It takes a couple games but you get the hang of it I usually just copy paste my previous turn and fill it in with the new turn’s stuff, use the spreadsheets to track my deck state, and the posts to track everything else XD GL HF @Chronopolize I’ll be happy to offer advice any time you ask for it!
[details=Starting Hand]
Verdant Tree
Tiger Cub
Rich Earth
Ironbark Treant
Playful Panda [/details]
##Events of Turn:
###Upkeep:
Get Gold (5)
No techs turn 1
[details=All Teched Cards]
none [/details]
###Main:
Rich Earth (2)
Playful Panda (0)
Worker Up (0)
[details=Workers]
Verdant Tree [/details]
Patrol as below
Discard 2 Draw 4
Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 18
####In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Wisp (0/1)
Lookout:
####In Play:
Playful Panda (2/2)
Rich Earth
###Economy Info:
####Cards:
Hand: 4
Deck: 1
Disc: 2
####Gold:
Gold: 0
Workers: 6
[details=End of Turn Hand]
Forest’s Favor
Spore Shambler
Young Treant
Merfolk Prospector [/details]
[details=End of Turn Discard]
Ironbark Treant
Tiger Cub [/details]
[details=My Thoughts]
Starting a bit soft with Rich Earth to hopefully make the game last longer, gives more interesting experience to a new player. Thought about wisp in elite so it would trade with the dog, and then realized Zane would just take the one damage. Rather get back to card even and take a bad gold trade, I’ll be okay for gold [/details]
[details=My Thoughts]
Let’s try out bloodburn this game. I think it will encourage hero play from green.
I didn’t tech to denonate off the spot, which I’m sort of worried about. But I guess it’s like a second worker that costs 2 and lasts for ~5 turns. There should be ways to gain that advantage back.
[details=End of Turn Hand]
Ironbark Treant
Centaur
Playful Panda
Murkwood Allies [/details]
[details=End of Turn Discard]
Rampant Growth
Forest’s Favor [/details]
[details=My Thoughts]
I like where this went, I knew I’d have a good shot to react to what I drew with Young Treant (I was 60% to draw into my non-teched cards, and even if I did draw one I was okay just definitely drawing the other next turn). Now I can either Centaur + Tech 2 next turn, or Murkwood and bleed his cards. [/details]
STARTING HAND
Firebat
Makeshift Rambaster
Bloodrage Ogre
Careless Musketeer
Pillage
WORKERS
Charge
Scorch
Pillage
NextHand
Firebat
Nautical Dog
Chaos Mirror
Careless Musketeer
Bombaster
Tech 2 card(s)
Get paid ($6)
Worker ($5)
Play Firebat ($3)
Captain Zane attacks Merfolk Prospector (it dies, Bloodburn up to 4 runes)
Level Captain Zane to level 4, heals to full hp ($0)
Activate Bloodburn to deal 1 damage to Young Treant
Discard 3, draw 1, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Firebat (3/3+1 armor)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Captain Zane (Level 4)
Bloodburn (2 runes)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4 (5 was an error)
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
My Thoughts
I was thinking of getting Flame Arrow in preparation for a 2v2 hero war, but you didn’t get a hero this turn.
Fire Dart doesn’t hit heros, and ember can’t hit a non-patrolling unit. (thinking those 4/4 tigers or an elephant). Chaos Mirror is a little worse without me having little dudes, but it seems solid potential against both heros and units even into tech 3.
I’m planning to go Fire spec and Doubleshot Archers, while holding the front with 3/3’s.
At tech 2, I’m planning to go for Drakk in preperation for a Molting Pheonix + Brakk Combo
Fixed it (hopefully)! Gosh this formatting. I tried to edit my post to make it the same format as yours but got lost somewhere. I’ll be sure to grab the bb code after this game, or from another thread.
[details=My Thoughts]
I’m having fun just pumping the board, hopefully Blooming Ancient will get big and then Ferocity will make him a brick wall XD [/details]
Cast Chaos Mirror, swap Young Treant and Centuar’s atk (now 0/4). ($2)
Level Captain Zane to level 6 ($0), Use ability on Young Treant, moving it to the Scavenger slot and killing it. (Both gain 1 gold, $1)
Activate Firebat’s ability on Young Tiger, killing it ($0)
Captain Zane attacks and kills Centaur (Both draw a card)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Firebat
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Captain Zane (Level 6) 4/4
Bloodburn (3 runes (2-2+3))
Firebat
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
My Thoughts
Was going for the chaos mirror + haste unit to be easily able to blow out a Oversized Rhino +hero play, but didn’t get it. Not the end of the world, though. Just will have to sit tight for a turn. I’m worried about the next turn, I could get hero sniped by a max’d midori. Drawing a steal or archer would be alright, but drawing a haste card the turn after would be crushing. Though, even in that case I have sufficient anti-air to stave off midori.
No worries, copy paste errors happen all the time, there’s a lot of state to update each turn!
Btw, you’ll want to list your tech 1 and its HP in your board state, so it doesn’t look weird to spectators when you create a Firebat or go to tech 2
Didn’t recognize the maintain strategy of growth tech…or how decks threaten win conditions. If I had a Chaos Mirror, I could have wiped board and kept the game even. Even suiciding zane into flame arrow could have been an option.
Really interesting how many options there are for each side.
Blooming Ancient kills firebat, overpowers 1 to the other Firebat, takes 3 damage. 1 stack to MoLaC
Ancient Moves 1 rune to Prospector
Prospector kills Taxman, overpowers 2 to the firebat to kill it as well. You get 1 gold and 1 card, prospector takes 3 damage, 2 stacks on MoLaC
Ancient moves 1 rune to Wisp
Wisp, Calamandra and Arg all suicide to kill Zane, Might of Leaf and Claw activates
Skip worker
[details=Workers]
Forest’s Favor, Ironbark Treant, Spore Shambler, Verdant Tree [/details]
Patrol as below
Discard 1 Draw 3
Float 1g, Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 SPEC GROWTH
####In Patrol:
Squad Leader:
Elite:
Scavenger: Wisp (5/6)
Technician:
Lookout:
####In Play:
Blooming Ancient (8/6 from +1/1 and 4 damage)
Merfolk Prospector (10/7 from +4/4 and 3 damage)
Playful Panda (7/7)
Blooming Elm (4hp)
Might of Leaf and Claw (5 runes)
Rich Earth
###Economy Info:
####Cards:
Hand: 3
Deck: 2
Disc: 3
####Gold:
Gold: 1
Workers: 9
[details=End of Turn Hand]
Ferocity
Young Treant
Rampant Growth [/details]
[details=End of Turn Discard]
Blooming Ancient
Murkwood Allies
Murkwood Allies [/details]
[details=My Thoughts]
Ownage, but I gotta kill Zane just in case he does have Maximum Anarchy. I can probably end the game with just what’s on the table next turn. [/details]
No worries on the delay if that’s all the defense you have though I think this is game over on the board, wisp kills madman, my other three units deal 25 to base?
Yup, that’s match. One-shotted Good game and thanks for playing with me!
Nice patrol on T3 btw.
Would you mind sending me a copy of the bb code you use for your posts? That layout’s rad.
On the game: I think I shouldn’t have felt the need to attack so much on turns 2 and 3. Giving you more cards sped up growth a lot. I was afraid of getting semi-board wiped like with ferocity, but in hindsight, after that, green can’t really keep up the attack on t1 (it won’t get very far). I really see the appeal of stealth now. Think you do want one of stealth attackers or Flame arrows to take out heros or engines.
I think the big mistake for you was on turn 5, right after I had gotten my Ancient down.
Growth takes a good amount of time to get going if you can keep green’s board relatively devoid of units (since I have no haste, I can’t get MoLaC activated without units surviving a turn). If you had cleared out some of my board there, and rushed for tech 3 anarchy, you likely would have been able to use monkeys to keep me low on units, and then won a base race with Gunships.
I’m not sure where Fire’s place is against Green, probably most effective against T1 + Hero pushes, where the green player is spamming frogs with Murkwood Allies. Bamstamper and Archers hasted from Drakk would probably be okay as well though!