STARTING HAND
Spore Shambler
Forest’s Favor
Merfolk Prospector
Ironbark Treant
WORKERS
Tiger Cub
Spore Shambler
NextHand
Detonate
Merfolk Prospector
Young Treant
Detonate
Tech 2 card(s)
Get Paid - ($6)
Worker
Calamandra Moss - ($4)
Forest’s Favor the Panda (since the Flagbearer is not friendly) - ($2)
Panda kills Flagbearer
Tech I - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite: L1 Calamandra Moss (3/3) Infiltrate
Scavenger:
Technician:
Lookout:
In Play:
Rich Earth
Playful Panda (3/1) [1+]
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Okay, I’ll offer to trade and let’s see if I can get a T3 Detonate. If not, I’ll try to aim for T4 Marauders. Realistically, though, I expect magic to enable Onimaru to survive the fight, but if that happens, at least it consumes resources.
STARTING HAND
Boot Camp
Elite Training
Older Brother
Timely Messenger
Brick Thief
Wither
WORKERS
Fruit Ninja
Spark
Older Brother
Next Hand
Boot Camp
Helpful Turtle
Lobber
Bloom
Tech 2 card(s)
Get Paid + float + Scavenger - ($8)
Worker - ($7)
Build Tech I. - ($5)
Hire a Brick Thief who steals a Brick out of your Tech I. - ($3)
Onimaru sends the Brick Thief to Boot Camp and draws a card. - ($2)
Onimaru provides some Elite Training for himself and the Tenderfoot. - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Tenderfoot 2/2A Anti-air, Sparkshot
Elite:
Scavenger:
Technician: Onimaru (1) 3/3A Anti-air, Sparkshot
Lookout:
In Play:
Brick Thief 3/2 +
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Hmmmmm, I’d rather deal with Calamandra than Zane.
Tech 2 card(s)
Get Paid - ($7)
Tech II: Anarchy - ($3)
Young Treant - ($1)
Worker
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite: L1 Calamandra Moss (3/3) Infiltrate
Scavenger: Young Treant (0/2)
Technician: Playful Panda (3/1) [1+]
Lookout:
In Play:
Rich Earth
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 5 (Anarchy)
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
Awkward timing, and attacking a 2/2AA Tenderfoot is not appealing. I’ll turtle up and try to accelerate my cycle. I should be able to draw at least one worker destroying card for next turn, and probably two… however, that will probably be too late to stop him from building his Tech II.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Build Tech II - Peace. - ($2)
Onimaru Blooms himself. - ($0)
Onimaru kills Calamandra and gains 2 levels.
The Brick Thief kills the Young Treant and takes a brick out of your Tech II.
Detonate
Verdant Tree
Marauder
Forest’s Favor
Marauder
Tech 2 card(s)
Get Paid + float + scavenger - ($10)
Worker
Captain Zane - ($8)
Zane kills Tenderfoot
Panda trades with Onimaru
Midband Zane - ($7)
Marauder, boost to trash a worker - ($1)
Marauder trades with Brick Thief
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rich Earth
L4 Captain Zane (3/3) Haste, greedy
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 4 (Anarchy)
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
Yep, Tech II goes up as expected, but the choice of Peace could work in my favor, if I can play aggressively enough to make the Peace engine unaffordable. Alternately I could try to Detonate the Garrisons instead of workers. Actually, factoring in haste from Zane and Marauder, I can break the Tech II, though I’m not 100% sure that’s the best option. I can at most trash one worker this turn, meaning he’ll be able to rebuild it, so it may be better to prioritize taking out the Brick Thief and Onimaru. As for my tech choices, I’ll aim to keep my deck lean for now, going straight for Gunships. I’d better pay to midband Zane, lest he fall to Wither. Now, let’s see if a Garrison goes up.
Ironbark Treant
Playful Panda
Pirate Gunship
Pirate Gunship
Discard
Marauder
Marauder
Detonate
Sanatorium
Sanatorium
Tech 2 card(s)
Get Paid + float - ($10)
Worker
Marauder, boost to trash a worker - ($4)
Calamandra Moss - ($2)
Marauder trades with Jaina
Verdant Tree - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: L3 Calamandra Moss (3/4)
Technician:
Lookout:
In Play:
Rich Earth
Verdant Tree (3) Healing 1, tech
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 4 (Anarchy)
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
Let’s see if I can float the Tree for a quick-build Tech III/Gunship combo. Nope, won’t work, I’ll be $1 short. I guess I could put Calamandra in Scavenger, but… I also have the option of using Vir to delay a Gunship if I draw both next turn, and there’s the possibility I won’t draw one next turn. Then again, if I can keep Calamandra alive, I could potentially get Feral Strike working. Guess I’ll threaten to rush a Gunship (it might act as a deterrant to a Calamandra kill) and see how things go. Since I might want Feral Strike and Sanatorium next cycle, and since Feral Strike is less consistently able to be played, I’ll go ahead and tech in Sanatorium now.
STARTING HAND
Flagstone Garrison
Lobber
Elite Training
Overeager Cadet
Lobber
Tenderfoot
Brick Thief
Overeager Cadet
Flagstone Garrison
Boot Camp
WORKERS
Fruit Ninja
Spark
Older Brother
Elite Training
Next Hand
Brick Thief
Firebat
Timely Messenger
Wither
Bloom
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Hire a Flagstone Garrison. - ($3)
Hire an Overeager Cadet and draw a card.
Hire a Lobber and draw a card. - ($2)
Hire another Lobber and draw a card. - ($1)
Hire an Overeager Cadet and draw a card.
Hire a Tenderfoot and draw a card. - ($0)
Lobbers exhaust to deal 2 points of damage to the Verdant Tree.
Detonate in deck and both Gunships in hand. I don’t have enough gold to buy a Tech III so I can summon Vir and Zane, and there’s nothing for me to kill Calamandra by atttacking into. I guess there’s only one option, have Calamandra break the Garrison to buy time.
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Summon Troq Bashar. - ($5)
Troq Withers Vir. - ($3)
Overeager Cadet 2 kills Vir; Troq gains 2 levels.
Hire a Brick Thief who steals a brick out of your Tech III.
Lobbers attack and destroy your Tech III.
Tenderfoot destroys your Verdant Tree.
Hire a Firebat. - ($1)
Hire a Timely Messenger who attacks your Tech II. - ($0)
Overeager Cadet 1 attacks your Tech II for 2 more damage.
Ouch. Seems like his strategy to counter worker trashing is to play lots of low-cost cards. It’s a good strategy. But, he has burned though his entire hand at this point; maybe I should just pop the Detonates to kill his workers, since it’ll be difficult for him to replace them with so few remaining cards? Mmm… I don’t feel great about that idea, considering fewer cards means a higher chance of redrawing Garrisons. This is exacerbated by drawing both Detonates so early in my cycle. I also have a big incentive to keep my cycle moving quickly so I can hopefully draw a Feral Strike while I still have tech buildings to support it (and a hero capable of casting it).
STARTING HAND
Firebat
Boot Camp
Flagstone Garrison
Flagstone Garrison
WORKERS
Fruit Ninja
Spark
Older Brother
Elite Training
Bloom
Next Hand
Revolver Ocelot
Timely Messenger 1/1
Wither
Discard
Flagstone Garrison
Tech 2 card(s)
Get Paid - ($9)
Summon General Onimaru. - ($7)
Lobbers and Timely Messenger trade with the Tiger.
Overeager Cadets trade with Zane; Troq midbands.
Troq attacks your Tech III for 3 damage and 1 damage to your base.
Onimaru sends Troq to Boot Camp and draws a card. - ($6)
Brick Thief attacks your Tech III, destroying it and then takes a brick out of your Tech II and destroys that.
Build a Flagstone Garrison. - ($3)
Hire a Firebat, reshuffle, and draw a card. - ($1)
Firebat 1 and Tenderfoot destroy your Tech I.
Float ($1)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Firebat 2 3/3
Lookout:
In Play:
Flagstone Garrison
Troq (3) 4/5 +
Onimaru (1) 2/3
Brick Thief 2/1
Tenderfoot 1/2
Firebat 1 3/2
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
Economy Info: Cards:
Hand: 3
Deck: 8
Disc: 1
Gold:
Gold: 1
Workers: 9
Thoughts
OMG, I just really need these draws to work out a bit better for me; on the other hand, triple tech break is pretty good.
Ahh, you’re right, I forgot you took down the Tech I as well. I’ll just fold, then… I can’t imagine pushing back the tide of your cheap units when I can’t use most of my cards. GG WP!
The cheap unit spam seems to be an excellent counter to worker destruction; that was a good lesson. I don’t think I’d have fared much better even if I had been luckier with draw timing, so I think I should switch to a different deck. I’m just not sure exactly what, yet.