Positive about this MU: it’s definitely the last time in quite a while that we will pilot these decks against each other
GL & HF!
And please don’t whiff as often as you usually do
P2T1
StartingHand Workers
STARTING HAND
Merfolk Prospector
Playful Panda
Forest’s Favor
Rich Earth
Verdant Tree
WORKERS
Merfolk Prospector
NextHand
Rampant Growth
Young Treant
Spore Shambler
Tiger Cub
Discard
Verdant Tree
Forest’s Favor
Tech 0 card(s)
Get Paid - ($5)
Rich Earth - ($2)
worker
panda - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: wisp (0/1)
Lookout:
In Play:
Rich Earth
Playful Panda (2/2)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 2
Gold:
Gold: 0
Workers: 6
Thoughts
he just knows me playing this Deck too well and his win rate as P1 is really high against me, so I’m going to try something new as P2. I’m absolutely unsure whether I will be able to stand against the likely early pressure after skipping this possibility to build board…
Yeah, defenitely the last one for a while, it is enough.
OK, I thought I take control of my whiffs with early hh. Let’s see if that will work…
By the way, what was that for a poor trap? I know you too well, and I would bet 100$ that you have RG on your hand. The queen has always her price and it is not so cheap…
P1T2
Tech StartingHand Workers
TECH
Overeager Cadet
Nimble Fencer
STARTING HAND
Deteriorate
Poisonblade Rogue
Skeletal Archery
Sacrifice the Weak
Pestering Haunt
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
HH - ($0)
Det wisp, you draw
Vandy kills panda
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Skeleton Javelineer 1/1
Technician:
Lookout:
In Play:
Vandy 2/1
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
He will probably play the same like last game, basilisk, MOP, gunship.
No idea if HH works with 2x basilisk in the beginning. But playing the same like usually is too boring. Playing more t0 units and going down with cards is no option. Midband Vandy is the standard approach…
Maybe he will go for early sharks in t3 with all his money…
he’s for sure expecting tiny b, so let’s try to surprise him
it was tempting to try to build a trap for sharks, but it didn’t feel worth it. I prefer to gamble on a better turn 4 than a so-so chance to have a good turn 3.
Tech 2 card(s)
Get Paid + float + scav - ($9)
young treant, I draw - ($7)
cadet
cadet
midbandori - ($0)
worker
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Young Treant (0/2A)
Elite:
Scavenger: Overeager Cadet (3/3)
Technician: Overeager Cadet (3/3)
Lookout:
In Play:
Rich Earth
Midori (3/4, lvl5)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
stupid that I didn’t go for my original plan to tech GPT+brave knight last turn. Without two cadets & tiger now, midbandori is too weak. I’ll go for young treant and if I draw cadet then I’ll go for midbandori, otherwise I’ll probably have to offer tech2 for a break and accept a bad board positition :-/
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Vandy kills SL
Max Vandy, Doom Jav + Tech Cadet - ($5)
Imp trades with Scav, 1g for you
Tech 2 - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Nimble Fencer
Technician: Overeager Cadet
Lookout:
In Play:
Vandy 4/5 l5
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
Cadets, I am surprised. But of course I had the bad draw with Fencer on the first hand that I could not bring Oni, and he has the perfect draw. Lost the board control.
If he has now forest favor on the hand and kills Vandy and it will be enough to have the gap for the gunship.
Money is enough to fetch meta with oni. With Fencer on scav even with worker
WORKERS
Merfolk Prospector
Rampant Growth
Verdant Tree
Ironbark Treant (1/2AA)
NextHand
Chameleon Lizzo
Gunpoint Taxman
Playful Panda (2/2)
Discard
Overeager Cadet (3/3)
Young Treant (0/2A)
Forest’s Favor
Spore Shambler
Steam Tank
Steam Tank
Tech 2 card(s)
Get Paid + float + scav - ($10)
Worker
HH - ($8)
FF on midori - ($6)
midori to l8, flies over patrolers to kill vandy - ($3)
Tiger - ($1)
cadet kills fencer, dies at your upkeep, you gain 1
Float ($1)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Tiger Cub (3/3A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rich Earth
Midori (5/6, lvl8)+
Overeager Cadet (5/3) doomed
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 6
Gold:
Gold: 1
Workers: 9
Thoughts
digging my own grave… I cannot let Vandy live but then I can’t build tech 2… and also going down on cards that hard feels so wrong… uff… at least I’m happy I don’t have to expect the peace engine…
Perfect draw line for him. Tech 2 skip, Midori is protected. Should be over. In 3 rounds he has his gunship and with midori killings I cannot build enough preassure.
Guide is useless now. No tech 2 cards next turn, but he should destroy tech2. Last chance…
Grounded Guide
Deteriorate
Star-Crossed Starlet
Metamorphosis
Sacrifice the Weak
Tech 2 card(s)
Get Paid + float+scav - ($17)
imp you discard 4 - ($14)
Maxband Vandy doom Jav and tiger - ($8)
Oni - ($6)
River - ($4)
Jav - ($3)
Tech Lab - ($2)
Float ($2)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Skeleton Javelineer 3/3 A
Elite:
Scavenger: Thieving Imp
Technician: River 2/3
Lookout:
In Play:
Vandy 4/5 l5
Oni
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Finesse)
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 2
Workers: 9
Thoughts
With a lucky draw, and he has too choose… But the chances are very low.
With the second meta fencer rush will probably not work. I tech it anyway since he will probably see it as the lower risk vs. 2 waves of fencers if he can kill river with zane.
Unfortanetly I was not thinking about switching before and workered the haunt.
Post draw, OK not lucky no garrison. That’s probably it…
Steam Tank
Playful Panda (2/2)
Pirate Gunship
Spore Shambler
Discard
Overeager Cadet (3/3)
Tiger Cub (3/1)
Steam Tank
Chameleon Lizzo
Tech 0 card(s)
Get Paid + float - ($14)
discard #4
tiger trades SL
Zane - ($12)
Midori kills Vandy, zane to lvl3
midband zane kills river, we both draw, lvl to Oni - ($11)
tech 3 - ($6)
worker
Oni Maxband, Soldiers arrive - ($1)
Cadet
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Overeager Cadet (3/3A)
Elite: Soldier (1+1/1)
Scavenger: Soldier (1/1)
Technician: Oni (4/5, lvl8)
Lookout: Soldier (1/1)
In Play:
Rich Earth
Midori (5/6, lvl8)+
Zane (3/1, lvl4)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tech III HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 4
Gold:
Gold: 1
Workers: 11
PS: I did choose to distribute the levels first and drew then, but am I right that I would have been allowed to choose the order of the triggers from killing river and therefore could have had a look at the draw first?
@Moby_Dick I am so thoroughly confused by your turn 5 here but my brain is fried, maybe I’m missing something?
What was the rationale behind not doing Guide + Starlet + Fencer, Fencer kills SQL, Starlet and Cadet smash Midori? Sure the Guide probably dies to a Zane maxband trade but that costs too much to also tech up then, you’d be essentially pressing reset but with a tech2 up for yourself