Welcome to the forums @GBudee ! If you need any help with the spreadsheet don’t hesitate to ask. There is always Persephone's play-by-post end-of-turn checklist if you think it’ll help; otherwise I’m sure you’ll have it done by the end of a game anyway
My starting turn is the same whether I’m [Present]/Demon/Discipline or mono-Purple so you just choose before you do your turn and I’ll play on with that
P1T1
StartingHand Workers
STARTING HAND
Time Spiral
Battle Suits
Tinkerer
Neo Plexus
Temporal Research
WORKERS
Time Spiral
NextHand
Fading Argonaut
Nullcraft
Hardened Mox
Plasmodium
Forgotten Fighter
i like the tech 1s and heros in this deck but tech 2 there’s no real surprising combo most likely go for present and parhaps a wap-gate to get in the other big tech 2s…
Thanks so much for joining me Dwarddd! You are welcome to play present/demon/discipline. It seems like a very aggressive composition, but I’ll do my best to survive!
hmmm i took risk on tinkerer hoping for a passive Green starting play so I could start a plasmodium off but now it’s definitely not worth it as he could kill a defending fargo And my tinkerer with a rampant growth
STARTING HAND
Young Treant
Verdant Tree
Merfolk Prospector
Rampant Growth
Playful Panda
WORKERS
Rich Earth
Verdant Tree
NextHand
Huntress
Young Treant
Forest’s Favor
Merfolk Prospector
Spore Shambler
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech 1 - ($4)
Cast Rampant Growth on Tiger Cub - ($2)
Heroes’ Hall - ($0)
Kill Argonaut with Tiger Cub
Kill Tinkerer (Scavenger) with Midori, you get 1g
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Midori (2/2) L1
Tiger Cub (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Tinkerer killed! I debated workering my Merfolk Prospector because of nullcraft, but I just can’t see making verdant tree work this game. Heroes’ hall to spend my money, and because I kind of want to head toward Calamandra for ferocity and feral strike. For tech: Basilisk is to snipe Demon-lady, and Huntress is to head off nullcraft/young lightning dragons, and because I think both are great with ferocity.
STARTING HAND
Merfolk Prospector
Spore Shambler
Forest’s Favor
Huntress
Young Treant
WORKERS
Rich Earth
Verdant Tree
Spore Shambler
NextHand
Rampant Growth
Tiny Basilisk
Playful Panda
Ironbark Treant
Ferocity
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Expensively midband Midori, who heals and buffs Tiger Cub - ($2)
Midori (3/4) kills Neo Plexus
Tiger Cub (3/3) kills Max, levels to Midori, you draw a card
1 more gp to heal Midori with maxband - ($1)
Summon Merfolk Prospector to hold the line! - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Merfolk Prospector (1/1+a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Midori (4/5) L8
Tiger Cub (3/1)
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Worker shambler because it’s too slow, and then keep the pressure up! It may be expensive but having Max off board means no “Now!”. Teching to set up for sick faerie dragons in ~ two turns, hopefully. Hoping for no nullcraft so Tiger Cub will live.
Yeah, I get the impression I got very lucky and you whiffed turn 3.
P2T4
Tech StartingHand Workers
TECH
Wandering Mimic
Potent Basilisk
STARTING HAND
Ironbark Treant
Rampant Growth
Playful Panda
Tiny Basilisk
Ferocity
WORKERS
Rich Earth
Verdant Tree
Spore Shambler
NextHand
Rampant Growth
Huntress
Tiny Basilisk
Forest’s Favor
Young Treant
Tech 2 card(s)
Get Paid - ($8) No Worker
Midori hits argonaut for 4 from the sky
Merfolk prospector trades with argonaut
Midori casts Rampant Growth on Tiger Cub - ($6)
Tiger Cub breaks Tech 2, your base takes 2
Tiny Basilisk to Squad Leader - ($4)
Build Tech 2 (Balance) - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Tiny Basilisk
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Midori (4/5) L8
Tiger Cub (3/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
I guess plans change – I underestimated Midori as a win condition; now Calamandra might never see the board. Also, I realized that with the Potent Basilisk and against Hyperions + Tricycloid, Wandering Mimic is better than Faerie Dragon. Final observation: Rampant Growth is ludicrously, insanely good.
Tech 2 card(s)
Get Paid, start rebuilding tech 2 - ($8)
Worker - ($7)
Nullcraft, it kills tiger cub - ($5)
Hire Max - ($3)
Forgotten fighter, basilisk back to your hand - ($1)
STARTING HAND
Tiny Basilisk
Huntress
Young Treant
Forest’s Favor
Rampant Growth
WORKERS
Rich Earth
Verdant Tree
Spore Shambler
Young Treant
NextHand
Ferocity
Playful Panda
Merfolk Prospector
Potent Basilisk
Ironbark Treant
Discard
Tiger Cub
Forest’s Favor
Tiny Basilisk
Huntress
Rampant Growth
Tyrannosaurus Rex
Tyrannosaurus Rex
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Cast Forest’s Favor to give Midori +1/+1 - ($5)
Re-play Tiny Basilisk, who will always be remembered! - ($3)
Summon Argagarg, who is here also. - ($1)
Midori breaks Tech 2, your base takes 2
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Tiny Basilisk (1/2a deathtouch)
Elite:
Scavenger: Wisp (1/2)
Technician: Argagarg (1/3)
Lookout:
In Play:
Midori (5/6)+ L8
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 7
Gold:
Gold: 1
Workers: 9
Thoughts
Hmm, I guess a hasty Argonaut is a bit scary, but hopefully with Forgotten Fighter out of the way the basilisk will command more attention. Stewardess could be scarier still, but I have a feeling their hand will be full of unplayable tech2 combo stuff.
Third time lucky? Twice I’ve been crossing my fingers hoping you don’t have rampant growth and then u had it, maybe this time my weedy patrol is enough though…
P1T6
Tech StartingHand Workers
TECH
Sentry
Soul Stone
STARTING HAND
Temporal Research
Fading Argonaut(2/3a)
Temporal Distortion
Sparring Partner
Soul Stone
Argonaut(4/4a) readiness
WORKERS
Time Spiral
Hardened Mox
Plasmodium
Tinkerer(1/2) time-rune tap
Now!
Soul Stone
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Play Potent Basilisk, destroying Battle Suits - ($5)
Build Tech III - ($0)
Tiny Basilisk trades with Argonaut, you get 1g
Midori swats nullcraft out of the sky, suffering 1 damage to hp and additional damage to ego
I have learned a valuable lesson about the relative utility of Ferocity vs Behind the Ferns as Tiny Basilisk support… Curse Max for being so far out of reach!
Tech 2 card(s)
Get Paid + float + scav - ($12)
Hyperion - ($7)
Hyperion and fargo trade with basilisk, i draw
Midband max - ($5)
tap to discard and draw 1
Hyperion, it kills Arg, Max maxbands and flickers it, I draw - ($0)
Hyperion kills Wisp takes 2
Spartner gives Hyperion a rune
Float ($0)
Discard 4, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 Max(3/4)
Sparring Partner(2/2) trains
Hyperion(5/4) (+) attacks: draw
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
1/3 chance to have a bad hyperion draw, might as well have been certain
should I try to draw something with max?.. tricycloid is equal to if I don’t but I spend less cards, hyperion is better so yes; i don’d need the sentry for either of them so that’s what i discard
yeah! got the hyperion this was better
oh wait i missed the fact that tapping max meant he couldnt attack later… eugh
Tech 0 card(s)
Get Paid - ($10)
Draw from Technician
Play Wandering Mimic “Miles” (w/ Haste, Flying) - ($6)
Play Wandering Mimic “Menelaus” - ($2)
Play Tiger Cub to Squad Lead - ($0)
Miles the Mimic kills Max, levels fizzle
Menelaus the Mimic kills Hyperion (mimics lose Haste)
Midori breaks your Tech II, your base to 14
(Mimics lose flying at end of turn)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Tiger Cub (3/3a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Midori (5/5)+ L8
Wandering Mimic (4/4)
Wandering Mimic (4/4)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech III HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
One gold away from oneshotting the base!.. curse my cowardly patrol zone.
Arghgh well played, can’t believe i forgot mimics would copy haste when I was debating whether to attack with sparring partner and run hype into midori! that’s GG from me
I’m definitely up for a rematch though, I’ll just take mono Purple this time, you can go first if you want to play another
Rematch it is! I’m excited to get to read your thoughts from during the game, haha – that’s my favorite part of this forum. Can you believe my plan the whole time was supposed to revolve around Calamandra… What was the fancy intended combo for your deck, btw? I think I kind of cornered you into not getting to do it, since you were missing Origin Story. I’ll play P1T1 in a sec!