Thank you. You had me pretty worried there for a moment. Nobody likes seing Tech III come out before they even get Tech II. Also basilisks are a tough matchup for this codex, as you seem to have noticed. If you want a rematch, you’re up first.
Playing a few games with this deck to try to get better with Green (which I somehow can never really get going), and use a bit of Feral/Finesse rather than Growth (which I’ve played plenty in [Anarchy]/Strength/Growth). I’ll try to be less unit-focused this game, and make better use of spells eg Ferocity, Two-Step.
I’ve a decent opening split, with Prospector T1 and Forest’s Favour T2, so Cal + Prospector it is.
[spoiler]I almost just put orpal in elite and dared him to come after me, but that seemed dangerous this early. Even a 2/3 max cala gives all of her units resistance, taps to summon tigers, and can play Feral Strike. Even so, it might have been the right play. I’d definitely do it against a slower-leveling hero like Rook, Oni, or Midori, but Cala gets too much mileage out of those 2 levels to justify it. That said, I hate offering up Savior monk as a sacrificial lamb like this (he’s both savior and sacrifice: by his stripes we are healed*). I’d appreciate any input from spectators (or PetE after the game) as to how best to handle this.
*apologies to anyone offended by my sense of humor. I expect God will forgive me. I ask that you do the same.
[/spoiler][/details]
STARTING HAND
Rich Earth
Forest’s Favor
Verdant Tree
Playful Panda
Young Treant
WORKERS
Spore Shambler
Rich Earth
[/spoiler][/details]
[details=NextHand][spoiler]
Tiger Cub
Tiny Basilisk
Nimble Fencer
Verdant Tree
Young Treant
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Prospect - ($5)
Playful Panda, summon Wisp - ($3)
Cal to lvl 3 - ($1)
Cal kills Saviour Monk
Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, 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]:
[B]In Play:[/B]
Merfolk Prospector (1/1)
Calamandra lvl 3 (3/2)
Playful Panda (2/2)
[B]Buildings:[/B]
Base HP: 20
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]
Decent start, picking up a 2 cost unit with Cal and keeping Prospector in play. Tentative plan is to rely mainly on my decent Tech 1s (Basilisks, Fencers, Centaurs) for aggression, along with Cal/River spells. Then go Tech 2 Finesse for cheap Leaping Lizard blockers, freeing up $$ for try for Tech 3 Balance or Feral. Alternately, go Balance Tech2 with Mimics copying haste/overpower from Fencers/Centaurs.
Teching Nimble Fencer + Tiny Basilisk. Likely follow up next turn with the second Basilisk + Ferocity or Two Step (depending on whether Cal looks secure). I’ll avoid workering Verdant Tree this game, for possible fast Tech 3 build or quick recovery after it gets blasted.