[Casual] Nekoatl (mono-purple) vs. Vivanter (mono-black)

Okay, fine, I won’t target it. :rofl:

P1T6


Tech StartingHand Workers

TECH
Molting Firebird
Molting Firebird


STARTING HAND
Bombaster
Flame Arrow
Flame Arrow
Pillage


WORKERS
Careless Musketeer
Makeshift Rambaster
Bloodrage Ogre
Charge
Nautical Dog


NextHand

Scorch
Lobber
Firehouse


Discard

Flame Arrow
Pillage
Flame Arrow
Molting Firebird
Molting Firebird


Tech 2 card(s)
Get Paid + float - ($10)
Bombaster - ($8)
Pillage, steal $2, your base to 18 HP - ($9)
Flame Arrow kills Midori - ($5)
Maxband Jaina - ($3)
Jaina suicides into Bear
Zane trades with Bear - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bombaster (2/2)
  • :target: Lookout:

In Play:

  • Bloodburn [4 blood]

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 9

Thoughts

Resist is a very effective counter to my Fire strategy; I’ll try to use Firebirds as a workaround. Still hoping to not draw both Firehouses yet.

Nice catch, Bomber!
P2T6


StartingHand Workers

STARTING HAND
Rampaging Elephant
Centaur
Merfolk Prospector
Spore Shambler


WORKERS
Rich Earth
Verdant Tree
Young Treant
Tiger Cub
Playful Panda


NextHand

Ferocity
Rampant Growth
Forest’s Favor
Ironbark Treant


Discard

Huntress
Nature Reclaims
Barkcoat Bear
Final Showdown
Barkcoat Bear
Merfolk Prospector
Spore Shambler


Tech 0 card(s)
Get Paid + float - ($13)
Rampaging Elephant - ($7)
Calamandra - ($5)
Centaur - ($2)
Calamandra midband - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rampaging Elephant (6/7A) reready, resist 1
  • :psfist: Elite:
  • :ps_: Scavenger: Centaur (3/4) overpower, resist 1
  • :pschip: Technician:
  • :target: Lookout: L3 Calamandra (3/4) resist 1, units have resist 1

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Jaina self-immolating means I have a window to take slightly less burn. Hopefully I can keep them perpetually off tech 2 and just beat down with elephants and bears from here.

Think I’ll throw in the towel here. I don’t see a way to avoid falling further and further behind against those giant resistant units of yours with what I have available. GG WP. Your turn as P1 if you want to keep going.

GG WP! Sounds good. Happy to run it back. Good luck!

P1T1


StartingHand Workers

STARTING HAND
Young Treant
Rich Earth
Tiger Cub
Forest’s Favor
Spore Shambler


WORKERS
Rich Earth


NextHand

Ironbark Treant
Playful Panda
Merfolk Prospector
Rampant Growth
Verdant Tree


Discard

Forest’s Favor
Young Treant
Tiger Cub


Get Paid - ($4)
Worker - ($3)
Spore Shambler - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spore Shambler (2/3A) 2 runes to pass
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Tempting as Rich Earth is, it feels risky to go totally shields down in this matchup…

P2T1


StartingHand Workers

STARTING HAND
Mad Man
Bombaster
Nautical Dog
Makeshift Rambaster
Charge


WORKERS
Charge


NextHand

Scorch
Careless Musketeer
Bloodrage Ogre
Pillage
Bloodburn


Discard

Bombaster
Mad Man
Makeshift Rambaster


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Nautical Dog - ($3)
Tower - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Nautical Dog (1/1) Frenzy 1
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

T1 Shambler seems unusual, but holds up pretty well as SQL. Doesn’t seem worth trying to punch through its armor, and I can’t rely on a beefy patroller to survive if he attacks, 'cuz Green starter. I won’t much in the way of follow-up next turn, so I should just play defensively and tech up towards… what? I figure my best bets are either Blood aggression or, perhaps better yet, Chaos Mirror… or I could try worker suppression, though I haven’t found that to be particularly effective in the past and Green’s free workers are probably the worst matchup, so let’s forget about that. Noteably, Chaos Mirror doesn’t target, so I’ll give it a go… and so I’ll want $1, hasty units to drop alongside it… and eventually Pirate-Gang Commanders to produce tokens.

P1T2


Tech StartingHand Workers

TECH
Huntress
Ferocity


STARTING HAND
Verdant Tree
Rampant Growth
Playful Panda
Ironbark Treant
Merfolk Prospector


WORKERS
Rich Earth
Verdant Tree


NextHand

Rampant Growth
Merfolk Prospector
Huntress
Ferocity
Tiger Cub


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Ironbark Treant - ($1)
Tech I - ($0)
Exhaust Spore Shambler to put a +1/+1 on Ironbark Treant

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (2/3+AAA) 1 rune
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Spore Shambler (1/2) 1 rune to pass

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

If it ain’t broke… Both these creatures seem hard to kill for the red starting deck without spending multiple cards. If they survive AND I draw ferocity again, I don’t see a reason not to set them back a couple turns of material. The other line, Verdant Tree + Cala, just feels too passive.

P2T2


Tech StartingHand Workers

TECH
Chaos Mirror
Chaos Mirror


STARTING HAND
Scorch
Bloodrage Ogre
Bloodburn
Pillage
Careless Musketeer


WORKERS
Charge
Bloodburn


NextHand

Pillage
Scorch
Bloodrage Ogre
Bombaster
Chaos Mirror


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Careless Musketeer - ($3)
Tech I - ($2)

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Careless Musketeer (2/1) Shoots stuff
  • :pschip: Technician: Nautical Dog (1/1) Frenzy 1
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7

Thoughts

As this is my first time trying a strategy centered around Chaos Mirror, it occurs to me that it has good synergy with weak units with swift strike, overpower, and/or flying… none of which I have… but note to self to try comboing it with Harmony and/or Mirror Illusions sometime. Ah! the unit that attacks doesn’t need to be the one that’s being stat swapped! So I can make good use of it with Crashbarrows… which don’t really have any incentive to survive combat… :confused: Maybe I can use it to get some good mileage out of patroller farming with Zane and Taxman? Worth a try, I guess. But for now, I need a second patroller, and I’ll go with Musketeer since he’s more stable and has lower stats.

Feel’s cheesy to run back the same trick, but…

P1T3


Tech StartingHand Workers

TECH
Murkwood Allies
Galina Glimmer


STARTING HAND
Ferocity
Tiger Cub
Merfolk Prospector
Rampant Growth
Huntress


WORKERS
Rich Earth
Verdant Tree
Tiger Cub


NextHand

Rampant Growth
Playful Panda
Forest’s Favor
Young Treant


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Merfolk Prospector - ($4)
Calamandra - ($2)
Ferocity - ($0)
Ironbark Treant kills Careless Musketeer, takes 1
Spore Shambler kills Naughty dog, takes 1

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Merfolk Prospector (1/1) swiftstrike, armor piercing
  • :target: Lookout:

In Play:

  • Spore Shambler (1/1) 1 rune to pass, swift strike, armor piercing
  • Ironbark Treant (4/2) 1 rune, swiftstrike, armor piercing
  • Calamandra (2/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Okay, not much intel on what opp is up to. With this much pressure on board, I feel like red’s options are hasty stuff under blood or weathering the storm and trying to over the top with Pirate Gunship. Maybe we sidestep into a Murkwood Allies deck in order to have cheap blockers to eat all the hasty creatures? It’s not too much of a commitment on this tech, so I can always pivot off next turn.

It’s fine, just means I need to try a different counter-strategy. :wink:

P2T3


Tech StartingHand Workers

TECH
Gunpoint Taxman
Gunpoint Taxman


STARTING HAND
Bombaster
Scorch
Pillage
Chaos Mirror
Bloodrage Ogre
Mad Man
Mad Man


WORKERS
Charge
Bloodburn
Scorch


NextHand

Mad Man
Careless Musketeer
Chaos Mirror
Makeshift Rambaster


Tech 2 card(s)
Get Paid + float + Scavenger - ($10)
Worker - ($9)
Captain Zane - ($7)
Mad Man - ($6)
Chaos Mirror, swap Ironbark Treant and Mad Man - ($4)
Zane kills Prospector
Mad Man trades with Calamandra
Midband Zane - ($3)
Bloodrage Ogre - ($1)

Float ($1)
Discard 2, draw 2, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bloodrage Ogre (3/2) Antsy
  • :target: Lookout:

In Play:

  • L4 Captain Zane (3/3) Haste

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

Thoughts

I feel better about dropping the Ogre with a guaranteed Mirror draw, and Zane won’t die without the Ogre dying first. I’m kind of torn between patrolling as SQL or Technician, but even SQL wouldn’t guarantee Zane’s survival, but I can guarantee the card draw, so I’ll go with that, I guess.

P1T4


Tech StartingHand Workers

TECH
Murkwood Allies
Blooming Ancient


STARTING HAND
Young Treant
Forest’s Favor
Playful Panda
Rampant Growth
Murkwood Allies


WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Young Treant


NextHand

Ferocity
Galina Glimmer
Huntress
Murkwood Allies


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Argagarg - ($4)
Rampant Growth on Spore Shambler - ($2)
Spore Shambler trades with Bloodrage Ogre
Ironbark Treant trades with Zane, Argagarg > midband
Playful Panda (with wisp!) - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • L3 Argagarg (1/4)
  • Playful Panda (2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Oooh, Chaos Mirror is spicy. After the reshuffle we have to assume opp can do it again. Better to trade the board clear and start building towards a Blooming Ancient engine. Considered turtling behind Ironbark Treant, but there were just so many hands where I ended up with the board wiped anyways (and what am I teching in growth that can survive maxband Zane?)

P2T4


Tech StartingHand Workers

TECH
Crashbarrow
Crashbarrow


STARTING HAND
Makeshift Rambaster
Chaos Mirror
Mad Man
Careless Musketeer
Pillage


WORKERS
Charge
Bloodburn
Scorch
Careless Musketeer


NextHand

Bombaster
Chaos Mirror
Gunpoint Taxman
Gunpoint Taxman


Discard

Bloodrage Ogre
Chaos Mirror
Pillage
Crashbarrow
Crashbarrow


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Makeshift Rambaster - ($6)
Mad Man - ($5)
Mad Man and Rambaster kills Wisps
Jaina Stormborne - ($3)

Float ($3)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Jaina Stormborne (2/3) Sparkshot
  • :target: Lookout:

In Play:

  • Mad Man (1/1) Haste
  • Makeshift Rambaster (1/2) Haste, demolitionist, aggressive

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 3
  • Workers: 9

Thoughts

I want to protect my backline attackers, and only a hero is tough enough to maybe manage that. I’ll be giving away some free levels here, but either the Panda will die in the process, or he’ll have to spend gold and a card to buff it. Or he might choose not to attack… in which case I can probably suicide Jaina to make room for Zane if needed, with the help of my backline units. I’ll have to wait until next turn to build a Tech II, but I wouldn’t draw the Crashbarrows next turn anyway. If he uses Growth spells, he could streamroll Jaina and destroy my Tower or Tech II, but there’s nothing I can do to prevent that.

P1T5


Tech StartingHand Workers

TECH
Blooming Ancient
Might of Leaf and Claw


STARTING HAND
Ferocity
Galina Glimmer
Huntress
Murkwood Allies
Forest’s Favor


WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Young Treant
Forest’s Favor


NextHand

Spore Shambler
Ironbark Treant
Merfolk Prospector
Murkwood Allies
Blooming Ancient


Discard

Ferocity
Huntress
Galina Glimmer
Murkwood Allies
Blooming Ancient
Might of Leaf and Claw


Tech 2 card(s)
Get Paid + Scavenger - ($9)
Worker - ($8)
Calamandra - ($6)
Ferocity - ($4)
Exhaust Argagarg to give Panda +1/+A
Playful Panda kills Jaina, Argagarg > maxband
Tech 2 (Growth) - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Elemental (3/3A) anti-air
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Calamandra (2/3)
  • :target: Lookout:

In Play:

  • L5 Argagarg (1/5)
  • Playful Panda (2/2) swiftstrike, armor piercing

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Blegh, expensive turn for little effect, but I guess I would pay 2 gold for a 3/3 antiair that also gave swifstrike and AP. I can expect to lose a lot of board presence, but if Calamandra makes it to next turn we’ll be in a decent spot.

I believe that Chaos Mirror only swaps ATK, not health. Am I correct in thinking you’ve had it swap both with this turn?

1 Like

Yeah, I misremembered it swapping both, good catch. I’ll need to redo my turn.

P2T5


Tech StartingHand Workers

TECH
Shoddy Glider
Shoddy Glider


STARTING HAND
Gunpoint Taxman
Chaos Mirror
Gunpoint Taxman
Bombaster
Nautical Dog


WORKERS
Charge
Bloodburn
Scorch
Careless Musketeer
Bombaster


NextHand

Chaos Mirror
Crashbarrow
Mad Man
Chaos Mirror
Crashbarrow


Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
Tech II: Blood - ($7)
Captain Zane - ($5)
Chaos Mirror, swap Mad Man and Water Elemental - ($3)
Midband Zane - ($0)
Zane and Rambaster kill Elemental
Mad Man trades with Calamandra, Zane maxband fizzles

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L6 Captain Zane (4/4) Haste, steals bonuses
  • Makeshift Rambaster (1/1) Haste, demolitionist, aggressive

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

Okay, so this is gonna be a bit harder than I thought… I want to use Zane’s maxband to move the Elemental, but more than that, I want to get free levels. And more than that, I don’t want Calamandra to be able to act next turn. And to stop her, I need to pay to midband Zane, which means I can’t buy any patrollers… that’s not gonna be pretty, but especially with him going Growth, I can’t afford to let him maintain any more board presence than absolutely necessary. I have a choice here of having Zane get me an extra card or not, and I’ll avoid it since it wouldn’t help me and I don’t want to pull a valuable card from my next cycle. For my tech cards, I’m looking at either Desperation or Glider… Desperation could help me with board presence and consistency, but I’m going into next turn with a 5 card hand, so it might be too awkward to play. Gliders could help me deal with backline threats, but if my Tech II goes down, I could get stuck unable to do much. Still… it’s probably better to save Desperation for when I have access to Pirate-Gang Commander, I think, so Gliders it is.

No problem at all. It’s not like I’ve never misremembered a card :stuck_out_tongue_winking_eye:

P1T6


Tech StartingHand Workers

TECH
Blooming Elm
Stampede


STARTING HAND
Murkwood Allies
Spore Shambler
Merfolk Prospector
Blooming Ancient
Ironbark Treant
Rampant Growth


WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Young Treant
Forest’s Favor
Spore Shambler


NextHand

Huntress
Galina Glimmer
Murkwood Allies
Rampant Growth


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Blooming Ancient - ($4)
Merfolk Prospector, rune for Ancient - ($3)
Ironbark Treant, Rune for Ancient - ($0)
2 runes from Ancient to Panda
Exhaust Argagarg to give Panda +1/+A
Panda breaks Tech 2

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2+AAA)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector (1/1)
  • :pschip: Technician: Blooming Ancient (2/4)
  • :target: Lookout:

In Play:

  • L5 Argagarg (1/5)
  • Playful Panda (4/4) 2 runes

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Well, we know that opp’s deck is some portion chaos mirrors and wimpy hasters. I can handle getting hit by that if I can keep them off everything else. I’d rather go down on cards with Treant than feed XP with a hero along the way.

P2T6


Tech StartingHand Workers

TECH
Desperation
Desperation


STARTING HAND
Crashbarrow
Mad Man
Chaos Mirror
Chaos Mirror
Crashbarrow


WORKERS
Charge
Bloodburn
Scorch
Careless Musketeer
Bombaster


NextHand

Bloodrage Ogre
Shoddy Glider
Gunpoint Taxman
Pillage
Nautical Dog


Discard

Makeshift Rambaster
Chaos Mirror
Mad Man
Crashbarrow
Crashbarrow
Chaos Mirror
Desperation
Desperation


Tech 2 card(s)
Get Paid - ($10)
Rebuild Tech II
Zane hits Ironbark
Rambaster trades with Ironbark
Mad Man - ($9)
Chaos Mirror, swap Zane and Mad Man - ($7)
Mad Man trades with Ancient

Float ($7)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L6 Captain Zane (4/3) Haste, copies bonuses

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 8

Gold:

  • Gold: 7
  • Workers: 10

Thoughts

Yeap, I was afraid I might lose my Tech II this turn, but having both 'barrows and both Mirrors in hand really hurts. Well, that Ancient needs to die, even if it means I have to lose my Tech II again. I can’t use Zane to kill the Ancient and get a draw without casting a 2nd Mirror… but maybe it’s actually worth it? Let’s see… no, it won’t work, because whatever unit I attack with will die before I can perform the 2nd swap.

P1T7


StartingHand Workers

STARTING HAND
Murkwood Allies
Galina Glimmer
Rampant Growth
Huntress
Ferocity


WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Young Treant
Forest’s Favor
Spore Shambler


NextHand

Murkwood Allies
Stampede
Blooming Elm
Blooming Ancient


Discard

Ironbark Treant
Blooming Ancient
Rampant Growth
Merfolk Prospector
Murkwood Allies
Huntress
Ferocity


Tech 0 card(s)
Get Paid - ($10)
Exhaust Argagarg to give Panda +1/+A
Panda breaks Tech 2
Calamandra - ($8)
Rampant Growth on Merfolk Prospector - ($6)
Merfolk Prospector trades with Zane, Cala > midband
Murkwood Allies makes 4 frogs - ($1)
Galina Glimmer - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Frog (1/1A) resist 1
  • :psfist: Elite: Frog (2/1) resist 1
  • :ps_: Scavenger: Frog (1/1) resist 1
  • :pschip: Technician: Frog (1/1) resist 1
  • :target: Lookout:

In Play:

  • L5 Argagarg (1/5)
  • Playful Panda (4/4) 2 runes, resist 1
  • L3 Calamandra (3/4) units have resist 1
  • Galina Glimmer (2/2), resist 1, upkeep 2/units=gold

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Seems like we’re in a good place. I’ll keep breaking Techs and just wear them down with raw bodies. Next turns draws all seem amazing. They haven’t explicitly seen Murkwood Allies, so maybe they haven’t teched against it?

P2T7


Tech StartingHand Workers

TECH
Ogre Recruiter
Ogre Recruiter


STARTING HAND
Shoddy Glider
Bloodrage Ogre
Pillage
Nautical Dog
Gunpoint Taxman


WORKERS
Charge
Bloodburn
Scorch
Careless Musketeer
Bombaster
Pillage


NextHand

Gunpoint Taxman
Shoddy Glider
Ogre Recruiter


Tech 2 card(s)
Get Paid + float - ($17)
Rebuild Tech II
Worker - ($16)
Gunpoint Taxman - ($14)
Bloodrage Ogre - ($12)
Nautical Dog - ($11)
Jaina Stormborne - ($9)

Float ($9)
Discard 1, draw 2, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nautical Dog (1/1A) Frenzy 1
  • :psfist: Elite: Bloodrage Ogre (3/2) Aggressive
  • :ps_: Scavenger: L1 Jaina Stormborne (2/3) Sparkshot
  • :pschip: Technician: Gunpoint Taxman (3/3) Anti-air, thievery
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 9
  • Workers: 11

Thoughts

Ohhhh snap, MoLaC is incoming, I’m sure of it. And Red has no upgrade removal. This is very, very bad.

GG WP! That was an intense one.

P1T8


StartingHand Workers

STARTING HAND
Murkwood Allies
Blooming Ancient
Stampede
Blooming Elm


WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Young Treant
Forest’s Favor
Spore Shambler


NextHand

Might of Leaf and Claw
Huntress
Murkwood Allies
Blooming Ancient
Stampede


Tech 0 card(s)
Get Paid + Galina Gold - ($13)
Stampede - ($7)
Frog 1 kills Nautical Dog, deals 2 to base
Frog 2 trades with Bloodrage Ogre, deals 2 to base
Frog 3 kills Jaina, deals 1 to base, maxbands Calamandra
Frog 4 trades with Gunpoint Taxman, deals 1 to base
Cala (4), Panda (4), and Galina Glimmer deal (2) lethal to base.

In Play:

  • L5 Argagarg (1/5)
  • Playful Panda (4/3)42 runes, resist 1
  • L5 Calamandra (4/5) units have resist 1
  • Galina Glimmer (2/1), resist 1
  • Frog (1/1)
  • Frog (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 7
  • Workers: 10
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