Casual Zhavier vs Kaelii

Sure thing, your turn for player 1

Lets see if this was a bad idea.

P1T1


StartingHand Workers

STARTING HAND
Forestā€™s Favor
Young Treant
Ironbark Treant
Rampant Growth
Tiger Cub


WORKERS
Young Treant


NextHand

Rich Earth
Playful Panda
Spore Shambler
Verdant Tree
Merfolk Prospector


Discard

Rampant Growth
Forestā€™s Favor
Tiger Cub


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Ironbark Treant - ($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]: Ironbark Treant (1/2+AA)
  • :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: 0
  • Workers: 5

P2T1


StartingHand Workers

STARTING HAND
Sacrifice the Weak
Graveyard
Pestering Haunt
Deteriorate
Poisonblade Rogue


WORKERS
Poisonblade Rogue


NextHand

Skeletal Archery
Skeleton Javelineer
Thieving Imp
Jandra, the Negator


Discard

Sacrifice the Weak
Deteriorate
Graveyard


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth - ($2)
Sacrifice the Weak, kills Treant, you get 1g - ($0)
Pestering Haunt

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Garth 1/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

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

P1T2


Tech StartingHand Workers

TECH
Shadowblade
Shadowblade


STARTING HAND
Verdant Tree
Spore Shambler
Merfolk Prospector
Rich Earth
Playful Panda


WORKERS
Young Treant
Verdant Tree


NextHand

Playful Panda
Tiger Cub
Ironbark Treant
Spore Shambler


Tech 2 card(s)
Get Paid + Scavenger - ($6)
Vandy - ($4)
Merfolk Prospector - ($3)
Rich earth - ($0)
Worker

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


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

  • :psblueshield: [I]Squad Leader[/I]: Vandy (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

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

EDIT: THOUGHTS

Thoughts

So I have three types of turns next -

Turns where I attack with my prospector
On these turns I have 6 gold available. He has haunt and probably something else on the field.
Only way he kills vandy is if he spends ALL his gold to get garth to level 7, and heā€™s skipping tech 1 and a worker to do this so probably not happening. Worst things he can get from maxband is basically Jandra.

Iā€™m probably least excited to see a squadlead poisonblade rogue, tech 1, worker, skeleton from garth in scavenger/technician, haunt poking base.

If he skips tech 1 another turn, garth hanging around is pretty non-problematic outside of his amazing spells, and the later maxband.

Turns where I prospect with my prospector
7 coins means I can afford to do some kinda nasty stuff depending on what heā€™s putting out.
Spore shambler moving a +1/+1 to protect the prospector from continued haunt risks and sac/deteriorate is probably fine, heroes hall or tech 1 and float?

Turns where I do not have a prospector
Likely causes are deteriorate or haunt poking my prospector out.
7 Coins means I can afford to do some kinda nasty stuff depending on what heā€™s putting out.
Heroes hall, tech 1 is 5, still drop a tigercub for squadleader.

Turns where I kill garth involve him being squad leader at level 1 (midband vandy swings 2, prospector attacks doom something with maxband, drop panda/tigercub 4, tech 1 and grab something like twilight baron for the 4/4 body and overpower?)

Difficult for black not to want to punish going down on cards.

"P2T2


Tech StartingHand Workers

TECH
Nether Drain
Bone Collector


STARTING HAND
Thieving Imp
Skeletal Archery
Skeleton Javelineer
Jandra, the Negator


WORKERS
Poisonblade Rogue
Jandra, the Negator


NextHand

Nether Drain
Pestering Haunt
Bone Collector
Summon Skeletons


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Thieving Imp, you discard #4 of 4 - ($0)
Pestering Haunt trades with Prospector, you get 1g

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Thieving Imp 3/2
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth 1/3, lvl 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
    "

Iā€™m pretty sure youā€™re making a mistake thinking that. Lets see what this looks like.

P1T3


Tech StartingHand Workers

TECH
Brave Knight
Brave Knight


STARTING HAND
Tiger Cub
Ironbark Treant
Playful Panda
Spore Shambler
Forestā€™s Favor
Rampant Growth


WORKERS
Young Treant
Verdant Tree
Playful Panda


NextHand

Shadowblade
Rampant Growth
Brave Knight
Shadowblade


Tech 2 card(s)
Get Paid+Scavenger - ($7)
Worker
Midband Vandy - ($5)
Midband effect, discarding for Dark Pact, play it drawing 2 cards my base to 18 - ($4)
Tech 1 - ($2)
Tiger Cub - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Vandy (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

EDIT: Additional thoughts

[details=Thoughts]I had a 1/6 chance to miss a shadowblade and NAILED IT. Which may have been for the best anyway?
I also had a really good chance of having shadowblade in T3 hand, which would have been a brutal response ā€“ shadowblade for 3 on imp forcing discard, midband vandy for 2 more, kill garth for maxband, tech 1 and probably teching 1-2x meta, discard 2 redraw remainder of deck.
T4 tech 1-2x meta, possibly use vandy midband to dark pact, go tech 2 or heroesā€™ hall and begin stampin time?[/details]

"P2T3


Tech StartingHand Workers

TECH CARDS
Bone Collector
Birdā€™s Nest

STARTING HAND
Skeleton Javelineer
Graveyard
Skeletal Archery
Sacrifice the Weak


WORKERS
Poisonblade Rogue
Jandra, the Negator


NextHand

Nether Drain
Deteriorate
Skeletal Archery
Graveyard
Skeleton Javelineer


Tech 2 card(s)
Get Paid - ($7)
Make a skeleton - ($6)
Nether Drain Vandy back to 1, pay resist - ($4)
Garth to lvl 4 - ($3)
Sac Skeleton to draw
Max Garth, fetch Bone Collector - ($0)
Pestering Haunt
Deteriorate Tiger Cub
Thievery Imp kills Tiger Cub
Garth kills Vandy, takes 2

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector 3/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth 3/2, lvl 7
  • Thieving Imp 2/1
  • Pestering Haunt 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

Lovely. You nailed 3 of the best cards you could have that turn (sure you have two copies of one of them, but you still nailed at least 2/4 redrawn cards, one in the first 3. Possibly even got 3/4 in redraws).

P1T4


Tech StartingHand Workers

TECH
Twilight Baron
Twilight Baron


STARTING HAND
Shadowblade
Shadowblade
Brave Knight
Rampant Growth


WORKERS
Young Treant
Verdant Tree
Playful Panda
Rampant Growth


NextHand

Forestā€™s Favor
Ironbark Treant
Merfolk Prospector
Dark Pact


Discard

Tiger Cub
Shadowblade
Shadowblade
Twilight Baron
Twilight Baron


Tech 2 card(s)
Get Paid - ($7)
Worker
Brave Knight - ($4)
Argarg - ($2)
Heroes hall - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight (3/3+A)
  • :psfist: [I]Elite[/I]: Wisp (1/1)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Argarg (1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroesā€™ Hall HP: 4

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

  • Hand: 4
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

P2T4


Tech StartingHand Workers

TECH
Blooming Ancient
Might of Leaf and Claw


STARTING HAND
Skeletal Archery
Summon Skeletons
Sacrifice the Weak
Skeleton Javelineer


WORKERS
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons


NextHand

Blooming Ancient
Sacrifice the Weak
Birdā€™s Nest
Might of Leaf and Claw


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Make Skeleton - ($5)
Tech 2 (Growth) - ($1)
Skeleton Javelineer - ($0)
Pestering Haunt hits your base to 17

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


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

  • :psblueshield: [I]Squad Leader[/I]: Skeleton 1/1+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Thieving Imp 2/1
  • :pschip: [I]Technician[/I]: Skeleton Javelineer 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth 3/2, lvl 7
  • Pestering Haunt 1/1
  • Bone Collector 3/3
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

Pretty sure weā€™ve mostly established how this song and dance goes.
It involves Blooming ancient for 4, arg or rook+birds nest for 2-3 +1/+1 counters, bone collector gets one and +1/+1 counter replaced, haunt pokes something.
I also have like 4 ways I was considering this turn.

P1T5


Tech StartingHand Workers

TECH
Dinosize
Dinosize


STARTING HAND
Forestā€™s Favor
Merfolk Prospector
Dark Pact
Ironbark Treant
Spore Shambler
Brave Knight


WORKERS
Young Treant
Verdant Tree
Playful Panda
Rampant Growth
Ironbark Treant


NextHand

Forestā€™s Favor
Twilight Baron
Spore Shambler
Dinosize


Tech 2 card(s)
Get Paid - ($8)
Worker
Brave Knight Bravely Slays patrol leader skeleton and hungers for more battle
Arg slays the imp (gain a gold)
Midband Arg - ($6)
Vandy - ($4)
Dark Pact, my base to 15
Brave Knight #2 - ($1)
Merfolk Prospector - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight (3/3+A)
  • :psfist: [I]Elite[/I]: Wisp (1/1)
  • :ps_: [I]Scavenger[/I]: Brave Knight (3/2)
  • :pschip: [I]Technician[/I]: Merfolk Prospector (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Argarg (1/4)
  • Vandy (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Heroesā€™ Hall HP: 4

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

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts]
Route type A: killing the javelin skeleton ā€“ forestā€™s favor, max vandy, spore shambler to buff the wisp. In Vandy max I donā€™t need to midband arg because wisp can kill the imp instead and arg is 1/2 instead of 1/1.
Killing the javelineer means my patrol is a lot weaker, but I MAYBE keep somethings alive to dinosize soon hopefully.
Probably spore shambler if I did go this route as I would have 1/1 wisp, 1/4 arg, 2/3 vandy, 2/2 elite spore crawler, 3/2+A brave knight maybe patrol vandy as tech or scavenger, discard favor, prospector, and knight reshuffle draw 5. He only has 1 thing he can dump blooming tokens on to smash me with (bone collector), but he still gets to favorable trade if he blooming+hero move token onto bone to smash my squad leader and I have almost nothing to break through his basic patrollers unless I hit shadowblade.

Route type B: Leaving the Javelin up
Accepting the javelineer up means heā€™s still only on 4 cards this turn so slightly less chance I get completely destroyed by Blooming Ancient and pals, and I have a bit more patrolling power.
I can do very similar routes but I put down units instead of spend gold on trying to kill the javelineer.
Killing the imp still occurs for arg midband, and vandy+dark pact means I get BK#2 on the board float 1 discard 3 draw 5 or grab the merfolk discard 2 draw 4, patrol wisp in elite merfolk patrols for the card if I play it and BKā€™s patrol for armor and gold return.
He has four things he can attack with so I again canā€™t really break through bunch of dudes patrol without shadowblade ā€“ I have plenty of cards though if he kills both brave knights, so maybe I can make something happen.[/details]

It is a tried and true method.

P2T5


Tech StartingHand Workers

TECH
Spirit of the Panda
Blooming Elm


STARTING HAND
Might of Leaf and Claw
Sacrifice the Weak
Birdā€™s Nest
Blooming Ancient


WORKERS
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons


NextHand

Graveyard
Nether Drain
Skeletal Archery
Deteriorate


Discard

Pestering Haunt
Sacrifice the Weak
Might of Leaf and Claw
Birdā€™s Nest
Spirit of the Panda
Blooming Elm


Tech 2 card(s)
Get Paid - ($8)
Blooming Ancient - ($4)
Argagarg, BA +2 - ($2)
Move +1 to Bone Collector
Bone Collector kills Brave Knight, he returns to hand, I get a skeleton and BA +1
Garth kills Wisp
Pestering Haunt trades with Merfolk Prospector, you draw 1
Sacrifice the Weak kills my Wisp and your Brave Knight really dies, you get 1g (note Brave Knight would otherwise not give you 1g) - ($0)
Move +2 Runes to Javelineer, kills Vandy at long range spending Javelin Rune, Argagarg to lvl 3

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Argagarg 1/4+A, lvl 3
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Blooming Ancient 2/4
    [B]In Play:[/B]
  • Garth 3/1, lvl 7
  • Skeleton 1/1
  • Bone Collector 4/1, +1 Rune
  • Skeleton Javelineer 3/3, No Javelin, +2 Runes
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 4
  • Deck: 1
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

Yeah I basically lost when you hit your tech on the draw and I missed mine even WITH the dark pact. Stupid 3% of games.

Edit: OH AND YOU ONLY HAD ONE NETHERDRAIN? Brilliant. Way to nail the draws.

yea, that was lucky. But I could have been happy with a nether drain on T4 instead just to stop metamorphosis. The plan was originally play bone collector or nether drain if possible but probably not kill Vandy, but the skeleton draw was supposed to help me get back to 5 cards, but then I got deteriorate so it was perfect. If I had gotten anything else, I probably would have ended up just playing a bone collector and getting a worker, and maybe killing Tiger Cub with Garth or thieving imp and Pestering Haunt so you wouldnā€™t get any good units to hit with vandy maxband.

Upon review, I think I screwed up something in my sheet when I was posting my T3, the starting hand and next hands appear incorrect. But the starting on T4 and the next hand on T2 are correctā€¦

Wow, 2 shadow blades. Yea, that sounds about right. Canā€™t believe you missed both, that is rough.

In 75% of games I hit at least one shadowblade at the end of my turn 2, and when I have 1 the imp only hits 25% of the time, if I have 2 imp canā€™t hit both.

If I have a shadowblade going into my turn 3: 7 gold, worker, shadowblade imp ($4) you discard, midband vandy ($2) kill Garth, vandy maxbands and heals, tech 1 ($0).

My response would have been bone collector and tower, probably. But we would have both still had a shot. Random number generator is a cruel mistress.

Well Iā€™m back from Thanksgiving so if you want another game, or to switch up the decks Iā€™m game again.

I am experimenting with a deck, if you donā€™t mind me chaing it up. Growth/Disease/Blood

What will you play? Iā€™ll post a turn once you say yay or nay and same deck or different deck.

Iā€™ll give it a shot. See if I canā€™t do better against a different starter and no Rook. You using green starter?

Yea green starter.

"P1T1


StartingHand Workers

STARTING HAND
Forestā€™s Favor
Merfolk Prospector
Rampant Growth
Spore Shambler
Verdant Tree


WORKERS
Verdant Tree


NextHand

Ironbark Treant
Playful Panda
Young Treant
Tiger Cub
Rich Earth


Discard

Spore Shambler
Rampant Growth
Forestā€™s Favor


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Merfolk Prospector - ($2)
Orpal - ($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]
  • Merfolk Prospector 1/1
  • Orpal 1/3, lvl 1
    [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

P2T1


StartingHand Workers

STARTING HAND
Tiger Cub
Rich Earth
Merfolk Prospector
Spore Shambler
Rampant Growth


WORKERS
Spore Shambler


NextHand

Young Treant
Playful Panda
Forestā€™s Favor
Verdant Tree
Ironbark Treant


Discard

Rampant Growth
Merfolk Prospector
Rich Earth


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy - ($2)
Tiger Cub - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Vandy (2/3) R1
    [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: 0
  • Workers: 6