Continuing the discussion from Post Here if you're looking for a Play by Forum Opponent
I’ll go with Finesse / Peace / Law, rolling 14.
Continuing the discussion from Post Here if you're looking for a Play by Forum Opponent
I’ll go with Finesse / Peace / Law, rolling 14.
(I would assume replying-as-new-topic would generate a notification but if not, hey @TheKonamiCode! Let’s play.)
OK, I’m going with Mono-Green, rolled 26. Good luck! I’m assuming you’re using the Neutral starter, right?
P1T1
STARTING HAND
Spore Shambler
Forest's Favor
Merfolk Prospector
Rich Earth
Playful Panda
WORKERS
Rich Earth
Rampant Growth
Tiger Cub
Verdant Tree
Young Treant
Ironbark Treant
Forest's Favor
Spore Shambler
Playful Panda
Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Merfolk Prospector - ($2)
Calamandara - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
I know I'll have Rampant Growth next turn, so maybe I'll get an early hero gank. Otherwise it's about keeping the Prospector alive and golding up. I'm assuming we'll see a Peace engine coming, mayhbe with some sort of Two Step nonsense. I'll want to get Nature Reclaims in to deal with the Barracks. Old fashioned basic tech, Centaur and Tiny Basilisk.
Player 2, Turn 1
Workers make 5g. (5g)
Build a Tower for 3g. (1g)
Recruit a Tenderfoot for 1g. (0g, 3 cards)
She patrols in Squad Leader.
Discard 3, draw 5.
Patrols:
Squad Leader: Tenderfoot (1 , 2 , 1 )
Elite:
Scavenger:
Technician:
Lookout:
Board:
Base: 20
Tower (4 )
0g banked, 6 workers.
Hero + Wither Merfolk: you drop 4g, 4/5 Cala kills my hero, I have no way of preventing t3 tiger.
Hero + Wither Calamandra: you spend 2g for 2/3 Cala, 2g for Rampant Growth, kill my hero to maxband Cala. Same board but Cala is 3/4 and you have a Merfolk.
Hero + Tenderfoot: you pay 2g + 2 cards to assassinate hero + maxband Cala. I get Scav/Technician bonus.
Tenderfoot + Fruit Ninja/Brick Thief: You pay 2g to whack FN in SQL. Merfolk is +1g. Pay 2g for a blocker, make Tech I.
P1T2
TECH
Centaur
Tiny Basilisk
STARTING HAND
Verdant Tree
Ironbark Treant
Young Treant
Rampant Growth
Tiger Cub
WORKERS
Rich Earth
Verdant Tree
Tiny Basilisk
Tiger Cub
Forest's Favor
Rampant Growth
Playful Panda
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Merfolk goes mining - ($5)
Tech 1 - ($4)
Ironbark Treant - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Don't think I've ever seen a Tower that early. That's fine at the moment, he wants to turtle for now, but it makes me wish I had gone with teh Rich Earth/Merfolk big money gambit. Going to grab another Centaur and Nature Reclaims, because I still think Peace is coming. Leaning toward Growth, that Tower means I"ll need extra beef.
Player 2, Turn 2
Workers make 6g. (6g)
Begin construction of Tech I. (4g)
Age an Older Brother for 2g. (2g, 3 cards)
Deploy General Onimaru for 2g. (0g)
Tenderfoot patrols in Squad Leader, Older Brother in Scavenger.
Discard 3, shuffle 8, draw 5.
Patrols:
Squad Leader: Tenderfoot (1 , 2 , 1 )
Elite:
Scavenger: Older Brother (2 , 2 )
Technician:
Lookout:
Board:
General Onimaru (2 , 3 , Frenzy 1)
Base: 20
Tower (4 )
0g banked, 7 workers.
Tower makes it safer to play a hero + older brother, but Flagbearer prevents Rampant Growth / Forest’s Favor. Tower + Tenderfoot even trades with Ironbark Treant on attack!
Wait, why am I concerned about those again? Just play Oni and tech a Boot Camp to threaten surprising hero kills T3.
Oh my, that’s Boot Camp and Nimble Fencer together. Granted I had 4 tricks out of 8 cards but getting my two best is pretty nice! 5 tricks if you count Timely Messenger… which I also have…
P1T3
TECH
Centaur
Behind the Ferns
STARTING HAND
Tiger Cub
Forest's Favor
Playful Panda
Tiny Basilisk
Rampant Growth
WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Rampant Growth
Young Treant
Spore Shambler
Centaur
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Calamandra casts Forest's Favor on herself - ($4)
Calamandra kills the Tenderfoot, takes 2 damage
Cala levels to midband, heals - ($2)
Tiny Basilisk - ($0)
Merfolk goes mining - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Ok, so now I have to kill Oni quick, so Behind The Ferns will hopefully give me the edge. If I can keep the Mother of Tigers alive, I'll have a very nice situation.
Player 2, Turn 3
Workers make 7g. (7g)
Older Brother attacks Ironbark Treant. He takes 1 damage and breaks 2 of the Treant’s 3 armor.
Onimaru pays 1g to send Older Brother to Boot Camp, making him a 3/3 (with 1 damage). (6g, 4 discards)
General Onimaru attacks Ironbark Treant. In his frenzy, he destroys the remaining 1 armor and deals 2 damage to the treant, killing it. He takes 1 damage.
Recruit a Nimble Fencer for 2g. (3g, 3 cards)
She hastily attacks and kills Tiny Basilisk, dying to Deathtouch. You get a gold. (5 discards)
Recruit a Timely Messenger for 1g. (2g, 2 cards)
He hastily attacks and trades with Merfolk Prospector (6 discards)
Recruit a Helpful Turtle for 2g. (0g, 1 card)
They patrol in Technician.
Discard 1, draw 2, shuffle 7, draw 1.
Patrols:
Squad Leader:
Elite:
Scavenger:
Technician: Helpful Turtle (1 , 2 )
Lookout:
Board:
+1 Older Brother (3 , 2 of 3 )
General Onimaru (2 , 2 of 3 , Frenzy 1)
Base: 20
Tower (4 )
0g banked, 8 workers.
Picked techs before I realized I wouldn’t have enough gold for Hero’s Hall. Should I have taken a 2nd Knight or Tax Collector instead?
I can always trade Oni into the tiger that’s coming up (?) next turn.
edit: this was turn 3
P1T4
TECH
Potent Basilisk
Wandering Mimic
STARTING HAND
Young Treant
Centaur
Spore Shambler
Rampant Growth
Forest's Favor
WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Spore Shambler
Behind the Ferns
Centaur
Playful Panda
Forest's Favor
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Young Treant + card - ($5)
Centaur - ($2)
Cala kills the Turtle, you draw
Cala levels to maximum and heals - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Changing my mind here, I'm going Balance instead, hoping to cash in on giving the Mimic Haste. Unfortunately I don't feel safe getting Tech 2 at the moment.
Player 2, Turn 4
Workers make 8g. (8g)
+1 Older Brother attacks and slays Young Treant. His +1/+1 rune lets him deal 1 to armor and 2 damage to the tree.
Pay 4g to level Onimaru from 1 to 5, midband. He heals and becomes a 3/4 with Readiness (4/4 with Frenzy).
General Onimaru attacks and slays Centaur, taking 3 damage and dealing 4. You draw a card.
Pay 3g to level Onimaru from 5 to 8, maxband. He heals and recruits three 1/1 soldiers with sparkshot.
A soldier token patrols in Technician.
Discard 3, draw 5.
Patrols:
Squad Leader:
Elite:
Scavenger:
Technician: Soldier “Biggs” (1 , 1 , Sparkshot)
Lookout:
Board:
+1 Older Brother (3 , 2 of 3 )
General Onimaru Lv. MAX (4 , 5 , Frenzy 1, Readiness)
Soldier “Wedge” (1 , 1 , Sparkshot)
Soldier “Jesse” (1 , 1 , Sparkshot)
Base: 20
Tower (4 )
0g banked, 9 workers.
Predator Tiger would be really obnoxious, except that I have a Brave Knight waiting for me next turn. Stalking Tiger would eat my Tower detect and allow Calamandra to hit through, though. Nimble Fencer + 3/2 Older Brother + as many soldiers as it takes should be able to get through to it though? I just need to last long enough to draw Art Of War; Swift Strike will make Oni virtually invincible. (and if you cycle my deck by killing technician, guaranteed to get one turn-after-next)
Oh right, Feral Strike. You can cast that, but only to pull Tech Is (and not even two Centaurs! because one is in your discard.)
Ferocity and Feral Strike will also cause me problems, but we’ll figure something out. If I can keep him alive long enough to cast AoW once, they’ll be dead cards for at least a turn though.
edit: 9 workers
Have I mentioned how much I hate Oni?
P1T5
TECH
Wandering Mimic
Feral Strike
STARTING HAND
Behind the Ferns
Centaur
Playful Panda
Forest's Favor
Wandering Mimic
WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Spore Shambler
Playful Panda
Merfolk Prospector (1/1 Resist 1)
Rampant Growth
Ironbark Treant (1/2+2 armor Resist 1)
Potent Basilisk
Tiny Basilisk (1/2 Deathtouch unattackable and unstoppable by Tech 0)
Young Treant (0/2+1A can't attack Resist 1)
Centaur (3/4 Overpower Resist 1)
Wandering Mimic
Feral Strike
Wandering Mimic
Behind the Ferns
Forest's Favor
Tech 2 card(s)
Get Paid - ($8)
Tech 2 (Balance) - ($4)
Centaur - ($1)
Worker - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
OK, that turn hurt. Tech 2 is dangerous, but I know I have the Potent Basilisk coming online next turn. With a tiny bit of luck he'll play an Ongoing spell that I can burn off. More likely, Centaur gets Arrested and Cala ends up dead, but she'll at least kill some folks on her way out.
Yeah, I hate him too. I think Calamandra is about as bad, though. Writing up my turn and noticed that I left my Tech I off my board since I built it back on turn 2. Going to edit previous turns to correct that omission. (I’ve been playing Tech I units so I assume my Tech I isn’t a surprise to you.)
Player 2, Turn 4
Workers make 9g. (9g)
Recruit a Nimble Fencer for 2g. (6g, 3 cards)
General Onimaru attacks and slays Centaur, taking 3 damage and dealing 1 to armor and 4 to health.
+1 Older Brother, Nimble Fencer, and Soldier “Biggs” each attack Calamandra. They deal 3, 2, and 1 damage, respectively, and each take 5 damage. Calamandra Moss dies along with all three attackers. You get a gold. (10 discards, levels fizzle)
Soldiers “Wedge” and “Jesse” each hit your Tech II for 1 damage each.
Build a Hero’s Hall for 2g, sacrificing my Tower to make room. My base takes 2 damage. (4g)
Train and equip a Brave Knight for 3g. (1g, 2 cards)
Discard 2, shuffle 12 (!), draw 4.
Patrols:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
Board:
General Onimaru Lv. MAX (4 , 2 of 5 , Frenzy 1, Readiness)
Brave Knight (3 , 3 , retreats from combat)
Soldier “Wedge” (1 , 1 , Sparkshot)
Soldier “Jesse” (1 , 1 , Sparkshot)
Base: 18
Tech I (5 )
Hero’s Hall (4 )
1g banked, 10 workers.
My deck is fat and only contains two units that aren’t tech 0. Still, if I don’t draw Art of War, I have a better than 75% chance of getting one of Bigby’s spells.
(draws cards) Welp, that didn’t happen. Maybe I’ll get lucky with Boot Camp.
edit: 1g banked
That was a good early Cala counter, putting out the Tower.
P1T6
TECH
Wandering Mimic
Nature Reclaims
STARTING HAND
Tiny Basilisk (1/2 Deathtouch unattackable and unstoppable by Tech 0)
Potent Basilisk
Ironbark Treant (1/2+2 armor Resist 1)
Merfolk Prospector (1/1 Resist 1)
Rampant Growth
WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Spore Shambler
Playful Panda
Merfolk Prospector (1/1 Resist 1)
Wandering Mimic
Young Treant (0/2+1A can't attack Resist 1)
Behind the Ferns
Nature Reclaims
Tech 2 card(s)
Get Paid - ($9)
Scavenger - ($10)
Worker - ($9)
Potent Basilisk - ($5)
Master Midori - ($3)
Ironbark Treatnt - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Stabilized, for now. Potent Bask means that he'll need to lose some board presence to get past, can't be arrested. I imagine he'll have to go Tech 2, so he won't have much money left.
Player 2, Turn 6
1g floating. (1g)
Workers make 10g. (11g)
General Onimaru pays 1g to send Ironbark Treant to Boot Camp. (10g)
It gets a +1/+1 rune (4/3 before abilities) and is sidelined.
He casts Bloom on Soldier “Wedge” for 2g, who becomes a 2/2. (8g, 3 cards, 4 discards)
Recruit a Tenderfoot and Nimble Fencer for 1g and 2g. (5g, 1 card)
Tenderfoot and +1 Soldier “Wedge” both rush your Basilisk.
Tenderfoot breaks armor and dies. (5 discards)
Wedge damages 2 of 5 health and dies.
Brave Knight attacks and slays Potent Basilisk! He deals 3 damage and bravely flees to my hand instead of dying.
Re-deploy Brave Knight with 3g of hazard pay. (2g)
Summon Bigby Hayes for 2g. (0g)
Nimble Fencer and Soldier “Jesse” attack and defeat Master Midori, dealing 2+1 damage total and taking 2 each. Jesse dies, Fencer survives.
Bigby Hayes gains two levels, reaching midband.
General Onimaru readily attacks and destroys your Tech II, dealing 5 damage in his frenzy. Your base takes 2 damage.
Brave Knight patrols in Squad Leader, Bigby in Scavenger, Onimaru in Technician.
Discard 1, draw 3.
Patrols:
Squad Leader: Brave Knight (3 , 3 , 1 , Readiness, retreats from combat)
Elite:
Scavenger: Bigby Hayes Lv. 3 (2 , 4 , Stash, sidelines)
Technician: General Onimaru Lv. MAX (4 , 2 of 5 , Frenzy 1, Readiness)
Lookout:
Board:
Nimble Fencer (2 , 1 of 3 , Haste)
Base: 18
Tech I (5 )
Hero’s Hall (4 )
0g banked, 10 workers.
25% chance for AoW, 12.5% for Injunction, plus Bloom and Timely Messenger all kill Midori without losing Oni. Community Service if you’re holding a Mimic. If I can’t stop you from killing Oni, I can at least break your Tech II and make you pay 7g for the privilege. Dramatic music…
This is getting desperate.
P1T7
TECH
Tyrannosaurus Rex
STARTING HAND
Young Treant (0/2+1A can't attack Resist 1)
Nature Reclaims
Wandering Mimic
Behind the Ferns
WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Spore Shambler
Playful Panda
Merfolk Prospector (1/1 Resist 1)
Young Treant (0/2+1A can't attack Resist 1)
Centaur (3/4+1A Overpower Resist 1)
Wandering Mimic
Tiny Basilisk (1/2 Deathtouch unattackable and unstoppable by Tech 0)
Feral Strike
Forest's Favor
Potent Basilisk (3/5+1A untargetable deathtouch)
Nature Reclaims
Behind the Ferns
Wandering Mimic
Tyrannosaurus Rex
Tech 1 card(s)
Get Paid - ($10)
Rebuild Tech 2
Arg, who maxbands - ($4)
Worker - ($3)
Calamandra - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
This would be a nice time to get a Wandering Mimic out…
arg &cala with tech II down and no HH?
It’s too many heros, but I don’t think it matters.
Player 2, Turn 7
Workers make 10g. (10g)
Bigby Hayes pays 5g to dig through your hand looking for a volunteer for some Community Service. (5g, 2 cards, 7 discards)
Ooh, a Wandering Mimic! It even has Haste.
General Onimaru pays 3g and casts his ultimate spell, The Art of War! He’s unstoppable and has swift strike until my next upkeep. (2g, 1 card, 8 discards)
He destroys your Tech II again. Your base takes 2 damage.
Bigby Hayes exhausts to sideline Ironbark Treant.
Brave Knight attacks and kills Water Elemental. He takes 3 damage and bravely flees to my hand. You draw a card. (2 cards in hand)
Nimble Fencer attacks and kills your Wisp. You get a gold.
Wandering Mimic attacks and defeats Calamandra, taking 2 damage.
Bigby gets two free levels and maxes.
Discard 1, draw 3.
Patrols:
Squad Leader: General Onimaru Lv. MAX (6 , 2 of 5 , 3 , Frenzy 1, Readiness, Swift Strike)
Elite:
Scavenger:
Technician:
Lookout:
Board:
Bigby Hayes Lv. MAX (3 , 4 , Stash, sidelines, draws cards)
Nimble Fencer (2 , 1 of 3 , Haste)
Wandering Mimic (4 , 2 of 4 , Haste)
Base: 18
Tech I (5 )
Hero’s Hall (4 )
1g banked, 11 workers.
Should have teched Judgment Day. Eh, I can do it next turn before my deck cycles.
The only thing that endanger me at this point is a surprise Behind the Ferns (conveniently, Ironbark is too big!) to kill Bigby, who can ration out my Injunctions, Community Service, etc to make sure I always have one.
Tower + Tech II + TAoW + Worker next turn, keeping Injunction for the turn after.
I surrender. I could take out Oni, but that’s all. Good game!
Good game!