Sure, we can go another round. Your turn to start.
It is very hard to tell when to block and when to press the offense against red, but it mainly revolves around guessing what is a key piece and taking it out. You did well taking out Jaina, as that derailed me a good bit on my tech choices, but I was able to stick around by protecting my tech 2.
So, another spell to consider, circle of life, can get you out of mid and late game jams, especially if you keep losing tech buildings. It’s pretty difficult to use though, as it’s overall cost is very high. Midori plus a tech 1 or 0 unit, plus the 3g spell. Best case you swap out a 1g tech 1 for a tech 2 big dude or hasty mimic.
The dream play with Circle of Life seems like it would be to use it on a Centaur that killed a couple of units with overpower and only has 1 HP left; that way you get the full value out of the Centaur and can thus count its cost out of the equation. That’s extremely unlikely in practice, though, so using it on a $1 Tech I unit is probably the next best thing.
STARTING HAND
Bombaster
Pillage
Charge
Scorch
Mad Man
WORKERS
Bloodburn
Scorch
NextHand
Careless Musketeer
Charge
Mad Man
Pillage
Crash Bomber
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Mad Man and Ogre kill Water Elemental - ($4)
Midband heal Zane, kill Wisp, we both get 1g - ($2)
Tech 1 - ($1)
STARTING HAND
Dinosize
Playful Panda
Merfolk Prospector
Spirit of the Panda
WORKERS
Verdant Tree
Spore Shambler
Forest’s Favor
Merfolk Prospector
NextHand
Dothram Horselord
Young Treant
Dothram Horselord
Dinosize
Tech 2 card(s)
Get Paid + float - ($8)
Worker
Tech II Balance - ($4)
Spirit of the Panda - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Ironbark Treant 3/4/3 (+2/+2 and Healing 1 from Spirit of the Panda, -2/+2 patrol, /+1 leader)
Elite:
Scavenger:
Technician: Argagarg L5 1/4 (1 damage)
Lookout:
In Play:
Rich Earth
Spirit of the Panda (attached to Ironbark Panda)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Horselords are cheap, powerful, and won’t have a big downside if most of his stuff is ephemeral. Will die to a Crashbarrow for the same price, but Rhinos and Elephants are asking for a Kidnapping, especially the latter. Treant is not exactly the unit I had in mind for Spirit of the Panda, but it’s looking better than my other options right now.
The 3/4/3 stat threw me off for a second. I’m used to armor as 3/4+3A, though your way is shorter. Also there really is no need to type out all those effects. Card names and current stats
Ironbark Treant 3/4+3A, Spirit of the Panda
Would be enough for most players.
"P2T4
Tech StartingHand Workers
TECH
Shoddy Glider
Kidnapping
STARTING HAND
Nautical Dog
Bombaster
Gunpoint Taxman
Makeshift Rambaster
Tech 2 card(s)
Get Paid - ($8)
worker - ($7)
Drakk mid - ($2)
Gunpoint Taxman - ($0)
crash bomber hits treant, deals 3 with frenzy, dies and death hits treant for 1 more
Careless Musketeer finishes the treant
I’ve been trying to only put in reminders for things that matter on defence, but the Treant that turn was a bit much. I’ll abbreviate more and see if it’s any better.
P1T5
Tech StartingHand Workers
TECH
Ferocity
Ferocity
STARTING HAND
Dinosize
Dothram Horselord
Dothram Horselord
Young Treant
WORKERS
Verdant Tree
Spore Shambler
Forest’s Favor
Merfolk Prospector
Young Treant
NextHand
Rampant Growth
Playful Panda
Centaur
Discard
Ironbark Treant
Spirit of the Panda (attached to Ironbark Panda)
Dinosize
Ferocity
Ferocity
There’s a choice here between midbanding Calamandra, playing the second Horselord, and building a tower, depending on what mix of Crashbarrows and Kidnappings I think zhavier’s got. Thing is, if he’s got one of either he’ll be able to kill a hero and maxband Drakk, and Drakk’s bad enough at midband as it is, so I’m going with two Horselords and hoping he doesn’t Kidnap. If my units go down this turn, next hand isn’t going to give me much to recover with anyway.