Shambler and takes 2 damage
Rambaster deals 4 to your base (down to 12 HP)
Build Heroes' Hall - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (haste, can't patrol) 1/2
  • L4 Drakk Ramhorn (Dies:*) 2/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

So the rune on Treant makes a Kidnapping clear impossible, which I assume is the reason why it was done. I could midband Drakk for (3) and then run in BRO and Mad Man, then use Midband Drakk to kill off Shambler. Leaves me 2 gold for a Heroes’ Hall or for Musketeer, and I think Heroes’ Hall is important so I can drop Jaina next turn. I’m okay skipping T1 this turn because low odds I’ll draw a Firebat.

@charnel_mouse's turn!

P2T3


Tech StartingHand Workers

TECH
Artisan Mantis
Ferocity


STARTING HAND
Forest’s Favor
Playful Panda
Tiger Cub
Huntress
Merfolk Prospector


WORKERS
Verdant Tree
Rich Earth
Forest’s Favor


NextHand

Ferocity
Huntress
Rampant Growth
Spore Shambler
Young Treant


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II Growth - ($2)
Huntress - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress 3/3+1A (sparkshot, anti-air)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I’m thinking Mantis to slow the base rush down, plus Ferocity so the units I’ve teched in can trade well, plus Calamandra’s midband to help out if Jaina appears. Getting rid of Forest’s Favor, since I’ll prefer units once I get Ancients into the deck.

P1T4


Tech StartingHand Workers

TECH
Flame Arrow
Kidnapping


STARTING HAND
Bombaster
Bloodburn
Flame Arrow
Scorch
Mad Man


WORKERS
Pillage
Nautical Dog
Charge
Bloodburn


NextHand

Kidnapping
Firebat
Bloodrage Ogre
Firebat
Careless Musketeer


Discard

Flame Arrow
Scorch
Mad Man
Bombaster
Flame Arrow
Kidnapping


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Summon Jaina - ($4)
Cast Flame Arrow on the Huntress, killing it - ($0)
Drakk and the Rambaster break your Tech II, your base takes 2 (down to 10)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (haste, can't patrol) 1/2
  • L4 Drakk Ramhorn (Dies:*) 2/1
  • L1 Jaina Stormborne (sparkshot) 2/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Easy Flame Arrow, I still have to delay Tech 1 but that's okay. Kidnapping is also a valid play next turn. Growth II is a huge problem because those are BIG THINGS, although Kidnapping is a good way to help deal with them too

@charnel_mouse's turn!

P2T4


Tech StartingHand Workers

TECH
Artisan Mantis
Blooming Ancient


STARTING HAND
Huntress
Young Treant
Rampant Growth
Spore Shambler
Ferocity


WORKERS
Verdant Tree
Rich Earth
Forest’s Favor


NextHand

Tiger Cub
Merfolk Prospector
Artisan Mantis
Ironbark Treant
Playful Panda


Discard

Huntress
Ferocity
Young Treant
Spore Shambler
Rampant Growth
Artisan Mantis
Blooming Ancient


Tech 2 card(s)
Get Paid - ($8)
Rebuild Tech II
Huntress - ($6)
Calamandra Moss - ($4)
Ferocity, units have armour piercing and swift strike this turn - ($2)
Midband Calamandra - ($0)
Skip worker!

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Huntress 1+3/3 (armour piercing, swift strike, resist 1 from Calamandra, anti-air, sparkshot)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Calamandra L1 2/3 (units have Resist +1)

Buildings:

  • :heart: Base HP: 10
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Got to put the Huntress in Elite here, otherwise Carpe can just maxband Drakk to kill it, and I don’t want to have to rely on Calamandra to kill him afterwards.

P1T5


Tech StartingHand Workers

TECH
Chaos Mirror
Chaos Mirror


STARTING HAND
Kidnapping
Firebat
Bloodrage Ogre
Careless Musketeer
Firebat


WORKERS
Pillage
Nautical Dog
Charge
Bloodburn


NextHand

Careless Musketeer
Flame Arrow
Flame Arrow
Bombaster
Chaos Mirror


Tech 2 card(s)
Get Paid - ($8)
Cast Kidnapping on Huntress - ($3)
Frenzied Huntress, Frenzied Rambaster, and both heroes hit your base for 12 damage total, gg!

Float ($3)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (haste, can't patrol) 1/2
  • L4 Drakk Ramhorn (Dies:*) 2/1
  • L1 Jaina Stormborne (sparkshot) 2/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 8
1 Like

Nice! Completely disregarded Kidnapping so early.

P1T1


StartingHand Workers

STARTING HAND
Rampant Growth
Young Treant
Verdant Tree
Merfolk Prospector
Playful Panda


WORKERS
Verdant Tree


NextHand

Rich Earth
Forest’s Favor
Spore Shambler
Tiger Cub
Ironbark Treant


Discard

Rampant Growth
Young Treant
Playful Panda


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Master Midori - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Midori L1 2/3+1A
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector 1/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

OK, let’s try for an early Circle. Going for Galina and Giant Panda for the Wisps first, though.

1 Like

Yeah, Kidnapping is really useful for breaking tough patrol zones, even though it’s expensive early on; I almost had a Kidnapping 2-for-1 on Turn 3 after you patrolled Shambler and Ironbark, but Ironbark would’ve lived with 1 health. And, of course, it’s nice burst damage along with being one of the few things I can do about big Growth units.

P2T1


StartingHand Workers

STARTING HAND
Pillage
Careless Musketeer
Bombaster
Charge
Bloodrage Ogre


WORKERS
Pillage


NextHand

Makeshift Rambaster
Mad Man
Scorch
Nautical Dog
Bloodburn


Discard

Bombaster
Charge
Careless Musketeer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Bloodrage Ogre - ($2)
Summon Jaina Stormborne - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre 3/2+a
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Jaina Stormborne (sparkshot) 2/3
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Can't do much to break this down, so let's hunker up. If I patrol BRO in squad lead, Forest's Favor on Midori eats it for free, but I'm more okay with that than with Cal getting Forest's Favor. I can throw Jaina in behind.

@charnel_mouse's turn!

1 Like

P1T2


Tech StartingHand Workers

TECH
Giant Panda
Galina Glimmer


STARTING HAND
Tiger Cub
Forest’s Favor
Spore Shambler
Ironbark Treant
Rich Earth


WORKERS
Verdant Tree
Rich Earth


NextHand

Playful Panda
Spore Shambler
Rampant Growth
Young Treant


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Tiger Cub - ($1)
Merfolk Prospector exhausts for gold - ($2)
Forest’s Favor on Tiger Cub - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub 3/3+1A (+)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Midori L1 2/3
  • :target: Lookout:

In Play:

  • Merfolk Prospector 1/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Really want to midband Midori and rush flying, but only Prospector would block so Scorch would stop me dead. Blooming the Tiger Cub is expensive, but it can’t just be gotten out of the way with Jaina’s midband shot and a Mad Man, or a Charged Dog, or Scorch and a Mad Man. Midori’s still killed by midband Jaina and Ogre shooting the Cub, then a Charged Dog, but Carpe would have to skip worker and tech to do that. Threatening Giant Panda and midband Midori next turn, hopefully.

[b]P2T2[/b]
Tech StartingHand Workers

TECH
Surprise Attack
Surprise Attack


STARTING HAND
Scorch
Makeshift Rambaster
Bloodburn
Mad Man
Nautical Dog


WORKERS
Pillage
Bloodburn


NextHand

Bombaster
Makeshift Rambaster
Nautical Dog
Careless Musketeer
Surprise Attack


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Jaina casts Scorch on the Tiger Cub, dealing 1 damage after armor - ($2)
Jaina trades with the Tiger Cub; Midori levels to 3
Summon Captain Zane - ($0)
Bloodrage Ogre trades with Midori; Zane levels to 3
Zane kills Merfolk Prospector and takes 1 damage

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L3 Captain Zane (haste) 2/1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

The first line that comes to me is Scorch the SQL, Jaina trades into it, Midori levels to 3, summon Zane, BRO trades with Zane, he kills Prospector. Next turn I can level Zane to midband or maxband as required. Since I’m not getting Tech 1 up (but I think it’s more valuable to clear Green’s board), I’ll go with spells. Chaos Mirror works with both Rambaster and Mad Man, although it’s a weird situation otherwise. Surprise Sharks is actually better here. Other lines of play…I can Mad Man + BRO, level Jaina to 4 and kill Midori, leaves me 1 gold but doesn’t kill Prospector. I have to spend that gold on maxing Jaina lest she die outright to Prospector, and that’s still vulnerable to Rampant Growth exactly. Right now, that’s exactly 50/50. Leaves Jaina up, which lets me tech Fire spells, but I’m really wary of taking a 50/50 that gets me blown up like that, basically killing Prospector in exchange for losing Jaina. I could also midband Jaina and trade her + Mad Man (4 gold) into Tiger Cub, then kill off Midori, but nah that’s just an inferior version of Line #1.

@charnel_mouse’s turn!

1 Like

P1T3


Tech StartingHand Workers

TECH
Giant Panda
Behind the Ferns


STARTING HAND
Young Treant
Rampant Growth
Playful Panda
Spore Shambler
Giant Panda


WORKERS
Verdant Tree
Rich Earth
Spore Shambler


NextHand

Giant Panda
Ironbark Treant
Forest’s Favor
Galina Glimmer


Tech 2 card(s)
Get Paid - ($6)
Technician draw
Giant Panda, Wisp arrives - ($3)
Playful Panda, Wisp #2 arrives - ($1)
Worker - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Merfolk Prospector 1+1/1
  • :ps_: Scavenger: Wisp #1 0/1
  • :pschip: Technician: Wisp #2 0/1
  • :target: Lookout:

In Play:

  • Giant Panda 2/2
  • Playful Panda 2/4

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Ouch. Just going to bring in more Pandas, and a Behind the Ferns in case I have to run a Panda into a Bugblatter. Next turn I can bloom the Giant Panda to block things behind, try and get some Galina income.

So…many…pandas.

[b]P2T3[/b]
Tech StartingHand Workers

TECH
Lobber
Lobber


STARTING HAND
Bombaster
Makeshift Rambaster
Surprise Attack
Nautical Dog
Careless Musketeer
Scorch


WORKERS
Pillage
Bloodburn
Makeshift Rambaster


NextHand

Lobber
Lobber
Surprise Attack
Mad Man
Charge


Tech 2 card(s)
Get Paid - ($7)
Level Zane once to midband, he heals - ($6)
Zane kills the Technician Wisp, we both draw
Maxband Zane, he shoves the Prospector into Lookout and kills it - ($4)
Worker - ($3)
Tech 1 - ($2)
Summon Bombaster - ($0)

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster 2/2+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L6 MAX Captain Zane (haste) 4/4

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

So the obvious play seems to be Surprise Attack to finish off the patrol zone. If I midband Zane (1 gold), kill scavenger wisp (-1 gold, 0 total gold), maxband Zane (2 gold), shove Prospector into Scavenger (1 total gold), and Surprise Attack (6 gold), that clears out the other wisp and a Panda, leaving me with a maxed-out Zane. Expensive, but it gets the job done. The problem is that I don’t get to Tech 1, and I don’t build much of a board. Alternate line is that I midband Zane (1 gold) and kill a Technician, and then spend 5 gold filling out my patrol zone. If I want, I can (with a net gold of 3) clear the Merfolk Prospector into Technician, leaving me 3 gold to play cards. If I draw Mad Man off of that, I can even kill off the other Wisp. 3 gold lets me Bombaster and Tech 1. I think that’s the play here.

@charnel_mouse’s turn!

1 Like

What’s that? You want more pandas?
:lum::lum::lum:

P1T4


Tech StartingHand Workers

TECH
Spirit of the Panda
Stampede


STARTING HAND
Forest’s Favor
Ironbark Treant
Galina Glimmer
Giant Panda
Young Treant


WORKERS
Verdant Tree
Rich Earth
Spore Shambler
Ironbark Treant


NextHand

Tiger Cub
Spirit of the Panda
Rampant Growth
Behind the Ferns


Tech 2 card(s)
Get Paid - ($7)
Technician draw
Giant Panda #2, Wisp #2 arrives - ($4)
Galina Glimmer - ($3)
Argagarg, Wisp #3 arrives - ($1)
Worker - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Giant Panda #1 2/4+1A
  • :psfist: Elite: Wisp #1 0/1
  • :ps_: Scavenger: Wisp #2 0/1
  • :pschip: Technician: Playful Panda 2/2
  • :target: Lookout: Wisp #3 0/1

In Play:

  • Argagarg L1 1/3
  • Giant Panda #2 2/4
  • Galina Glimmer 2/2 (1 gold per 2 green units at upkeep)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

:lum::lum::lum:

1 Like

Let’s play! (bounce bounce bounce)

I only wish I’d had a Maximum Anarchy for you…

P2T4


Tech StartingHand Workers

TECH
Flame Arrow
Molting Firebird


STARTING HAND
Mad Man
Surprise Attack
Charge
Lobber
Lobber


WORKERS
Pillage
Bloodburn
Makeshift Rambaster
Charge


NextHand

Scorch
Careless Musketeer


Discard

Surprise Attack
Bombaster 2/2
Lobber
Flame Arrow
Molting Firebird


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Zane casts Surprise Attack! It’s super shark-fective and summons two 3/1 hasted ephemeral sharks! - ($2)
One of the Sharks and Bombaster kill the Giant Panda
Zane kills the Scavenger wisp; we both get a gold - ($3)
Summon two Lobbers and a Mad Man - ($0)
The second shark trades with Playful Panda
The Mad Man kills your Lookout wisp
One of the Lobbers kills your Elite wisp and takes 1 damage
The other Lobber trades with Galina

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L6 MAX Captain Zane (haste) 4/4
  • Mad Man (haste) 1/1
  • Lobber (haste) 2/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 2
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Alright, I can field two sharks, two lobbers, and have Zane and Bombaster. Unfortunately I need 5 attack to break through the Giant Panda. If I kill Scavenger with Zane, after Shark + Bombaster kills Squad Lead, I get a gold, which lets me also play Mad Man. Mad Man kills Lookout, shark kills Playful Panda, Lobber kills Elite Wisp, second Lobber kills Galina, leaving Mouse with nothing but Arg and a 2/4 Panda, leaving me with Zane and a Lobber and a Mad Man. I got really lucky to draw all my haste this turn.

Next turn or so will be rough, but hoping we can get Tech II up for a future Molting Firebird play. Might just wind up teching to Anarchy T3 with a Tech Lab so I can use Firebird to keep Mouse in check.

@charnel_mouse’s turn!

1 Like

Oh no! I’ll just have to make my last panda more panda-y.

P1T5


Tech StartingHand Workers

TECH
Stampede
Centaur


STARTING HAND
Behind the Ferns
Rampant Growth
Tiger Cub
Spirit of the Panda
Young Treant


WORKERS
Verdant Tree
Rich Earth
Spore Shambler
Ironbark Treant
Young Treant


NextHand

Stampede
Forest’s Favor
Merfolk Prospector
Behind the Ferns


Tech 2 card(s)
Get Paid + scavenger - ($9)
Technician draw
Spirit of the Panda on remaining Giant Panda - ($5)
Argagarg kills Lobber, takes 2 damage
Giant Panda kills Zane, takes 4 damage, takes his gold scrip, Argagarg hits level 3 (midband) and heals - ($6)
Maxband Argagarg, Water Elemental arrives - ($4)
Worker - ($3)
Tiger Cub - ($1)

Float ($1)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental 3/3+1A (anti-air)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tiger Cub 2/2
  • :target: Lookout:

In Play:

  • Argagarg L5 1/5
  • Giant Panda 4/2 (Spirit of the Panda, 4 damage)
  • Spirit of the Panda (attached to Giant Panda, healing 1, gives +2/+2 and 1 gold on attack)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Wowee. How does that work out on value for him? I lost a Playful and a Giant Panda, plus Galina, so 6 gold and 3 cards. He spent a Surprise Attack and a Lobber, so 6 gold and 2 cards, plus another card for Technician (scavenger bonuses cancel out). So an even trade. Better for him when I’m losing Galina’s income, but now I can get rid of Zane without a loss. No Tech II yet without skipping a worker, so I’ll stick to spells for now, and stick in a Centaur now he’s looking at crowd control.

1 Like

(looks at hand)

Yeah, I can’t bounce back from that. GG!

1 Like

Ooh, rough hand. GG! Thanks for the games Carpe, I’m going to call it there so I get a break before the tournament starts. See you there!

1 Like

Ciao! It was good practice! I wish I’d been able to get a cleaner play that last turn, but Galina represented a hefty gold boost for you.

1 Like