[Casual] FrozenStorm ([Balance/Growth]/Fire) vs Codexnewb ([Anarchy/Blood]/Feral)

GL HF @codexnewb

Game 10, Player 1, Turn 1

P1 [Balance/Growth]/Fire vs P2 [Anarchy/Blood]/Feral

[details=Starting Hand]
Young Treant
Playful Panda
Verdant Tree
Spore Shambler
Forest’s Favor
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Playful Panda (2)
  • Worker (1)

[details=Workers]
Verdant Tree
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Playful Panda (2/2)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 5

[details=End of Turn Hand]
Ironbark Treant
Merfolk Prospector
Rampant Growth
Tiger Cub
Rich Earth
[/details]

[details=End of Turn Discard]
Forest’s Favor
Spore Shambler
Young Treant
[/details]

[details=My Thoughts]
Always wanted to try a core set mash-up like this, I expect it will go a little better for him than me but I guess we’ll see! Probably will go for a MoLaC plan but I guess we’ll see where he goes with things. Fire might be good too
[/details]

2 Likes

edit: repost as PLAYER 2. nothing changed except im floating 1 now.

"P2T1


StartingHand Workers

STARTING HAND
Nautical Dog
Careless Musketeer
Scorch
Bombaster
Bloodrage Ogre


WORKERS
Scorch


NextHand

Makeshift Rambaster
Charge
Pillage
Bloodburn
Mad Man


Discard

Bloodrage Ogre
Careless Musketeer
Bombaster


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Zane - ($2)
Nautical Dog - ($1)
Zane clears your wisp.

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Nautical Dog (2/1)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane, lvl 1, (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

nothing changed, lol. just floating one.

"

shoot, just realized i accidentally set my template as player 1. allow me to redo. sorry. ill delete the old post and repost.

okay, fixed. just floating 1 now and template is set to P2.

1 Like

Oof my tech 1 costing 2 I’m not thrilled about here :confused:

Game 10, Player 1, Turn 2

P1 [Balance/Growth]/Fire vs P2 [Anarchy/Blood]/Feral

[details=Starting Hand]
Ironbark Treant
Merfolk Prospector
Rampant Growth
Tiger Cub
Rich Earth
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5+1float)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Tiny Basilisk, Lobber
[/details]


###Main:

  • Merfolk Prospector (5)
  • Midori (3)
  • Worker (2)
  • Tech 1 (0)

[details=Workers]
Rich Earth, Verdant Tree
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech 1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Playful Panda (2/2+1armor)
  • :psfist: Elite: Merfolk Prospector (1+1/1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Midori (2/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Ironbark Treant
Tiger Cub
Forest’s Favor
Tiny Basilisk
Lobber
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
I don’t think using Zane there was a good choice: I generally think Zane should only be brought out to make a big play IMMEDIATELY, and threaten surprising your opponent simply by existing the rest of the time. The surprise is ruined now. I can play specifically to it, (specifically, I can pretty safely bring out Midori here)

Teching Lobber and Tiny B, balance of solid T1s. I may try Circle of Life or Moment’s Peace to follow up, but I’ll see what he does. The thing I was most scared of was hasty Centaurs via Drakk though, and it’s nice to feel mostly safe from that in the meantime.

Solid draw, makings of a great counterattack
[/spoiler][/details]

"P2T2


Tech StartingHand Workers

TECH
ferocity
ferocity


STARTING HAND
Charge
Bloodburn
Mad Man
Pillage
Makeshift Rambaster


WORKERS
Scorch
Bloodburn


NextHand

ferocity
ferocity
Charge
Mad Man
Bloodrage Ogre


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
tech 1 - ($4)
mad man - ($3)
mid Zane - ($0)
Zane kills your panda, playtime is over
mad man trades with merfolk

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane, lvl 4, 3/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

hmm, not looking good. with his loibbers as options, i could be in trouble here really quickl teching in ferocity to get a cycle going. it might be my only chance

"

Game 10, Player 1, Turn 3

P1 [Balance/Growth]/Fire vs P2 [Anarchy/Blood]/Feral

[details=Starting Hand]
Ironbark Treant
Tiger Cub
Forest’s Favor
Tiny Basilisk
Lobber
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Moment’s Peace, Lobber
Tiny Basilisk, Lobber
[/details]


###Main:

  • Lobber, kills Dawg you get 1g (5)
  • Forest’s Favor to Midori, he kills Zane and gains 2 levels (3)
  • Tiger Cub (1)
  • Worker (0)

[details=Workers]
Ironbark Treant, Rich Earth, Verdant Tree
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech 1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Midori (3/1 lvl 3)
  • Lobber (2/1)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 6

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Spore Shambler
Rampant Growth
Young Treant
[/details]

[details=End of Turn Discard]
Merfolk Prospector
Playful Panda
Forest’s Favor
Lobber
Moment’s Peace
Tiny Basilisk
[/details]

[details=My Thoughts]
This is a little greedy, but I think it’s worth it.
[/details]

ugh, this is over i think. bad life choices on my part.

"P2T3


Tech StartingHand Workers

TECH
barkcoat bear
barkcoat bear


STARTING HAND
Mad Man
ferocity
ferocity
Charge
Bloodrage Ogre


WORKERS
Scorch
Bloodburn
Charge


NextHand

Bombaster
Pillage
Makeshift Rambaster
Careless Musketeer


Discard

Nautical Dog (1/1)
ferocity
Mad Man
ferocity
barkcoat bear
barkcoat bear


Tech 2 card(s)
Get Paid - ($7)
scav gold - ($8)
Worker - ($7)
Cal - ($5)
Ferocity - ($3)
Bloodrage Ogre - ($1)

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: BRO, 4/2, swift strike
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal, lvl 1, 2/3
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

gosh darn it. this is over. i just have to hope that he doesnt have rampant growth right now.

"

Yeah and I had good fortune to boot

Game 10, Player 1, Turn 4

P1 [Balance/Growth]/Fire vs P2 [Anarchy/Blood]/Feral

[details=Starting Hand][spoiler]

[/spoiler][/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Final Showdown x2
Moment’s Peace, Lobber
Tiny Basilisk, Lobber
[/details]


###Main:

  • Level Midori to 6, he barely kills BROgre (4)
  • Tiger Cub , now 3/3, kills Cala, Midori maxbands and heals
  • Young Treant, rs draw 1 (2)
  • Lobber from hand, he + OG Lobber hit your tech 1 to 1hp (1)
  • Worker (0)

[details=Workers]
Spore Shambler, Ironbark Treant, Rich Earth, Verdant Tree
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech 1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Midori (5/6 lvl 8)
  • Tiger Cub (3/1)
  • Lobber (2/2)
  • Lobber (2/1)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Final Showdown
Final Showdown
Playful Panda
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Well, this pretty well seals him off teching up, I think I’ve got the game now.
[/details]

isn’t lv6 midori a 3/4? then he should die for Swift s without making the kill

He’d used Forest’s Favor to give Midori a +1/+1 rune on a previous turn.

2 Likes

Ill just GG it there my man and i will learn t to put off some immediate happiness with zane clearing your wisp to actually compete and maybe have cal on the field to threaten your backline heroes, or drak to mid and run strong units into you, and stuff of that nature.

1 Like

GG, happy to run it back if you’d like to try a new angle!

sure! I have an interesting split, so we’ll see how this goes.

"P1T1


StartingHand Workers

STARTING HAND
Pillage
Bloodrage Ogre
Careless Musketeer
Bombaster
Charge


WORKERS
W1 - Pillage


NextHand

Nautical Dog
Scorch
Bloodburn
Mad Man
Makeshift Rambaster


Discard

Bombaster (2/2)
Careless Musketeer
Bloodrage Ogre
Charge


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Cal - ($1)

Float ($1)
Discard 4, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal, lvl1, 2/3
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5
Thoughts

cal since no cost 1’s in opening hand. she can defend or attack next two turns.

"

Game 10, Player 2, Turn 1

P1 [Balance/Growth]/Fire vs P2 [Anarchy/Blood]/Feral

[details=Starting Hand]
Young Treant
Rampant Growth
Merfolk Prospector
Spore Shambler
Tiger Cub
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Midori (3)
  • Tiger Cub (1)
  • Worker (0)

[details=Workers]
Spore Shambler
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Midori (2/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Rich Earth
Ironbark Treant
Playful Panda
Verdant Tree
Forest’s Favor
[/details]

[details=End of Turn Discard]
Young Treant
Rampant Growth
Merfolk Prospector
[/details]

[details=My Thoughts]
No 1-drop for him I guess, means I can bring Midori safely though! FF in next hand bodes well for that also XD
[/details]

"P1T2


Tech StartingHand Workers

TECH
between two ferns
mirkwood allies


STARTING HAND
Scorch
Makeshift Rambaster
Bloodburn
Nautical Dog
Mad Man


WORKERS
W1 - Pillage
W2 - Bloodburn


NextHand

Mad Man
Bloodrage Ogre
Makeshift Rambaster


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
mid cal - ($3)
discard 2, cal stealth kills midori, maxbands and heals
nautical dog - ($2)
tech 1 - ($0)

Float ($0)
Discard 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Nautical Dog (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal, lvl 5, 4/5
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

well, sometimes you have to break an egg to max cal and wreck midori.

start tapping Cal next turn. teching between two ferns (because it’s endgame for me) and mirkwood allies.

mid game is Mirkwood allies into drak midband.

i think tech 1 instead of float will throw him off enough to not flame arrow Cal.

"

Lol whoops

Game 10, Player 2, Turn 2

P1 [Balance/Growth]/Fire vs P2 [Anarchy/Blood]/Feral

[details=Starting Hand]
Rich Earth
Ironbark Treant
Playful Panda
Verdant Tree
Forest’s Favor
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Tiny Basilisk x2
[/details]


###Main:

  • Ironbark Treant (3)
  • Tiger Cub kills Dog, you get a card
  • Tech 1 (1)
  • Worker (0)

[details=Workers]
Rich Earth, Spore Shambler
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2+3armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Tiger Cub (2/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Playful Panda
Verdant Tree
Tiny Basilisk
Young Treant
Tiny Basilisk
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Lol whoops, forgot about stealth. Oh well, Cala’s maxed at least, no more healing. Double Time on Tiny B’s ought to do the trick
[/details]

"P1T3


Tech StartingHand Workers

TECH
steamtank
steamtank


STARTING HAND
Mad Man
Bloodrage Ogre
Makeshift Rambaster
between two ferns


WORKERS
W1 - Pillage
W2 - Bloodburn
W3 - Bloodrage Ogre


NextHand

Bombaster (2/2)
Charge
mirkwood allies
Scorch
Careless Musketeer


Discard

Nautical Dog (1/1)
steamtank
steamtank
Mad Man
between two ferns
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tap cal, summon predator tiger - ($1)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Predator Tiger (4/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal, lvl 5, 4/5
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
    "

Game 10, Player 2, Turn 3

P1 [Balance/Growth]/Fire vs P2 [Anarchy/Blood]/Feral

[details=Starting Hand]
Playful Panda
Verdant Tree
Tiny Basilisk
Young Treant
Tiny Basilisk
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Lobber, Dinosize
Tiny Basilisk x2
[/details]


###Main:

  • Tiny Basilisk (5)
  • Tiny Basilisk (3)
  • Arg + Wisp (1)
  • Worker (0)

[details=Workers]
Verdant Tree, Rich Earth, Spore Shambler
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk (1/2+1armor)
  • :psfist: Elite: Wisp (0+1/1)
  • :pspig: Scavenger: Ironbark Treant (1/2+2armor)
  • :exhaust: Technician: Tiny Basilisk (1/2)
  • :target: Lookout:

####In Play:

  • Tiger Cub (2/1)
  • Argagarg (1/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Rampant Growth
Merfolk Prospector
Forest’s Favor
Playful Panda
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Hmm, tigger. That makes his tech 2 choice pretty likely to be feral. Grabbing Lobber and Dinosize, these Tiny Bs should prove annoying
[/details]

"P1T4


Tech StartingHand Workers

TECH
kidnapping
kidnapping


STARTING HAND
Careless Musketeer
Scorch
Bombaster (2/2)
Charge
mirkwood allies


WORKERS
W1 - Pillage
W2 - Bloodburn
W3 - Bloodrage Ogre
W4 - Scorch


NextHand

steamtank
kidnapping
between two ferns
kidnapping
Careless Musketeer


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
tap cal, Predator Tiger - ($3)
bombaster - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: bombaster (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Predator Tiger (4/4)
  • :pschip: [I]Technician[/I]: Predator Tiger (4/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal, lvl 5, 4/5
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
    "