STARTING HAND
Young Treant
Ironbark Treant
Spore Shambler
Playful Panda
Merfolk Prospector
WORKERS
Verdant Tree
Young Treant
NextHand
Ironbark Treant
Forest’s Favor
Giant Panda
Merfolk Prospector
Spore Shambler
Tech 2 card(s)
Get Paid + float - ($6)
Worker
Recruit Playful Panda, and Wisp! - ($4)
Summon Argagarg Garg, and Wisp! - ($2)
Build Tech I - ($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]: Willow the Wisp (0/1)
[I]Technician[/I]: Billow the Wisp (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Rich Earth
Playful Panda (2/2)
Argagarg Garg, Lv. 1 (1/3)
[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]
Lots of options, but I’m opting for the unit flood+Tech I.
After the draw…no Boulder, but Panda. Unless I see something awesome to do with FF+Prospector, it’ll probably be some combination of Shambler, Ironbark, and Giant Panda. Shambler might be the smart play, so I can unload runes onto GP the following turn, while also getting out Boulder+Tech II. Next tech will be 2x Guardian at the Gates.
[/spoiler]
STARTING HAND
Merfolk Prospector
Giant Panda
Forest’s Favor
Ironbark Treant
Spore Shambler
Rampant Growth
WORKERS
Verdant Tree
Young Treant
Rampant Growth
NextHand
Forest’s Favor
Spore Shambler
Guardian at the Gates
Ardra’s Boulder
Tiger Cub
Tech 2 card(s)
Get Paid - ($6)
Draw from Technician
Recruit Giant Panda, and Wisp! - ($3)
Recruit Ironbark Treant - ($0)
Worker
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Ironbark Treant (1/2+aaa)
[I]Elite[/I]: Willow the Wisp (0+1/1)
[I]Scavenger[/I]: Playful Panda (2/2)
[I]Technician[/I]: Pillow the Wisp (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Rich Earth
Argagarg Garg, Lv. 1 (1/3)
Giant Panda (2/4)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 2
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
[details=Thoughts][spoiler]
Could have killed Garth with FF and RG, but that wouldn’t have left me enough to play any of my biggies. I thought about teching Stampede with my army, but it didn’t seem worth it 2 turns out. So I’m sticking with the plan.
After the draw… not bad. Prospector would have been better, but still not bad. Build Tech II and play Boulder or Shambler, or maybe FF and Shambler (paying to toss a rune somewhere), midband Arg, try to get the kill for max Arg, and tech 2x Stampede, and postpone Tech II.
[/spoiler]
STARTING HAND
Thieving Imp
Deteriorate
Summon Skeletons
Skeletal Archery
Bone Collector
WORKERS
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
[/spoiler][/details]
[details=NextHand][spoiler]
Wandering Mimic
Sacrifice the Weak
Tiny Basilisk
Deteriorate
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Garth to lvl 4 - ($5)
Make and sac a Skeleton to draw - ($4)
Deteriorate Ironbark Treant
Garth, Javelin and Haunt kill Ironbark (Haunt to Graveyard)
Bone Collector - ($2)
Skeleton - ($1)
Worker - ($0)
Tap Graveyard to resurrect Haunt
Guessing he’ll head towards Growth Tech2, plan to use runes from Ancients and Growth spells to buff Birds. So teching some anti-air defence and flying offense with Taxman and Mimic. Good to spread out between Tech1 and Tech2 with the risk of Injunction.
I guess I should have put the PP in SQL! Nicely done on taking out a $3 with $0.
P1T4
Tech StartingHand Workers
TECH
Censorship Council
Stampede
STARTING HAND
Ardra’s Boulder
Tiger Cub
Guardian at the Gates
Spore Shambler
Forest’s Favor
WORKERS
Verdant Tree
Young Treant
Rampant Growth
Tiger Cub
NextHand
Stampede
Guardian at the Gates
Censorship Council
Guardian at the Gates
Merfolk Prospector
Tech 2 card(s)
Get Paid - ($7)
Worker
Recruit Ardra’s Boulder - ($5)
Build Tech II (Law) - ($1)
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Giant Panda (2/4+a)
[I]Elite[/I]: Willow the Wisp (0+1/1)
[I]Scavenger[/I]: Playful Panda (2/2)
[I]Technician[/I]: Pillow the Wisp (0/1)
[I]Lookout[/I]: Ardra’s Boulder (0/6, Resist 1 from Lookout)
[B]In Play:[/B]
Rich Earth
Argagarg Garg, Lv. 1 (1/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 8
[details=Thoughts][spoiler]
It was really tempting to just throw a ton of runes on Giant Panda and put him in SQL, or put a rune on Boulder and midband Arg, or max Arg+Boulder and double-tech Stampede. But I don’t want to waste my techs, and I think I need Censorship Council out, so I teched one CC, one Stampede for later, and hoped for a lucky draw.
After the draw… Lots of options… 2x GotG+Midband Arg or bring in Rook+Prospector? CC+Max Arg+Prospector? (Looks good.) GotG+CC+Midband Arg/Rook? GotG+Max Arg+Rook? Well, it’ll be fun either way.
My next tech will probably be Stampede+Gryphon.
[/spoiler]
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Bone Collector attacks Giant Panda, makes a Skeleton
Haunt and Skeleton trade with Giant Panda
Garth kills Playful Panda
Javelineer kills tech Wisp
Skeleton deals 1dmg to Boulder
Tiny Basilisk - ($5)
Skeleton - ($4)
Tech2 Balance - ($0)
Tap Graveyard to resurrect Haunt
Teching Nether Drain to deal with a max Rook wall and Potent Basilisk to discard Rich Earth or Bird’s Nest. With a growing Skelly army, could get value from midband Midori.
@petE Rolled back the spreadsheet, drew from technician, re-discarded/drew. Good to go. (:
P1T5
Tech StartingHand Workers
TECH
Lawbringer Gryphon
Lawbringer Gryphon
STARTING HAND
Merfolk Prospector
Guardian at the Gates
Stampede
Censorship Council
Guardian at the Gates
Forest’s Favor
WORKERS
Verdant Tree
Young Treant
Rampant Growth
Tiger Cub
Stampede
NextHand
Playful Panda
Spore Shambler
Lawbringer Gryphon
Ironbark Treant
Tech 2 card(s)
Get Paid + float - ($9)
Scavenger bonus - ($10)
Draw from Technician
Worker
Recruit Guardian at the Gates “Rocket” - ($7)
Recruit Guardian at the Gates “Groot” - ($4)
Build a Censorship Council - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Ardra’s Boulder (0/5+a)
[I]Elite[/I]: Willow the Wisp (0+1/1)
[I]Scavenger[/I]: Rocket, Guardian at the Gates (1/6, disables units it damages)
[I]Technician[/I]: Groot, Guardian at the Gates (1/6, disables units it damages)
Censorship Council HP: 5 (You can’t play more than 1 card from hand per turn)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
[details=Thoughts][spoiler]
Extra money is nice. I got to do lots of stuff!
But I had to shove Arg into patrol to keep Zane from shoving the Boulder around. He’s digging through it!
Well, now that I think about it, he just has to max Garth, pull out a F.Dragon, turn Boulder into a 3/1 that goes poof, then he can do whatever Zane shenanigans he wants, which will be easier, since he can kill Arg with Basilisk for free Zane levels. Ah well. I’ll start next turn with a clean slate!
[/spoiler]
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
2 Skeletons, Javelineer and Bone Collector kill Boulder, make a Skeleton
Skeleton trades with Wisp
Haunt suicides into tech Guardian
Tiny Basilisk kills Arg, Garth to lvl 6
Garth to max, summons Fairie Dragon from discard, feather rune floats and kills tech Guardian, you draw - ($7)
Garth deals 3dmg to scav Guardian
Skeleton - ($6)
Tap Graveyard to resurrect Haunt
Tech3 - ($1)
Tech Lab Anarchy - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Skeleton (1/1)
[I]Technician[/I]: Skeleton (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Graveyard (3)
Garth lvl 6 (3/3)
Pestering Haunt (1/1)
Skeleton Javelineer (1/1, Javelin used)
Bone Collector (3/1)
Skeleton (1/1)
Skeleton (1/1)
Tiny Basilisk (1/1, deathtouch)
Fairie Dragon (4/2, flying)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech III HP: 5
Tech Lab HP: 4 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 2
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 10
[details=Thoughts][spoiler]
Building Tech3 while my Tech2 isn’t shut down with Injunction. Avoiding giving away a scav bonus, so he doesn’t have the $$ for max Bigby -> Judgement Day board wipe.
Yeah, I don’t think your deck was the one to try out a pure wall strat against (assuming there is any deck it’d be helpful against), but I’ve never seen it tried. In retrospect, Strength might have been the way to go against skeletons, with early Judgment Day and DeGrey. Which is not to say that there’s anything I can necessarily do about a Gunship rush; I’m not sure this codex has anything that can push through before we hit Tech III (you have at least 3 ways to deal with birds, and can probably shut down Rook before double EQ can go down), and Gunship wins against most Tech IIIs whether it comes out first or second.
Good on you for trying Law Tech2, that’s a rarity. I was teching in expectation of a Strength-Growth plan generating Ancient runes with Pandas/Birds/Argagarg multiple arrivals, then buffing the Birds with runes and Growth spells – with Injunction thrown in as extra disruption. Though as you say, DeGrey would have cleaned up the Skeletons pretty well too.