CAWS 2016: Eijolend (Mono Green) vs. FrozenStorm ([Blood]/Strength/Growth)

Hey @FrozenStorm , we have been matched up for the second round of the CAWS tournament.

I will be travelling over the weekend, so I probably won’t be able to post new turns until after New Year’s.

gl & hf!

P1T1


StartingHand Workers

STARTING HAND
Verdant Tree
Merfolk Prospector
Forest’s Favor
Ironbark Treant
Tiger Cub


WORKERS
Verdant Tree


NextHand

Rich Earth
Spore Shambler
Rampant Growth
Playful Panda


Discard

Ironbark Treant
Forest’s Favor


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Tiger Cub - ($1)
Merfolk Prospector - ($0)

Float ($0)
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]: Tiger Cub (2/2)
  • :pschip: [I]Technician[/I]: Merfolk Prospector (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

Okay my first thought is that this spec combination is scary. Both Drakk and Rook offer a strong early game. I also feel that Growth synergizes well with Haste units and Argagarg has excellent spells.
Generally all Tech II spec choices seem to be viable and synergize with the other heroes. Come to think of it, this could be one of the few multi-color decks I’ve seen around here that genuinely has more than one scary strategy.
However, similar to mono green, all the game plans I can see rely on units and board control. Therefore, I opted to go for an opening that emphasizes my board presence because I absolutely don’t want to fall behind and I’m quite sure my catch-up mechanisms are inferior to what the red starter offers.

I will have to choose between Calamandra and Argagarg for my early hero next turn, and I’m not sure which is better against which choice of enemy hero.

Not a problem @Eijolend, gl hf!

Player 2, Turn 1

P1 Green vs P2 [Blood]/Growth/Strength

[details=Starting Hand]
Charge
Bloodrage Ogre
Scorch
Bombaster
Nautical Dog
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Arg (3)
  • Bloodrage Ogre (1)
  • Worker (0)

[details=Workers]
Scorch
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Arg (1/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Makeshift Rambaster
Pillage
Careless Musketeer
Bloodburn
Mad Man
[/details]

[details=End of Turn Discard]
Nautical Dog
Bombaster
Charge
[/details]

[details=My Thoughts]
Kind of an aggressive start for him, I’m going to block up a bit and decide between early Water Elemental or Hero’s Hall + Kidnapping next turn depending on what he lays
[/details]

Happy New Year!

P1T2


Tech StartingHand Workers

TECH
Centaur
Tiny Basilisk


STARTING HAND
Rampant Growth
Rich Earth
Playful Panda
Spore Shambler


WORKERS
Verdant Tree
Rich Earth


NextHand

Rampant Growth
Young Treant
Spore Shambler
Ironbark Treant
Forest’s Favor


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Merfolk Prospector ability - ($5)
Argagarg - ($3)
Argagarg 1->3 - ($1)
Tech I - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Tiger Cub (2+1/2)
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Lvl.3 (1/4)
  • Merfolk Prospector (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: 6
Thoughts

I’m not quite sure what to make of the opening with Arg as it seems like Drakk or Rook would be more dominating early game, but of course Arg works fine early on. The synergy I’m most worried about with Arg on the field is of course Doubling Berserker for Tech II, but again I don’t have enough to go on to confirm that this is the plan.

Another thing I noticed when thinking about the spec combinations again is Mythmaking + Legendary units (4/4 Galina or 2/8 Boulder sound dangerous). Nature Reclaims would of course directly counter that, but I don’t feel comfortable teching it in unless I know that’s what he’s going for. Also, going for Midori blindly is not something I’d like to do.

I think I tech in Centaur because that card should give me the board advantage I need in this matchup and kidnapping is not on the table with the Arg start. Also a Tiny Basilisk as I expect that will allow me to buy time for a Nature Reclaims better than a second Centaur.


Ok, now for this turn:
I can use Rampant Growth to get rid of the Bloodrage Ogre, but that doesn’t seem like a particularly good trade while I’m down on cards. I think Argagarg’s Wisp is the only way how I can make it way too costly for him to kill my hero, but there’s always something I miss when solving the puzzle of “what can survive” against the red starter - also turns out Arg’s midband complicates that puzzle even further.

Happy New Year to you as well!

Player 2, Turn 2

P1 Green vs P2 [Blood]/Growth/Strength

[details=Starting Hand]
Makeshift Rambaster
Pillage
Careless Musketeer
Bloodburn
Mad Man
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 cards in

[details=All Teched Cards]
Crash Bomber x2
[/details]


###Main:

  • Makeshift Rambaster (4)
  • Bloodrage Ogre trades with Tiger Cub
  • Rambaster kills your wisp, you get 1 gold
  • Arg kills Prospector and takes 1 damage
  • Worker (1)

[details=Workers]
Bloodburn, Scorch
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Float 1g, Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

####In Play:

  • Arg (1/2 from 1 damage lvl 1)
  • Makeshift Rambaster (1/2)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Bombaster
Pillage
Careless Musketeer
Mad Man
Crash Bomber
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Got a good trade here and built good board, going to continue to do so!
[/details]

P1T3


Tech StartingHand Workers

TECH
Stampede
Might of Leaf and Claw


STARTING HAND
Young Treant
Ironbark Treant
Forest’s Favor
Spore Shambler
Rampant Growth


WORKERS
Verdant Tree
Rich Earth
Spore Shambler


NextHand

Merfolk Prospector
Centaur
Might of Leaf and Claw
Tiny Basilisk
Playful Panda


Tech 2 card(s)
Get Paid + Scavenger - ($7)
Worker - ($6)
Argagarg kills Wisp. You draw a card.
Ironbark Treant - ($3)
Argagarg 3->5 - ($1)

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]: Ironbark Treant (1+1/2+AA)
  • :ps_: [I]Scavenger[/I]: Water Elemental (3/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Lvl.5 (1/5)
    [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: 1
  • Workers: 7
Thoughts

He had to trade the Ogre for the Tiger Cub - just as planned.
I continue with my plan to just focus on board control and while Ironbark Treant is not very efficient gold-wise it should pose a lot of problems for my opponent in this particular situation until my Tech I units are done hiding in my deck.

Teching Stampede is a bit risky, but has great potential. With no direct way of him to deal with MoLaC I think I’ll just out-Growth him in case he also goes for Growth. Not sure if teching MoLaC is too early here, but there is good chance it might work out, so the only niggling thing left is whether I should’ve teched Nature Reclaims instead.

Rough Tech Plan:
2nd MoLaC, Blooming Ancient/Nature Reclaims
Murkwood Allies, …

Player 2, Turn 3

P1 Green vs P2 [Blood]/Growth/Strength

[details=Starting Hand]
Bombaster
Pillage
Careless Musketeer
Mad Man
Crash Bomber
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards in

[details=All Teched Cards]
Doubling Barbarbarian, Spirit of the Panda
Crash Bomber x2
[/details]


###Main:

  • Bombaster (6)
  • Crash Bomber (5)
  • Worker (4)
  • Tech 2 Strength (0)

[details=Workers]
Careless Musketeer, Bloodburn, Scorch
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC STRENGTH

####In Patrol:

  • :psblueshield: Squad Leader: Crash Bomber (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Bombaster (2/2)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Arg (1/2 from 1 damage lvl 1)
  • Makeshift Rambaster (1/2)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Nautical Dog
Bloodrage Ogre
Crash Bomber
Doubling Barbarbarian
Mad Man
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
He comes back nicely getting two heavy hitters down, its a bit risky but not having much other recourse since my tech 1 is pretty weak I’m going to move to tech 2 and try to out-muscle him next turn.
[/details]

P1T4


Tech StartingHand Workers

TECH
Blooming Ancient
Might of Leaf and Claw


STARTING HAND
Tiny Basilisk
Playful Panda
Centaur
Merfolk Prospector
Might of Leaf and Claw


WORKERS
Verdant Tree
Rich Earth
Spore Shambler
Merfolk Prospector


NextHand

Forest’s Favor
Young Treant
Tiger Cub
Rampant Growth
Stampede


Discard

Playful Panda
Tiny Basilisk
Might of Leaf and Claw
Blooming Ancient
Might of Leaf and Claw


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Use Argagarg’s Midband on Water Elemental
Water Elemental kills Crash Bomber taking 2(-1armor) damage. My base takes 1 damage.
Centaur - ($4)
Tech II (Growth) - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Centaur (3/4+A)
  • :psfist: [I]Elite[/I]: Ironbark Treant (1+1/2+AA)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Lvl.5 (1/5)
  • Water Elemental (3/2) x
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

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

Okay, that went almost perfect, forcing him to play defensively. My intuition about Strength being the tech of choice seems confirmed, so I should focus on getting rid of Arg so there is no play with Doubling Berserker that can catch me off-guard - but I don’t think I can break through his patrol at this point… But I’m getting ahead of myself and probably should look to the Strength spec again to see if there are other dangerous cards there.

The possibility of DeGrey means I shouldn’t rely on Murkwood Allies, so probably I will rather tech in Ferocity. Colossus is of course a danger but Colossus + Charge + Dinosize is 11 gold a turn and a 3 card combo - and over two turns my Stampede will probably be enough to deal with it. And in the long run I just hope my MoLaC will be faster than his base race.
Also, seeing the Crash Bomber probably means I can stop worrying about Mythmaking.

Since I can’t kill Arg this turn (a chance I would take in a heartbeat, but I would need Rampant Growth or Forest’s Favor), I have to prepare the Stampede next turn. So no matter if I play the Centaur or the Tiny Basilisk, I can’t attack with both the Water Elemental and the Ironbark Treant. Also, if my counting is correct, there is no way for him to get Drakk to midband and cast Kidnapping unless my hero dies. Maybe the Playful Panda is the better choice? Doesn’t give him something with overpower to steal and buff with his Arg and it is an additional body for Stampede purposes. Also Tiny Basilisk can sneak past a Water Elemental and Ironbark Treant, so my patrol zone would be useless for protecting Argagarg.

Idea: Water Elemental kills Crash Bomber, play Playful Panda, patrol Ironbark Treant and Wisp. What can he do?
Bombaster and Makeshift Rambaster can kill Ironbark Treant with the Arg buff. Midband Drakk makes the trade efficient if I patrol in Elite. Squad Leader isn’t the better choice though as Drakk midband makes for an even better trade there. But my Arg is still save. However, kidnapping the Ironbark Treant would be a disastrous result for me and I can’t afford to lose Arg.

What about
Idea 2: Water Elemental kills Crash Bomber, play Centaur, patrol Centaur and Ironbark Treant.
If he doesn’t have Kidnapping this guarantees good trades for me, although Doubling Barbarian + Charge + Arg midband will probably just wipe the floor with me - man, this spec combination is powerful. Kidnapping the Centaur actually doesn’t give him much as I would just get a damaged Centaur back and Kidnapping + Dinosize is not something he can afford. So probably again Kidnapping on the Ironbark Treant and trade him and the Bombaster for my Centaur leaving Argagarg save, but with only Water Elemental Stampede is useless. Still, this seems like the move with the biggest potential if he plays passively and doesn’t make me lose the game outright if he has Kidnapping.

Also, Thunderclap exists, but in that case Arg is dead anyway or (if I’m lucky) my Tech II building is down, which doesn’t really hurt me next turn.

Looking at my deck, there is no Tech II card I want to play next turn, but I will still get the Tech II building as I need a second hero (probably Calamandra) out to deal with whatever he throws at me.

Player 2, Turn 4

P1 Green vs P2 [Blood]/Growth/Strength

[details=Starting Hand]
Bombaster
Pillage
Careless Musketeer
Mad Man
Crash Bomber
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)
  • Tech 2 cards in

[details=All Teched Cards]
Doubling Barbarbarian, Kidnapping
Doubling Barbarbarian, Spirit of the Panda
Crash Bomber x2
[/details]


###Main:

  • Doubling Barbarbarian (5)
  • Maxband Arg (1)
  • Worker (0)

[details=Workers]
Nautical Dog, Careless Musketeer, Bloodburn, Scorch
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC STRENGTH

####In Patrol:

  • :psblueshield: Squad Leader: Doubling Barbarbarian (3/5+2armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Water Elemental (3/3)
  • :exhaust: Technician: Bombaster (2/2)
  • :target: Lookout:

####In Play:

  • Arg (1/5 lvl 5)
  • Makeshift Rambaster (1/2)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Spirit of the Panda
Pillage
Charge
Kidnapping
Doubling Barbarbarian
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Hero’s hall + kidnapping would have been better, I think… but hindsight is 20/20. He’s likely got an Arg spell (Dinosize or maybe Stampede) and a tech 1 in hand, possible he pre-teched an Ancient or MoLaC. I need to get something fearsome online.

Grabbing Kidnapping and another Barb, really try to ensure Arg lives to play Spirit of the Panda!
[/spoiler][/details]

These counts disagree, please check to make sure you have to correct amount in hand.

P1T5


Tech StartingHand Workers

TECH
Ferocity
Artisan Mantis


STARTING HAND
Stampede
Tiger Cub
Forest’s Favor
Young Treant
Rampant Growth


WORKERS
Verdant Tree
Rich Earth
Spore Shambler
Merfolk Prospector
Tiger Cub


NextHand

Ferocity
Might of Leaf and Claw
Tiny Basilisk
Stampede
Artisan Mantis


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Argagarg casts Stampede. - ($1)
Use Argagarg midband on Centaur.
Centaur kills Doubling Barbarian taking 3(-4armor) damage.
Water Elemental kills Water Elemental taking 3(-3armor) damage, stampeding 3 damage onto your base. You get 1 gold.
Ironbark Treant kills Bombaster taking 2(-3armor) damage, stampeding 4 damage to your base (should now be at 13). You draw a card.

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Argagarg Lvl.5 (1/5)
  • Water Elemental (3/2) x
  • Ironbark Treant (3/2)
  • Centaur (3/4)
    Buildings:
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0
    Gold:
  • Gold: 1
  • Workers: 9
Thoughts

Okay, so it is Doubling Barbarian, but it is a tame variant and not an aggressive one. This turn is straightforward and while it leaves me with weaknesses he cannot control my board and destroy my Tech II at the same time (I think). Sadly, his Arg still lives and I die immediately to Doubling Barbarian + Charge + Dinosize (9 gold), but every other line of play leaves him too much board and Stampede will take away all my board advantage - so I rather risk the 3 card combo than the one-card Stampede which also loses me the game, just in slow motion.

So let me talk about Tech choices instead. As I plan to bring out Calamandra, Ferocity is an obvious choice for even more board control and I want another unit in my roster that is not horrible if kidnapped so I think this might be the rare case where I want an Artisan Mantis, which also helps against the base race kind of situations that we will likely run into.

So here’s me hoping I survive this turn. If I do, things look good.

Apologies, hopefully you could maths out that I only played 1 card +worker from a 5 card hand and thus DC3 Drew 3 rs Drew 2. Now with technician @ 6 cards start of turn!

Player 2, Turn 5

P1 Green vs P2 [Blood]/Growth/Strength

[details=Starting Hand]
Spirit of the Panda
Pillage
Charge
Kidnapping
Doubling Barbarbarian
Mad Man (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9+1scavenger)
  • Draw 1 for technician
  • Tech 2 cards in

[details=All Teched Cards]
Dinosize, Bloodlust
Doubling Barbarbarian, Kidnapping
Doubling Barbarbarian, Spirit of the Panda
Crash Bomber x2
[/details]


###Main:

  • Drakk (8)
  • Kidnapping on Ironbark Treant (4)
  • Arg buffs Treant, it trades with Centaur
  • Rambaster smacks your base to 16
  • Doubling Barbarbarian (1)
  • Worker (0)

[details=Workers]
Pillage, Nautical Dog, Careless Musketeer, Bloodburn, Scorch
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • Maybe done teching cards

###Board Info:
####Buildings:

  • :heart: Base HP: 13
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC STRENGTH

####In Patrol:

  • :psblueshield: Squad Leader: Doubling Barbarbarian (3/5+2armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Drakk (1/3 lvl 1)
  • :target: Lookout:

####In Play:

  • Arg (1/5 lvl 5)
  • Makeshift Rambaster (1/2)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Crash Bomber
Bloodrage Ogre
Crash Bomber
Kidnapping
Doubling Barbarbarian
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Stampede is good for me, more gold cost for him. Grabbing Bloodlust and Dinosize, that puts my deck at 2x Arg Spell, 2x Drakk Spell, 2x Tech 1 and 2x Tech 2, super balanced. I forego the chance spirit of the panda Rambaster and kill his tech 2 since it doesn’t seem super valuable to him (he didn’t block at all). Also thought hard about Pandabaster to kill Water Elemental, effectively drowning his offensive capability next turn. But ultimately I’d rather have Barb threatening the ready and Drakk as safe as possible, I’m totally okay if he goes for MoLaC now and still fine if he goes for Rhino or Ancient or Mantis. Drakk is dead to Dinosize no matter what, sadly.

If I had Dinosize instead of Panda, I could straight-away win right here! Charge + Barb + Dinosize is 17 hasty damage, against an empty patrol that and Rambaster could end it. Sadly even with Arg midband I can only put down 14, and I’d be leaving no patrol myself that’d just lose to his board…

I do need to be a little leary of Behind the Ferns here… Hopefully he didn’t go that route!
[/spoiler][/details]

P1T6


Tech StartingHand Workers

TECH
Moment’s Peace
Artisan Mantis


STARTING HAND
Stampede
Tiny Basilisk
Artisan Mantis
Might of Leaf and Claw
Ferocity


WORKERS
Verdant Tree
Rich Earth
Spore Shambler
Merfolk Prospector
Tiger Cub
Artisan Mantis


NextHand

Forest’s Favor
Young Treant
Rampant Growth
Blooming Ancient


Discard

Ironbark Treant
Centaur
Ferocity
Stampede
Might of Leaf and Claw
Moment’s Peace
Artisan Mantis


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tiny Basilisk - ($7)
Calamandra - ($5)
Calamandra casts Ferocity - ($3)
Calamandra 1->3 - ($1)

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk (1/2+A) [Swiftstrike, armor piercing, Resist 1]
  • :psfist: [I]Elite[/I]: Argagarg Lvl.5 (1+1/5)
  • :ps_: [I]Scavenger[/I]: Calamandra Lvl.3 (3/4)
  • :pschip: [I]Technician[/I]: Water Elemental (3/2) x [Swiftstrike, armor piercing, Resist 1]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 4
  • Deck: 2
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

I’m alive! I’m alive! And in a lot of trouble…

The only way I can kill Doubling Barbarian is to cast Stampede again this turn, which seems like a waste of gold because I can’t follow it up with anything and I just end up with a weak board - I can’t keep exchanging 6 gold and a card for 3 gold and a card - that just loses me the game slowly.
I also want to play MoLaC this turn to finally start the clock on this game, but if I don’t attack this turn I might as well delay it for another round.

Doubling Barbarian outvalues even the best green units that I cannot play anyway because they get kidnapped, maybe my whole Assessment of the matchup is wrong and no matter what I do I cannot win by board control. Maybe I should have gone Moment’s Peace + Balance spec and rush to T-Rex. Or I would just have needed a better hand Turn 4…

Another Line of play is Tiny Basilisk + Ferocity, but that’s just hoping he doesn’t have Kidnapping again - might be my best bet though. Although even with Calamandra midband Resist he can afford Kidnapping + Dinosize (9 gold), which immediately loses me the game unless I patrol both of my heroes. Well, if he kills both my heroes it’s also GG anyway, so I guess I just lose to Kidnapping.

Okay, let’s watch this trainwreck.

The only thing I am unsure of with this turn of mine is whether Basilisk retains swift strike when he’s Kidnapped, I assume no since Ferocity says “your units” but happy to have @EricF weigh in or ask in the rules thread for clarity!

Player 2, Turn 6

P1 Green vs P2 [Blood]/Growth/Strength

[details=Starting Hand]
Crash Bomber
Bloodrage Ogre
Crash Bomber
Kidnapping
Doubling Barbarbarian
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • No techs

[details=All Teched Cards]
Dinosize, Bloodlust
Doubling Barbarbarian, Kidnapping
Doubling Barbarbarian, Spirit of the Panda
Crash Bomber x2
[/details]


###Main:

  • Kidnapping on the Basilisk, paying 1 for resist (5)
  • Basilisk trades with Calamandra, Drakk to level 3, you get 1 gold
  • Midband Drakk, granting frenzy 1 to my units (4)
  • Arg blesses Doubling Barbarbarian, now a 5/5+2armor frenzy 2, and he kills Arg and overpowers to Water Elemental, Drakk maxbands, you get a card
  • Doubling Barbarbarian B from hand, gains haste from Drakk maxband (1)
  • Drakk and Rambaster break your tech 2, your base to 14
  • Barbarbarian B with his frenzy 2 breaks your tech 1, your base to 12
  • Crash Bomber (0)

[details=Workers]
Pillage, Nautical Dog, Careless Musketeer, Bloodburn, Scorch
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Maybe done teching cards

###Board Info:
####Buildings:

  • :heart: Base HP: 13
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC STRENGTH

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Crash Bomber (2/2)
  • :target: Lookout:

####In Play:

  • Arg (1/5 lvl 5)
  • Makeshift Rambaster (1/2)
  • Doubling Barbarbarian A (3/5)
  • Doubling Barbarbarian B (3/5)
  • Drakk (3/4 lvl 6)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Bombaster
Charge
Bloodlust
Dinosize
[/details]

[details=End of Turn Discard]
Kidnapping
Crash Bomber
Bloodrage Ogre
[/details]

[details=My Thoughts]
No Dinosize, I’m lucky I re-drew Kidnapping as those two things combined mean I basically win the game right here!
[/details]

I don’t remember which way this ruling went. I’ll double check.

Would it change anything about your turn if the basilisk ends up surviving?

It would not, nope. Crash Bomber is there to absorb the potential Basilisk

Ok, Basilisk gets to keep his Swift Strike (consider stealing something buffed by Elite Training, that would get to keep all it’s bonuses, so the same is true here - it would be different if Ferocity was an Ongoing spell), so he survives to be returned to Eijolend.

1 Like

Thanks @EricF! Back to you, @Eijolend

GG I concede (regardless of whether Basilisk survives or not)! @EricF FrozenStorm won this game.

GG WP @Eijolend! I was not at all expecting ferocious basilisks and thus was in pretty big trouble had I not re-drawn kidnapping, lucky for me to have done so (I was hoping I’d get Panda spirit and was sad to see Kidnapping at the end of my turn 5).

I was really worried you had Dinosize and were going to crush Drakk, which would have really hurt my chances. I think Dinosize was a better tech for you than Stampede, especially with a Centaur to let you overpower more advantageously.

GL the rest of the tournament!

So this game has been quite frustrating for me as I knew exactly what you were doing, but still couldn’t stop it. I feel like the only time I could’ve really harmed you this game was on T4, but I didn’t have Rampant Growth or Forest’s Favor in hand.

Probably my assessment that I can win this matchup by simply outvalueing you on the board was wrong. Your threats are just too strong to outlast and require less setup than MoLaC. The only card I can imagine that would’ve helped me survive long enough to build a threat is Moment’s Peace.

Your point about Dinosize vs. Stampede certainly has merit, especially since I didn’t want to use Stampede after I’ve redrawn it because of the immense cost. I think the result of T5 would’ve been slightly better for me with Dinosize as well (I think I have one fewer unit leftover but I get to kill your Rambaster as well). Your hero still lives though.

Concerning the rules question: I’m quite sure that the kidnapped Basilisk doesn’t have Ferocity as “your units” means “units you control”. I don’t think Ferocity is a “status effect” that gets applied on the units once and then stays with them but rather a global effect that effects all the “units you control”.

Why do you think this? Is there another card or official ruling where a (non-Ongoing) spell produces an effect that re-checks what it applies to at a later point? I couldn’t find one, and the wording matches things like Stampede and Elite Training which I don’t think anyone could argue should stop affecting units that you lose control of.