[Casual] charnel_mouse (Green) vs. zhavier (Red/Blue)

Ow.
If a squad leader’s unattackable by Tech 0 units, do Tech 0 units run past them, or can they just not attack?

P2T3


Tech StartingHand Workers

TECH
Tiny Basilisk
Ferocity


STARTING HAND
Tiger Cub
Young Treant
Spore Shambler
Tiny Basilisk
Rampant Growth
Forest’s Favor


WORKERS
Rich Earth
Verdant Tree
Tiger Cub


NextHand

Merfolk Prospector
Forest’s Favor
Ferocity
Galina Glimmer


Tech 2 card(s)
Get Paid + float + scavenger - ($9)
Worker - ($8)
Tiny Basilisk - ($6)
Young Treant, draw - ($4)
Calamandra arrives - ($2)
Forest’s Favor on Tiny Basilisk - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk 2/3/1(+1 rune, /+1 leader)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Young Treant 0/2
  • :target: Lookout:

In Play:

  • Calamandra L1 2/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Basilisks and Ferocity for slowing things down.

@zhavier’s turn!

Tech 0 units can just pretend the unattackable patrollers aren’t there.

P1T4


Tech StartingHand Workers

TECH
Hotter Fire
Ember Sparks


STARTING HAND
Pillage
Gunpoint Taxman
Charge
Molting Firebird


WORKERS
Scorch
Bloodrage Ogre
Careless Musketeer
Charge


NextHand

Makeshift Rambaster
Bloodlust
Bloodburn
Mad Man


Discard

Crash Bomber
Molting Firebird
Pillage
Hotter Fire
Ember Sparks


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Gunpoint Taxman, gains haste from Drakk - ($4)
Tech 2 Fire - ($0)
Crash bomber hits Basilisk for 3, dies, sends death curse at basilisk, killing it
Drakk kills Treant
Gunpoint Taxman kills Calamandra, levels have nowhere to go

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Drakk 3/4, lvl 6
  • Gunpoint Taxman 3/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

P2T4


Tech StartingHand Workers

TECH
Oversized Rhinoceros
Ferocity


STARTING HAND
Galina Glimmer
Forest’s Favor
Merfolk Prospector
Ferocity
Rampant Growth


WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Forest’s Favor


NextHand

Spore Shambler
Ferocity
Ironbark Treant
Playful Panda
Tiny Basilisk


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech 2 Growth - ($3)
Argagarg and Wisp - ($1)
Galina Glimmer - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argagarg L1 1/3/1 (/+1 leader)
  • :psfist: Elite: Galina Glimmer 3/2 (+1/ elite)
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

@zhavier’s turn!

P1T5


Tech StartingHand Workers

TECH
Hotter Fire
Molting Firebird


STARTING HAND
Mad Man
Bloodburn
Bloodlust
Makeshift Rambaster


WORKERS
Scorch
Bloodrage Ogre
Careless Musketeer
Charge
Bloodburn


NextHand

Nautical Dog
Gunpoint Taxman
Bombaster
Pillage
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($8)
Max Zane, move Argagarg to lookout, ping for 1 damage - ($1)
Zane kills Wisp, we both get 1g - ($2)
Gunpoint Taxman kills Galina Glimmer, I steal that 1g you just got - ($3)
Drakk kills Argagarg, levels fizzle again
Heroes’ Hall - ($1)
Worker - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Drakk 3/3, lvl 6
  • Zane 4/4, lvl 6

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Well, my Tech 2 is still standing on Turn 5, I guess that’s a start…

P2T5


Tech StartingHand Workers

TECH
Oversized Rhinoceros
Might of Leaf and Claw


STARTING HAND
Playful Panda
Spore Shambler
Tiny Basilisk
Ironbark Treant
Ferocity


WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Forest’s Favor
Ironbark Treant


NextHand

Ferocity
Tiny Basilisk
Rampant Growth


Discard

Galina Glimmer
Ferocity
Spore Shambler
Oversized Rhinoceros
Might of Leaf and Claw


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Calamandra - ($6)
Tiny Basilisk - ($4)
Playful Panda and Wisp - ($2)
Ferocity - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk 1/3 (first strike + armour piercing this turn, /+1 leader)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp 0/1 (first strike + armour piercing this turn)
  • :target: Lookout:

In Play:

  • Calamandra 2/3
  • Playful Panda 2/2 (first strike + armour piercing this turn)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

@zhavier’s turn!

1 Like

Well, you slowed me down a bit :slight_smile:

P1T6


Tech StartingHand Workers

TECH
Kidnapping
Cinderblast Dragon


STARTING HAND
Nautical Dog
Bombaster
Makeshift Rambaster
Gunpoint Taxman
Pillage


WORKERS
Scorch
Bloodrage Ogre
Careless Musketeer
Charge
Bloodburn
Pillage


NextHand

Mad Man
Hotter Fire
Ember Sparks


Discard

Nautical Dog
Bombaster
Kidnapping
Cinderblast Dragon


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Jaina - ($6)
Nautical Dog, gains haste from drakk - ($5)
Makeshift Rambaster drives past basilisk, kills wisp - ($3)
Nautical Dog walks past basilisk, kills Calamandra, Jaina to lvl 3
Gunpoint Taxman - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman 3/3+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Zane 4/4, lvl 6
  • :target: Lookout:

In Play:

  • Drakk 3/3, lvl 6
  • Jaina 2/3, lvl 3
  • Makeshift Rambaster 1/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 10
1 Like

With the swift strike on the Basilisk? I was hoping I’d make that happen a turn or two sooner.
P2T6


StartingHand Workers

STARTING HAND
Ferocity
Rampant Growth
Tiny Basilisk
Merfolk Prospector


WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Forest’s Favor
Ironbark Treant
Merfolk Prospector


NextHand

Young Treant
Spore Shambler
Oversized Rhinoceros


Tech 0 card(s)
Get Paid - ($10)
Worker - ($9)
Tiny Basilisk #2 - ($7)
Argagarg and Wisp - ($5)
Rampant Growth on Playful Panda - ($3)
Playful Panda kills Gunpoint Taxman, 1 damage
Tiny Basilisk #1 trades with Zane, Argagarg to midband
Argagarg attacks Makeshift Rambaster for 1 damage
Maxband Argagarg, summon Water Elemental - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk 1/2/1 (/+1 leader)
  • :psfist: Elite: Wisp 1/1 (+1/ elite)
  • :ps_: Scavenger:
  • :pschip: Technician: Water Elemental 3/3 (anti-air)
  • :target: Lookout:

In Play:

  • Argagarg L5 1/5
  • Playful Panda 2/1 (1 damage)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 11
Thoughts

Eh, I guess that Wisp should have been in Elite to discourage what happened on zhavier’s turn. Never mind. Patrol is so that only Drakk can kill the Basilisk by himself as the board currently stands, and the Rambaster has to trade even if it attacks the Wisp. My economy and card count are awful, but my tech buildings are still up, I’ve at least survived longer than last time, and hopefully the Elemental will deter any flying shenanigans for a moment. I’m worried about Kidnappings, I haven’t seen any big spells yet and he’s got a lot of heroes running around at high levels.

@zhavier’s turn!

Arg doesn’t have haste, so my rambaster remains safe

1 Like

I realize I’m probably not going easy on you… But I hope I’m not turning you off. One pointer is that moments peace is slightly more effective than ferocity against red, unless you have attackers that take advantage. Moments peace followed by ferocity could work very well probably.

I don’t want to scare you off :). I probably lost the first 10+ straight games I played on the forum.

"P1T7


Tech StartingHand Workers

TECH
Doubleshot Archer
Firehouse


STARTING HAND
Mad Man
Hotter Fire
Ember Sparks
Molting Firebird


WORKERS
Scorch
Bloodrage Ogre
Careless Musketeer
Charge
Bloodburn
Pillage


NextHand

Hotter Fire
Crash Bomber
Molting Firebird


Discard

Nautical Dog
Bombaster
Kidnapping
Cinderblast Dragon
Gunpoint Taxman
Mad Man
Doubleshot Archer
Firehouse


Tech 2 card(s)
Get Paid + float - ($11)
Hotter Fire - ($8)
Molting Firebird, gets haste from drakk - ($4)
Midband Jaina - ($3)
Use Midband to hit water elemental for 1+1 hotter fire
Ember Sparks, up to 3 targets for 3+1 hotter fire : 1 to water elemental, dies, 1 to Basilisk, and 2 to base, now at 18 - ($0)
Firebird finally attacks destroying tech 2 with Drakk frenzy, ability then deals 1+1 hotter fire damage to all units and heroes, killing wisp, panda and Basilisk (who’s armor had been previously removed), base to 16
Drakk kills Arg, weakened by Firebirds dehydrating presence, Jaina to lvl 6 (not yet maxed)
Makeshift Rambaster hits base for 4, now at 12

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Drakk 3/2, lvl 6
  • Jaina 3/3, lvl 4
  • Makeshift Rambaster 1/2
  • Molting Firebird 4/3
  • Hotter Fire

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10
    "
2 Likes

Yep, that looks like a conceding turn for me.

Definitely not, I’d rather you didn’t go easy on me! I was thinking that Ferocity would be enough on defence, but Moment’s Peace looks to be useful if you’re struggling to keep things alive long enough to come out of arrival fatigue. Speaking of spells, I was surprised all those heroes on the board weren’t really casting much, were you just concentrating on board presence?

I’m up for another game, if you are :slight_smile:

1 Like

Drakk’s midband and maxband are so incredible he doesn’t really need spells, but I did tech kidnapping and bloodlust eventually. On T2 I didn’t tech a spell specifically because I thought drakk might be dead from rampant growth or forest’s favor.

The problem with moment’s peace is the cost. 2g and a card might not sound like much, but developing a board while paying that cost and while making sure red heroes and especially zane don’t kill your stuff is rough.

I can go again, same colors? You can start. I don’t have to play red if theres another matchup you’d like to see.

2 Likes

That’s fair, killing Drakk would have been the plan for Turn 2 if I’d had them in hand.

Now that I’m playing the game instead of watching, everything seems expensive! I guess you’d have to stagger it, by getting Midori out first and hoping he lives for a turn.

I’m happy with the same colours if you’re not getting bored. I’ll see them all eventually, so I might as well get comfortable with one of them. Well, as comfortable as you can be in this game.

2 Likes

Ok then, your turn to start.

P1T1


StartingHand Workers

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


WORKERS
Verdant Tree


NextHand

Young Treant
Forest’s Favor
Tiger Cub
Spore Shambler


Discard

Rampant Growth
Ironbark Treant


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Playful Panda and Wisp - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Playful Panda 2/2

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

@zhavier’s turn!

P2T1


StartingHand Workers

STARTING HAND
Bloodrage Ogre
Bombaster
Pillage
Scorch
Charge


WORKERS
Scorch


NextHand

Nautical Dog
Makeshift Rambaster
Careless Musketeer
Mad Man
Bloodburn


Discard

Charge
Pillage
Bombaster


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodrage Ogre - ($2)
Zane, kills SQL wisp - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre 3/2+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane 2/2, lvl 1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

P1T2


Tech StartingHand Workers

TECH
Centaur
Galina Glimmer


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


WORKERS
Verdant Tree
Forest’s Favor


NextHand

Ironbark Treant
Galina Glimmer
Spore Shambler
Tiger Cub


Tech 2 card(s)
Get Paid - ($5)
Young Treant, draw a card - ($3)
Prospector exhausts for a gold - ($4)
Rich Earth - ($1)
Worker
Tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Playful Panda 2/2/1 (/+1 leader)
  • :psfist: Elite:
  • :ps_: Scavenger: Young Treant 0/2
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Merfolk Prospector 1/1
  • Rich Earth

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Without the gold from the Prospector I was going to put Midori down, I guess we’ll see if Rich Earth is worth the trouble.

@zhavier’s turn!

P2T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Crash Bomber


STARTING HAND
Nautical Dog
Makeshift Rambaster
Mad Man
Careless Musketeer
Bloodburn


WORKERS
Scorch
Bloodburn


NextHand

Charge
Gunpoint Taxman
Crash Bomber
Bombaster
Nautical Dog


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Midband Zane, kills Panda - ($1)
Ogre kills Treant
Mad Man kills Prospector - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Zane 3/1, lvl 4
  • Bloodrage Ogre 3/2

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

P1T3


Tech StartingHand Workers

TECH
Centaur
Moment’s Peace


STARTING HAND
Galina Glimmer
Ironbark Treant
Tiger Cub
Spore Shambler


WORKERS
Verdant Tree
Forest’s Favor
Tiger Cub


NextHand

Rampant Growth
Centaur


Discard

Playful Panda
Young Treant
Merfolk Prospector


Tech 2 card(s)
Get Paid + scavenger - ($7)
Worker
Ironbark Treant - ($4)
Spore Shambler - ($1)
Galima Glimmer - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant 1/2/3 (-2/+2 patrol, /+1 leader)
  • :psfist: Elite:
  • :ps_: Scavenger: Spore Shambler 2/3 (2 +1 runes)
  • :pschip: Technician: Galina Glimmer 2/2
  • :target: Lookout:

In Play:

  • Rich Earth

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Going seriously down to cards here, but if something survives I can pull out Rampant Growth and at least take out something.

@zhavier’s turn!

Heh prevented Galina’s ability :slight_smile:

"P2T3


Tech StartingHand Workers

TECH
Steam Tank
Marauder


STARTING HAND
Gunpoint Taxman
Crash Bomber
Nautical Dog
Bombaster
Charge


WORKERS
Scorch
Bloodburn
Bombaster


NextHand

Mad Man
Charge
Careless Musketeer
Makeshift Rambaster
Pillage


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Max Zane, move treant to lookout ping off 1 armor - ($4)
Zane kills Spore Shambler, we both get 1g - ($5)
Tech 2 Anarchy - ($1)
Ogre kills treant
Crash Bomber - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Crash Bomber 2/2
  • :target: Lookout:

In Play:

  • Zane 4/2, lvl 6
  • Bloodrage Ogre 3/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

teching into anarchy as a good spec for a tech 3 rush. teching in some sorta low cost tech 2 that should help protect my tech 3 or help me kill things.

"

P1T4


Tech StartingHand Workers

TECH
Stalking Tiger
Barkcoat Bear


STARTING HAND
Rampant Growth
Centaur


WORKERS
Verdant Tree
Forest’s Favor
Tiger Cub


NextHand

Rampant Growth
Merfolk Prospector


Tech 2 card(s)
Get Paid + Scavenger - ($8)
Centaur - ($5)
Midori - ($3)
Rampant Growth on Galima - ($1)
Galima kills Crash Bomber, you draw a card, my base goes down to 19

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Centaur 3/4/1 (/+1 leader)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Midori L1 2/3
  • :target: Lookout:

In Play:

  • Rich Earth
  • Galina Glimmer 2/2

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 2
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

@zhavier’s turn!