Ah wait a second I need to redo my turn because I didn’t see the Pillage.
No, I just added it; if you already started your turn, we’ll go with that; I’ve returned my post to how it started. I feel like I constantly want to fiddle with my turns in this game!
Ah okay, so that’s why I failed to account for it. Yeah I know that feeling about making every detail even better!
So my turn stands and it is your turn, okay?
Yep, working on it now
Please check again that nothing got mixed up in the edits as it now says you teched only 1 card and you have one card more in Deck than the first version of your post.
Ok, I just reverted to the original draft, reentered everything, and it seems to work now. I think the problem was that, the first time, I was still typing in one of my tech cards when I hit draw/discard, and that seems to have messed up the spreadsheet.
P2T3
Tech StartingHand Workers
TECH
Huntress
Huntress
STARTING HAND
Centaur
Bombaster
Bloodburn
Charge
Nautical Dog
WORKERS
Careless Musketeer
Scorch
Bloodburn
NextHand
Pillage
Centaur
Bloodrage Ogre
Makeshift Rambaster
Discard
Nautical Dog
Bombaster
Charge
Centaur
Huntress
Huntress
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Nautical Dog - ($6)
Dog Attacks Centaur, dies, Centaur has 1 health
Bombaster and sac - Kill Centaur - ($3)
Drakk kills Midori, you draw a card
Build Tech I - ($1)
Float ($1)
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] - Drakk (3/2)
[B]Buildings:[/B] - Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 0
- Disc: 6
[B]Gold:[/B] - Gold: 1
- Workers: 8
Nautical Dog has 1+1(Frenzy)+1(Charge)+1(Drakk)=4 Attack but needs 4+1(armor)=5 to trade with Centaur. Am I miscalculating something?
Oh, no, I saw 3/4 and forgot the armor. Let me see if I can figure somethign legal out
Ok, fixed it above; pretty much the same except your Merfolk lives and Drakk takes more damage. I thought it seemed too good to be true before…
P1T4
Tech StartingHand Workers
TECH
Potent Basilisk
Wandering Mimic
STARTING HAND
Tiger Cub
Spore Shambler
Playful Panda
Circle of Life
Rampant Growth
WORKERS
Ironbark Treant
Rich Earth
Young Treant
Spore Shambler
NextHand
Centaur
Forest’s Favor
Potent Basilisk
Tiny Basilisk
Merfolk Prospector
Tech 2 card(s)
Draw a card from Technician.
Get Paid + float + Gemscout Owl - ($9)
Worker - ($8)
Summon Argagarg (comes with a Wisp) - ($6)
Play Rampant Growth on Merfolk Prospector (3/1+AA) - ($4)
Merfolk Prospector trades with Drakk; My base takes 1 damage; 2 free levels for Argagarg 1->3
Level Argagarg 3->5, Water Elemental - ($2)
Float ($2)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Water Elemental (3/3+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Wisp (0/1)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Argagarg Lvl. 5 (1/5)
- Gemscout Owl (0/1)
- Verdant Tree (-/3)
[B]Buildings:[/B] - Base HP: 19
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 5
- Disc: 0
[B]Gold:[/B] - Gold: 2
- Workers: 8
Thoughts
Okay, my calculation about the Tech II before was completely wrong, still delaying Tech II thanks to Verdant Tree should allow me more board control this turn. I thought about getting a Tower instead of maxband Arg + Water Ele but this is more immediate board control and Tower does not help with Crashbarrows, which is what I’m most afraid of atm.
P2T4
Tech StartingHand Workers
TECH
Rampaging Elephant
Rampaging Elephant
STARTING HAND
Makeshift Rambaster
Centaur
Bloodrage Ogre
Pillage
WORKERS
Careless Musketeer
Scorch
Bloodburn
Pillage
NextHand
Nautical Dog
Makeshift Rambaster
Charge
Huntress
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech II - Feral - ($4)
Calamandra - ($2)
Bloodrage Ogre - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Bloodrage Ogre
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Calamandra
-
[I]Lookout[/I]:
[B]In Play:[/B]
[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: 6
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 9
P1T5
Tech StartingHand Workers
TECH
Dinosize
Moment’s Peace
STARTING HAND
Forest’s Favor
Tiny Basilisk
Potent Basilisk
Merfolk Prospector
Centaur
WORKERS
Ironbark Treant
Rich Earth
Young Treant
Spore Shambler
Merfolk Prospector
NextHand
Rampant Growth
Wandering Mimic
Tiger Cub
Playful Panda
Circle of Life
Discard
Tiny Basilisk
Forest’s Favor
Centaur
Dinosize
Moment’s Peace
Tech 2 card(s)
Get Paid + float + Gemscout Owl - ($11)
Worker - ($10)
Use Verdant Tree Ability, my tech buildings build instantly this turn.
Tech II (Balance) - ($6)
Play Potent Basilisk - ($2)
Use Argagarg’s Midband ability to give Water Elemental +1/+A
Water Elemental kills Bloodrage Ogre taking 3(-1armor) damage
Float ($2)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Potent Basilisk (3/5+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Wisp (0/1)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Argagarg Lvl. 5 (1/5)
- Gemscout Owl (0/1)
- Water Elemental (3/1) [2 damage]
- Verdant Tree (-/3)
[B]Buildings:[/B] - Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 5
[B]Gold:[/B] - Gold: 2
- Workers: 9
Man, going from no Tech IIs to the Baslisk in a turn is pretty impressive and effective.
P2T5
Tech StartingHand Workers
TECH
Barkcoat Bear
Barkcoat Bear
STARTING HAND
Huntress
Nautical Dog
Makeshift Rambaster
Charge
WORKERS
Careless Musketeer
Scorch
Bloodburn
Pillage
NextHand
Rampaging Elephant
Rampaging Elephant
Centaur
Discard
Bloodrage Ogre
Charge
Barkcoat Bear
Barkcoat Bear
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Huntress - ($5)
Nautical Dog - ($4)
Float ($4)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Huntress(3/3A)
- [I]Elite[/I]: Calamandra(3/3)
- [I]Scavenger[/I]:
- [I]Technician[/I]: Nautical Dog(1/1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Feral)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 3
- Disc: 4
[B]Gold:[/B] - Gold: 4
- Workers: 9
Yeah so far I didn’t really believe Verdant Tree could ever be worth it, but now I’m not so sure anymore.
P1T6
Tech StartingHand Workers
TECH
Stampede
Tyrannosaurus Rex
STARTING HAND
Rampant Growth
Playful Panda
Tiger Cub
Circle of Life
Wandering Mimic
WORKERS
Ironbark Treant
Rich Earth
Young Treant
Spore Shambler
Merfolk Prospector
Playful Panda
NextHand
Gemscout Owl
Rampant Growth
Forest’s Favor
Dinosize
Moment’s Peace
Tech 2 card(s)
Verdant Tree heals Water Elemental for 1
Get Paid + float + Gemscout Owl - ($12)
Worker - ($11)
Summon Midori - ($9)
Play Circle of Life on Gemscout Owl replacing it with a Potent Basilisk B - ($6)
Potent Basilisk A (the initial one) kills Huntress taking 3 damage
Water Elemental trades with Calamandra, Midori gets 2 free lvls 1->3
Tech III - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Potent Basilisk B (3/5+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Wisp (0/1)
- [I]Technician[/I]: Midori Lvl.3 (2/3)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Argagarg Lvl. 5 (1/5)
- Potent Basilisk A (3/2) [3 damage]
- Verdant Tree (-/3)
[B]Buildings:[/B] - Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Balance)
- Tech III HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 7
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 10
P2T6
Tech StartingHand Workers
TECH
Chaos Mirror
Chaos Mirror
STARTING HAND
Rampaging Elephant
Centaur
Rampaging Elephant
WORKERS
Careless Musketeer
Scorch
Bloodburn
Pillage
NextHand
Charge
Huntress
Bombaster
Centaur
Tech 2 card(s)
Get Paid + float - ($13)
Don’t Worker
Summon and Max Drakk - ($6)
Rampaging Elephant - ($0)
Elephant trades with Baslisk
Dog trades with Midori
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]: Drakk (4/4)
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[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: 10
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 9
P1T7
StartingHand Workers
STARTING HAND
Gemscout Owl
Rampant Growth
Dinosize
Forest’s Favor
Moment’s Peace
Tyrannosaurus Rex (drawn from Technician)
WORKERS
Ironbark Treant
Rich Earth
Young Treant
Spore Shambler
Merfolk Prospector
Playful Panda
Forest’s Favor
NextHand
Circle of Life
Tiger Cub
Tiny Basilisk
Centaur
Stampede
Discard
Potent Basilisk
Rampant Growth
Dinosize
Gemscout Owl
Moment’s Peace
Tech 0 card(s)
Draw a card from Technician
Verdant Tree heals Potent Basilisk A for 1 (2 damage left)
Get Paid + float - ($11)
Worker - ($10)
Play Tyrannosaurus Rex, thrash 2 of your workers. - ($2)
Play Rampant Growth on Potent Basilisk A - ($0)
Potent Basilisk A kills Drakk taking 4(-2armor) damage, my base takes 1 damage.
Argagarg attacks your Base for 1 damage.
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Tyrannosaurus Rex (10/10+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Wisp (0/1)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Argagarg Lvl. 5 (1/5)
- Potent Basilisk A (3/1) [4 damage]
- Verdant Tree (-/3)
[B]Buildings:[/B] - Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Balance)
- Tech III HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 1
- Disc: 5
[B]Gold:[/B] - Gold: 0
- Workers: 11
Alright, you’ve got me again. I think I need to play less agressively. I keep thinking that I can achieve something if I keep using haste to kill your things, but that just allows you to build an advantage in terms of gold and quality. Then you play a T-Rex and I’m completely up a creek.
I’m happy to keep playing if you’re still in the mood. I’m going to try [Feral]/Truth/Strength and rolled a 76
Good game!
That was a problem I also had when I tried red - no board presence at all. I think that is why I like green so much - you win just by having more stuff, no fancy tricks!
If it helps you to decide anything in the future: I think Blood + Feral is a very threatening combination and Drakk makes all the solid units of Feral even better with his midband. Also, I was worried about Crashbarrows the whole time until you revealed your tech choice.
I will probably try something different soon, but for now I will stick with mono-green. I got a 57.
Yeah, definitely, and it’s something I’d like to explore farther. What I need, though, is some way to defend as well.
P1T1
StartingHand Workers
STARTING HAND
Playful Panda
Ironbark Treant
Merfolk Prospector
Verdant Tree
Tiger Cub
WORKERS
Ironbark Treant
NextHand
Young Treant
Spore Shambler
Forest’s Favor
Rampant Growth
Rich Earth
Discard
Tiger Cub
Verdant Tree
Playful Panda
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Merfolk Prospector - ($2)
Summon Rook - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]: Garrus Rook
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Merfolk Prospector
[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