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

"P1T3


Tech StartingHand Workers

TECH
Crash bomber
Firebat

STARTING HAND
Firebat
Bloodrage Ogre
Makeshift Rambaster
Ember sparks
Charge


WORKERS
Careless Musketeer
Bombaster
Makeshift Rambaster


NextHand

Pillage
Scorch
Ember sparks
Bloodrage Ogre


Tech 2 card(s)
Get Paid + float+ scav - ($8)
Worker - ($7)
Summon Jaina - ($5)
Cast ember sparks, kill panda - ($2)
Summon Firebat - ($0)
Bloodburn on shambler, 1 damage

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


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

  • :psblueshield: [I]Squad Leader[/I]: Firebat (3/3)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Jaina lvl 1 (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn(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: 0
  • Workers: 7
    "

FYI: This is going to be my last turn tonight, and I probably wonā€™t be able to take another until Monday.

Player 2 Turn 3


Tech, Starting Hand, and Workers

TECH

Circle of Life
Galina Glimmer


STARTING HAND

Young Treant
Verdant Tree
Merfolk Prospector
Forestā€™s Favor
Tiger Cub


WORKERS

Ironbark Treant
Rich Earth
Verdant Tree


[details=Next Hand]Nature Reclaims
Rampant Growth
Tiny Basilisk
Circle of Life
Merfolk Prospector


[/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Recruit Tiger Cub - ($4)
Spore Shambler exhausts to move +1/+1 rune to Tiger Cub and dies, Bloodburn gains 1 rune
Level Midori to Lv. 5, healing him and giving my units with no abilities +1/+1 - ($0)
Patrol as shown below

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub (4/4) {+1/+1}
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (2/2) {+1/+1}
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Master Midori Lv. 5 (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

Iā€™m not a fan of what he did thereā€¦ Not in the sense that I think it was a bad move, but rather that he ruined everything. Again, this is probably not the best play, but cobbling together a 4/4 should at least give him pause. Next turn I can either Nature Reclaims his Bloodburn or use Circle of Life to cheat in a Tech II unit (or both!) as long as Midori survies, which is likely as long as he didnā€™t tech another Fire spell.

"P1T4


Tech StartingHand Workers

TECH
Hotter fire
Bamstamper lizzo


STARTING HAND
Scorch
Pillage
Bloodrage Ogre
Ember sparks


WORKERS
Careless Musketeer
Bombaster
Makeshift Rambaster
Bloodrage Ogre


NextHand

Charge
Crash bomber
Firebat
Nautical Dog
Mad Man


Discard

Firebat
Pillage
Ember sparks
Scorch
Hotter fire
Bamstamper lizzo


Tech 2 card(s)
Get Paid - ($7)
Jaina and firebat suicides to kill cub(BB at 4), midori to 7
Bloodburn on wisp
Summon Zane and max him - ($0)
Maxband ability shoves wisp into scavenger, killing it(BB:3). we both get gold. - ($1)
Zane kills Midori
Worker - ($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(3)
  • Zane lvl 6 (4/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
    "
    That dang tiger cub had just enough hp not die cleanly. I had to take an entirely different approach to handle it.
    Quick edit on the bloodburn runes, forgot to include spore shambler.

Shouldnā€™t the Wisp still be alive until Midori stops giving it the +1/+1 buff? It was at 2 HP with that and the rune, and Zaneā€™s ability does 1 damage. It still dies, but you donā€™t get a gold because Zane didnā€™t kill it.

Bloodburn on wisp + zane ability =2

Ah, of course. Ignore me!

Player 2 Turn 4


Tech, Starting Hand, and Workers

TECH

Wandering Mimic
Potent Basilisk


STARTING HAND


Nature Reclaims
Tiny Basilisk
Rampant Growth
Merfolk Prospector
Circle of Life
Playful Panda


WORKERS

Ironbark Treant
Rich Earth
Verdant Tree
Nature Reclaims


[details=Next Hand]Galina Glimmer
Spore Shambler
Forestā€™s Favor
Young Treant
Potent Basilisk


[/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Build Balance Tech II - ($3)
Recruit Tiny Basilisk - ($1)
Recruit Merfolk Prospector - ($0)

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


[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]: Tiny Basilisk (1/2) [Deathtouch]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

Iā€™m not happy with how thin my defenses are hereā€¦ If my tech II survives I might have a chance, but I doubt that will happen. I suppose time will tellā€¦

"P1T5


Tech StartingHand Workers

TECH
Hotter fire
Bamstamper Lizzo


STARTING HAND
Charge
Firebat
Crash bomber
Nautical Dog
Mad Man


WORKERS
Careless Musketeer
Bombaster
Makeshift Rambaster
Bloodrage Ogre
Nautical Dog


NextHand

Hotter fire
Firebat
Pillage
Firebat


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech II fire - ($3)
Summon and cast Charge on Crash bomber - ($0)
Bloodburn kills Prospector(get gold). BB(1)
Crashbomber kills basilisk(draw card), his left arm hits your tech II for 1. BB(3)
Zane limps over and scornfully scuffs his leather shoes on your tech II, killing it(2 base damage).

Float ($0)
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]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn(2)
  • Zane lvl 6 (4/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

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

  • Hand: 4
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "

Your descriptions are quite amusingā€¦ Itā€™s a shame that I canā€™t keep things alive long enough to try doing the same.

Player 2 Turn 5


Tech, Starting Hand, and Workers

TECH

Momentā€™s Peace
Momentā€™s Peace


STARTING HAND


Galina Glimmer
Spore Shambler
Young Treant
Forestā€™s Favor
Potent Basilisk
Rampant Growth (Technician)
Tiger Cub (Treant)


WORKERS

Ironbark Treant
Rich Earth
Verdant Tree
Nature Reclaims
Spore Shambler


[details=Next Hand]Potent Basilisk
Circle of Life
Wandering Mimic
Forestā€™s Favor
Playful Panda


[/details]
Draw from Technician
Tech 2 card(s)
Get Paid + scavenger - ($10)
Worker - ($9)
Build a Tower - ($6)
Recruit Young Treant and draw a card - ($4)
Recruit Galina Glimmer - ($3)
Recruit Tiger Cub - ($1)
Rebuild Tech II
Patrol as shown below

Float ($1)
Discard 3, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Young Treant (1/2)
  • :ps_: [I]Scavenger[/I]: Galina Glimmer (2/2)
  • :pschip: [I]Technician[/I]: Tiger Cub (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

Iā€™m so deadā€¦ Especially since I didnā€™t draw either Momentā€™s Peace. Still going to try stalling long enough to get Tech III ready, though.

"P1T6


Tech StartingHand Workers

TECH
Cinderblast Dragon
Cinderblast Dragon


STARTING HAND
Pillage
Firebat
Firebat
Hotter fire
Mad Man


WORKERS
Careless Musketeer
Bombaster
Makeshift Rambaster
Bloodrage Ogre
Nautical Dog
Mad Man


NextHand

Scorch
Ember sparks
Charge


Discard

Cinderblast Dragon
Cinderblast Dragon
Pillage
Firebat


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Hotter fire, flaming intesifies - ($5)
Summon Firebat ā€œneed a light?ā€ - ($3)
Summon Jaina. She forgot her bow but sheā€™ll get you next turn! - ($1)
Zane cuddles with tiger cub and they retire from the battlefield. We both draw. BB(4)
Galina Glimmer is immolated using the blood of her fallen comrades as fuel(BB(3)). Gain gold.
Just kidding! Pillage steals 1 gold back, base takes 2. - ($1)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Firebat(3/3)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn(3)
  • Hotter fire
  • Jaina(2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

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

  • Hand: 3
  • Deck: 4
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
    "
1 Like

Pillage costs 1, and you steal 1, so you should be still at $1 after playing it, no? I donā€™t think Firebat is a Pirateā€¦

Hotter Fire makes it deal 2 damage this time. Took me a few minutes to realize it because my mind went to the same place when reading over the turn.

But youā€™re right that he should only be at $1. @Hobusu floated $1 and gained another $1 when GG died, but only $1 comes to Shax from the non-pirate pillage, so Hobusu still gets his float next turn, and Drakk is not playable. Might need a turn redo?

By the way, @Shax, if youā€™re wondering why I liked your post, itā€™s because itā€™s the first time Iā€™ve seen someone play Hotter Fire or go heavy scorched earth for a strategy. I love alternate strategies, so Iā€™m secretly hoping it works, at least enough for a close game.

2 Likes

Whoops, you are both correct. Pillage got put into a weird place where itā€™s damage got boosted but the gold steal didnā€™t. Iā€™ve used pillage a lot (probably more then most people) and thatā€™s the first time thatā€™s been the case.

Changes are as follows

  • Draak isnā€™t summoned and Firebat patrols in squad instead.
  • I float 1 gold.

Honey, you ainā€™t seen scorched earth yet.

1 Like

Player 2 Turn 6


Tech, Starting Hand, and Workers

TECH

Tyrannosauros Rex
Tyrannosauros Rex


STARTING HAND


Circle of Life
Playful Panda
Wandering Mimic
Forestā€™s Favor
Potent Basilisk
Momentā€™s Peace


WORKERS

Ironbark Treant
Rich Earth
Verdant Tree
Nature Reclaims
Spore Shambler
Circle of Life


[details=Next Hand]Tiny Basilisk
Merfolk Prospector
Momentā€™s Peace
Momentā€™s Peace
Rampant Growth


[/details]
Tech 2 card(s)
Get Paid + float + scavenger - ($12)
Recruit Potent Basilisk, who glares at the Hotter Fire until it calms down (and gets discarded) - ($8)
Build Tech III - ($3)
Recruit Playful Panda and Wisp - ($1)
Worker - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Potent Basilisk (3/5) [Untargetable, deathtouch]
  • :psfist: [I]Elite[/I]: Young Treant (1/2)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

Bad news: I didnā€™t draw a T-Rex. Good news: He doesnā€™t know whether I have one or not, so he might waste a bunch of energy getting rid of if when I canā€™t even use it! Getting both copies of Momentā€™s Peace is a bit of a bummer, thoughā€¦

"P1T7
Sorry for the huge delay. Things were things and demanded thing like things in order to stop being things.


StartingHand Workers

STARTING HAND
Charge
Ember sparks
Scorch


WORKERS
Careless Musketeer
Bombaster
Makeshift Rambaster
Bloodrage Ogre
Nautical Dog
Mad Man


NextHand

Crash bomber
Hotter fire
Bamstamper Lizzo
Bamstamper Lizzo


Discard

Cinderblast Dragon
Cinderblast Dragon
Pillage
Firebat
Hotter fire
Ember sparks
Charge
Scorch


Tech 0 card(s)
Get Paid+ float - ($11)
Jaina max ā€œYou think you can extinguish my flame?!ā€ - ($5)
Cast Ember Sparks. 1 spark dances with the wisp, you draw bb(4). 2 sparks light some unattended candles in your tech III. So irrisponsible! - ($2)
Jaina maxband kills tech III(2 base damage) "Guess what, I found my bow."
Bloodburn trys to burn the panda, but only does 1 damage. Bloodburn feels slighted and vows burny vengeance. bb2
Summon Draak, sup. - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Firebat(3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Draak (1/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn(2)
  • Jaina max(4/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

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

  • Hand: 4
  • Deck: 0
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
    "
1 Like

We need a ā€œCodex quotesā€ thread just for this (and maybe some other things can get in there too, I guess).

Also, that feeling when your hand would be perfect at stopping a completely different strategyā€¦

Player 2 Turn 7


Starting Hand and Workers

STARTING HAND


Rampant Growth
Merfolk Prospector
Momentā€™s Peace
Tiny Basilisk
Momentā€™s Peace


WORKERS

Ironbark Treant
Rich Earth
Verdant Tree
Nature Reclaims
Spore Shambler
Circle of Life


[details=Next Hand]Tiger Cub
Wandering Mimic
Forestā€™s Favor
Tyrannosauros Rex


[/details]

Discard

Playful Panda
Rampant Growth
Momentā€™s Peace
Momentā€™s Peace
Merfolk Prospector


Tech 0 card(s)
Get Paid - ($11)
Rebuild Tech III
Summon Midori (ā€œJaina, Iā€™m very dissapointed in you.ā€) - ($9)
Midori casts Rampant Growth on Playful Panda (ā€œYou need a change in perspectiveā€¦ā€) - ($7)
Playful Panda trades with Firebat (Looks like Bloodburn will never get its vengeance)
Potent Basilisk kills Drakk and takes 1 damage, Midori gains 2 levels and you gain 1 gold (ā€œSee, your irresponsibility caused your comradeā€™s death!ā€)
Midori casts Momentā€™s Peace, your units cannot attack next turn and my units cannot patrol (ā€œNow, take a moment to reflect on your actions.ā€) - ($5)
Level Midori to Lv. 5, giving +1/+1 to nothing! - ($3)
Recruit Tiny Basilisk (ā€œNow, be careful about your actions, or you may feel quite the stingā€¦ā€) - ($1)
Patrol Midori in Lookout (ā€œIā€™m watching you, young lady!ā€)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Master Midori Lv. 5 (3/4) [Resist 1]
    In Play:
  • Young Treant (0/2)
  • Tiny Basilisk (1/2) [Unattackable and unstoppable by Tech 0]
  • Potent Basilisk (3/4) [Untargetable, deathtouch]
    Buildings:
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 5
    Gold:
  • Gold: 1
  • Workers: 11
Thoughts

So, at what point does breaking my Tech III become too dangerous for him? That will determine who wins this game. I considered leveling Midori to max, but I donā€™t need him alive next turn, so having the threat of (heal and) max is better than actually committing all that gold immediately. As long as I get an opening either next turn or the turn after, I should be able to win.

1 Like

"P1T8


StartingHand Workers

STARTING HAND
Hotter fire
Bamstamper Lizzo
Crash bomber
Bamstamper Lizzo


WORKERS
Careless Musketeer
Bombaster
Makeshift Rambaster
Bloodrage Ogre
Nautical Dog
Mad Man


NextHand

Firebat
Cinderblast Dragon
Hotter fire


Tech 0 card(s)
Get Paid+ scav - ($11)
Hotter Fire burning intensify part 2 - ($8)
Bloodburn uses panda blood to start melting down your to tech III.
Jaina kills tech III "get off my back old man"
Bamstamper Lizzo stamps, tiny basilisk is launched off the battlefield, bb(3) - ($4)
Bamstamper Lizzo stamps, young treant is shattered, bb(4). Bamstampers high five and share a bro moment - ($0)
Iā€™ve killed your tech II once(2), III twice(4), pillaged with hotter fire(2) and Draak died(1) for 9 base damage. Should be at 11 not 16.

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bamstamper Lizzo (5/3)
  • :pschip: [I]Technician[/I]: Bamstamper Lizzo(5/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn(4)
  • Jaina max(4/3)
  • Hotter fire
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

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

  • Hand: 3
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
    "
1 Like

I assume thatā€™s Tiny Basilisk that the Bamstamper Lizzo took out, right? Potent Basilisk is untargetable, as Iā€™m sure you know.

1 Like

whoops yes, that is what i meant. I kinda half forgot about the potent basilisk

1 Like