That is not how all in works though. You have to skip a worker to go all in That was a pretty neat play with well calculated risks. You lost Oni but things weren’t bad. When I used to go all in with Oni, it was all or nothing. Yea, your Oni play is more refined which means better chances of winning. I like it.
Hehe, thanks. But I still think it was all in. Usually against a deck as strong as miracle grow you can’t expect to win if both of your first tech choices are nonsense, especially as p2.
I was extremely lucky with my turn 3 draw and I still don’t know why Midori survived after casting moment’s peace. If he had gone for the kill he would have had a guaranteed stampede base break the turn after that and if I would have killed Arg, my base would have been broken either way by the rest of his board.
So yes, it was a somehow calculated risk, but I still think it’s like 99% or more that I should have lost the game.
And also yes, green starter is definitely the best to go Oni maxband turn 2: it’s offering card draw and also has a unit that you can actually play in turn 1 without it having to die in scavenger in order to not having to skip the worker in turn 2.
But now let’s get to our game: good luck and have fun! I’m a bit afraid, but definitely excited
P2T1
StartingHand Workers
STARTING HAND
Ironbark Treant
Playful Panda
Rich Earth
Merfolk Prospector
Tiger Cub
WORKERS
Rich Earth
NextHand
Forest’s Favor
Rampant Growth
Spore Shambler
Young Treant
I have absolutely no experience playing against Cala and the way bansa handles her really is frightening… Let’s cross fingers for this MU!
Had a rough time deciding between panda and MP, let’s see whether bansa allows me to gain value from it.
Sorry Bansa for my slow play, but I got a lot going on currently. I’ll try to squeeze in a turn every now and then while still thinking things properly through.
the chance to almost clear the board is tempting, but it’s not putting me in a great situation.
Not attacking is also weird, so let’s do something intermediate.
Tech 2 card(s)
Get Paid + float + t draw - ($8)
Worker - ($7)
Cal drops 1 dmg on TB, Midori to L3
Musketeer shoots TB to kill, my base takes 1
Drakk - ($5)
Kidnapping Cub trades with Midori, Drakk to L3 - ($1)
Mad Man trades with Prospector
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Young Treant, I draw - ($5)
Disguised Monkey rund into Drakk - ($3)
Zane kills Drakk,1g extra for midband - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Young treant (0/2A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Disguised Monkey (3/2)
Zane (3/3, lvl4)
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Economy Info: Cards:
Hand: 3
Deck: 6
Disc: 1
Gold:
Gold: 0
Workers: 9
Thoughts
of course he had the one card which made my move last turn not good: kidnapping…
already have 2 cards in my deck that would allow a Drakk kill. as I really am afraid of his kidnapping as well as his midband bonus and maxband ability, I’ll go for maximal chance to kill him…
Post draw: I only realized now, that this lucky possiblity only presented itself because he didn’t pay the one gold for midbanding Drakk
I’m really afraid of a charged firebird, so tech 3 is a must. I’m also afraid of hotter fire, so the firebat also has to die. But doing both leaves me ultra vulnerable, so I’ll play with the odds…
Playful Panda (2/2)
Verdant Tree
Disguised Monkey
Tiny Basilisk (1/2A)
Chameleon Lizzo
Tech 0 card(s)
Get Paid - ($10)
tech 3 - ($5)
Disguised Monkey runs into cal - ($3)
Midori trades cal, levels fizzle
Zane trades technician, we both draw
Oni - ($1)
MP - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Young treant (0/2A)
Elite:
Scavenger:
Technician: Merfolk Prospector (1/1)
Lookout:
In Play:
Oni (2/3, lvl1)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
still afraid of a charged bird, but not much I can do about it and this time it would not be blowout. Cal will also be a great pain if I don’t kill her, so I prefer to make a bad trade now (gold wise) while setting up a big threat myself. 58,3% to draw gunship, I like! But not enough to go all in on tech 3 protection and put Oni in patrol as well (including technician draw makes “only” 72,2% to draw gunship)
Wow, I researched your play style and knew about your mega successful base race strategies, but didn’t see it coming here. Was more afraid of a charged firebird than that… Well, I was wrong…
P2T7
StartingHand Workers
STARTING HAND
Tiny Basilisk (1/2A)
Verdant Tree
Disguised Monkey
Chameleon Lizzo
Playful Panda (2/2)
Tech 0 card(s)
Get Paid - ($10)
Oni kills Drakk, you draw, 3 to my base… uarghs…
monkey kills lobber - ($8)
lizzo deals 4 to tech 1 - ($4)
mp breaks tech 1, base to 16
tiny b - ($2)
Oni to midband - ($0)
Float ($0)
Discard 2, draw 4
Return lizzo to hand
Board Info: In Patrol:
Squad Leader: Young treant (0/2A)
Elite:
Scavenger:
Technician: Tiny Basilisk (1/2)
Lookout:
In Play:
Oni (3/4, lvl5)
Disguised Monkey (3/1)
Merfolk Prospector (1/1)
Buildings:
Base HP: 7
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 2
Gold:
Gold: 0
Workers: 10
Thoughts
wow, I really felt comfortable, didn’t see that much base damage coming. After seeing no lobbers all game long, I was convinced he had none. Now I’m almost dead with lobbers, crash bombers, pillage, fire darts etc probably coming my way. Hence the decision to go against tech 1. Then I’ll only die if he has two direct damage spells in his 5. I think that’s better in terms of probability than to go for tech 2 break and “don’t allow Drakk to suicide” as I then can’t kill lobber and can’t prevent another tech 1 to join in the game. Really a pity I didn’t drew gunship. With gunship at least I would have definitely had lethal on board for next turn. Now even if I make it to another turn it’s very unclear whether I’m able to kill him…