[Casual] Zhavier (MonoGreen) vs Krypto (MonoRed)

[b]P2T4[/b]
Tech StartingHand Workers

TECH
Hotter Fire
Firehouse


STARTING HAND
Pillage
Flame Arrow
Bombaster
Bloodrage Ogre
Ember Sparks


WORKERS
Makeshift Rambaster
Bloodburn
Mad Man
Pillage


NextHand

Ember Sparks
Scorch
Fire Dart
Charge
Careless Musketeer


Discard

Bombaster
Ember Sparks
Flame Arrow
Hotter Fire
Firehouse


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Captain Zane Max level (4/4) - ($6)
Shove Treant to Elite slot.
Zane attacks Calamandra (Zane now 4/2, Calamandra dies, we both draw)
Bloodrage Ogre - ($4)
Tech 2 - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Captain Zane (has 2 damage already)
  • :target: Lookout:

In Play:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

P1T5


Tech StartingHand Workers

TECH
Potent Basilisk
Chameleon


STARTING HAND
Tiger Cub
Rampant Growth
Playful Panda
Wandering Mimic
Centaur
Forestā€™s Favor


WORKERS
Spore Shambler
Rich Earth
Murkwood Allies
Verdant Tree
Playful Panda


NextHand

Fairie Dragon
Tiny Basilisk
Wandering Mmic
Rampant Growth
Ironbark Treant


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Centaur - ($4)
Wandering Mimic - ($0)
Mimic has haste from Zane and Overpower from Centaur
Mimc hits Bloodrage Ogre, 1 overpower to Zane
Prospector kills Zane, you draw the last card in your deck

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant 0/1+A
  • :psfist: Elite:
  • :ps_: Scavenger: Centaur 3/4
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Wandering Mimic 4/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
[b]P2T5[/b]
StartingHand Workers

STARTING HAND
Ember Sparks
Careless Musketeer
Fire Dart
Scorch
Charge
nautical Dog


WORKERS
Makeshift Rambaster
Bloodburn
Mad Man
Pillage
Scorch


NextHand

Fire Dart
Hotter Fire
Ember Sparks
Ember Sparks
Charge


Tech 0 card(s)
Get Paid - ($9)
Worker - ($8)
Jaina Stormborne - ($6)
Ember Sparks - ($3)
2 damage to treant
1 damage to centaur
Fire Dart - ($1)
3 damage to Centaur (you get gold)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jaina Stormborne
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

P1T6


Tech StartingHand Workers

TECH
Momentā€™s Peace
Tyrannosaurus Rex


STARTING HAND
Fairie Dragon
Wandering Mmic
Tiny Basilisk
Ironbark Treant
Rampant Growth


WORKERS
Spore Shambler
Rich Earth
Murkwood Allies
Verdant Tree
Playful Panda
Ironbark Treant


NextHand

Potent Basilisk
Forestā€™s Favor
Merfolk Prospector
Chameleon


Discard

Young Treant
Centaur
Rampant Growth
Wandering Mmic
Momentā€™s Peace
Tyrannosaurus Rex


Tech 2 card(s)
Get Paid +1 - ($10)
Worker - ($9)
Argagarg - ($7)
Tiny Basilisk - ($5)
Fairie Dragon - ($1)
Feather Rune on Tinby Basilisk
Mimic is now flying
Mimic kills Jaina, Argagarg to lvl 3

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp 0/1+A
  • :psfist: Elite:
  • :ps_: Scavenger: Argagarg 1/4, lvl 3
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Wandering Mimic 4/1
  • Tiny Basilisk 3/1, Feather Rune
  • Fairie Dragon 4/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 10

I think the end is nigh!
P2T6


Tech StartingHand Workers

TECH
Molting Firebird
Cinderblast Dragon


STARTING HAND
Hotter Fire
Ember Sparks
Ember Sparks
Charge
Fire Dart


WORKERS
Makeshift Rambaster
Bloodburn
Mad Man
Pillage
Scorch
Charge


NextHand

Firehouse
Bloodrage Ogre
Bombaster
Flame Arrow
Nautical Dog


Discard

Ember Sparks
Ember Sparks
Fire Dart
Molting Firebird
Cinderblast Dragon


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Hotter Fire - ($7)
Tech 3 - ($2)
Drakk Ramhorn - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk Ramhorn
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech III HP: 5 (Fire)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 11

Seems that way!

Note: You didnt have to make a worker that last turn, you could have deleted that action and cost from the action list. Technically you never have to, but at 10 you can stop bringing in tech cards, thuogh its not unusual to tech some tech 3s even after hitting 10 workers.

P1T7


StartingHand Workers

STARTING HAND
Potent Basilisk
Forestā€™s Favor
Chameleon
Merfolk Prospector


WORKERS
Spore Shambler
Rich Earth
Murkwood Allies
Verdant Tree
Playful Panda
Ironbark Treant


NextHand

Centaur
Wandering Mmic
Tiger Cub
Young Treant


Tech 0 card(s)
Get Paid + float - ($11)
Potent Basilisk destroys Hotter fire! - ($7)
Tiny Basilisk kills Drakk with Deathtouch from above, my base to 19, Arg to lvl 5
Forestā€™s Favor on Fairie Dragon - ($5)
Fairie Dragon destroys Tech 3, your bas to 18
Mimic and Arg destroy Tech 2, base to 16
Tech 3 - ($0)

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Potent Basilisk 3/5+A
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Water Elemental 3/3
  • :target: Lookout:

In Play:

  • Wandering Mimic 4/1
  • Tiny Basilisk 3/1, Feather Rune
  • Fairie Dragon 4/2
  • Argagarg 1/5, lvl 3

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

I suspect the game is over, but Iā€™ll post my final turn once my visitors leave, after that Iā€™ll try to think of some questions to ask. Maybe you have some tips based on what youā€™ve seen?

Honestly, I thought you were doing well. You were punishing my weaknesses and taking openings. Iā€™d say the only real flaw would have been tech choices and understanding the rhythm of the game. Not building tech 1 turn 2 and tech 2 turn 3 is a very risky move as player 2. It can work out, if you are maintaining board presence and creating a lot of pressure with heroes. You were setting up to play big with jaina and i jostled your elbow. Tech choices are about reading your opponent and anticipating the chances you draw something exactly when you need it, rhythm is about understanding the opportunity costs of making a big move now vs later.

If you go back and look, I drew my mimic a turn early, before I had my tech 2 up and had to attempt a recovery by playing young treant to speed up my reshuffle.

Project ā€œThrow all my tech 0 cards into patrol zoneā€ is underway:

[b]P2T7[/b]
StartingHand Workers

STARTING HAND
Bombaster
Flame Arrow
Nautical Dog
Firehouse
Bloodrage Ogre


WORKERS
Makeshift Rambaster
Bloodburn
Mad Man
Pillage
Scorch
Charge


NextHand

Flame Arrow
Fire Dart
Careless Musketeer


Tech 0 card(s)
Get Paid - ($11)
Bombaster - ($9)
Jaina Stormborne - ($7)
Flame Arrow target Faerie Dragon - ($3)
Bloodrage Ogre - ($1)
Nautical Dog - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre
  • :psfist: Elite: Jaina Stormborne
  • :ps_: Scavenger:
  • :pschip: Technician: Bombaster
  • :target: Lookout: Nautical Dog

In Play:
*

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

P1T8


StartingHand Workers

STARTING HAND
Tiger Cub
Young Treant
Centaur
Wandering Mmic


WORKERS
Spore Shambler
Rich Earth
Murkwood Allies
Verdant Tree
Playful Panda
Ironbark Treant


NextHand

Rampant Growth
Tyrannosaurus Rex
Momentā€™s Peace
Merfolk Prospector


Discard

Fairie Dragon
Wandering Mimic
Tiny Basilisk
Young Treant
Tiger Cub


Tech 0 card(s)
Get Paid - ($10)
Calamandra - ($8)
Tiny Basilisk sneaks past tech 0 and kills Jaina, Calamandra to lvl 3 to lvl 3
Centaur - ($5)
Wounded Mimic hits Bro, overpowers to Nautical Dog
Other Wandering Mimic - ($1)
Water Elemental hills Bombaster
Potent Basilisk and Argagarg hit base to 12

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wandering Mimic 4/4+A
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Centaur 3/4
  • :target: Lookout:

In Play:

  • Potent Basilisk 3/5+A
  • Argagarg 1/5, lvl 3
  • Calamandra 3/4, lvl 3
  • Water Elemental 3/1

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 10

P2T8


StartingHand Workers

STARTING HAND
Careless Musketeer
Flame Arrow
Fire Dart
Firehouse


WORKERS
Makeshift Rambaster
Bloodburn
Mad Man
Pillage
Scorch
Charge
Firehouse


NextHand

Ember Sparks
Cinderblast Dragon
Ember Sparks
Molting Firebird


Discard

Bloodrage Ogre
Bombaster
Nautical Dog
Flame Arrow
Fire Dart


Tech 0 card(s)
Get Paid - ($11)
Worker - ($10)
Careless Musketeer - ($8)
Drakk Ramhorn - ($6)
Tech 2 - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk Ramhorn
  • :psfist: Elite: Careless Musketeer
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 12

So, you do not need to pay to rebuild tech 2. I assumed you had automatically rebuilt it on the previous turn. On this turn, you would rebuild your tech 3 for free, since your tech 2 was rebuilt previously. There are circumstances where you ā€œmightā€ not choose to rebuild a tech building, but they are very very limited.

oh, thatā€™s cool. It would not have changed my line of play however. I maybe wouldnā€™t have made a worker, but good to know.

Having a hanf full of fire magic and no Jaina is rough. Is it a better plan to spread the spec of spells you tech?

Diversity is a double edged swotd, but yes, generally. Not having that one thing you really wanted can be tough, so double teching something you want to make sure shows up when you need it is important, but tech choices are generally 2 things: win conditions or counters.

So, Ill take it you have 6 gold floating?

Lets imagine I do, since itā€™s unlikely to change the outcome of the game. If it were a closer run thing Iā€™d say stick by my mistakes.

P1T9


StartingHand Workers

STARTING HAND
Momentā€™s Peace
Merfolk Prospector
Tyrannosaurus Rex
Rampant Growth


WORKERS
Spore Shambler
Rich Earth
Murkwood Allies
Verdant Tree
Playful Panda
Ironbark Treant


NextHand

Chameleon
Fairie Dragon
Wandering Mimic
Forestā€™s Favor
Merfolk Prospector


Tech 0 card(s)
Get Paid + float - ($11)
Tyrannosaurus Rex - ($3)
Destroys Musketeer and 1 worker, back to 11, for you
Arg buffs Centaur with midband
Centaur kills Drakk, Cal to Max
Mimic 4, Basilisk 3, Water Elemental 3, Calamandra 4, destroy your base. GG!

So, now you have a sense of green v red, we can swap colors so you can see the other side and get a better grasp of greens options or which style you prefer. Or we can play another match as is. Either way you are player 1.

yeh, for sure, we can switch roles.

I have guests visiting tomorrow though, so iā€™d be unresponsive until Sunday night. Would you like to wait until then before we start?

beauty of play by forum is you can post and leave it till you have time. Your turn to start, so up to you.

Ok, Iā€™ll start now.

Remind me of the teching stuff in teh spreadsheet, since I messed it up a few times there.
This turn I donā€™t tech anything (since they get added at the start of my next turn).
Next Turn I add the cards Iā€™m teching during your first turn turn into the spreadsheet before I do the ā€œdiscard/drawā€?

If thatā€™s correct then:

P1T1


StartingHand Workers

STARTING HAND
Spore Shambler
Forestā€™s Favor
Tiger Cub
Rich Earth
Merfolk Prospector


WORKERS
Tiger Cub


NextHand

Young Treant
Rampant Growth
Verdant Tree
Playful Panda


Discard

Forestā€™s Favor
Spore Shambler


Tech card(s)
Get Paid - ($4)
Rich Earth - ($1)
Worker
Merfolk Prospector - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Merfolk Prospector
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5