STARTING HAND
Rich Earth
Forest’s Favor
Tiger Cub
Playful Panda
Spore Shambler
WORKERS
Verdant Tree
NextHand
Young Treant
Spore Shambler
Forest’s Favor
Merfolk Prospector
Playful Panda
Tech 2 card(s)
Get Paid - ($5) skip worker
Oni levels to 5 - ($1)
L5 Oni frenzies (4/4) and attacks Rook (2/4+A), dealing 3 damage and taking 2 damage.
Merfolk Prospector (1/1) attacks and finishes off Rook, dying in the process. Oni gets 2 levels.
Oni goes to max-band, heals, and summons 3 soldiers. - ($0)
Float ($0)
Discard 5, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Soldier 1 (1/1)
[I]Technician[/I]: Soldier 2 (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
L8 Oni (4/5)
Soldier 3 (1/1)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 5
Thoughts
Having just played a game where an early Rook killed an early Oni and snowballed out of control, I’m hesitant to revisit that scenario. Instead in the vein of a certain @ARMed_PIrate, I’m going for a move I think of as “Hero Shove”. Basically I’m ignoring my economy, my tech, and my hand and just getting a significant board with a strong leader on T2. I know he could tech in Origin Story to deal with Oni, but Oni has readiness and will be in the lookout slot as much as I can put him there (not this turn because he couldn’t have an Origin Story yet and I don’t want him to hit Oni with a Battle Suit’d FArgo). How will this play out? I have no idea. But it IS aggressive and does put significant pressure on him to appropriately answer my threats.
@IsotopeX your Tech I costs 2 because you are a multicolor deck, yeah I dont know why the Player Turn count is always off.
P1T3
Tech StartingHand Workers
TECH
Overeager Cadet
Bone Collector
STARTING HAND
Merfolk Prospector
Spore Shambler
Playful Panda
Young Treant
Forest’s Favor
WORKERS
Verdant Tree
Forest’s Favor
NextHand
Boot Camp
Rich Earth
Rampant Growth
Tiger Cub
Elite Training
Discard
Merfolk Prospector
Spore Shambler
Young Treant
Overeager Cadet
Bone Collector
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech I - ($2)
Hire Playful Panda - ($0)
Oni frenzies (5/4), attacks and kills FArgo (2/3), taking 2 damage.
Soldiers 1-3 attack Tech I, dealing 3 damage to it.
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]:
[I]Lookout[/I]: L8 Oni (4/2), resist 1
[B]In Play:[/B]
Soldier 1 (1/1)
Soldier 2 (1/1)
Soldier 3 (1/1)
Playful Panda (2/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 1
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 6
Edit: Add Playful Panda to board.
Thoughts
So Oni is not long for this world, I think he’s setting up for an Origin Story play, hence the Lookout and I also think there’s more value in keeping 3 1/1s around instead of destroying his Tech I for a turn and having more health on Oni. If he pays 6 gold to get rid of Oni (2 Prynn, 3 O.S., 1 Lookout), I’m OK with that. He does have a total of 9 gold to play with, so he could still deploy another card but he can’t build Tech II. I think teching in Oni spells was a mistake - I should have just tech’d 1 BC, 1 Overeager Cadet. Ah well.
If you wanna switch your PZ around, just let me know I’ll change my attacks. Yeah, I played against @Alhazard a few times and an early Oni max-band seems impossible to win against.
P1T4
Tech StartingHand Workers
TECH
Overeager Cadet
Bone Collector
STARTING HAND
Boot Camp
Tiger Cub
Rich Earth
Elite Training
Rampant Growth
WORKERS
Verdant Tree
Forest’s Favor
Rich Earth
NextHand
Bone Collector
Elite Training
Ironbark Treant
Rampant Growth
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Oni casts Rampant Growth on Soldier 1 - ($2)
Soldier 1 (3/1+2A) attacks and kills SL Crashbomber (2/2+A). My base takes 1 damage.
Oni casts Elite Training on himself and Soldier 2 - ($0)
Oni frenzies (6/2+A) and attacks and kills Rook, sparkshots Hardened Mox, takes 2 damage. Levels fizzle from Rook’s death.
Soldier 2 (2/1+A) attacks and destroys Nullcraft with anti-air.
Playful Panda (2/2) attacks Tech I and destroys it. Your base takes 2 damage.
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Wisp (0/1+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: L8 Oni (5/1), anti-air
[B]In Play:[/B]
Hmm, I’d much rather have Garth but he is really bad at casting Green spells. I was hoping to have Oni for 1 more turn, but I guess that was greedy. Starting to tech II in and have to spend 4 next turn to build it.
STARTING HAND
Tinkerer
Bird’s Nest (Strength Magic Cost 2)
Stewardess of the Undone (Tech I Cost 3)
Stewardess of the Undone (Tech I Cost 3)
Time Spiral
WORKERS
Temporal Research
Battle Suits
Plasmodium
Tinkerer
Stewardess of the Undone (Tech I Cost 3)
Bird’s Nest (Strength Magic Cost 2)
Time Spiral
Bloodlust (Blood Magic cost 2)
Entangling Vines (Strength Magic Cost 3)
Tech 2 card(s)
Get Paid - ($8)
Fading Argonaut loses time rune
Worker - ($7)
Stewardess of the Undone - ($4)
Stewardess sends Playful Panda back to your hand
Tech II (Past) - ($0)
Rampant Growth
Ironbark Treant
Elite Training
Drill Sergeant
Flagstone Garrison
Playful Panda
Flagstone Spy
Hooded Executioner
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Build Tech II (Peace) - ($3)
Hire Bone Collecter2 - ($1)
Hire Overeager Cadet
Hire Overeager Cadet2
Arg gives Bone Collector a bubble shield (+1 ATK/+1 A)
Bone Collector (4/3+A) attacks SL FArgo (2/3+A) and kills him, taking 1 damage. BC makes a skeleton.
Well the game has slowed down, that was a good tempo play though even if he hadn’t I’m not sure I could have done much damage. My big decisions were what to tech and whether or not to play Overeager Cadets (and whether to play 1 or 2). I decided that if the game goes long, his past tech III is really dangerous and I would rather have pressure NOW to contest the board than gamble on a lucky cycle. It also shrinks my deck a bit so I have a better chance of getting garrison and they are fodder I don’t mind dying and going back into my deck. Next hand looks ridiculously bad so lets see what he’s got up his sleeve. Flagstone Spy could be the only creature that lives if he pulls off tech III in 2 turns.
Edit: Forgot BC died because of your attack, had to re-do draws.
P1T7
Tech StartingHand Workers
TECH
Flagstone Garrison
Drill Sergeant
STARTING HAND
Tiger Cub
Merfolk Prospector
Young Treant
Overeager Cadet
Flagstone Garrison
WORKERS
Verdant Tree
Forest’s Favor
Rich Earth
Boot Camp
Spore Shambler
Young Treant
NextHand
Ironbark Treant
Bone Collector
Playful Panda
Hooded Executioner
Discard
Tiger Cub
Flagstone Garrison
Tech 2 card(s)
Get Paid + float - ($10)
Summon Garth, max Garth, animate Drill Sergeant from discard. creepy music plays - ($2)
Soldier (1/1) attacks SL Crashbomber (2/2+A) and Sparkshots Hardened Mox (1/1), breaking Crashbomber armor and disabling Mox.
Overeager Cadet (2/2) attacks SL Crashbomber (2/2) and they trade. My base takes 1 damage.
Arg gives Bone Collector2 a bubble shield
Bone Collector2 (4/3+A) attacks and kills Rook (2/4), survives with 2 damage. You get a gold. BC makes a skeleton. Arg gets 2 levels, goes to max.
Hire Merfolk Prospector, DS gets a rune. DS moves rune to Overeager Cadet. - ($1)
Overeager Cadet+ (3/3) attacks and kills Stewardess (2/3), dies to tower. You draw a card.
Bone Collector (3/1) and Skeleton (1/1) attack and kill Tech I, skeleton dies. BC dies to tower. Your base takes 2 damage. BC makes a skeleton.
Garth sacs 2 skeletons (from BC attacks) to draw 2 cards.
Worker - ($0)
Hire Overeager Cadet. DS gets a rune.
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Water Elemental (3/3+A), anti-air
Well that went pretty well. I didn’t draw anything I really wanted to worker, but I guess Young Treant is worse than Tiger Cub? They are both Tech 0 and therefore subject to easy Stewardess bounces (that card is really good against me!). In fact I didn’t destroy the Tower because I was worried about another Stewardess coming down next turn and bouncing my awesome Water Elemental. I think he needs a really good hand to turn this around. Garth is so good.
I don’t have an answer for Garth, or for the Drill Sergeant. It’s over. Best I can do this round is get a few speed bumps. With some crazy luck I could pull a Rememberer -> Ebbflow Archon trickshot in a turn or two, but I’ll be dead by then.
GG man. Yeah, what I’m realizing about this deck is that using Garth as a draw-engine is really effective. So as long as I can play and max garth and get value that turn, it’s really hard to turn the game around. My early maxed Oni had me so nervous you were going to tech in Origin Story to bounce him (I see that you did, T4). I also thought Kidnapping could really mess me up at several points, but couldn’t do much to play around you having it.