Manufactured Truth
Arrest
Brave Knight
Spectral Flagbearer
Spectral Flagbearer
Tech 2 card(s)
Get Paid + scav - ($9)
Drill Sergeant, draw 1 - ($6)
Drill Sergeant, draw 1, DS+1 - ($3)
Spectral Aven, draw 1, DS+2 - ($1)
Move 1 rune to cadet, trades with basilisk
Move 1 rune to Reputable Newsman, kills wisp
Traffic Director, reshuffle, draw 1, DS+2 - ($0)
Overeager Cadet, draw 1, DS+2
Overeager Cadet, draw 1, DS+2
move 4 runes to Building Inspector, kill Calamandra, Quince to max
move 1 rune to cadet
Float ($0)
Discard 6, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Overeager Cadet 3/3+A +1 rune
Elite:
Scavenger: Overeager Cadet 2/2
Technician:
Lookout: Spectral Aven 2/2
In Play:
Flagstone Garrison 4
Quince 1/5, lvl 5
Reputable Newsman 1/3, +1 rune, naming 5
Drill Sergeant 4/4, +1 rune
Drill Sergeant 4/4, +1 rune
Building Inspector 5/1, +4 runes
Traffic Director 1/1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
I am tragically annoyed with myself that I teched dreamscape instead of tax collector. Dreamscape was a silly idea, and then I had to build a tower instead of a tech lab, so it was just all around silly. And I could have waited to tech dreamscape until needed…
Tiger Cub
Blooming Elm
Murkwood Allies
Blooming Ancient
Ironbark Treant
Discard
Playful Panda
Rampant Growth
Murkwood Allies
Stampede
Tech 0 card(s)
Get Paid + float - ($11)
Blooming Ancient - ($7)
Young Treant, I draw, Blooming Ancient gets a rune - ($5)
Might of Leaf and Claw - ($2)
Master Midori, Blooming Ancient gets a rune - ($0)
Ancient gives a rune to Playful Panda
Argagarg boosts Playful Panda
Playful Panda trades with SQL Overeager Cadet, MoLaC gets a rune
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Midori L1 2/3+A
Elite:
Scavenger: Young Treant 0/2
Technician:
Lookout:
In Play:
Argagarg L5 1/5
Blooming Ancient 3/5 (+)
Might of Leaf and Claw (1 growth rune, need 5)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
Activating Might of Leaf and Claw is pretty much the only chance I stand, he’s got too much on the board for anything else.
Tech 2 card(s)
Get Paid - ($8)
Cadet and Spectral Aven kill Midori, Cadet to discard, levels fizzle
Quince and Traffic Director kill Young Treant
Spectral Flagbearer, draw 1, DS+2 - ($7)
Spectral Flagbearer, draw 1, DS+2 - ($6)
Total of 6 runes between the 2 Drill Sergeants. Move all runes to DS 1, hit base for 9
Move all runes to DS 2, hit base for 9
Building Inspector finishes your base, GG!
I’m up for going again, if you are? I thought I wouldn’t have to worry about haste against blue rather than red, but Manufactured Truth can really do some work.
STARTING HAND
Forest’s Favor
Spore Shambler
Rich Earth
Tiger Cub
Playful Panda
WORKERS
Rich Earth
NextHand
Ironbark Treant
Rampant Growth
Merfolk Prospector
Young Treant
Verdant Tree
Discard
Tiger Cub
Spore Shambler
Forest’s Favor
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Playful Panda and Wisp - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Wisp 0/1
Technician:
Lookout:
In Play:
Playful Panda 2/2
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 5
Thoughts
My opening comments last game about Murkwood Allies being bad against Sparkshot from Peace makes no sense, that’s Onimaru.
Keeping the Spore Shambler around in case of early illusions.
Given the only ““anti-air”” Blue starts with is the Spectral Aven, I’m wondering whether I can risk thinning my patrol by teching in a Gemscout Owl, and relying on Spore Shambler and targeted abilities/spells to deal with Aven. Maybe not, given the Manufactured Truth debacle last game.
Going for growth runes seems like a good idea for killing illusions or keeping up with peace, but I might need to bring in extra Argagarg and/or a Giant Panda or something so I’m not relying on Murkwood. Huntresses would be efficient against Brave Knights and Air Hammers, and drive the Aven off any Owls. I have no idea at the moment how to respond to Law, but that doesn’t seem to get specced often.
Onimaru’s going to be nasty for my wisps if he’s teched Elite Training, but I don’t have to worry about that for this turn’s patrol. Hopefully the Elite panda will stop him from hitting the backline with anything apart from the Traffic Director, but the Prospector is definitely a goner.
I have two choices here: Bring in Argagarg for free blockers, or bring in Midori and threaten an early Circle of Life on the owl to get an early Blooming Ancient. The second would get me on the offensive a bit faster, as long as I can get decent blockers down before zhaver’s first techs come out. I’m going to risk that, and hope I draw Young Treant early enough to get some teched blockers in on time.
You forgot to make a worker, though you did pay for it, so you should redo your draw. Put everything in your discard, minus the worker, and just hit “draw 1” 5 times (make sure you don’t have too many tech cards in there, should only be 2 tech cards in the discard, not 4, at this point). Also make sure the tech choice column is empty.
Then you can make your two new tech choices, and carry on with your turn.
P2T2
Tech StartingHand Workers
TECH
Tax Collector
Overeager Cadet
STARTING HAND
Porkhand Magistrate
Manufactured Truth
Spectral Aven
Arrest
WORKERS
Jail
Porkhand Magistrate
NextHand
Bluecoat Musketeer
Lawful Search
Tax Collector
Reputable Newsman
Manufactured Truth
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Oni kills Wisp
Tech 1 - ($4)
Tower - ($1)
Float ($1)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Traffic Director 1/1+A
Elite:
Scavenger:
Technician: Building Inspector 1/1
Lookout:
In Play:
Onimaru 2/3, lvl 1
Buildings:
Base HP: 20
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
I could really go nuts and play arrest and MT and kill Midori. Seems like an over reach though.
STARTING HAND
Spore Shambler
Young Treant
Ironbark Treant
Tiger Cub
Circle of Life
WORKERS
Rich Earth
Verdant Tree
Forest’s Favor
NextHand
Spore Shambler
Rampant Growth
Circle of Life
Gemscout Owl
Ironbark Treant
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Young Treant, I draw (same card as before edit) - ($3)
Tiger Cub - ($1)
Merfolk Prospector exhausts for gold - ($2)
Float ($2)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite: Playful Panda 3/2
Scavenger: Young Treant 0/2
Technician:
Lookout:
In Play:
Midori L1 2/3
Merfolk Prospector 1/1
Tiger Cub 2/2
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
No luck with drawing the Owl and the Circle. Oh well. Circle would only get me a Tech I right now, which isn’t a break even, so I’m going to wait until it can have a bigger impact. Heroes’ Hall so I can bring in Argagarg or Calamandra if needed, and on the off-chance he’s teched a Tax Collector. EDIT: Building Inspector stops the Hall, I’ll float it for now and hope for a big next turn with the Circle.