Think this is the first time in over a year I’ve had to grab my turn template from the about thread rather than a recently played game (as it’s been more than 30 days since I’ve taken a turn in a game)
Oh, right, I forgot you manually edit yours. Hmm… it would take a bit of work, but I think I could make a version of my output formatter that produces the format you like to use, and in the long run it would probably save you a lot more time than it would take me to figure out how to code it. Would probably have to add some input fields for information not included in the spreadsheet output, but it should be doable. The biggest challenge would be that I think your posts aren’t entirely consistent, like, I remember sometimes you include the game number, but not always. Since I’m not an expert on your posting style, I’m not sure I’d be able to get it exactly how you’d want it.
Well, in any case, I don’t have time to think about it too deeply at the moment. GL HF, and hello to my old friend Pestering Haunt.
P2T1
StartingHand Workers
STARTING HAND
Young Treant
Verdant Tree
Forest’s Favor
Spore Shambler
Merfolk Prospector
WORKERS
Spore Shambler
NextHand
Rampant Growth
Tiger Cub
Ironbark Treant
Rich Earth
Playful Panda
Discard
Forest’s Favor
Verdant Tree
Merfolk Prospector
Young Treant
DeGrey is a strong counter against Skeleton swarms, but it conflicts with Wisps and is vulnerable to Balance removal of Mythmaking. I’m not really worried about taking base damage from the Haunt when I have access to Artisan Mantis. I’m more worried about it harassing my units in combination with Deteriorate and StW, but also, I’m more hesitant to play the Tree vs. the Haunt. On the other hand… his spells can’t directly damage the Tree, and the Haunt’s attack can’t be improved, so if I deploy the Tree and then somehow suppress the Haunt, the Healing 1 could be a nice perk to help sustain my units… but can I suppress the Haunt? It’s unstoppable, and even if I kill it with a Tower, it’ll probably just keep getting replayed from the Graveyard after attacking. Not sure if there’s anything I can do there… except maybe Birds. But… for now, maybe I should just go with an aggressive hero strategy, given that I have Forest’s Favor in hand and that the Haunt can’t patrol. Problem with that is, it’s vulnerable to Doom Grasp. Still… better to play against the cards he has now than those he has yet to tech in, I suppose. If nothing else, I can maybe crowd out whichever picks he’s proactively interested in, and then play around Doom Grasp later. In any case, I don’t see a better option than dropping a buffed Midori right now.
STARTING HAND
Ironbark Treant
Playful Panda
Tiger Cub
Rampant Growth
Rich Earth
WORKERS
Spore Shambler
Ironbark Treant
NextHand
Bird’s Nest
Circle of Life
Playful Panda
Young Treant
Tiger Cub
Tech 2 card(s)
Get Paid - ($6)
Rich Earth - ($3)
Worker
Tech I - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: L1 Master Midori (3/4A) [1+]
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rich Earth
Buildings:
Base HP: 19
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
I should probably go Strength into Growth. DeGrey to kill Skeletons, and anything that might pop out of Lich’s Bargain, followed by Barbarbarians backed by Ancients. I can still get value out of Wisps through Ancient procs, and they’ll tend to be the first to die to sac weakest effects anyway. It’s not like I expect to accumulate a lot of them. And, of course, Mantis as necessary for base repairs. I don’t see aggressive trades as working in my favor here, better to just take the loss and let Midori soak up some units in the process. Levelling him up wouldn’t be practical anyway, and maybe I can provoke him into prematurely maxbanding Garth and getting reduced/no value out of his maxband. My biggest concern is whether or not I can get DeGrey in before LB’s hordes break my Tech II. Probably best to rely on Midori and Rook to soak damage for that, though maybe I can make the Basilisks work in my favor as well. Maybe better to rush Birds, though, if nothing else to screen for Basilisks. Also… I’m going to want a lot of green units, maybe better to cheat them in with Circle of Life than teching them directly, at least for now… and I can postpone the Tech Lab this way. Gives another way to get Wisps out of the picture, for that matter. And I’m not really confident Basilisks would be helpful right out the gate, especially in terms of defending against an LB rush. Also, Birds are a threat that can’t be ignored if he goes for Graveyard, which he almost certainly will, and they’re not vulnerable to Haunt shenanigans. For now, though, should I invest in Rich Earth or drop Playful Panda? Tech II + Rook + Birds costs $8, which I can barely manage if I float $1 and get a free worker next turn, or float $2 and pay for one next turn. Going Panda means also paying for this turn’s worker, so I’d come up $1 short, which means I have to go for Rich Earth.
So, it comes! Sadly, my Tech II won’t survive this turn, but as long as I can get him to burn through his resources to bring it down, I may be able to turn the tide. The real danger will be if he has Skeletal Archery in hand…
Jav hucks a spear at Midori, BC trades, you get 1g, I get a skele, Garth to level 3
Horror and 2 skeles break tech2, base to 16
Other two skeles hit base to 14
Spectral Hound (5)
Hero’s Hall (3)
Skeleton (2)
Worker (1)
Workers
Summon Skeletons, Thieving Imp, Poisonblade Rogue, Jandra, the Negator
Patrol as below
Discard 1 Draw 3
Board Info:
Buildings:
Base HP: 16
Tech1 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Spectral Hound (3/3)
In Play:
Horror (3/3)
Skeleton Javelineer (1/1, no rune)
Skeleton (1/1)
Skeleton (1/1)
Skeleton (1/1)
Skeleton (1/1)
Skeleton (1/1)
Skeleton (1/1)
Zombie (2/1)
Garth (1/2 lvl 3)
Economy Info:
Cards:
Hand: 3
Deck: 1
Disc: 6
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Skeletal Archery
Nether Drain
Lich’s Bargain
End of Turn Discard
My Thoughts
Next turn get to burn it all down full horde mode or tech up or Midbandori with 6 skeletons, a zombie and a hound to receive the buff. Talk about a nightmare XD
Indeed it is, though I also ended up being less busy than expected. Also, I was more constrained in the amount of posts I could make rather than the timing… so to really notice, you would have had to have been trying to post more frequently.
GG WP, though I can’t say I’m satisfied with my performance, it was an excellent leaning experience and refresher.
P1T1
StartingHand Workers
STARTING HAND
Ironbark Treant
Rich Earth
Forest’s Favor
Verdant Tree
Merfolk Prospector
WORKERS
Ironbark Treant
NextHand
Young Treant
Playful Panda
Spore Shambler
Tiger Cub
Nice spectator match you two, but I really don’t want to play something like that in the tournament, @FrozenStorm
Short question:
I assumed that jav is not buffed by Midori as he has this ability to remove a jav rune. So Midori is only checking for standard keyword abilities like “flying” but not activated abilities? Does this mean he also buffs a merfolk prospector?
lol copypasta strikes again, edited to reflect, ty I did the math w/ him as a 1/1
@zango this was the “emergency patchfix” deck; Midori’s midband gave +2/2 and reduced cost by 1(I think that was it?) before release, and this deck made midori needed a reprint pre release AFAIR.
Still pretty nasty as P1 though. Need strong anti-token spam (which maybe Neko will make work via DeGrey + Moment’s Peace this game)
Tech 2 card(s)
Get Paid - ($5)
Worker
Tech I - ($3)
Find gold - ($4)
Young Treant - ($2)
Master Midori - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: L1 Master Midori (2/3A)
Elite:
Scavenger:
Technician: Young Treant (0/2) Defender
Lookout:
In Play:
Rich Earth
Merfolk Prospector (1/1) Gold
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
I think relying on Moment’s Peace here would be quite a stretch. I’d have to get it split over 2 turns, and that’s quite iffy. A big, beefy boulder is probably the better choice, provided I can keep some tech 0 units in play to take priority for StW. To that end, Treant may be helpful as a tech 0 that can survive Deteriorate, particularly vs. discard tactics with the arrival draw. Best to also field Midori since Moment’s Peace is the expected play here, no need to give away that I’m considering an alternate approach. That, and he can cast Green spells at no penalty and intimate the Imp into not attacking. Now, I just have to hope to draw both Ardra’s and MM next turn… I won’t hold my breath.
I need to consider the timing on DeGrey… should I tech him in now, or wait until next turn? I feel like I can get away with being a bit aggressive on this turn, which means no reshuffle 'til next turn, so there’s no need to rush in DeGrey. Next question is, will I need my next 4 tech-ins to be 2x Peace and 2x DeGrey? If not, I should work in a Galina now. Hmm… I think I only need one Peace, so I’ll go ahead and double-up on legendaries this turn.