It’ll be tight for sure… Note your Giga is on 5hp not 6, it still has to take tower damage as well
Game 10, Player 1, Turn 7
P1 [Finesse]/Discipline/Disease vs P2 [Feral]/Discipline/Ninjutsu
Starting Hand
Martial Mastery
Blademaster
Brick Thief
Granfalloon Flagbearer
Events of Turn:
Upkeep:
- Get Gold (10)
- Draw 1 techn
- no techs for now
All Teched Cards
Blademaster x2
Grounded Guide, Two Step
Maestro x2
Nimble Fencer, Star-Crossed Starlet
Martial Mastery, Nimble Fencer
Main:
- Blademaster (4)
- Granfalloon Flagbearer (1)
Workers
Bloom, Older Brother, Helpful Turtle, Fruit Ninja, Spark
-
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 FINESSE
- Tech3 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader:
-
Elite: Blademaster (7+1/5)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Granfalloon Flagbearer (2/2, loves Spore Shambler runes and Rampant Growths)
Economy Info:
Cards:
Gold:
End of Turn Hand
Star-Crossed Starlet
Grounded Guide
Blademaster
Timely Messenger
End of Turn Discard
Maestro
Nimble Fencer
Nimble Fencer
Maestro
Brick Thief
Martial Mastery
My Thoughts
Well let’s hope that he doesn’t have Ferocity. I’ll need to take Cala out quickly if I’m going to have a shot…
"P2T7
StartingHand Workers
STARTING HAND
Rampant Growth
Verdant Tree
WORKERS
Rich Earth
Forest’s Favor
Tiger Cub
Young Treant
Playful Panda
NextHand
Moss Ancient
Moss Ancient
Feral Strike
Ferocity
Discard
Verdant Tree
Rampant Growth
Tech 0 card(s)
Get Paid + float - ($11)
tech 3 - ($6)
Grave - ($4)
Float ($4)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Ironbark Treant 1/2+AAA
-
Elite:
-
Scavenger: Spore Shambler (1/2+A)+
-
Technician: Gigadon (8/5)
-
Lookout:
In Play:
- Cal, lvl 5, (4/2)
- Grave, lvl 1, (2/3)
- Mind Parry Monk (6/1)+
Buildings:
-
Base HP: 17
-
Tech I HP: 4
-
Tech II HP: 5 (Feral)
-
Tech III HP: 5
Economy Info:
Cards:
Gold:
Thoughts
well, that flagbearer is a solid response. now ay to get through. i think i just need to wall up. he still has fencers and maestro’s in his deck. possible martial mastery next turn, but he has 2 cards in deck all the same. i think i SHOULD be okay.
tempted to drop verdant tree, but i REALLY need something here on this next draw. there are 5 cards that help me, 12 in the deck. ONly 1 ideal card (ferocity).
you have got to be shitting me? those 4 cards huh? okay, ill take it, but might hurt me moving forward.
"
This is going to be really tight… did you draw a Ferocity?
Game 10, Player 1, Turn 8
P1 [Finesse]/Discipline/Disease vs P2 [Feral]/Discipline/Ninjutsu
Starting Hand
Star-Crossed Starlet
Grounded Guide
Blademaster
Timely Messenger
Events of Turn:
Upkeep:
- Get Gold (10+1float)
- Tech 2 cards in
All Teched Cards
Star-Crossed Starlet, Martial Mastery
Blademaster x2
Grounded Guide, Two Step
Maestro x2
Nimble Fencer, Star-Crossed Starlet
Martial Mastery, Nimble Fencer
Main:
- Grounded Guide (6)
-
Timely Messenger, knocks two armor off Trent (5)
- Flagbearer swiftly strikes down Trent
- Blademaster swiftly strikes down Gigadon, you draw 1
- Grave (3)
- Star-Crossed Starlet (1)
Workers
Bloom, Older Brother, Helpful Turtle, Fruit Ninja, Spark
-
-
Patrol as below
- Discard 1 Draw 2 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 FINESSE
- Tech3 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader: Star-Crossed Starlet (5/3+1armor swiftly striking)
-
Elite:
-
Scavenger:
-
Technician: Grounded Guide (4/4)
-
Lookout:
In Play:
- Grave (2/3 lvl 1)
- Granfalloon Flagbearer (3/2, his favorite food is throwing swords)
- Blademaster (9/6 granting all heroes and units swift strike)
Economy Info:
Cards:
Gold:
End of Turn Hand
Tenderfoot
Two Step
Nimble Fencer
End of Turn Discard
My Thoughts
Continue to hope no ferocity, Feral Strike is still a problem (Moss Ancients bring stealthy squirrels) but hopefully we can beat it… Grabbing another Starlet and Martial Mastery to help move cycles along
turn in progress.
also, im still seeing cards in your discard. can you double check that your cycle is updated?
Fixed, 9 in deck 3 in hand none in discard. Sorry about that!
no worries!
"P2T8
StartingHand Workers
STARTING HAND
Moss Ancient
Ferocity
Feral Strike
Moss Ancient
WORKERS
Rich Earth
Forest’s Favor
Tiger Cub
Young Treant
Playful Panda
NextHand
Stalking Tiger
Sparring Partner
Sparring Partner
Speed of the Fox
Discard
Verdant Tree
Rampant Growth
Ironbark Treant
Gigadon
Feral Strike
Ferocity
Mind Parry Monk
Moss Ancient (8/9)
Moss Ancient (8/9+A)
Tech 0 card(s)
Get Paid + float - ($14)
feral strike, double glorious ninja - ($6)
GN’s trade with starlet and guide
mid grave, kills with your grave, mine to lvl 5 - ($4)
max grave, tap, sword rune flagbearer - ($2)
Cal and Shambler break tech 2
MPM break tech 1, your base to 16
Sets - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Sets, lvl 1, (1/3)
-
Lookout:
In Play:
- Cal, lvl 5, (4/1)
- Grave, lvl 7, (4/5)
- Spore Shambler (1/1)+
Buildings:
-
Base HP: 17
-
Tech I HP: 4
-
Tech II HP: 5 (Feral)
-
Tech III HP: 5
Economy Info:
Cards:
Gold:
Thoughts
-
FS x2 GN, trade away, break tech 1/2, patrol sets.
Pro - clear board and no NF/SCS/GG/Mae.
Con - BM on the field SS Sets, and I can’t get through max Orpal/River.
-
x2 MA, 6 squirrels
Pro - break tech 1, force him to attack, Great wall.
Con - he has all tech’s and freedom to just unload on me.
-
i need him to whiff as hard as i did. it’s my only shot. although, this game ia WAY more excitign than i riginally thought. proud of myself.
"
I guess Feral Strike does that too…
Game 10, Player 1, Turn 9
P1 [Finesse]/Discipline/Disease vs P2 [Feral]/Discipline/Ninjutsu
Starting Hand
Tenderfoot
Two Step
Nimble Fencer
Timely Messenger (techn)
Events of Turn:
Upkeep:
- Get Gold (10+1float)
- draw 1 techn
- no techs
All Teched Cards
Star-Crossed Starlet, Martial Mastery
Blademaster x2
Grounded Guide, Two Step
Maestro x2
Nimble Fencer, Star-Crossed Starlet
Martial Mastery, Nimble Fencer
Main:
- River (9)
- Orpal + level 2 (6)
- Tenderfoot (7)
- Timely Messenger (6)
- Two Step TM and Tenderfoot (4)
- Messenger kills Sets, Orpal to level 4, you draw 1
- Blademaster kills Cala, Orpal to level 6
Workers
Bloom, Older Brother, Helpful Turtle, Fruit Ninja, Spark
-
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 16
- Tech1 HP: 5
- Tech2 HP: down FINESSE
- Tech3 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader: Orpal (2/5+1armor lvl 6)
-
Elite: Tenderfoot (3+1/4 dancing)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- River (2/3 lvl 1)
- Blademaster (7/5 granting all heroes and units swift strike)
- Timely Messenger (3/3 dancing)
Economy Info:
Cards:
Gold:
End of Turn Hand
Nimble Fencer
Martial Mastery
Star-Crossed Starlet
End of Turn Discard
My Thoughts
Well having two tech buildings busted isn’t great, but drawing TM on the technician was highly helpful. I think it’s better to kill Cala, as I don’t’ want Feral Strike bringing in really bad nasties. Grave has lots of health so he’ll be able to hit back… but I suppose maxband Orpal can handle that and hit back with serious crippling. Hopefully I draw more tech 1 and less tech 2 next turn!
…
Oh seriously excellent draw
okay, ill just GG it there. ran out of steam, don’t see a way forward.
phew GG WP! Barely survived, that tower paid itself back in spades!
P1 back to you, I’ll peek around at what things were looking like from your perspective!
yeah, that last turn was a tough decision. i dont think it mattered either way though.
"P1T1
StartingHand Workers
STARTING HAND
Verdant Tree
Ironbark Treant
Rich Earth
Forest’s Favor
Playful Panda
WORKERS
Rich Earth
NextHand
Young Treant
Tiger Cub
Rampant Growth
Spore Shambler
Merfolk Prospector
Discard
Verdant Tree
Playful Panda
Forest’s Favor
Ironbark Treant
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Cal - ($1)
Float ($1)
Discard 4, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Cal, lvl 1, (2/3)
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
hmmm, need aggression here, cal makes sense
"
Wait a minute wait a minute… you had THAT in your hand, and you boosted for Ninjas???
Why wouldn’t you play
- Feral Strike, play ancients directly (10)
- Ferocity (8)
- Maxband Grave (2)
- 1 Squirrel uses up tower detect and rams 1hp off Starlet (b/c armor piercing)
- Two squirrels sneak in to kill Flagbearer
- Grave hucks his sword at Blademaster
- Remaining 3 Squirrels ping my tower to 1hp
- Sets (0)
And you sit two Swift Striking Moss Ancients + a swift striking MPM in patrol, ready to completely bulldose me next turn???
That’s a crazy fever dream of a hand!! Pay 4 to lay two moss ancients???
1 Like
lol, dude, totally forgot that feral strike lets you elect to pay 4 to drop two units from hand. what a loss on my part. note to self, re-read the cards that you think you know so well.
not much to do about it now.
1 Like
Well other than clearly count that as a W for you! That was a game-ending hand! I can’t take credit for a W against that
I gotta get some work done, I’ll get a P2T1 in a bit
1 Like
lol, ill take it. good to note moving forward with feral. hadnt thought to use it strictly as a 4 gold card to drop 2 heavy hitters.
no rush ont he next post.
aight gl hf!
Game 11, Player 2, Turn 1
P2 [Finesse]/Discipline/Disease vs P1 [Feral]/Discipline/Ninjutsu
Starting Hand
Granfalloon Flagbearer
Tenderfoot
Spark
Brick Thief
Older Brother
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Grave (3)
- Older Brother (1)
- Worker (0)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Older Brother (2/2+1armor)
-
Elite:
-
Scavenger: Grave (2/3 lvl 1)
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Bloom
Helpful Turtle
Wither
Timely Messenger
Fruit Ninja
End of Turn Discard
My Thoughts
Just Cala is manageable enough… I’ll bring Grave to swing back with. If he decides to stealth, so be it, I’ll wither her or something
"P1T2
Tech StartingHand Workers
TECH
Fuzz Cuddles
Sparring Partner
STARTING HAND
Tiger Cub
Merfolk Prospector
Young Treant
Rampant Growth
Spore Shambler
WORKERS
Rich Earth
Tiger Cub
NextHand
Playful Panda
Young Treant
Verdant Tree
Sparring Partner
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
tech 1 - ($3)
mid cal, discard 2, stealth kill Grave, Cal maxbands - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
going the max cal route ,trying something new. hero’s hall and fuzzle cuddles early. should only need one turn of cal maxband for a tiger. last time it flooded my deck to much.
hoping to run cuddles and spartner on backline. let the hero’s do the work.
"
Game 11, Player 2, Turn 2
P2 [Finesse]/Discipline/Disease vs P1 [Feral]/Discipline/Ninjutsu
Starting Hand
Bloom
Helpful Turtle
Wither
Timely Messenger
Fruit Ninja
Events of Turn:
Upkeep:
- Get Gold (6+1scav)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Orpal (5)
-
Timely Messenger, hits your tech1 to 4 (4)
- Older Brother smacks your tech1 to 2hp
- Tech 1 (2)
- Worker (1)
Workers
-
-
Patrol as below
- Discard 3 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite: Orpal (1+1/3 lvl 1)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Timely Messenger (1/1)
- Older Brother (2/2)
Economy Info:
Cards:
Gold:
End of Turn Hand
Wither
Helpful Turtle
Bloom
Granfalloon Flagbearer
Sickness
End of Turn Discard
My Thoughts
Sickness + Orpal feels better than just Wither now… I expect a tiger but might as well have him take a big debuff if he wants to keep the board down. Fencer is always good so that too
P1T3
Tech StartingHand Workers
TECH
Training Grounds
Sparring Partner
STARTING HAND
Playful Panda
Sparring Partner
Verdant Tree
Young Treant
WORKERS
Rich Earth
Tiger Cub
Playful Panda
NextHand
Spore Shambler
Merfolk Prospector (1/1)
Forest's Favor
Ironbark Treant
Fuzz Cuddles
Discard
Sparring Partner
Verdant Tree
Young Treant
Training Grounds
Sparring Partner
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
tap Cal, summon stalking tiger - ($2)
Hero's Hall ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: stalking tiger (4/4+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 2
-
Heroes' Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
going the discipline / hero's route. another SP and TG. both good options whether i tech 2 or HH.
Staking tiger since she's invisible. just let him trade into me. building the hero's hall now since i can. will also distract him away from my tech 2, give me options.
ill need Sets to help me cycle through my deck on the next reshuffle. but
Game 11, Player 2, Turn 3
P2 [Finesse]/Discipline/Disease vs P1 [Feral]/Discipline/Ninjutsu
Starting Hand
Wither
Helpful Turtle
Bloom
Granfalloon Flagbearer
Sickness
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Carrion Curse, Gorgon
Sickness, Nimble Fencer
Main:
- Tower (5)
- Helpful Turtle (3)
- Bloom Orpal (1)
- Worker (0)
Workers
Wither, Fruit Ninja, Spark
-
-
Patrol as below
- Discard 2 Draw 3 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader: Timely Messenger (1/1+1armor)
-
Elite: Helpful Turtle (1+1/2)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Orpal (2/4 lvl 1)
- Older Brother (2/2)
Economy Info:
Cards:
Gold:
End of Turn Hand
Tenderfoot
Brick Thief
Nimble Fencer
Granfalloon Flagbearer
End of Turn Discard
My Thoughts
Unfortunate that I don’t have a second target for Sickness as I draw it here… Going to grab Carrion Curse for Feral Strike, and Gorgon (Disease T2 also sounds like a good plan).
P1T4
Tech StartingHand Workers
TECH
Training Grounds
Feral Strike
STARTING HAND
Forest's Favor
Merfolk Prospector (1/1)
Spore Shambler
Ironbark Treant
Fuzz Cuddles
WORKERS
Rich Earth
Tiger Cub
Playful Panda
Forest's Favor
NextHand
Ironbark Treant
Fuzz Cuddles
Rampant Growth
Verdant Tree
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
tech 2 discipline - ($2)
Grave - ($0)
d2, stealth Cal
Cal get's caught, kills timely messenger
stalking tiger invisible kills orpal, grave to lvl 3
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Grave, lvl 3, (3/4+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Cal, lvl 5, (4/4)
- stalking tiger (2/2) [-2r]
Buildings:
-
Base HP: 20
-
Tech I HP: 2
-
Tech II HP: 5 (Discipline)
-
Heroes' Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
well, i think that i need to get at that orpal and win the gold trade here. helps a lto as P1. fortunate for me he whiffed.
ill pivot from the plan and bring out grave since he has a strong board presence than Sets. she can wait until next turn. hopefully get one TG.