Casual: Hobusu vs FrozenStorm (Core Set)

You leveled him to 4 and he gained two levels, which puts him at 6, which is his maxband. It’s all gravy though, I drew the right technician card XD

Game 2, Player 1, Turn 6

P1 Red vs P2 Green

[details=Starting Hand]
Moment’s Peace
Circle of Life
Moment’s Peace
Merfolk Prospector
Potent Basilisk
Rampant Growth (technician)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9+1scavenger)
  • Draw 1 for technician
  • Tech 2 cards in

[details=All Teched Cards]
Final Showdown, Dothram Horselord
Dinosize x2
Potent Basilisk, Moment’s Peace
Wandering Mimic, Moment’s Peace
Circle of Life, Potent Basilisk
Gemscout Owl, Centaur
[/details]


###Main:

  • Rampant Growth on Midori (8)
  • Mimics and Midori hit your base for 14

GG WP!

Yeah, I figured it wouldn’t matter. I could’ve sworn Zane’s max was Lv. 7, but I guess that’s only Drakk and Jaina. Good game! Let’s do the same setup (you first as Green), if that’s alright with you.

1 Like

I’m game for it, but work is insane today, probably can’t start til late this evening

OK! I’m hoping to get a friend of mine to start playing by forum with me soon, so it’s OK if you can’t start for a bit.

Okay, ACTUALLY “running it back” this time, GL HF @Hobusu!

Game 3, Player 1, Turn 1

P1 Red vs P2 Green

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

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • no techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Playful Panda (2)
  • Worker Up (1)

[details=Workers]
Tiger Cub
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Float 1g, Tech 2 cards before my next turn

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

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :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]
Rampant Growth
Merfolk Prospector
Rich Earth
Verdant Tree
Ironbark Treant
[/details]

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

[details=My Thoughts]
I think I’m going to try EricF’s recommended tech tree to the T this game, see what I think of it as P1.
[/details]

Good luck, @FrozenStorm! I have a bad feeling about this, since I just taught someone IRL and they beat me in this matchup (though I intentionally teched sub-optimally on my first turn so I wouldn’t repeat our first game).

Game 3, Player 2 Turn 1


Starting Hand and Workers

STARTING HAND
Bombaster
Makeshift Rambaster
Bloodrage Ogre
Scorch
Nautical Dog


WORKERS

Scorch


[details=Next Hand]Pillage
Bloodburn
Mad Man
Careless Musketeer
Charge


[/details]

Discard

Makeshift Rambaster
Bombaster
Nautical Dog


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Bloodrage Ogre - ($2)
Summon Drakk - ($0)
Patrol as shown below

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Drakk Ramhorn Lv. 1 (1/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

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

[details=Thougts][spoiler]Right now I don’t see much reason to go with anything other than Bloodrage Ogre and Drakk again, but this time I’ll try to go a more “normal” path. We’ll see as the game progresses, though…

Workered Spark because of gold inefficiency. If I need that kind of spell, I’ll use Jaina.[/spoiler][/details]

Game 3, Player 1, Turn 2

P1 Red vs P2 Green

[details=Starting Hand]
Rampant Growth
Merfolk Prospector
Rich Earth
Verdant Tree
Ironbark Treant
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Tiny Basilisk, Galina Glimmer
[/details]


###Main:

  • Ironbark Treant (3)
  • Merfolk Prospector (2)
  • Tech 1 (1)
  • Worker Up (0)

[details=Workers]
Rich Earth, Tiger Cub
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

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

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

####In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2+3armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

####In Play:

  • Playful Panda (2/2)
  • Merfolk Prospector (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Forest’s Favor
Verdant Tree
Spore Shambler
Rampant Growth
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Okay going for his exact build recommendation, going to try to stick to it. So I shell up and try to keep tons of units on the board.

My next hand draw was god-awful though. Nothing I teched, no Young Treant to dig…
[/spoiler][/details]

Game 3, Player 2 Turn 2


Tech, Starting Hand, and Workers

TECH

Lobber
Lobber


STARTING HAND

Careless Musketeer
Charge
Mad Man
Pillage
Bloodburn


WORKERS

Scorch
Pillage


Next Hand

Makeshift Rambaster
Lobber
Charge
Bloodburn
Bloodrage Ogre


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I - ($4)
Play Mad Man - ($3)
Play Careless Musketeer - ($1)

Float ($1)
Discard 2, reshuffle, draw 4
Bloodrage Ogre returns to hand


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Mad Man (1/1)
  • :pschip: [I]Technician[/I]: Careless Musketeer (2/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk Ramhorn Lv. 1 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7

[details=Thoughts][spoiler]Well, my hand wasn’t really good for dealing with that many things… My hope is actually that he’ll kill both of my fodder units and I can just revenge kill most of his board using the patrol zone bonuses. Drakk might die too, but I don’t see much I can do about that…

At this point, I don’t see a better first tech than double Lobber, but maybe someone with more experience in this matchup would do something different?

Last game I never got a chance to use Pillage. Either I didn’t have it when he had gold, or I couldn’t afford to go down on cards.[/spoiler][/details]

Game 3, Player 1, Turn 3

P1 Red vs P2 Green

[details=Starting Hand]
Forest’s Favor
Verdant Tree
Spore Shambler
Rampant Growth
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 cards in

[details=All Teched Cards]
Tiny Basilisk, Ferocity
Tiny Basilisk, Galina Glimmer
[/details]


###Main:

  • Verdant Tree (4)
  • Argagarg (2)
  • Prospector trades with Musketeer, you get a card
  • Playful Panda kills Max Man, takes 1 damage, you get 1g
  • Ironbark Treant kills Drakk, takes 1 damage, my base to 19, Arg to lvl 3
  • Worker Up (1)

[details=Workers]
Forest’s Favor, Rich Earth, Tiger Cub
[/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:
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

####In Play:

  • Playful Panda (2/1 from 1 damage)
  • Ironbark Treant (3/1 from 1 damage)
  • Argagarg (1/4 lvl 3)
  • Verdant Tree (3hp)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Young Treant
Tiny Basilisk
Galina Glimmer
Ferocity
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Sticking to it, this hand was stinky though… He’ll be able to hit back with lobbers or Zane or something, but he’ll have to pick a priority target, the verdant tree makes the tech building a bad option and I don’t really care if Arg dies

Aaand I drew the ferocity out of the 5 cards to draw? I want to use that turn 5! Bah!
[/spoiler][/details]

I feel like I really messed up this turn, but at least I learned some things from it. I’m expecting you to win this, but like last time I’ll keep going to see if there’s more to be learned.

Game 3, Player 2 Turn 3


Tech, Starting Hand, and Workers

TECH

Bloodlust
Chaos Mirror


STARTING HAND

Makeshift Rambaster
Lobber
Charge
Bloodburn
Bloodrage Ogre
Bombaster (technician draw)


WORKERS

Scorch
Pillage
Bloodrage Ogre


[details=Next Hand]Charge
Makeshift Rambaster
Nautical Dog
Careless Musketeer
Bloodburn


[/details]
Tech 2 card(s)
Get Paid + float - ($8)
Draw card and gain gold from patrollers - ($9)
Worker - ($8)
Summon Zane and level him to Lv. 4 - ($3)
Zane kills Technician Wisp
We both draw 1 card
Play two Lobbers - ($1)
Lobber 1 attacks Scavenger Wisp
You gain 1 gold
Lobber 2 trades with Ironbark Treant

Float ($1)
Discard 4, draw 1, reshuffle, 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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captain Zane Lv. 4 (3/3)
  • Lobber (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

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

[details=Thoughts][spoiler]This turn worked out… okay? I guess? In hindsight, might have been better for Zane to give me the extra gold and just work with what I had. My next hand isn’t looking too great either, so this is starting to look like a losing game…

So far I’m following EricF’s suggested build order. I might have gone with some Tech II stuff if I’d been able to spend the gold on the Tech II building. Maybe that would have been better too – just let them attack me, gain some patrol bonuses, and swing back next turn with Tech II stuff. What’s done is done.

I waffled on Bloodrage Ogre vs Bloodburn for worker, and like a lot of things this turn, I feel like it would have been better to go with the opposite of what I did. In hindsight, I doubt I’ll ever get to play Bloodburn, and Bloodrage Ogre could have been Charged or Bloodlusted for a quick 4 damage.[/spoiler][/details]

1 Like

Yea I think you must have math’d a little off, as my last turn was a pretty simple on-board good trade, without any big surprises coming from hand. Your Zane move was solid in response, though

Game 3, Player 1, Turn 4

P1 Red vs P2 Green

[details=Starting Hand]
Young Treant
Tiny Basilisk
Galina Glimmer
Ferocity
Rampant Growth (from technician)
Tiny Basilisk (from TRENT)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+1scav+1float)
  • Draw 1 from technician
  • Playful Panda heals 1 from Verdant Tree
  • Tech 2 cards in

[details=All Teched Cards]
Might of Leaf and Claw, Blooming Ancient
Tiny Basilisk, Ferocity
Tiny Basilisk, Galina Glimmer
[/details]


###Main:

  • Young Treant, draw 1 (7)
  • Tiny Basilisk (5)
  • Tiny Basilisk (3)
  • Galina Glimmer (2)
  • Arg’s Midband buffs Panda, he kills Lobber and takes 1 damage after armor
  • Worker Up (1)

[details=Workers]
Rampant Growth, Forest’s Favor, Rich Earth, Tiger Cub
[/details]

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

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

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

####In Patrol:

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

####In Play:

  • Playful Panda (2/1 from 1 damage)
  • Argagarg (1/4 lvl 3)
  • Galina Glimmer (2/2)
  • Verdant Tree (3hp)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Spore Shambler
Merfolk Prospector
Might of Leaf and Claw
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Well this worked out just fine, I’ll have a good amount of gold generated next turn, I drew MoLaC to lay right away next turn (provided my Tree survives, which it should), pretty fun game!
[/details]

Honestly, last turn was a combination of several mistakes and a somewhat lackluster hand. You’ve got enough stuff on your board that I don’t see a way to win any more… I could keep going, but I don’t see much point now. Should we keep playing this matchup, switch sides, or should one of us switch to White?

I’m game for whatever man! I do think I will win this current game, with ~ 90% confidence, but there is possible things you could have in your hand that would slow me down considerably.

1 Like

Whatever you’re thinking of, I’m almost certain it’s not in my hand… Go ahead and check, I agree on the 90% chance than you’ll win. I think I’d like to try my Green vs your Red for at least one game, as a warmup before RACE. After that we can switch to different colors. Sound good?

Good with me, but fair warning that my red is not tournament level :wink:

2 Likes

why lobber and not zane? u would have lost panda, but maxed arg and gained the Elemental.

I suppose that would have been better, I was feeling attached to the little panda I guess lol :wink:

I questioned it a bit too, but it wouldn’t have mattered with so many units on his side.

That’s fine with me! I doubt my Red and Green will be tournament ready for a long time, if ever. :sweat_smile:

Who should go first?

usually in casual we alternate. If u played second ast game, now is ur turn to go first :wink:

True, but we’re switching colors too. I guess I can go first, but I thought it would be best to ask.

1 Like