Worst case scenario, Zane + Dog + Charge… in which case, I’m looking at attacks from a 2/2, a 3/1, a 1/1, and a (3)/1. That’s enough to trade with 2 2/3s and still hit my base for 3 damage. But, only the 3/1 would survive, and I do have the ability to repair my base later. Then again, I also have Rook as an option. Let’s build a wall.
STARTING HAND
Young Treant
Ironbark Treant
Rich Earth
Rampant Growth
Playful Panda
WORKERS
Spore Shambler
Young Treant
NextHand
Tiny Basilisk
Playful Panda
Verdant Tree
Rich Earth
Tiny Basilisk
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Tiger Cub kills Mad Man
Ironbark Treant - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite: Ironbark Treant (2/2AA)
Scavenger: L1 Garus Rook (2/4)
Technician:
Lookout:
In Play:
Tiger Cub (2/1) [1dmg]
Buildings:
Base HP: 16
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
I feel like Basilisks would be good here. I’m also kind of worried about Thunderclap, so I’ll deploy the Treant… is what I’d like to say, but a SQL Treant won’t be much of an obstacle without a Tower to back it up, and an Elite Treant would leave Rook to be taken down. Would it really be a problem if Rook goes down, though? I mean, it’d be giving away free levels, but otherwise, wouldn’t have much of an impact. And with Basilisks on the way, free levels only matter if Rook hits maxband and gains two lives… which I guess is a concern, because Earthquake. However, if I counter Earthquake with Morningstar Pass, it becomes much less threatening.
I’m most worried about hasty stealth and worker destruction. The worker destruction… I can live with, but if a hasty unit takes out my Tree, I’ll be disappointed. I’ll build a Tower to defend against that, meaning, any green tech II units will be one-shots fetched with Circle of Life. For now, though, I want to bolster my defenses.
Gunpoint Taxman
Charge
Mad Man
Pirate Gunship
Pirate Gunship
Bombaster
Tech 2 card(s)
Get Paid - ($8)
Zane, kills Wisp - ($6)
Steam Tank - ($3)
Charge Tank - ($1)
Tank Kills Arg
Rambaster Breaks Verdant Tree
Mad Man trades with Treant - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Makeshift Rambaster 1/1
Steam Tank 3/4
Zane 2/1, lvl 3
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Economy Info: Cards:
Hand: 3
Deck: 3
Disc: 6
Gold:
Gold: 0
Workers: 8
Thoughts
kill things, let treant swing or wall again. But I cant let that tree live with mimics around. I really shouldnt skip a worker to kill that treant, but I cant pass it up. This might screw me.
I should really be thinking about how to deal with Gunships. Polymorph: Squirrel would work, if not for their haste. Dinosized Grapplers, maybe? [EDIT: For some reason I was thinking Grappler ability was influenced by attack buffs, but that’s not how it works.] Still, the problem is, they have haste. I guess my only option is to deny his Tech III building entirely, but can I do that? I’m not so sure… but going into this game with a defensive mentality may have been a mistake. Yeah… I should have aimed for T-Rex and forgotten about Morningstar Pass. Maybe it’s not too late, though… I could pivot from Tower to Tech Lab and come in for a surprise on my next cycle, maybe?
Ah, of course… how could I forget about Moment’s Peace, after my practice games with Frozen? Clearly my head’s not in the game. Well, it’s probably too late now, but here goes…
Heh, I really wanted to detonate that pass, but totally didnt tech it… and it looks like you didn’t tech moment’s peace appropriately. That last turn, I was expecting a maxband Rook, but then, you wouldn’t have the tech 3.