Casual: payprplayn ([Discipline]/Disease/Peace) vs petE ([Feral]/Balance/Finesse)

P2 Turn8


[details=Tech StartingHand Workers][spoiler]
TECH
Moment’s Peace


STARTING HAND
Wandering Mimic
Feral Strike
Potent Basilisk
Spore Shambler
Moment’s Peace
Forest’s Favor


WORKERS
Verdant Tree
Rich Earth
Ironbark Treant
Merfolk Prospector
Rampant Growth
Moss Ancient
Forest’s Favor


[/spoiler][/details]

[details=NextHand][spoiler]
Young Treant
Feral Strike
Tiny Basilisk
Wandering Mimic
Moment’s Peace


[/spoiler][/details]
Tech 1 card(s)
Get Paid + float - ($15)
Worker - ($14)
Tech 2 rebuilds
Spore Shambler - ($11)
Calamandra lvl 3 - ($7)

Float ($7)
Discard 4, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Spore Shambler (2/3 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Calamandra lvl 3 (3/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 8
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech Lab HP: 1 (Feral)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 7
  • Workers: 12

[details=Thoughts][spoiler]



[/spoiler][/details]

I broke Tech I again last turn. Tech II doesn’t rebuild. Not that it matters. D&D ftw.

1 Like

I’ll concede at this point. Very well played !

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.

Take two, here we go…

P1 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Ironbark Treant
Spore Shambler
Merfolk Prospector
Rampant Growth
Tiger Cub


WORKERS
Spore Shambler


[/spoiler][/details]

[details=NextHand][spoiler]
Young Treant
Verdant Tree
Forest’s Favor
Rich Earth
Playful Panda


[/spoiler][/details]

[details=Discard][spoiler]
Rampant Growth
Tiger Cub
Ironbark Treant


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Calamandra - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Calamandra lvl 1 (2/3)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5

[details=Thoughts][spoiler]


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][/details]

Player 2 Turn 1


[details=StartingHand Workers]

[spoiler]STARTING HAND
Fox Primus
Safe Attacking
Aged Sensei
Savior Monk
Morningstar Flagbearer


WORKERS
Fox Primus


[/spoiler][/details]

[details=NextHand]

[spoiler]Fox Viper
Grappling Hook
Sensei’s Advice
Snapback
Smoker


[/spoiler][/details]

[details=Discard]

[spoiler]Aged Sensei
Safe Attacking
Morningstar Flagbearer


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Savior Monk - ($2)
Orpal - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Savior Monk 2/2+A
  • :psfist: [I]Elite[/I]: Orpal Gloor (2/3, damage as -1/-1)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3

[B]Gold:[/B]

  • Gold: 0
  • Workers: 6

[details=Thoughts]

[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]

2 Likes

Saviour Monk should be 2/2+A

P1 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Nimble Fencer
Tiny Basilisk


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]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
  • Calamandra lvl 3 (3/2)
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: 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.


[/spoiler][/details]

1 Like