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]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]: Tiger Cub (2/2)
- [I]Technician[/I]: Merfolk Prospector (1/1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- 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.