Casual: Hobusu vs FrozenStorm (Core Set)

dude, being polite is always the right move :wink:
(for example, in a friendly casual, i only ask for switching deck.)

I never have an issue going second :wink:

1 Like

Good Luck, @FrozenStorm!

Game 4, Player 1 Turn 1


Starting Hand and Workers

STARTING HAND

Rampant Growth
Tiger Cub
Young Treant
Rich Earth
Ironbark Treant


WORKERS

Rich Earth


[details=Next Hand]Spore Shambler
Verdant Tree
Merfolk Prospector
Playful Panda
Forestā€™s Favor


[/details]

Discard

Young Treant
Tiger Cub
Rampant Growth


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Ironbark Treant - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (1/2+3a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :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: 5

[details=Thoughts][spoiler]Time to switch my thinking around completely! Alternatively, everyone I played against at the local library today wanted to use Red, so Iā€™ve played two other games as Green todayā€¦ :sweat:

I would love to go for the Rich Earth into Max Argagarg strat, but I donā€™t trust my ability to do so without Merfolk Prospector (then heā€™d have to both kill Prospector and Pillage to stop the plan). Instead, Iā€™m just going with the thing that prevents any damage turn 1, and coincidentally leaves no gold to Pillage.

Workered Rich Earth because thereā€™s no real point to playing it second cycle aside from deck thinning, and I doubt Iā€™ll be able to afford the card from hand to do so.[/spoiler][/details]

GL HF @Hobusu!

Game 4, Player 2, Turn 1

P1 Red vs P2 Green

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

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Nautical Dog (4)
  • Drakk (2)
  • Worker Up (1)

[details=Workers]
Bloodburn
[/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: Nautical Dog (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Drakk Ramhorn (1/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 6

[details=End of Turn Hand]
Bloodrage Ogre
Careless Musketeer
Mad Man
Bombaster
Scorch
[/details]

[details=End of Turn Discard]
Pillage
Charge
Makeshift Rambaster
[/details]

[details=My Thoughts]
COUNTER OFFENSIVE!
[/details]

Game 4, Player 1 Turn 2


Tech, Starting Hand, and Workers

TECH

Tiny Basilisk
Galina Glimmer


STARTING HAND

Verdant Tree
Forestā€™s Favor
Playful Panda
Spore Shambler
Merfolk Prospector


WORKERS

Rich Earth
Verdant Tree


[details=Next Hand]Galina Glimmer
Young Treant
Tiny Basilisk
Playful Panda
Forestā€™s Favor


[/details]
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech I - ($3)
Play Merfolk Prospector - ($2)
Summon Calamandra Moss - ($0)
Patrol as shown below

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


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (1/2+3a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra Moss Lv. 1 (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

[details=Thoughts][spoiler]I wanted to try something interesting and use Forestā€™s Favor on Ironbark Treant, but I was 1 gold shortā€¦ Well, one way or another, Iā€™ll probably have an extra gold next turn (unless he kills Merfolk Prospector and uses Pillage, but thatā€™s unlikely). Calamandra will be useful both for Ferocity and to snipe Drakk, and he has to keep the latter possibility in mind. In other words, her presence on the field warps his play to making sure I canā€™t use her ability to gain Stealth, either by actually killing her or by making the card cost too high.

For now, Iā€™m just going with the recommended build order from my reference sheet, but weā€™ll see if I decide to switch things up later.

Workered Verdant Tree because I donā€™t see it helping much this game. Heā€™s going to do what he can to keep me from having things alive to benefit from it. I would have liked to keep it around, but I wanted to keep the other cards moreā€¦[/spoiler][/details]

Game 4, Player 2, Turn 2

P1 Red vs P2 Green

[details=Starting Hand]
Bloodrage Ogre
Careless Musketeer
Mad Man
Bombaster
Scorch
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards in

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


###Main:

  • Bloodrage Ogre (5)
  • Tower (2)
  • Tech 1 (1)
  • Worker Up (0)

[details=Workers]
Scorch, Bloodburn
[/details]

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Nautical Dog (1/1)
  • :exhaust: Technician: Bloodrage Ogre (3/2)
  • :target: Lookout:

####In Play:

  • Drakk Ramhorn (1/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Pillage
Mad Man
Charge
Bombaster
Careless Musketeer
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts]
Slow playing things a bit, want to make all trades unfavorable until I hit critical mass on gold to make a big play.
[/details]

Player 1 Turn 3


Tech, Starting Hand, and Workers

TECH

Tiny Basilisk
Ferocity


STARTING HAND

Playful Panda
Tiny Basilisk
Young Treant
Forestā€™s Favor
Galina Glimmer
Tiger Cub (draw from Young Treant)


WORKERS

Rich Earth
Verdant Tree
Tiger Cub


[details=Next Hand]Rampant Growth
Tiny Basilisk
Spore Shambler
Ferocity


[/details]
Tech 2 card(s)
Get Paid - ($6)
Play Tiny Basilisk - ($4)
Play Young Treant and draw a card - ($2)
Worker - ($1)
Exhaust Merfolk Prospector - ($2)
Play Galina Glimmer - ($0)
Patrol as shown below

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


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (1/2+3a)
  • :psfist: [I]Elite[/I]: Young Treant (0/2) [Canā€™t Attack]
  • :ps_: [I]Scavenger[/I]: Galina Glimmer (2/2) [Legendary]
  • :pschip: [I]Technician[/I]: Tiny Basilisk (1/2) [Deathtouch]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra Moss Lv. 1 (2/3)
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 2
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts][spoiler]Since he built a Tower to stop Calamandra shenanigans, I went ahead and flooded my board with stuff. The biggest direct threat to him is the Tiny Basilisk, since I could use it to assasinate Drakk with its Deathtouch and ability to ignore Tech 0 units. Also, he canā€™t kill it with Tech 0 units and Iā€™ve patrolled it in Technician, so he has to either use a spell (which puts me ahead on cards and probably gold) or a Tech I unit (which also puts me ahead on cards, but may be in his favor gold-wise). And of course, to even get a Tech I unit to my Basilisk, he has to get rid of Ironbark Treantā€¦ Meanwhile, if he doesnā€™t get rid of Galina Glimmer then Iā€™ll gain even more gold advantage, letting me build Tech II without much worry - and if he kills her, than I get the gold back that I spent to play her, so at most I spent a card to make him attack something. And of course, Young Treant is yet another blocker for Calamandra, and the least likely to be attacked (since he can actually hit back as Elite, but canā€™t attack on my turn).

Whoops, I made a wall of textā€¦

Teched following the reference sheet again, simply because it makes the most sense right now. I want a cheap blocker that can also snipe important stuff while trading up in gold value, and I want to make it hard for him to attack me by giving everything Swift Strike. Probably going to go with Growth Tech II, but weā€™ll see.

Workered Tiger Cub, which I got from Young Treantā€™s draw. Compared to Playful Panda, it just wonā€™t be as useful to me with the Growth strategy.[/spoiler][/details]

WOOF you got the double teched card draw, sadly I whiffed and got neither :_( this will take some digging on my partā€¦

Game 4, Player 2, Turn 3

P1 Red vs P2 Green

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

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards in

[details=All Teched Cards]
Bamstamper Lizzo x2
Crash Bomber, Bloodlust
[/details]


###Main:

  • Bombaster (5)
  • Bloodrage Ogre pings Ironbarkā€™s armor off, takes 1 damage
  • Nautical Dog trades with Ironbark
  • Worker Up (4)
  • Tech 2 - Fire (0)

[details=Workers]
Careless Musketeer, Scorch, Bloodburn
[/details]

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC FIRE
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Bombaster (2/2)
  • :exhaust: Technician: Drakk Ramhorn (1/3 lvl 1)
  • :target: Lookout:

####In Play:

  • Bloodrage Ogre (3/1 from 1 damage)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Crash Bomber
Bloodlust
Makeshift Rambaster
Bamstamper Lizzo
Mad Man
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts]
Still no critical mass. Iā€™m hoping to draw a Bamstamper, and build up enough board to come at him. He had an excellent draw while I did not, so it isnā€™t a favorable scenario for me, and Iā€™m hoping to make the best of it. Iā€™ll transition to a firebird + firehouse probably, or maybe Ember Sparks + Hotter Fire!
[/details]

Game 4, Player 1 Turn 4


Tech, Starting Hand, and Workers

TECH

Might of Leaf and Claw
Blooming Ancient


STARTING HAND

Spore Shambler
Rampant Growth
Ferocity
Tiny Basilisk


WORKERS

Rich Earth
Verdant Tree
Tiger Cub
Spore Shambler


[details=Next Hand]Rampant Growth
Forestā€™s Favor
Playful Panda
Might of Leaf and Claw


[/details]
Tech 2 card(s)
Get Paid - ($7)
Gain gold from Galina Glimmer + 3 other units - ($9)
Worker - ($8)
Build Tech II ā€“ Growth - ($4)
Calamandra casts Ferocity - ($2)
Merfolk Prospector hits Drakk for 1 damage, then dies
Galina Glimmer swiftly kills Drakk (who does 1 damage to my Base), then takes 1 damage from Tower (You draw a card)
Calamandra gains 2 free levels (Lv. 3)
All my units gain Resist 1
Calamandra kills Bombaster, taking 3 damage total (You gain 1 gold)
Level Calamandra to Lv. 5 (Max!), healing her - ($0)
Patrol as shown below

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


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

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk (1/2+a) [Deathtouch, Armor Piercing, Swift Strike, Resist 1]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Young Treant (0/2) [Canā€™t Attack, Armor Piercing, Swift Strike, Resist 1]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra Moss Lv. 5 (4/5)
  • Galina Glimmer (2/1) [Legendary, Armor Piercing, Swift Strike, Resist 1]
    Buildings:
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

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

[details=Thoughts][spoiler]The Tower made that a bit annoyingā€¦ I could have kept both Galina and Prospector alive if it werenā€™t there. Well, at least now Iā€™ve got Max Level Calamandra making Spells more expensive for him, plus Ferocity making raw attacks a no-go. Iā€™ve got Might of Leaf and Claw in my new hand, so depending on the situation, I may be able to close this out without too much more effortā€¦

Speaking of MoLaC, I teched it and Blooming Ancient to continue the strategy from the Reference Sheet. However, I probably wonā€™t be following it strictly much longerā€¦ After all, Iā€™ll only need the 2nd MoLaC if I canā€™t play the one in my hand on my next turn.

Workered Spore Shambler because it was the least useful thing in my hand, and Blooming Ancient is almost strictly better.[/spoiler][/details]

Friendly reminder your base is at 19 from Drakk dying

Game 4, Player 2, Turn 4

P1 Red vs P2 Green

[details=Starting Hand]
Crash Bomber
Bloodlust
Makeshift Rambaster
Bamstamper Lizzo
Mad Man
Nautical Dog (technician)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1scavenger)
  • Draw 1 for technician
  • Tech 2 cards in

[details=All Teched Cards]
Molting Firebird, Hotter Fire
Bamstamper Lizzo x2
Crash Bomber, Bloodlust
[/details]


###Main:

  • Bamstamper Lizzo, pay 1 resist to kill Tiny Basilisk on arrival (4)
  • Bloodrage Ogre kills Yount Treant, you draw 1 card
  • **Zane comes out, trades with Galina Glimmer, levels fizzle (2)
  • Crash Bomber (1)
  • Worker Up (0)

[details=Workers]
Mad Man, Careless Musketeer, Scorch, Bloodburn
[/details]

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC FIRE
  • Tower HP: 4

####In Patrol:

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

####In Play:

  • Bloodrage Ogre (3/1 from 1 damage)
  • Bamstamper Lizzo (5/3)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Pillage
Bamstamper Lizzo
Charge
Hotter Fire
Makeshift Rambaster
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts]
Okay, he teched up, NOW we can strike XD This will take huge command of the board I believe! He definitely should have played the Ferocity differently, he could have killed my tech 2! Tiny B kills Drakk and survives, Galina kilsl Bombaster and survives, Merfolk and max Cala take tech 2. Would have been much better for him!
[/details]

Ooh, that hurtā€¦ I feel like I blundered this turn, but weā€™ll see how things go.

Player 1 Turn 5


Tech, Starting Hand, and Workers

TECH

Momentā€™s Peace
Murkwood Allies


STARTING HAND

Forestā€™s Favor
Playful Panda
Might of Leaf and Claw
Rampant Growth
Merfolk Prospector (Technician draw)


WORKERS

Rich Earth
Verdant Tree
Tiger Cub
Spore Shambler
Forestā€™s Favor


[details=Next Hand]Blooming Ancient
Ferocity
Tiny Basilisk
Ironbark Treant


[/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Play Might of Leaf and Claw - ($4)
Build Tower - ($1)
Play Merfolk Prospector - ($0)
Patrol as shown below

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]: Merfolk Prospector (1/1) [Resist 1]
  • :pschip: [I]Technician[/I]: Calamandra Moss Lv. 5 (4/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Might of Leaf and Claw
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 0
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts][spoiler]Well, thatā€™s what I was afraid ofā€¦ In hindsight, I should have put Tiny Basilisk in the Lookout slot. At least then he would have had to decide whether to hire a worker or play a defender. I really want MoLaC out, and Tower should help somewhat, but itā€™s mostly that I didnā€™t have the resources to get much better of defenses. Hopefully I can do something next turn to get some momentum back.

Even though I wonā€™t be able to use Murkwood Allies for a couple turns, itā€™ll be great with MoLaC. Momentā€™s Peace might be the only way to save this game anymore, so maybe I should have teched 2 of them?

I workered Forestā€™s Favor, but Iā€™m starting to question whether this would have been a good time to skip a workerā€¦ Being able to play Playful Panda or Argagarg instead of Merfolk Prospector would have been nice.[/spoiler][/details]

Yeah check my thoughts on my previous turn, I think your turn 4 could have set up a lot better for that might of leaf and claw

Game 4, Player 2, Turn 5

P1 Red vs P2 Green

[details=Starting Hand]
Pillage
Bamstamper Lizzo
Charge
Hotter Fire
Makeshift Rambaster
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Tech 2 cards in

[details=All Teched Cards]
War Drums, Crash Bomber
Molting Firebird, Hotter Fire
Bamstamper Lizzo x2
Crash Bomber, Bloodlust
[/details]


###Main:

  • Drakk (7)
  • Bamstamper Lizzo trades with Calamandra, Drakk to lvl 3, you get 1 card
  • Fresh Bamstamper Lizzo from hand, kills Prospector, you get 1g (3)
  • Makeshift Rambaster (1)
  • Pillage, I steal your scavenger gold and take your base to 17hp (1)
  • Midband Drakk (0)
  • Rambaster kills your tower and takes 1 damage, your base to 15hp
  • Bloodrage Ogre and Crash Bomber hit your base to 8hp
  • Skip worker

[details=Workers]
Mad Man, Careless Musketeer, Scorch, Bloodburn
[/details]

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC FIRE
  • Tower HP: 4

####In Patrol:

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

####In Play:

  • Bloodrage Ogre (3/1 from 1 damage)
  • Bamstamper Lizzo (5/3)
  • Crash Bomber (2/2)
  • Makeshift Rambaster (1/1 from 1 damage)
  • Drakk Ramhorn (2/3 lvl 4)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Bloodlust
Molting Firebird
Nautical Dog
Bombaster
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts]
GG WP I can bring hasty firebird next turn without much trouble, his board is empty
[/details]

Yeah, thatā€™s the game. Well played! You were totally right about how I should have used Ferocity. I got so caught in ā€œGreen has to turtleā€ and ā€œDeathtouch + Swift Strike = Unbeatable Defenseā€ (as if) that I didnā€™t even look at that possibilityā€¦ Well, at least I learned something again. I need to pay more attention to the flow of the battle and check every possibility.

Should we do one more game, switching who goes first again? If we hurry, we could slip it in before RACE starts.

No guarantees Iā€™ll be able to finish by tomorrow, but Iā€™ll play ya one more!

Game 5, Player 1, Turn 1

P1 Red vs P2 Green

[details=Starting Hand]
Scorch
Makeshift Rambaster
Bloodburn
Careless Musketeer
Bloodrage Ogre
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • no techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Makeshift Rambaster, hits your base to 17hp (2)
  • Worker Up (1)

[details=Workers]
Scorch
[/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:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Makeshift Rambaster (1/2)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 5

[details=End of Turn Hand]
Pillage
Mad Man
Bombaster
Charge
Nautical Dog
[/details]

[details=End of Turn Discard]
Bloodrage Ogre
Careless Musketeer
Bloodburn
[/details]

[details=My Thoughts]
Take the cheeky shot on base, heā€™ll shell up and Iā€™ll do some build-up of my own
[/details]

1 Like

Oopsā€¦ I thought Iā€™d taken my turn already. Sorry about that, @FrozenStorm! Looks like itā€™s my fault we canā€™t finish before RACE.

Game 5, Player 2 Turn 1


Starting Hand and Workers

STARTING HAND

Ironbark Treant
Young Treant
Tiger Cub
Rampant Growth
Rich Earth


WORKERS

Rich Earth


[details=Next Hand]Forestā€™s Favor
Spore Shambler
Verdant Tree
Playful Panda
Merfolk Prospector


[/details]

Discard

Ironbark Treant
Rampant Growth
Young Treant


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Tiger Cub - ($2)
Summon Argagarg & Wisp - ($0)
Patrol as shown below

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub (2/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Garg Lv. 1 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 17

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

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

[details=Thoughts][spoiler]Since I want to keep any gold from floating early on, and I donā€™t want to mess up my deck cycling, the only option I had was Tiger Cub and a Hero. I went with Arg for the free Wisp and the option to pay 4g for a Water Elemental at no card cost. Iā€™ll need to see how his turn goes to know what to tech, thoughā€¦

Workered Rich Earth because I donā€™t see any chance to use it coming up.[/spoiler][/details]

1 Like

Ainā€™t no thang, takes the guilt away from me :wink:

Game 5, Player 1, Turn 2

P1 Red vs P2 Green

[details=Starting Hand]
Pillage
Mad Man
Bombaster
Charge
Nautical Dog
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Gunpoint Taxman, Lobber
[/details]


###Main:

  • Bombaster (4)
  • Nautical Dog (3)
  • Tech 1 (2)
  • Worker (1)

[details=Workers]
Pillage, Scorch
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Float 1g, 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: Bombaster (2/2)
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

####In Play:

  • Makeshift Rambaster (1/2)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 6

[details=End of Turn Hand]
Mad Man
Bloodrage Ogre
Careless Musketeer
Gunpoint Taxman
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Not totally sure what Iā€™m doing or going for, then again when am I ever with Redā€¦ Iā€™m going to just slow play these next couple turns looking for decent trades or opportunities to take a building down.
[/details]

1 Like

Game 5, Player 2 Turn 2


Tech, Starting Hand, and Workers

TECH

Dinosize
Galina Glimmer


STARTING HAND

Merfolk Prospector
Verdant Tree
Spore Shambler
Forestā€™s Favor
Playful Panda


WORKERS

Rich Earth
Spore Shambler


[details=Next Hand]Ironbark Treant
Galina Glimmer
Rampant Growth
Forestā€™s Favor
Tiger Cub


[/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I - ($4)
Play Playful Panda (exhausted) & Wisp - ($2)
Tiger Cub trades with Bombaster (You gain 1 gold)
Argagarg kills Nautical Dog and takes 1 damage (You draw 1 card)
Level Argagarg to Lv. 3, healing him - ($0)
Patrol as shown below

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]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Garg Lv. 3 (1/4)
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :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

[details=Thoughts][spoiler]I was able to wipe his board, and while a pair of Wisps isnā€™t the best defense, I feel like Iā€™m in a pretty good spot so far. Without going down on cards, the most he could do is have Zane and one card from his hand take out this Wisps, and that would leave no defense. He has to either play defensively or go down on cards, and I should be fine either way.

Workered Spore Shambler instead of Verdant Tree as a bit of an experiment. Since Iā€™m trying to gain card advantage from the patrol zone, I might be able to spend the 2 gold to put it out without going down on cards at some point. Meanwhile, while Spore Shambler is good, I feel like Iā€™d usually prefer to play Centaur if I ever tech it.

Teched Galina for gold advantage and a cheap 2/2, and Dinosize to guarantee a safe kill. Admittedly, I could end up unable to use Dinosize if Arg gets killed, but Iā€™m not super worried about that (especially since it didnā€™t end up in my new hand).[/spoiler][/details]

1 Like

I think Iā€™m a better Red than I give myself credit for, it is a strange experience for me to play red; I simultaneously feel like I just ā€œdo thingsā€ and see what happens, but then look back on the game and feel like I was almost subconsciously making insanely good choices. Letā€™s see if that continuesā€¦

Game 5, Player 1, Turn 3

P1 Red vs P2 Green

[details=Starting Hand]
Mad Man
Bloodrage Ogre
Careless Musketeer
Gunpoint Taxman
Lobber (from technician)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+1scav+1float)
  • Draw 1 from technician
  • Tech 2 cards in

[details=All Teched Cards]
Lobber, Desperation
Gunpoint Taxman, Lobber
[/details]


###Main:

  • Gunpoint Taxman (6)
  • Zane (4)
  • Lobber (3)
  • Mad Man (2)
  • Mad Man kills scavenger wisp, you get 1g
  • Lobber kills technician wisp, you get 1 card
  • Makeshift Rambaster and Zane kill your tech 1, your base to 15hp
  • Worker Up (1)

[details=Workers]
Pillage, Scorch
[/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:
  • :psfist: Elite:
  • :pspig: Scavenger: Gunpoint Taxman (3/3)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Makeshift Rambaster (1/2)
  • Mad Man (1/1)
  • Lobber (2/2)
  • Zane (2/2)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Charge
Bloodburn
Desperation
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Taking the wind out of his sails a bit with a Tech building kill, Iā€™m teching to hopefully empty a salvo in the next two turns with constant pressure. Drawing the desperation for next turn is a little tough, but perhaps we can work it to our advantage? Would have been better next turn but weā€™ll see
[/details]

ā€œDo I look like someone with a plan? I just do things.ā€ -Captain Zane

Game 5, Player 2 Turn 3


Tech, Starting Hand, and Workers

TECH

Centaur
Tiny Basilisk


STARTING HAND


Rampant Growth
Ironbark Treant
Forestā€™s Favor
Galina Glimmer
Tiger Cub


WORKERS

Rich Earth
Spore Shambler
Ironbark Treant


[details=Next Hand]Young Treant
Forestā€™s Favor
Dinosize
Merfolk Prospector
Verdant Tree


[/details]
Tech 2 card(s)
Get Paid - ($7)
Scavenger & Technician (draw 1 card) - ($8)
Worker - ($7)
Begin reconstruction of Tech I
Play Tiger Cub - ($5)
Level Argagarg to Lv. 5 (Max!) - ($3)
Argagarg summons Water Elemental
Build Tower - ($0)
Patrol as shown below

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


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

  • :psblueshield: [I]Squad Leader[/I]: Playful Panda (2/2)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Tiger Cub (2/2)
  • :pschip: [I]Technician[/I]: Water Elemental (3/3) [Anti-Air]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Garg Lv. 5 (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

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

[details=Thoughts][spoiler]Canā€™t say Iā€™m happy with him destroying my Tech I building, but at least Argagarg was sparedā€¦ That gave me the chance to build a solid defense without going down on cards. I considered having Playful Panda take out his Gunpoint Taxman, but I decided that Iā€™d like the patrol zone to be in my favor, not his. Yeah, he can steal a gold, but itā€™ll be hard for him to do so without sacrificing multiple units to Panda + Tower, and heā€™d have to kill the Scavenger first. Maybe if he spends his gold summoning and midbanding Drakk, but then heā€™ll just barely (if at all) have gold for Tech IIā€¦

Workered Ironbark Treant because itā€™s too expensive for its effect at this point.

Teched Tiny Basilisk and Centaur, but I probably should have chosen Ferocity instead of Centaurā€¦ ä»•ę–¹ćŒćŖ恄悈怂Iā€™ll just have to live with it. Maybe itā€™ll work out anyway?[/spoiler][/details]

Iā€™m going to bed now. Iā€™ll look forward to seeing what new pain you can inflict upon me tomorrow! :wink:

Sorry homey, canā€™t play Galina without a T1.

And yes, very Joker-esque, DGAF play XD