Casual: Shax(mRed/mGreen/mRed) vs Hobusu (mGreen/mRed/mPurple)

"P1T1


StartingHand Workers

STARTING HAND
Charge
Pillage
Careless Musketeer
Bombaster
Mad Man


WORKERS
Bombaster


NextHand

Scorch
Bloodrage Ogre
Makeshift Rambaster
Nautical Dog
Bloodburn


Discard

Mad Man
Pillage
Charge


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Careless Musketeer - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Careless Musketeer
  • :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: 1
  • Workers: 5
    "

@Hobusu

GLFH, @Shax! Here’s hoping I can improve my Green play… I’ve not done so great in this matchup except against new players.

Player 2 Turn 1


Starting Hand and Workers

STARTING HAND

Rich Earth
Verdant Tree
Playful Panda
Spore Shambler
Forest’s Favor


WORKERS

Rich Earth


[details=Next Hand]Merfolk Prospector
Ironbark Treant
Tiger Cub
Young Treant
Rampant Growth


[/details]

Discard

Verdant Tree
Forest’s Favor
Spore Shambler


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Recruit Playful Panda and Wisp - ($2)
Summon Argagarg and Wisp - ($0)
Patrol as shown below

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (2/2)
  • Argagarg Garg Lv. 1 (1/3)
    [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
Thoughts

I had a hard time deciding between this line of play and putting Spore Shambler out. Both seem fine, but this one lets me keep a bigger board and he’ll have a hard time preventing me from boosting something, either with Rampant Growth or Arg’s midband. I’ve already figured out that the only good way he has to kill both Wisps is to use Zane to take the Squad Leader out, Mad Man to kill the Scavenger if he has it (or exhaust Careless Musketeer if he doesn’t), and then Careless Musketeer can trade with Playful Panda (if he had Mad Man). Unless he skips Tech I, that takes all his gold and still leaves the possibility of Rampant Growth Arg revenge killing Zane for free levels (then play my choice of unit, possibly including Water Elemental). Hopefully I’m not missing something obvious! :sweat_smile:

"P1T2


Tech StartingHand Workers

TECH
crash bomber
crash bomber


STARTING HAND
Makeshift Rambaster
Scorch
Nautical Dog
Bloodburn
Bloodrage Ogre


WORKERS
Bombaster
Scorch


NextHand

Mad Man
crash bomber
Pillage
Makeshift Rambaster


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech I - ($4)
Bloodrage Ogre - ($2)
Nautical Dog - ($1)
Careless musketeer uses ability on panda, takes 1 damage.

Float ($1)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bloodrage Ogre
  • :pschip: [I]Technician[/I]: Nautical Dog
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Careless Musketeer
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
    "

Player 2 Turn 2


Tech, Starting Hand, and Workers

TECH

Centaur
Dinosize


STARTING HAND

Rampant Growth
Tiger Cub
Merfolk Prospector
Young Treant
Ironbark Treant


WORKERS

Rich Earth
Ironbark Treant


[details=Next Hand]Young Treant
Centaur
Tiger Cub
Dinosize


[/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I - ($4)
Playful Panda trades with Bloodrage Ogre, you gain 1 gold
Argagarg kills Nautical Dog and takes 1 damage, you draw a card
Arg casts Rampant Growth on a Wisp, making it (2/1+2a) for a turn - ($2)
Wisp safely kills Careless Musketeer
Recruit Merfolk Prospector - ($1)
Patrol as shown below

Float ($1)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Garg Lv. 1 (1/2)
  • Wisp (0/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

Well, I just wiped his board. As green. On turn 2. As long as I can keep up the pressure, he’ll have a hard time of it… though he could Pillage both the gold I floated and the Scavenger bonus (if he kills Merfolk Prospector, of course). Hopefully I don’t regret teching expensive units and spells.

Sorry for the late reply, my internet took a vacation for about 3 hours.
Edit: took a page from your book and bolded actions below for clarity
"P1T3


Tech StartingHand Workers

TECH
Kidnapping
Flame arrow


STARTING HAND
crash bomber
Makeshift Rambaster
Mad Man
Pillage
Bloodburn


WORKERS
Bombaster
Scorch
Bloodburn


NextHand

Charge
crash bomber


Discard

Bloodrage Ogre
Nautical Dog
Careless Musketeer
Pillage
Kidnapping
Flame arrow


Tech 2 card(s)
Get Paid +float & scav - ($8)
Worker - ($7)
Makeshift Rambaster - ($5)
Rambaster kills Merfolk, you gain 1 gold
Summon Zane - ($3)
Summon crash bomber (Pirate, see below) - ($2)
Cast Pillage and steal 2 gold (2 base damage) - ($3)
Summon Mad Man - ($2)
Mad Man kills wisp (I didn’t mean to let you draw a card, baka)
Zane kills arg and levels to 3.
Patrol as shown below

Float ($2)
Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: crash bomber (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makeshift Rambaster (1/1)
  • Mad Man (1/1)
  • Zane lvl 3 (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

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

  • Hand: 2
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 7
    "

I just noticed that I forgot to discard Playful Panda last turn, so that messed up my draw. I’ll try rolling back and doing that turn over the same way, but it might take a while…

Edit: Didn’t take too long. Nothing about the turn changed except I drew a different hand, but I’ll still give you the choice to retake your turn if you want to.

I don’t have anything to change so go ahead.

Player 2 Turn 3


Tech, Starting Hand, and Workers

TECH

Tiny Basilisk
Circle of Life


STARTING HAND

Galina Glimmer
Tiny Basilisk
Tiger Cub
Young Treant
Forest’s Favor


WORKERS

Rich Earth
Ironbark Treant
Tiger Cub


[details=Next Hand]Spore Shambler
Verdant Tree
Rampant Growth
Forest’s Favor
Playful Panda


[/details]
Tech 2 card(s)
Draw from Technician
Get Paid + float + Scavenger - Pillage - ($7)
Worker - ($6)
Recruit Centaur - ($3)
Build Tower - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Centaur (3/4+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

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

I really wish I could explore both of the paths I saw… I think this is better than playing Tiger Cub and building Tech II, but I wish I could see how they both end up. I’m planning to use Circle of Life to get a Tech II unit earlier than would normally be possible without having the building up yet, but we’ll see how it goes.

"P1T4


Tech StartingHand Workers

TECH
Captured Bugblatter
Crashbarrow


STARTING HAND
crash bomber
Charge
Crashbarrow- why did I have to draw this of all things from the technician.


WORKERS
Bombaster
Scorch
Bloodburn
Charge


NextHand

Flame arrow
Captured Bugblatter
Pillage
Careless Musketeer


Discard

Crashbarrow
crash bomber
Makeshift rambaster
Mad man


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech II - Blood - ($4)
Max Zane and shove centaur into technician - ($1)
Zane trades with Centaur and we both draw.
Mad Man trades with wisp, you gain a gold
Rambaster suicides into your base for 3
Crash Bomber attacks your base for 2
Pillage from the previous turn and the 5 damage above puts your base at 13 hp.

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • crash bomber (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 4
  • Deck: 3
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
    "

Sorry to keep you waiting! I wanted to prioritize finishing my RACE games, since it was so close to done…

Player 2 Turn 4


Tech, Starting Hand, and Workers

TECH

Blooming Ancient
Artisan Mantis


STARTING HAND


Verdant Tree
Playful Panda
Spore Shambler
Rampant Growth
Forest’s Favor
Merfolk Prospector


WORKERS

Rich Earth
Ironbark Treant
Tiger Cub
Spore Shambler


[details=Next Hand]Circle of Life
Dinosize
Tiny Basilisk
Young Treant


[/details]

Discard

Centaur
Rampant Growth
Forest’s Favor
Blooming Ancient
Artisan Mantis


Tech 2 card(s)
Draw from surprise technician Centaur
Get Paid + scavenger - ($9)
Worker - ($8)
Construct Verdant Tree - ($6)
Recruit Playful Panda and Wisp - ($4)
Recruit Merfolk Prospector - ($3)
Summon Argagarg and Wisp - ($1)
Patrol as shown below

Float ($3)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Wisp (0+1/1)
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Verdant Tree (3 HP) [Healing 1]
  • Playful Panda (2/2)
  • Argagarg Garg Lv. 1 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 13
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 9
Thoughts

I suspect this will go badly, but let’s see! With this setup I’m guaranteed to be able to Circle of Life for a Tech II unit next turn, and if he doesn’t get rid of Verdant Tree I’ll have a fully functional Tech II building up too! Patrolling Prospector in Scavenger guarantees I have enough gold for that play, and with how many chump blockers I have he’s unlikely to destroy my Verdant Tree (and if he does, I can instead just max Arg if he survived – if he didn’t, then the plan is barely affected). Going with Growth Tech II so I can use Artisan Mantis to heal and block. It has just enough HP that it can prevent Crashbarrow from overpowering if nothing else attacks it. Also including Blooming Ancient because I’m more likely to get it to work than Might of Leaf and Claw this game. Probably add a Blooming Elm later to make it into a stronger win condition.

"P1T5


Tech StartingHand Workers

TECH
Pirate Gang Leader
Ogre Recruiter


STARTING HAND
Captured Bugblatter
Pillage
Flame arrow
Careless Musketeer


WORKERS
Bombaster
Scorch
Bloodburn
Charge
Careless Musketeer


NextHand

Kidnapping
Bloodrage Ogre


Discard

Crashbarrow
crash bomber
Mad Man
Makeshift Rambaster
Pillage
Flame arrow
Pirate Gang Leader
Ogre Recruiter

Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Summon Jaina - ($6)
Cast pillage (-2 gold ,2 base damage) - ($7)
Cast flame arrow to kill Arg - ($3)
Summon Bugblatter - ($0)

Float ($0)
Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: crash bomber (2/2+1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Jaina lvl 3 (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captured Bugblatter (4/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 2
  • Deck: 1
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "

Player 2 Turn 5


Tech, Starting Hand, and Workers

TECH

Blooming Elm
Moment’s Peace


STARTING HAND

Young Treant
Dinosize
Tiny Basilisk
Circle of Life


WORKERS

Rich Earth
Ironbark Treant
Tiger Cub
Spore Shambler


[details=Next Hand]Blooming Ancient
Young Treant
Centaur
Moment’s Peace


[/details]
Tech 2 card(s)
Get Paid + float - Pillage - ($10)
Skip worker
Summon Midori - ($8)
Recruit Tiny Basilisk - ($6)
Midori casts Circle of Life on Tiny Basilisk to sacrifice it and summon Artisan Mantis - ($3)
Artisan Mantis repairs 3 damage from my base, leaving it at 14 HP remaining
Exhaust Merfolk Prospector to gain 1 gold - ($4)
Build Growth Tech II - ($0)
Patrol as shown below

Float ($0)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Artisan Mantis (4/5+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Verdant Tree (3 HP) [Healing 1]
  • Playful Panda (2/2)
  • Master Midori Lv. 1 (2/3)
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 11
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Totally forgot to consider Pillage… I think it went OK anyway, all things considered. I’m worried about the Bugblatter, but I’m starting to reach a critical mass now where he has to figure out what to deal with and he can’t deal with all of it anymore. I got a good hand, so as long as he doesn’t both kill Midori and break my Tech II, I should be doing OK. Or he could just kill me, but getting Artisan Mantis helps prevent that.

"P1T6


Tech StartingHand Workers

TECH
Pirate Gang Leader
Shoddy Glider


STARTING HAND
Kidnapping
Bloodrage Ogre


WORKERS
Bombaster
Scorch
Bloodburn
Charge
Careless Musketeer


NextHand

Nautical Dog
Pirate Gang Leader
Mad Man


Tech 2 card(s)
Get Paid - ($9)
Summon Draak and midband him - ($4)
Kidnap mantis - ($0)
Jaina attacks wisp, spark shot clears them both out. 2 base damage
Mantis attacks base for 5
Bugblatter attacks base for 5
Crash Bomber attacks base for 3
GG!

Float ($0)
Discard 1, draw 1, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captured Bugblatter (4/1)
  • crash bomber (2/1)
  • Jaina lvl 3 (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 3
  • Deck: 10
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "

“Blood is one of my personal favorite specs in the entire game. It might appear mindlessly aggressive, but it’s actually more difficult to play than it first appears. The hardest part is deciding when to shift all your attention to damaging your opponent’s base (that’s how you win the game), versus when to fight for control on the battlefield. You have to be very careful about when you can go “all in”. If you do it right, you barely win right before you run out of gas and have nothing left.” - @Sirlin

Truer words have never been spoken. This may not be the most perfect game to showcase this, but whenever I win with blood it’s always been one big base explosion where I know my following turns are going to suck.

1 Like

Well played! I’m starting to enjoy using Blood quite a bit as well. Up for another round?

Sure, RNG 48. That is, unless you want to try something that requires going first or second.

Welp, I got a 7. Looks like you’re going first! :slight_smile:

"P1T1


StartingHand Workers

STARTING HAND
Bloodrage Ogre
Bloodburn
Careless Musketeer
Charge
Makeshift Rambaster


WORKERS
Careless Musketeer


NextHand

Scorch
Bombaster
Nautical Dog
Pillage
Mad Man


Discard

Makeshift Rambaster
Charge
Bloodrage Ogre


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bloodburn, lets shake things up - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn(0)
    [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
    "
1 Like

Player 2 Turn 1


Starting Hand and Workers

STARTING HAND

Ironbark Treant
Tiger Cub
Rampant Growth
Playful Panda
Young Treant


WORKERS

Ironbark Treant


[details=Next Hand]Verdant Tree
Rich Earth
Merfolk Prospector
Spore Shambler
Forest’s Favor


[/details]

Discard

Young Treant
Tiger Cub
Rampant Growth


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Recruit Playful Panda and Wisp - ($2)
Summon Midori - ($0)
Patrol as shown below

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Master Midori Lv. 1 (2/3)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (2/2)
    [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
Thoughts

So, he’s starting with Bloodburn… Chump-blocking with Wisps and/or Frogs will be a bit less useful this game, but he basically just made me Player 1 + a bonus worker. This seems like the best opening to maximize the threat he feels, and if I can keep Midori alive I can use Nature Reclaims to get rid of Bloodburn for the rest of the game (while thinning my deck in the process).

"P1T2


Tech StartingHand Workers

TECH
Firebat
Ember sparks


STARTING HAND
Mad Man
Pillage
Scorch
Bombaster
Nautical Dog


WORKERS
Careless Musketeer
Bombaster


NextHand

Ember sparks
Bloodrage Ogre
Firebat
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Mad man - ($2)
Nautical dog - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Mad Man
  • :pschip: [I]Technician[/I]: Nautical Dog
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn(0)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
    "

You forgot to add your Tech I HP. Edit: So did I… Fixed. :disappointed_relieved:

Player 2 Turn 2


Tech, Starting Hand, and Workers

TECH

Tiny Basilisk
Nature Reclaims


STARTING HAND

Rich Earth
Forest’s Favor
Spore Shambler
Merfolk Prospector
Verdant Tree


WORKERS

Ironbark Treant
Rich Earth


[details=Next Hand]Forest’s Favor
Young Treant
Verdant Tree
Tiger Cub
Merfolk Prospector


[/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I - ($4)
Recruit Spore Shambler - ($1)
Move a +1/+1 rune to Wisp - ($0)
Wisp and Midori kill your patrollers and each take 1 damage, you draw a card, gain 1 gold, and put 2 runes on Bloodburn
Patrol as shown below

Float ($0)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Playful Panda (2/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Spore Shambler (1/2) {+1/+1}
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Master Midori Lv. 1 (2/2)
  • Wisp (1/1) {+1/+1}
    [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: 7
Thoughts

Maybe this isn’t the best play, but I feel like even with all that gold he has now he probably still can’t get a hero kill, and that’s what really matters in this situation. Sadly didn’t draw either of my techs, but I should still be able to do things with this hand if I play it right.