[Casual] gozik vs zhavier

Player 2, Turn 3

P1 Feral/Present/Anarchy vs P2 Blood/Anarchy/Feral

[details=Starting Hand]
Mad Man
Careless Musketeer
Kidnapping
Bombaster
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards

[details=All Teched Cards]
Murkwood Allies, Crash Bomber
Bloodlust, Kidnapping
[/details]


###Main:

  • Careless Musketeer (5)
  • Hero’s hall(2)
  • Tier I (1)
  • Worker up (0)
  • Careless Musketeer gains haste and frenzy. He taps and kills Prospect. Ping to my base as well.

[details=Workers]
Bombaster
Pillage
Bloodburn
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Float 0g, Tech 2 cards after your turn

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

  • :heart: Base HP: 19
  • :heart: Tier I: 5
  • :heart: Hero’s Hall: 4

####In Patrol:

  • :psblueshield: Squad Leader: Drakk (3/4A)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Careless Musketeer (2/1, frenzy, tap:1 direct damage)


###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Makeshift Rambaster
Charge
Nautical Dog
Bloodlust
[/details]

[details=End of Turn Discard]
Kidnapping
Mad Man
Murkwood Allies
Crash Bomber
[/details]

[details=My Thoughts]
That was probably too greedy.
Wonder what building should I choose at this point. Building both is too expensive I think.
[/details]

P1T4


Tech StartingHand Workers

TECH
Temporal Distortion
Barkcoat Bear


STARTING HAND
Rampant Growth
Ironbark Treant
Ferocity
Stalking Tiger


WORKERS
Rich Earth
Spore Shambler
Forest’s Favor
Ironbark Treant


NextHand

Tiger Cub
Barkcoat Bear
Murkwood Allies
Now!
Playful Panda


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tap Verdant
Tech 1 - ($5)
Tech 2 Feral - ($1)

Float ($1)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant 0/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Geiger 2/3, lvl 1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Verdant Tree :heart: 3
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)

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

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

Player 2, Turn 4

P1 Feral/Present/Anarchy vs P2 Blood/Anarchy/Feral

[details=Doing some math][spoiler]
Ok. THAT was greedy. He forfeit board presense and I have some busrt potential. It seems like I have to go face now.
I don’t feel any treat from tier 2 feral in this position. Present or better board would probabbly change my mind.
Let’s make some math.

I have 3+3 attack on board, 4+3 attack hasty in hand. (3 gold). Bloodlust is 2 for 2, charge is 1 for two. Not sure I want to play them now. There is two options summoning Zane: 2 damage for 2 gold, 3 damage for 3 gold.

I need 6 attack to clear his patrol. And 8 gold total. Also I can consider going to tier 2. Will consider this option if my attack is not good enough.

  1. Dog for treant(7), summon Cal or Zane (5g) Drakk for geiger. Drak 3/2.
    Rambaster(3) 4 and Musketeer 7 - to base.

1.1 max damage - hero Cal. bloodlust(1) Cal and Rambaster. +6 dmg. - 13 total. 1 gold left. Cal 3/3. Next turn Scorch plus Drakk death = 4 of lethal. +1 from musketeer may be.
Board: 3/2 drakk, 3/3 Cal, 1/1 rambaster, 1/1 dog, 2/1 musketeer.
Hand Bloodrage, Scorch +1 after reshuffle.

Surprise attack cost him 7. He is at 10. 3 left is enough for deffender. Surprise attack and zane kill both my heroes and probabbly Musketeer. And I have 5 attack on board. So probabbly better line is to play Zane, tech 2 behind the ferns, and keep Calamandra for sneak attack next turn.

1.2 Hero is Zane. For +1 gold midband (2). +3 attack.Total 10. Or max band 11 total.
Board: Drakk(3/2), Zane(3/3 or 4/4), dog, rambaster(full hp), musketeer. Drakk death 12. scorch 14. 6 left - behind the ferns bring another 5. 1 -of.

Ferns probability: 2 cards from 8 with 2 tries. That’s about 1/4 + 2/7 I think sum is not correct her, but that is close enough I think. That’s a coin flip.

Bad news that I have to summon Cal next turn if I want to play scorch. And if I missed behind the ferns I will probabbly have 2 dead draws later.

I don’t really like this option here.

1.3 Defend with Cal
Defend with 3/4A or 4/5A Cal could be an option. Both sharks wil go to Cal. Zane to Drakk. Midband his Cal.
This option is bad but it lead me to option of Drakk Defence…

2.1 From beggining: MidbandZane(3). Dog for treant(2), Zane kills Geiger and heals(3), Rambaster (1).
Board: Drakk (3/4), Rambaster (4/2), Musketeer (3/1),
Dog, Zane(4/4)
10 attack, or 7 attack and patrol Drakk.
2.1.1 His base at 13. 3/4A Drakk SQL.
His options: surprise attack. Remove Drakk and Musketeer. Stalking tiger/centaur in SQL. Without behind the ferns, that’s bad. I have only 3 attack for base+2 scorch +1 drakk. 7 left.
Actually Drakk will be his number 1 priority without patrol anyway. So…
2.1.2 His base at 10. All taped.
At this point good play for him would probably remove all my minions with surprise attack. But that would open a lethal with kidnapping. Unless he defends with Calamandra…
Ok I think I take this line and tech 1 bomber and 1 behind the ferns.

Wonder if there is better play here.
Last decision to made - if I want to play a worker, or maximize my draw. What a silly question. Who cares about economy…
[/spoiler][/details]

[details=Starting Hand]
Makeshift Rambaster
Charge
Nautical Dog
Bloodlust
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)
  • Tech 2 cards

[details=All Teched Cards]
Crash Bomber, Behind the Ferns
Murkwood Allies, Crash Bomber
Bloodlust, Kidnapping
[/details]


###Main:

  • Nautical Dog (7)
  • Zane (5)
  • Midband Zane(2)
  • Dog kills a treant, Zane kills Geiger, maxbands and heals. We both get a coin. (3)
  • Makeshifter Rambaster (1)
  • Rambaster, Musketeer and Drakk attack base for 10 total.

[details=Workers]
Bombaster
Pillage
Bloodburn
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 rs Draw 2
  • Float 1g, Tech 2 cards after your turn

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

  • :heart: Base HP: 19
  • :heart: Tier I: 5
  • :heart: Hero’s Hall: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Drakk (3/4)
Zane (4/4)
Careless Musketeer (2/1, frenzy, tap:1 direct damage)
Nautical dog (1/1, frenzy 2)
Makeshift Rambaster (1/2, frenzy, +2 for building)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Bloodrage Ogre
Bloodlust
Murkwood Allies
Scorch
[/details]

[details=End of Turn Discard]
Nothing
[/details]

[details=My Thoughts]
Ok my draw is pretty bad. But I think that’s not a crutial problem. I can wait for couple of turns.
[/details]

Edit: turn number

P1T5


Tech StartingHand Workers

TECH
Surprise Attack
Ready or Not


STARTING HAND
Tiger Cub
Murkwood Allies
Now!
Playful Panda
Barkcoat Bear


WORKERS
Rich Earth
Spore Shambler
Forest’s Favor
Ironbark Treant
Playful Panda


NextHand

Ferocity
Rampant Growth
Merfolk Prospector
Stalking Tiger


Discard

Young Treant
Murkwood Allies
Now!
Barkcoat Bear
Surprise Attack
Ready or Not


Tech 2 card(s)
Get Paid + float + Scav - ($10)
Worker - ($9)
Cal - ($7)
Murkwood Allies - ($2)
Tiger Cub - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub 2/2+A
  • :psfist: [I]Elite[/I]: Frog 2/1
  • :ps_: [I]Scavenger[/I]: Frog 1/1
  • :pschip: [I]Technician[/I]: Frog 1/1
  • :target: [I]Lookout[/I]: Frog 1/1
    [B]In Play:[/B]
  • Verdant Tree :heart: 3
  • Calamandra 2/3, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 10
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)

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

  • Hand: 4
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

That’s game.

Patrol is cleared by these 5 attackers:
Zane
Drakk
Nautical Dog
Careless Musketeer
Scorch(7)

Bloodrage ogre(5)
Bloodlust Ogre and Rambaster(3) (both with 5 attack)

10 total is exectly lethal.

Thank you for game! GGWP

GG!

Yea. not sure how I feel about this codex, seems to be missing a bit. Feral with red seems pretty good, well played.

@zhavier I will use this topic if you don’t mind.
GLHF!

Game 3, Player 1, Turn 1

P1 Balance/Discipline/Peace vs P2 necromancy/blood/truth

[details=Starting Hand]
Rampant Growth
Young Treant
Ironbark Treant
Verdant Tree
Forest’s Favor
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • No tech turn 1

[details=All Teched Cards]
None
[/details]


###Main:

  • Play Grave(2)
  • Worker up (1)

[details=Workers]
Ironbark Treant
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 5
  • Float 1g, Tech 2 cards after your turn

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

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Grave (2/3, 1 lvl)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

####Gold:

  • Gold: 1
  • Workers: 5

[details=End of Turn Hand]
Spore Shambler
Tiger Cub
Playful Panda
Merfolk Prospector
Rich Earth
[/details]

[details=End of Turn Discard]
Forest’s Favor
Verdant Tree
Young Treant
Rampant Growth
[/details]

[details=My Thoughts][spoiler]
Pretty bad opening hand. So go with cheap hero.

I’m probabbly gonna to try hero strategy with training grounds. So keep verdant tree to have a healer later.

Moment of peace should deal with his blood units. Doom grasp is strong vs that, so probabbly I have to think about a plan B. Ok will see where it goes.
[/spoiler][/details]

Sure, no problem.

P2T1


StartingHand Workers

STARTING HAND
Skeleton Javelineer
Deteriorate
Thieving Imp
Sacrifice the Weak
Pestering Haunt


WORKERS
Thieving Imp


NextHand

Poisonblade Rogue
Summon Skeletons
Skeletal Archery
Jandra, the Negator


Discard

Sacrifice the Weak
Deteriorate


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Skeleton Javelineer - ($3)
Pestering Haunt
Garth + Skeleton - ($0)

Float ($0)
Discard 2, draw 4


[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]: Skeleton 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Skeleton Javelineer 1/1
  • Pestering Haunt 1/1
  • Garth 1/3, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

So, going to try to rush crashbarrows, but I will likely need free speech to counter Midori. Not too worried about the peace engine yet, i have tech advantage and I can go wide. Grave is a lot less threatening without white starter.

Game 3, Player 1, Turn 2

P1 Balance/Discipline/Peace vs P2 necromancy/blood/truth

[details=Starting Hand]
Rich Earth
Merfolk Prospector
Playful Panda
Tiger Cub
Spore Shambler
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5+1)
  • Tech 2 cards

[details=All Teched Cards]
Gemscout Owl, Tiny Basilisk
[/details]


###Main:

  • Grave kills a skeleton.
  • Midband Grave (4)
  • Merfolk Prospector (3)
  • Worker up (2)
  • Tier I (0)

[details=Workers]
Ironbark Treant
Rich Earth
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 5
  • Float 1g, Tech 2 cards after your turn

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

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Merfolk Prospector (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Grave (3/4, 3 lvl)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Tiger Cub
Playful Panda
Forest’s Favor
Tiny Basilisk
Spore Shambler
[/details]

[details=End of Turn Discard]
None
[/details]

[details=My Thoughts]
Losing initiative. Pretty bad situation it seems.
[/details]

P2T2


Tech StartingHand Workers

TECH
Crash Bomber
Crash Bomber


STARTING HAND
Jandra, the Negator
Poisonblade Rogue
Skeletal Archery
Summon Skeletons
Graveyard


WORKERS
Thieving Imp
Jandra, the Negator


NextHand

Crash Bomber
Sacrifice the Weak
Skeletal Archery
Crash Bomber
Graveyard


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Javelineer throws javelin at merfolk
Garth and Haunt hit Tech 1
Tech 1 - ($3)
Poisonblade Rogue - ($1)
Make a skeleton - ($0)

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]: Skeleton 1/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Skeleton Javelineer 1/1, no jav
  • Pestering Haunt 1/1
  • Garth 1/3, lvl 1
  • Poisonblade Rogue 2/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 2
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Only way to kill grave would be midband and have deteriorate, which I don’t. Tech 1, skeleton, poisonblade seems ok. Reversal on my skeleton seems like it could be almost worth it here, but I am not sure how likely it is, tech 1 units seem much more probable. Basilisk will be troublesome, but crash bombers trade well enough, and deteriorate is great.

Game 3, Player 1, Turn 3

P1 Balance/Discipline/Peace vs P2 necromancy/blood/truth

[details=Starting Hand]
Tiger Cub
Playful Panda
Forest’s Favor
Tiny Basilisk
Spore Shambler
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+1 scav)
  • Tech 2 cards

[details=All Teched Cards]
Sparing Partner, Martial Mastery
Gemscout Owl, Tiny Basilisk
[/details]


###Main:

  • Grave kills a skeleton.
  • Maxband Grave (3)
  • Grave taps and kill Poisonbalde Rogue
  • Worker up (2)
  • Tiny basilisk (0)

[details=Workers]
Ironbark Treant
Rich Earth
Tiger Cub
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Float 0g, Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • :heart: Tier I HP: 3

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Tiny Basilisk (2/2)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Grave (4/5, 7 lvl)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Rampant Growth
Young Treant
Sparring Partner
Gemscout Owl
Verdant Tree
[/details]

[details=End of Turn Discard]
None
[/details]

[details=My Thoughts]
Garth kill is probabbly the play but drakk midband would be very painful in this case. Unit defence is very card expensive. Not sure what is the best move here… In case of sacrifice a weak I will have lot of problems.
[/details]

P2T3


Tech StartingHand Workers

TECH
Crashbarrow
Shoddy Glider


STARTING HAND
Skeletal Archery
Sacrifice the Weak
Graveyard
Crash Bomber
Crash Bomber


WORKERS
Thieving Imp
Jandra, the Negator
Skeletal Archery


NextHand

Shoddy Glider
Summon Skeletons
Skeleton Javelineer
Deteriorate


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Javelineer hits tech 1 to 2, not noticing the unattackable basilisk
Sacrifice the Weak, kill javelineer and basilisk - ($5)
Tech 2 Blood - ($1)
Haunt and Garth break Tech 1
Crash Bomber - ($0)

Float ($0)
Discard 2, draw 2, reshuffle, draw 2


[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]: Crash Bomber 2/2
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt 1/1
  • Garth 1/3, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I was thinking about the graveyard, and pondering forcing the nature reclaims play. Im gonna keep it around, but i will go with sac the weak here. I could break his tech 1 here, but reversal could be a problem. However, 6g to decide between breaking my tech 2 and killing garth, I think thats a fair trade.

Game 3, Player 1, Turn 4

P1 Balance/Discipline/Peace vs P2 necromancy/blood/truth

[details=Starting Hand][spoiler]
Rampant Growth
Young Treant
Sparring Partner
Gemscout Owl
Verdant Tree

YT: Merfolk Prospector
[/spoiler][/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards

[details=All Teched Cards]
Moment’s Peace, Moment’s Peace
Sparing Partner, Martial Mastery
Gemscout Owl, Tiny Basilisk
[/details]


###Main:

  • Young Treant: draw. (5)
  • Grave kills Crash Bomber. My base down to 17.
  • Merfolk Prospector/ (4)
  • Verdant Tree(2)
  • Worker up (1)
  • Rebuild Tier I.

[details=Workers]
Gemscout Owl
Ironbark Treant
Rich Earth
Tiger Cub
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Float 1g, Tech 2 cards after your turn

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

  • :heart: Base HP: 17
  • :heart: Tier I HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Grave (4/3A)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Young Treant (0/2)
  • :target: Lookout: Merfolk Prospector(1/1, resist)

####In Play:

  • Verdant Tree (3 HP)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Spore Shambler
Playful Panda
Martial Mastery
Forest’s Favor
[/details]

[details=End of Turn Discard]
Tiny Basilisk
Sparring Partner
Rampant Growth
Moment’s peace
Moment’s peace
[/details]

[details=My Thoughts]
I need this Moment’s peace from technician draw. Otherwise crashbarrows will end this quickly.
[/details]

"P2T4


Tech StartingHand Workers

TECH
Free Speech
Crashbarrow


STARTING HAND
Deteriorate
Summon Skeletons
Shoddy Glider
Skeleton Javelineer
Crashbarrow


WORKERS
Thieving Imp
Jandra, the Negator
Skeletal Archery
Summon Skeletons


NextHand

Graveyard
Crash Bomber
Sacrifice the Weak
Free Speech
Poisonblade Rogue


Discard

Crashbarrow


Tech 2 card(s)
Get Paid - ($8)
Crashbarrow, trades with grave and young treant, Garth to lvl 3 - ($5)
Max Garth get the crashbarrow back, kills Merfolk and breaks tech 1, crashbarrow dies after draw - ($1)
Garth breaks verdant tree
Haunt hits your base to 14
Worker - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


[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]
  • Pestering Haunt 1/1
  • Garth 3/4, lvl 7
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 5
  • Deck: 5
  • Disc: 1
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "

Game 3, Player 1, Turn 5

P1 Balance/Discipline/Peace vs P2 necromancy/blood/truth

[details=Starting Hand]
Spore Shambler
Playful Panda
Martial Mastery
Forest’s Favor
Tech: Moment’s Peace
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1 scav)
  • Tech 2 cards

[details=All Teched Cards]
Training Grounds, Mindparry Monk
Moment’s Peace, Moment’s Peace
Sparing Partner, Martial Mastery
Gemscout Owl, Tiny Basilisk
[/details]


###Main:

  • Midori (7)
  • Forest’s Favor. + to Midori (5)
  • Moment’s peace (3)
  • Worker up (2)
  • Hero’s hall (0)
  • Rebuild Tier I.

[details=Workers]
Spore Shambler
Gemscout Owl
Ironbark Treant
Rich Earth
Tiger Cub
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Float 2g, Tech 2 cards after your turn

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

  • :heart: Base HP: 14
  • :heart: Tier I HP: 5
  • :heart: Hero’s hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Midori (3/4, + 1 lvl)

####In Play:


###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 8

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Young Treant
Rampant Growth
Tiny Basilisk
Moment’s peace
[/details]

[details=End of Turn Discard]
Merfolk Prospector
Verdant Tree
Moment’s peace
Forest’s Favor
Martial Mastery
Playful Panda
Training Grounds
Mindparry Monk
[/details]

[details=My Thoughts]
Doom grasp and Free speeach will end this. Not sure if I have any outcome now.
[/details]

P2T5


Tech StartingHand Workers

TECH
Captured Bugblatter
Lich’s Bargain


STARTING HAND
Graveyard
Sacrifice the Weak
Poisonblade Rogue
Crash Bomber
Free Speech


WORKERS
Thieving Imp
Jandra, the Negator
Skeletal Archery
Summon Skeletons
Poisonblade Rogue


NextHand

Deteriorate
Skeleton Javelineer
Crashbarrow
Crash Bomber


Discard

Crashbarrow
Free Speech
Sacrifice the Weak
Crash Bomber
Captured Bugblatter
Lich’s Bargain


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Make a skeleton - ($7)
Quince - ($5)
Free Speech - ($3)
Graveyard - ($1)

Float ($1)
Discard 2, draw 4


[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]: Skeleton 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Graveyard :heart: 3
  • Pestering Haunt 1/1
  • Garth 3/4, lvl 7
  • Quince 1/3, lvl 1
  • Mirror 0/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 4
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

That’s game. Cannot do anything with crashbarrows here without moment’s peace for at least next 2 turns… Well played

This deck is very powerful, but it is unit centric. The best counters I have seen have involved strong hero play.

You want to reverse order, I’ll be player 1?

I would like to play monored vs your deck if you don’t mind.