Casual: WizardOfWit [red] vs JoeChaos [green]

I’m happy to be able to play against Joe via Forum, since life is rather hectic at the moment, and getting together for a game may be tough for a bit. I’m stuck running Red, the antithesis of my usual preference for slow, grindy control, but it’s always good to spread one’s wings. As Zane would say, “And here we go.”

Thoughts

I’m anticipating a tough match, as Joe is an excellent game player with a long Magic pedigree. We’ve played Codex face-to-face a few times, and the added time that a PBF game gives him to consider his turns will make him very dangerous indeed. I don’t have a deep plan in advance (very Red of me), but rather I’ll see what Joe is doing, and try my best to keep the pressure on while reacting to it. My first dilemma is my starting hand. Nautical Dog is a possibility, and so Bloodrage Ogre. Would it be a mistake to drop both, with Zane to follow next turn? Hmmm, let’s try it!

Starting Hand

Bloodrage Ogre, Pillage, Nautical Dog, Bloodburn, Charge

Next Hand

Makeshift Rambaster, Careless Musketeer, Bombaster, Mad Man

Worker

Pillage

Actions
*Collect 4 gold (4)
*Worker (3)
*Bloodrage Ogre (1)
*Nautical Dog (0)
*Discard 2, Draw 4

Patrol:
:psblueshield:SQL:
:psfist:Elite:
:ps_:Scav:
:pschip:Tecn: Nautical Dog 1/1 Frenzy
:target:Lookout: Bloodrage Ogre 3/2

Patrol Thoughts

As far as I know Green has no way to gain haste or target me in their starter deck. Still, may as well get into good habits.

Buildings:
:heart: Base: 20

Economy:
Cards:

  • Hand: 4
  • Deck: 0
  • Discard: 2
    Gold:
  • Gold: 0
  • Workers: 5

Sorry for the delayed start, future turns will be much more timely now that everything is set up.

Thoughts

Looking forward to trying Codex with a lot more time to weigh all my options, Jonathan has already proved to be undefeatable in person, so I hope to turn the tide with this match! Last time I played green I quickly ran out of cards and mt token army was quickly pinged out of existence. I was hoping to experiment with Rich Earth as a starting play, but Jonathan has quite the aggressive start. So I might try and stabilize with a Ironbark Treant instead. I would like 5 cards but “cycling” Merfold Prospector via chump blocking seems more advantageous.

Starting Hand

Merfolk Prospector, Playful Panda, Tiger Cub, Ironbark Treant, Rich Earth

Next Hand

Rampant Growth, Forest’s Favor, Verdant Tree, Spore Shambler

Worker

Rich Earth

Actions
*Collect 5 gold (5)
*Worker->Rich Earth (4)
*Ironbark Treant (1)
*Merfolk Prospector (0)
*Discard 2, Draw 4

Patrol:
:psblueshield:SQL:
:psfist:Elite: Ironbark Treant 2/2 (2 Armor)
:ps_:Scav:
:pschip:Tecn: Merfolk Prospector 1/1
:target:Lookout:

Patrol Thougts

That hastey hero is going to make patrolling so much more difficult than it should be :stuck_out_tongue: Ironbark seems better with 2 attack than 1. It feels weird not putting something in Squad lead…

Buildings:
:heart: Base: 20

Economy:
Cards:

  • Hand: 4
  • Deck: 1
  • Discard: 2
    Gold:
  • Gold: 0
  • Workers: 6

First the power went out, then the internet went down! Anyway, just like the Blood Anarchs, here I am unbowed and unbroken! By the way, you don’t have to tell me what card you’re making into a worker.

Thoughts

I probably should have called up Zane last turn instead of the Ogre, but such is life. I’m going to have to trade 2 for 1 against his Ironbark in order to snipe the Prospector.

Starting Hand

Makeshift Rambaster, Careless Musketeer, Bombaster, Mad Man

Next Hand

Makeshift Rambaster, Lobber, Scorch, Mad Man

Tech

Lobber, Crash Bomber

Worker

Bombaster

Actions
*Collect 5 gold (5)
*Worker (4)
*Captain Zane (2)
*Mad Man (1)
*Build Tech 1 (0)
*Mad Man and Bloodrage Ogre attack Ironbark Treant. All die. you draw a card
*Zane attacks the Merfolk Prospector, kills him
*Nautical Dog attacks your base (2 damage)
*Discard 2, Draw 4

Patrol:
:psblueshield:SQL:
:psfist:Elite:
:ps_:Scav:
:pschip:Tecn:
:target:Lookout:
In Play
Nautical Dog 1/1
Captain Zane 2/1 (level 1)

Buildings:
:heart: Base: 20
:heart: Tech 1: 5

Economy:
Cards:

  • Hand: 4
  • Deck: 5
  • Discard: 0
    Gold:
  • Gold: 0
  • Workers: 6

Gotcha! Ironbark worked out just as I hoped, starting to like green more now that I am not over extending.

Thoughts

I don’t think red has any hard removal, and it will be more of a creature battle, so my plan is to start making some big ass monsters

Starting Hand

Rampant Growth, Forest’s Favor, Verdant Tree, Spore Shambler, Young Treant

Next Hand

Rampant Growth, Spirit of Panda, Dinosize, Ironbark Treant, Young Treant

Tech

Spirit of the Panda, Dinosize

Worker

Verdant Tree

Actions

  • Collect 6 Gold (6)
  • Worker (5)
  • Spore Shambler (2)
  • Argarg Garg (0)
  • Put a 0/1 wisp into play
    *discard 3, draw 5

Patrol:
:psblueshield:SQL: Argargargagragrg 1/3
:psfist:Elite: Wisp 1/1
:ps_:Scav: Spore Shambler 2/3
:pschip:Tecn:
:target:Lookout:

Patrol Thoughts

Really just wanted Arg for the wisp to have an extra body to either trade or pump later, so fine if he dies. I’ll be surprised if Spore Dies, but if he does, I could use the gold. I think Gold may be my bottleneck with this deck

Buildings:
:heart: Base: 18

Economy:
Cards:

  • Hand: 5
  • Deck: 4
  • Discard: 0
    Gold:
  • Gold: 0
  • Workers: 7

I screwed this post up by editing it accidentally. This is the gist of what it said before.

Ironbark is pretty good. We’ll see how things progress!

[details=Thoughts]Nothing too crazy happening yet. Arg has to die, obviously. That’ll be
useful to level up Zane, whose mid-band not only survives a fight with
spore Shambler, he also gets me some cash. The fact that he still
hasn’t teched to level 1 yet is nice.[/details]

Starting Hand

Makeshift Rambaster, Lobber, Scorch, Mad Man

Next Hand

Bloodrage Ogre, Careless Musketeer, Bloodburn

Tech

Lobber, Desperation

Worker

Mad Man

Actions
*Collect 6 gold (6)
*Worker (5)
*Zane casts Scorch on Arg, dealing 2 damage to him. (2)
*Nautical Dog attcks Arg, they both die. Zane levels twice for free to level 3.
*Level Zane to level 4 making him a 3/3. (1)
*Zane attacks Spore Shambler, killing him, and taking 2 damage. As per Zane’s mid-band rule, I get $1. You get $1.(2)
*Crash Bomber (1)
*Lobber (0)
*Lobber attacks Wisp, kills it, takes 1.
*Discard 1, Draw 3Patrol:
SQL: Crash Bomber 2/2 (1 armor)
Elite:
Scav:
Tecn:
Lookout:
In Play
Captain Zane 3/1 (level 4)
Lobber 2/1Buildings:
Base: 20
Tech 1: 5Economy:
Cards:

  • Hand: 3
  • Deck: 1
  • Discard: 5
    Gold:
  • Gold: 0
  • Workers: 7

I didn’t think you would be able to wipe my board so quick!

[details=Thoughts]
I drew both my Groth spells and Argagagaga is dead >.< and I have no idea what I’m doing, I clearly have no stabilized yet[/details]

[details=Starting Hand]
Rampant Growth, Spirit of Panda, Dinosize, Ironbark Treant, Young Treant[/details]

[details=Next Hand]
Spirit of Panada, Rampant Growth, Giant Panda, Centaur, Spore Shambler[/details]

[details=Tech]
Giant Panda, Centaur[/details]

[details=Worker]
Young Treant[/details]

Actions
*Collect 1 gold from Scavenger (1)
*Collect 7 gold (8)
*Worker (7)
*Tech 1 (6)
*Add-On - Tower (3)
*Ironbark Treant (0)
*Discard 3, Draw 5

Patrol:
:psblueshield:SQL: Ironbark Treant 1/2 (3 armor)
:psfist:Elite:
:ps_:Scav:
:pschip:Tecn:
:target:Lookout:

Patrol Thoughts
You’re my boy, Blue!

Buildings:
:heart: Base: 18
:heart: Tech 1: 5
:heart: Tower : 4

Economy:
Cards:

  • Hand: 5
  • Deck: 5
  • Discard: 0
    Gold:
  • Gold: 0
  • Workers: 8

Let’s see if I can keep up the pressure!

Thoughts

Not a thrilling turn, but I’m OK slowing down a bit to bring my Tech 2 building online. I don’t know that he can afford to follow me and tech up again so soon, and if he does, I should really be able to overwhelm him. Pausing in my headlong rush to play cards is probably a good idea anyway, as it lets me build up my hand a bit.

Starting Hand

Bloodrage Ogre, Careless Musketeer, Bloodburn

Next Hand

Charge, Molting Firebird, Bamstamper Lizzo, Bloodrage Ogre

Tech

Bamstamper Lizzo, Molting Firebird

Worker

Careless Musketeer

Actions
*Collect 7 gold (7)
*Worker (6)
*Zane attacks Ironbark, dies, breaks Ironbark’s armor.
*Lobber attacks Ironbark, both die.
*Crash Bomber attacks Tower, takes 1 damage, deals 2 to Tower.
*Bring out Jaina Stormborn (4)
*Build Tech 2 Fire Spec (0)
*Discard 2, Draw 4

Patrol:
:psblueshield:SQL:
:psfist:Elite:
:ps_:Scav:
:pschip:Tecn:
:target:Lookout: Jaina Stromborn 2/3 Sparkshot (level 1)
In Play
Crash Bomber 2/1

Buildings:
:heart: Base: 20
:heart: Tech 1: 5
:heart: Tech 2 Fire: 5

Economy:
Cards:

  • Hand: 4
  • Deck: 7
  • Discard: 0
    Gold:
  • Gold: 0
  • Workers: 8

[details=Thoughts]Going to try and go for the long game, not going to be able to start fighting back until I have some giant guys…
[/details]

Starting Hand

Spirit of Panada, Rampant Growth, Giant Panda, Centaur, Spore Shambler[/details]

[details=Next Hand]Merfolk Prospector, Dinosize, Forest’s Favor, Tiger Club, Playful Panda

[details=Tech]
Potent Basilisk x2[/details]

[details=Worker]
Spore Shambler[/details]

Actions
*Collect 8 gold (8)
*Worker (7)
*Centaur(4)
*Argaragarg (2)
Discard 3, Draw 5

Patrol:
:psblueshield:SQL: Centaur 3/4 (1 Armor)
:psfist:Elite:
:ps_:Scav: Wisp 0/1
:pschip:Tecn:
:target:Lookout: Argararaga 1/3 (Resist 1)

Public Patrol Thoughts: Damn you sparkshot

Buildings:
:heart: Base: 18
:heart: Tech 1: 5
:heart: Tower : 2

Economy:
Cards:

  • Hand: 5
  • Deck: 0
  • Discard: 6
    Gold:
  • Gold: 2
  • Workers: 9

Remember your old friend, Flametongue Kavu?

Thoughts

Now we’re talking! I slowed down last turn to build up my tech capability, but from this point on it’s full steam ahead! I’m looking forward to derailing Joe’s plans.

Starting Hand

Charge, Molting Firebird, Bamstamper Lizzo, Bloodrage Ogre

Next Hand

Lobber, Desperation, Bloodburn, Scorch

Tech

Doubleshot Archer, Firehouse

Worker

Bloodrage Ogre

Actions
*Collect 8 gold (8)
*Worker (7)
*Crash Bomber attacks Centaur, deals 2 damage to him, dies, targets Arg for 1 point of damage with his ability-pay 1 because Arg is Lookout (6)
*Bamstamper Lizzo, deal 3 to Centaur, kill it. (2)
*Jaina attacks Arg, kills him, takes 2, levels twice from Arg’s death.
*Bring out Drakk Ramhorn (0)
*Discard 2, Draw 4

Patrol:
:psblueshield:SQL:Drak Ramhorn 1/3 level 1 (+1 Armor)
:psfist:Elite:
:ps_:Scav:
:pschip:Tecn: Bamstamper Lizzo 5/3
:target:Lookout:
In Play
Jaina Stromborn 2/1 Sparkshot (level 3)

Buildings:
:heart: Base: 20
:heart: Tech 1: 5
:heart: Tech 2 Fire: 5

Economy:
Cards:

  • Hand: 4
  • Deck: 3
  • Discard: 5
    Gold:
  • Gold: 0
  • Workers: 9

[details=Thoughts] Just going to kep jumping and building up for late game. Would love to play with my heros, but he’s killing my creatures so easily, I’m scared that my hero’s death’s will accelerate his hero’s up to max level.
[/details]

[details=Starting Hand]Merfolk Prospector, Dinosize, Forest’s Favor, Tiger Club, Playful Panda
r[/details]

[details=Next Hand]Ironbark Treant, Potent Basilisk, Tiger Cub, T-Rex, Centaur
[/details]

Tech

Tyrannosaurus Rexx2[/details]

[details=Worker] Merfolk Prospector

Actions
*Collect 9 gold (11)
*Worker (10)
*Tech 2 - Balance Spec (6)
*Playful Panda - Exhausted (4)
*0/1 Wisp Token
*Discard 3, Draw 5

Patrol:
:psblueshield:SQL: Wisp 0/1 (1 Armor)
:psfist:Elite:
:ps_:Scav: Wisp 0/1
:pschip:Tecn:
:target:Lookout:

In Play
Playful Panda (E)

Buildings:
:heart: Base: 18
:heart: Tech 1: 5
:heart: Tech 2: 5
:heart: Tower : 2

Economy:
Cards:

  • Hand: 5
  • Deck: 7
  • Discard: 0
    Gold:
  • Gold: 4
  • Workers: 10

Sorry in advance.

Thoughts

I feel like I need to shower after this turn.

Starting Hand

Lobber, Desperation, Bloodburn, Scorch

Next Hand

Firehouse, Doubleshot Archer

Tech

Burning Volley, Hotter Fire

Worker

Bloodburn

Actions
*Collect 9 gold (9)
*Worker (8)
*Cast Scorch, dealing 2 to the Tower and destroying it. Your Base takes 2. (5)
*Jaina attacks Squad Leader Wisp, kills it.
*Drakk Ramhorn attacks Scavenger Wisp, kills it. Gain $1.
*Lobber. (4)
*0 Cards in hand, play Desperation, trash Desperation and draw 3.

  • Nautical Dog (3)
  • Makeshift Rambaster (1)
    *Lobber (0)
    *Lobber Attacks Panda, both die.
    *Lobber Attacks Tech 2 Building, deals 2
    *Makeshift Rambaster Attacks Tech 2 building, kills it. Your base takes 2.
    *Bamstamper Lizzo Attacks Tech 1 building, kills it. Your base takes 2.

*Discard 0, Draw 2

Patrol:
:psblueshield:SQL:
:psfist:Elite:
:ps_:Scav:
:pschip:Tecn: Nautical Dog 1/1 Frenzy
:target:Lookout:
In Play
Jaina Stromborn 2/1 Sparkshot (level 3)
Drakk Ramhorn 1/3 (level 1)
Bamstamper Lizzo 5/3
Makeshift Rambaster 1/3
Lobber 2/2

Buildings:
:heart: Base: 20
:heart: Tech 1: 5
:heart: Tech 2 Fire: 5

Economy:
Cards:

  • Hand: 2
  • Deck: 7
  • Discard: 0
    Gold:
  • Gold: 0
  • Workers: 10

Wow, we’ll played

[details=Thoughts] ahhhhhhhhhhhhhhhhhhhhhhhh
[/details]

Starting Hand

Ironbark Treant, Potent Basilisk, Tiger Cub, T-Rex, Centaur

[details=Next Hand] Rampant Growth, Spirit of the Panda, Forest’s Favor, Giant Panda, Potent Basilisk
[/details]

[details=Tech] 2 Moment’s Peace
[/details]

Actions
*Start with 5 gold (5)
*Collect 10 gold (15)
*Rebuild Tech 1
*Tiger Cub (13)
*Ironbark Treant (10)
*Add-On Tower (7)
*Master Midori (5)
*Level Midori 4 times (1)
*Discard 3, Draw 5

Patrol:
:psblueshield:SQL: Ironbark Treant 1/2 (+3 Armor)
:psfist:Elite:
:ps_:Scav: Tiger Cub 3/3
:pschip:Tecn:
:target:Lookout: Master Midori 3/4

Buildings:
:heart: Base: 12
:heart: Tech 1: 5

Economy:
Cards:

  • Hand: 5
  • Deck: 2
  • Discard: 6

Gold:

  • Gold: 1
  • Workers: 10

Good game!

Thoughts

Drakk is nuts if he can survive long enough to level. Time to close it out.

Starting Hand

Firehouse, Doubleshot Archer

Next Hand

Who cares?

I’m not teching this turn.

Actions
*Collect 10 gold (10)
*Level Drakk to max, level 6 (5)
*Doubleshot Archer (2)
*Bamstamper Lizzo kills Ironbark, takes 1 from Ironbark, 1 from Tower.
*Doubleshot Archer, assisted by Drakk giving him Haste and Frenzy attacks Midori, kills him. Your base takes 3 damage. Doubleshot takes 1 from Tower.
*Nautical Dog attacks and Tiger Cub. Both die. You gain $1.
*Drakk Ramhorn attacks your base for 3, takes 1 from Tower.
*Lobber attacks your base for 3, takes 1 from Tower.
*Makeshift Rambaster attacks your base for 4, takes 1 from Tower.

Whew! I was worried you might be able to stabilize, but I get the feeling that blowing up both of your tech buildings sealed it for me. Well played, I look forward to our next game!