P3T1
StartingHand Workers
STARTING HAND
Young Treant
Spore Shambler
Merfolk Prospector
Rich Earth
Tiger Cub
WORKERS
Spore Shambler
NextHand
Ironbark Treant
Rampant Growth
Forest’s Favor
Playful Panda
Verdant Tree
Discard
Tiger Cub
Merfolk Prospector
Young Treant
Tech 0 card(s)
Get Paid - ($5)
Rich Earth - ($2)
Rook - ($0)
Worker
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
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Squad Leader: Rook (2/4A)
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Elite:
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Scavenger: Merc Peter (1/1)
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Technician:
-
Lookout:
In Play:
Buildings:
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Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Alright, here goes.
The best strategy, from what I’ve seen in FFA games so far, is to not be provocative early game, but shore up enough defenses that it is unfavorable for others to pick on you. Midgame develop a strong board, back aggressive moves up with good reasoning, don’t have any open threats that leave everyone feeling vulnerable and thus ganging up to curb it. Late game, prepare burst heal and burst damage options, have resources open to take advantage of shifting situations, don’t appear to be strong enough to win the game one turn prior to actually winning it.
With these considerations, I still feel that Growth/Strength/Future is one of the best combinations in this environment. The deck provides a slew of non-unit developments in the form of Rich Earth, Verdant Tree, Mythmaking, and Morningstar Pass, great for protecting assets while keeping under the radar. It has arguably the best unit/hero for early game defense in Andra’s Boulder and Rook. It has burst heal in Mantis, and burst damage in Dinosize, Barbarbarian, and Omegacron, which synergizes with all the upgrades and single handedly won me the game last time.
But it’s also a bit dull to completely repeat my strategy, so I threw out my best wincon in favor of a lawless lunatic.
Zane isn’t bad either, the burst damage and disruption he provides should give me quite the late game leeway. Chaos Mirror synergizes greatly with the birds in that regard. Detonate might rid of Nekoatl’s pesky graveyard (because that’s probably the strategy he’s going for) if need be. Pirate Gunships are powerful finishers, but Anarchy III musn’t be built unless the situation is right - zhavier got ganged up hard due to the threat of those last time.
Early techs are probably Mythmaking and Boulder. Birds Nest early is an option, but that depends on everyone else’s actions. SQL Rook stonewalls everything but an midband Vandy rush, but then that should divert attention away from me and firmly towards Bob, so mission accomplished. I have no direct ways to deal with all the beefy Rooks, therefore my best bet is to shore up with Verdant Tree, wait for everyone to duke it out. Midgame go towards Strength tech II, go for Morningstar and Doubling first, making sure to frame those as defensive. Late game, Oathkeeper + Barbarbarians is an option, Gunships another, Birds+Chaos Mirror another, we’ll see.
All else fails, pulling off Maximum Anarchy in an FFA is still on my bucket list…
@Shadow_Night_Black