Feral, I’ve just edited the post
@Stokes52: I don’t think I’ll be able to come back from that, so I’ll concede. Necro is so cool though, happy to play a rematch if you want.
Edit: Rolled 57
Yeah, I think getting Garth to max level early really sealed the deal.
I’ve struggled to get Rich Earth to work in my own games. I feel like it usually just puts me way too far behind in board presence to do anything. I basically had player 1 initiative with player 2 economy this game because of it. (although I suppose Rich Earth somewhat equalizes the economy.
I’ve always wanted to try this opening with Rich Earth though (but I never seem to get the right first hand draw!)
I rolled 20, so you can go first again. I’ll keep playing the same.
While that opening does let you get value out of Rich Earth, I never felt like it was that much stronger than a more standard opening whenever I’ve used it. I almost always worker Rich Earth nowadays, with the main exception being against new players. I think optimal play by an opponent will punish focusing so much on economy enough that it’s rarely worth the investment.
@Stokes52: Argagarg’s Riches look fun, I don’t think I’m going to main Growth though (wish I had time to main them all )
P1T1
StartingHand Workers
STARTING HAND
Verdant Tree
Rampant Growth
Merfolk Prospector
Rich Earth
Forest’s Favor
WORKERS
Rich Earth
NextHand
Spore Shambler
Tiger Cub
Ironbark Treant
Playful Panda
Young Treant
Discard
Rampant Growth
Verdant Tree
Forest’s Favor
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Calamandra - ($1)
Merfolk Prospector - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Calamandra (2/3) [L1]
- [I]Elite[/I]:
- [I]Scavenger[/I]: Merfolk Prospector (1/1)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 0
- Workers: 5
Thoughts
Cal seems like a solid T1 hero. Rich Earth needs to be played early or never. Merfolk better as Scavenger bc Technician would trigger early draw without teched cards
I hear ya. I have my favorites too, Necro being one of them for sure!
Player 2 Turn 1
Tech, Starting Hand and Workers
TECH
Bone Collector
Doom Grasp
STARTING HAND
Pestering Haunt
Skeleton Javelineer
Deteriorate
Jandra, the Negator
Thieving Imp
WORKERS
Jandra, the Negator
Next Hand
Poisonblade Rogue
Graveyard
Sacrifice the Weak
Skeletal Archery
Discard
Deteriorate
Skeleton Javelineer
Bone Collector
Doom Grasp
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Thieving Imp, you randomy discard #3 - ($1)
Pestering Haunt
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]: Thieving Imp (2+1/2)
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Pestering Haunt (1/1) Unstoppable
[B]Buildings:[/B] - Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 4
[B]Gold:[/B] - Gold: 1
- Workers: 6
[details=Thoughts]
Debated whether I should do Jandra or the Imp. I opted to do Imp because I’m playing Pestering Haunt as a counter to his Merfolk, and since I’m playing an extra card, I might as well make him go down a card too. Doom Grasp just in case Calamandra gets out of control.
[/details]
P1T2
Tech StartingHand Workers
TECH
Tiny Basilisk
Ferocity
STARTING HAND
Playful Panda
Spore Shambler
Tiger Cub
Ironbark Treant
Young Treant
Rampant Growth
WORKERS
Rich Earth
Tiger Cub
NextHand
Tiny Basilisk
Playful Panda
Ferocity
Verdant Tree
Forest’s Favor
Discard
Ironbark Treant
Spore Shambler
Rampant Growth
Tech 2 card(s)
Get Paid - ($5)
Roll 4, discard Playful Panda
Young Treant, draw Rampant Growth - ($3)
Worker - ($2)
Tech I - ($0)
Tap Merfolk Prospector - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Young Treant (0/2)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Calamandra (2/3) [L1]
- Merfolk Prospector (1/1)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 1
- Workers: 6
Thoughts
Tech decisions are always tricky, deciding between Ferocity or Behind the Ferns, and Tiny Basilisk or Centaur. Leaning towards Tiny Basilisk bc it will allow me to assassinate high value targets and I am reaching Tech I first (unstoppable by Tech 0). Tiny Basilisk will definitely benefit from Stealth once he gets some Tech I, but right now Swift Strike will help it to stay alive
I will be home late tomorrow (not sure exact time), so might not be able to make a move.
Edit: Might be able to move before going to work tomorrow though. Going to bed now
No worries. Tomorrow I’ll be leaving on a short backpacking trip till Saturday, so I won’t have any internet access anyways.
Player 2 Turn 2
Tech, Starting Hand and Workers
TECH
Bone Collector
Nether Drain
STARTING HAND
Sacrifice the Weak
Skeletal Archery
Poisonblade Rogue
Graveyard
WORKERS
Jandra, the Negator
Skeletal Archery
Next Hand
Pestering Haunt
Deteriorate
Poisonblade Rogue
Summon Skeletons
Bone Collector
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Build Tech I - ($4)
Pestering Haunt trades with Merfolk Prospector
Build Tower - ($1)
Float ($1)
Discard 3, draw 1, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]: Thieving Imp (2/2)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
- Tech I HP: 5
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 6
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 7
[details=Thoughts][spoiler]
I don’t think there’s any reason for me to attack and give him a free card, so I might as well shut down his Calamandra stealth options and set myself up for a good 5 card draw next turn.
After completing my turn, I was thinking about it a little bit, and I could have summoned Garth + Skeleton, Sac The Weak his Treant, and then killed Calamandra, but I would have gone to 4 cards, he would have gone to 6, I would have to skip Tech I, and Merfolk would have survived to continue giving him gold. It’s just a little too costly to try get that hero kill I think.
[/spoiler][/details]
P1T3
Tech StartingHand Workers
TECH
Temporal Distortion
Rampaging Elephant
STARTING HAND
Tiny Basilisk
Ferocity
Forest’s Favor
Verdant Tree
Playful Panda
WORKERS
Rich Earth
Tiger Cub
Verdant Tree
NextHand
Ferocity
Rampaging Elephant
Spore Shambler
Ironbark Treant
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tiny Basilisk - ($4)
Forest’s Favor buffs Cal - ($2)
Cal kill Imp, 3 dmg
Cal to L3, Heal - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]: Tiny Basilisk (1/2) [Deathtouch]
- [I]Technician[/I]: Young Treant (0/2)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Calamandra (3+1/4+1) [L3]
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 5
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 7
Thoughts
Playing Forest’s Favor will keep Cal alive with the ability to heal (by levelling) again; the downside is that I shouldn’t play any cards from my hand next turn unless Treant (Technician) dies, but I think I have enough board presence to pull that off.
I’m taking a risk by teching Tech II and a Geiger spell before I have built Tech II because they might draw dead. It would be bad to draw both next hand, and only slightly better to draw only Rampaging Elephant. Silver lining from going down on cards from Forest’s Favor is that it reduces the probability of this occurring; chance of drawing both goes from 27.7% to 16.8%, although probability of only Rampaging Elephant was 27.7% in both simulations. Even if I get a terrible draw, I can still use Cal’s maxband to get a Tiger without meeting the Tech reqs, so I think the risk is worth it.
@dozenal: finally back in town!
Player 2 Turn 3
Tech, Starting Hand and Workers
TECH
Crashbarrow
Crashbarrow
STARTING HAND
Summon Skeletons
Poisonblade Rogue
Bone Collector
Deteriorate
Pestering Haunt
WORKERS
Jandra, the Negator
Skeletal Archery
Pestering Haunt
Next Hand
Sacrifice the Weak
Nether Drain
Skeleton Javelineer
Graveyard
Discard
Thieving Imp (2/2)
Summon Skeletons
Deteriorate
Crashbarrow
Crashbarrow
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Bone Collector - ($5)
Poisonblade Rogue - ($3)
Float ($3)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]: Poisonblade Rogue (2/1)
- [I]Technician[/I]: Bone Collector (3/3)
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
- Tech I HP: 5
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 2
- Disc: 5
[B]Gold:[/B] - Gold: 3
- Workers: 8
[details=Thoughts]
I’m floating gold instead of building anything else in the hope that I can get out garth with enough money to Doom Grasp his soon-to-be-difficult-to-deal-with Calamandra. He has some pretty scary board control right now, so I think my only real hope is to get those scav and technician bonuses and hope I have enough to swing things around in future turns.
[/details]
P1T4
Tech StartingHand Workers
TECH
Now
Barkcoat Bear
STARTING HAND
Ironbark Treant
Rampaging Elephant
Ferocity
Spore Shambler
WORKERS
Rich Earth
Tiger Cub
Verdant Tree
Ironbark Treant
NextHand
Merfolk Prospector
Temporal Distortion
Rampant Growth
Playful Panda
Forest’s Favor
Discard
Spore Shambler
Rampaging Elephant
Ferocity
Now
Barkcoat Bear
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Basilisk trades with Bone Collector
Cal to L5 - ($4)
Tap Cal, summon Predator Tiger - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]: Young Treant (0+1/2)
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Calamandra (4+1/5+1) [L5]
- Predator Tiger (4/4)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 6
[B]Gold:[/B] - Gold: 0
- Workers: 8
Thoughts
I considered playing Ferocity to keep Basilisk alive and building Tech I, but the only teched card my next hand could have (80% chance for 4-card hand) is Temporal Distortion, which is meh for a 2 cost Tech I and means that I stay down a card. Bringing in the Tiger now, means I build Tech II later, but get Tech II unit a turn early and go back to a 5 card hand. Predator Tiger will force them to setup their patrol zone around it’s unstoppability by Tech 0, this means either playing two Tech II and going down a card or bringing out a hero and risking hero death. I think the latter is more likely because Cal is max level and I cannot bring out a second hero next turn (until I build Tech II) so hero death next turn won’t hurt them too bad
Calamandra is far, FAR too scary to be left alive!
Player 2 Turn 4
Tech, Starting Hand and Workers
TECH
Doom Grasp
Hooded Executioner
STARTING HAND
Graveyard
Skeleton Javelineer
Nether Drain
Sacrifice the Weak
Doom Grasp
WORKERS
Jandra, the Negator
Skeletal Archery
Pestering Haunt
Skeleton Javelineer
Next Hand
Nether Drain
Thieving Imp (2/2)
Deteriorate
Bone Collector
Tech 2 card(s)
Get Paid + float - ($11)
Draw 1 card from Technician
Worker - ($10)
Summon Garth - ($8)
Summon Skeleton - ($7)
Poisonblade Rogue trades with Treant
Garth casts Doom Grasp which sacrifces my summoned Skeleton to kill Calamandra. Garth to level 3 - ($3)
Garth casts Sacrifice the Weak, which kills your Tiger - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Garth Lv.3 (1/3+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
- Tech I HP: 5
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 10
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 9
[details=Thoughts]
Whew, this Calamandra was starting to get out of hand, but thankfully the big gold float pays off and I’m able to get a board wipe against him here. Bye bye Calamandra! I’m going -another- turn without Tech II, but I feel okay about it since he won’t have Tech II either and I’ll be getting rid of that massive Calamandra threat. Floating 1 gold so that I have enough to worker, tech II, and Doom Grasp or Executioner Boost (I don’t know if I will, or if I’ll draw the cards, but having enough to do so is great).
[/details]
Necro is so awesome, I definitely want to use it in my next game. I really should have seen Sacrifice the Weak, but Doom Grasp came out of nowhere.
I should be able to reply once I get home this evening.
Necro is one of my favorites too, it just always seems to be the odd board out when I am theorycrafting.
I think Necro and Anarchy have a lot of tricks up their sleeve that make them quite versatile. I did a search for different specs in play-by-forum tagged threads, and they were both easily the most popular. Do you mean that you find them easier or harder to theorycraft?
What I meant was that when I am trying to build the “perfect” deck, there are always 3 things I want more than that.
I wish I could fit it in, but I just can’t without opening myself up to strategies X, Y, and Z.
@Stokes52: Sorry about the lateness. I got pulled into some family stuff on Friday and was busy all of Saturday. Just got home now.
@Raiddinn: I know what you mean. Tbh, I sometimes find myself getting pulled in different directions. On the one hand, I want my deck to be powerful, but on the other, I want something that feels unpredictable and a bit wacky (I’m a Johnny). This deck definitely satisfies the latter, but I also want to experiment with something more powerful like [Past]/Peace/Fire.
P1T5
Tech StartingHand Workers
TECH
Rampaging Elephant
Now
STARTING HAND
Forest’s Favor
Rampant Growth
Playful Panda
Merfolk Prospector
Temporal Distortion
WORKERS
Rich Earth
Tiger Cub
Verdant Tree
Ironbark Treant
Merfolk Prospector
NextHand
Rampant Growth
Forest’s Favor
Ferocity
Now
Young Treant
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Playful Panda - ($5)
Tech II (Feral) - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Wisp (0/1)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Playful Panda (2/2)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Feral)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 8
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 9
Thoughts
Really should have seen Sacrifice the Weak coming, need to get better at playing around my opponent’s capabilities generally and black starter specifically.
@dozenal: it actually worked out great, since I haven’t even looked at these forums until today a few minutes ago, so your timing was perfect. And yes… black is a huge favorite. I try lots of things, but I always go back to black in the end
Player 2 Turn 5
Tech, Starting Hand and Workers
TECH
Shoddy Glider
Shoddy Glider
STARTING HAND
Bone Collector
Thieving Imp (2/2)
Deteriorate
Nether Drain
WORKERS
Jandra, the Negator
Skeletal Archery
Pestering Haunt
Skeleton Javelineer
Thieving Imp
Next Hand
Graveyard
Doom Grasp
Doom Grasp
Sacrifice the Weak
Discard
Deteriorate
Nether Drain
Shoddy Glider
Shoddy Glider
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Build Tech II (Blood) - ($5)
Summon Bone Collector - ($3)
Summon Skeleton - ($2)
Garth kills the Wisp, you draw 1 card
Float ($2)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Bone Collector (3/3+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Skeleton (1/1)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Garth Lv.3 (1/3)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 6
- Disc: 4
[B]Gold:[/B] - Gold: 2
- Workers: 10
[details=Thoughts][spoiler]
Well it’s 4 cards vs 6 cards and he just got his Tech II, so this could be a bit tricky, since he’s got a much greater chance of getting his T2 out than I do. Hopefully I get the right cards in my hand next round, otherwise I’ll probably be on the defensive here for at least a turn.
Post draw: LOL THIS HAND. Well, I certainly have ways to kill his units… If I sacrifice all of MY units as well. What a strange hand. Doom Grasp is great, but I don’t want two of them in my hand, and I would like to have at least one unit. It also means I won’t redraw these huge spells for a while, which is a bummer.
[/spoiler][/details]
@Stokes52: I am going to Copenhagen tomorrow and I will come back on Monday evening, so won’t be able to reply until then
P1T6
Tech StartingHand Workers
TECH
Huntress
Barkcoat Bear
STARTING HAND
Rampant Growth
Ferocity
Now
Forest’s Favor
Young Treant
Barkcoat Bear
WORKERS
Rich Earth
Tiger Cub
Verdant Tree
Ironbark Treant
Merfolk Prospector
Forest’s Favor
NextHand
Temporal Distortion
Rampaging Elephant
Rampaging Elephant
Spore Shambler
Discard
Now
Rampant Growth
Ferocity
Young Treant
Huntress
Barkcoat Bear
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Barkcoat Bear - ($5)
Geiger - ($3)
Geiger cast Now on Bear - ($2)
Bear kills Bone Collector, take 4 dmg. Overpower kills Skeleton, opponent draw card
Geiger cast Rampant Growth on Panda - ($0)
Panda kills Garth. Geiger to L3
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Playful Panda (2/2)
- Barkcoat Bear (5/1)
- Geiger (2/4) [L3]
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Feral)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 3
- Disc: 6
[B]Gold:[/B] - Gold: 0
- Workers: 10
Thoughts
After initially drawing a bad hand, I was very lucky to get a Barkcoat Bear (although Elephant would have been even better because it can Temporal Distortion into an Immortal). His Tech II is Blood, which means that I need to have a plan for dealing with flying. I am going to tech Anti-Air now as a precaution, but it’s possible that I will be able to play Temporal Distortion on a Tiny Basilisk even earlier.