Exhibition P1 Red vs P2 Green thehug0naut vs FrozenStorm

@FrozenStorm let’s do this. I assume we play full vanilla and play a few games to find our feet MMM style?

I’m probably a better Green player but I’ll take the red side for now and we can switch if I’m not up to the task! GLHF, etc

@Reckless this is for you

P1T1


StartingHand Workers

STARTING HAND

Nautical Dog
Bloodburn → Worker
Bloodrage Ogre
Charge
Scorch


WORKERS

Bloodburn


NextHand

Makeshift Rambaster
Bombaster
Pillage
Mad Man


Discard

Charge
Scorch


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Dog - ($2)
Brogre - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodrage Ogre 3/2
  • Nautical Dog 1/1 [Frenzy 1]

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Not a very good split but I can make it work by dropping a card and keeping Zane as a hasty threat on turn 2

4 Likes

Wohooo! There we go :sunglasses:

Red v Green Xhibition - Game 1 Player 2, Turn 1

P2 Green vs P1 Red

Starting Hand

Playful Panda
Rich Earth
Forest’s Favor
Young Treant
Tiger Cub

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in OR no techs turn 1
All Teched Cards

Main:

  • Rich earth (2)
  • Worker
  • Playful Panda (0)
Workers

Summon Skeletons, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards after your 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:

  • Playful Panda (2/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Merfolk Prospector
Rampant Growth
Spore Shambler
Ironbark Treant

End of Turn Discard
My Thoughts

haven’t played red v green in awhile, should be fun!


1 Like

P1T2


Tech StartingHand Workers

TECH

Surprise Attack
Lobber


STARTING HAND

Makeshift Rambaster
Mad Man
Pillage → Worker
Bombaster


WORKERS

Bloodburn
Pillage


NextHand

Makeshift Rambaster
Careless Musketeer
Charge
Surprise Attack
Scorch


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Zane, kills Wisp you draw - ($1)
Dog trades Panda
Brogre hits base to 17

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Captain Zane 2/2 [Haste]
  • Bloodrage Ogre 3/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Best I recover hand size here and trade off his board as cheaply as possible. Always mindful to avoid overextending as red. Let’s maximise the haste I have in deck.

Red v Green Xhibition - Game 1 Player 2, Turn 2

P2 Green vs P1 Red

Starting Hand

Merfolk Prospector
Rampant Growth
Spore Shambler
Ironbark Treant
Verdany Tree (techn)

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in
All Teched Cards

Centaur, Tiny Basilisk


Main:

  • Calamandra + Midband (2)
  • Worker
  • Tech 1 (1)
  • Merfolk Prospector (0)
Workers

Verdant Tree, Tiger Cub

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards after your turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Calamandra (3/4a lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • Merfolk Prospector (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Playful Panda
Forest’s Favor
Centaur
Rampant Growth
Young Treant

End of Turn Discard
My Thoughts

Mid Cala seems pretty threatening here. Tower does as well, but maybe I can make that happen next turn.


1 Like

Belated Merry Christmas @FrozenStorm hope you and the family had a good one!

P1T3


Tech StartingHand Workers

TECH

Crashbarrow
Crashbarrow


STARTING HAND

Careless Musketeer → Worker
Makeshift Rambaster
Surprise Attack
Scorch
Charge


WORKERS

Bloodburn
Pillage
Careless Musketeer


NextHand

Crashbarrow
Lobber
Mad Man
Nautical Dog
Bombaster


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Surprise Attack, Sharks trade Calamandra, Zane to level 3 - ($1)
Brogre and Zane break Tech I, your base to 15

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L3 Captain Zane 2/2 [Haste]
  • Bloodrage Ogre 3/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Let’s go for the Tech break here with Sharks, not really worried about losing Zane as it lets me pivot to Drakk with my hasty units

Those were certainly surprising sharks

Red v Green Xhibition - Game 1 Player 2, Turn 3

P2 Green vs P1 Red

Starting Hand

Playful Panda
Forest’s Favor
Centaur
Rampant Growth
Young Treant

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in
All Teched Cards

Ferocity, Fairie Dragon
Centaur, Tiny Basilisk


Main:

  • Arg (5)
  • Tower (2)
  • Rampant Growth Prospector, kill Zane, Arg to level 3 (0)
  • Worker
Workers

Forest’s Favor, Verdant Tree, Tiger Cub

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Arg (1/4a lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Rich Earth
  • Merfolk Prospector (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Spore Shambler
Tiny Basilisk
Ironbark Treant
Ferocity
Rampant Growth

End of Turn Discard
My Thoughts

Sharks was not what I was expecting… but I spose then killing Zane sounds good. Just a matter of whether it’s better to maxband Arg and float 1, or make a tower. I like tower better, if he comes after Arg that’s fine should be a decent trade. I’ll get a Dragon ready to rune Tiny B (hopefully it lines up that way. That or Ferocity also helps set up a wall


2 Likes

P1T4


Tech StartingHand Workers

TECH

Captured Bugblatter
Captured Bugblatter


STARTING HAND

Bombaster
Mad Man
Nautical Dog
Lobber
Crashbarrow


WORKERS

Bloodburn
Pillage
Careless Musketeer
Nautical Dog


NextHand

Crashbarrow
Surprise Attack
Makeshift Rambaster
Scorch
Charge


Discard

Lobber
Bloodrage Ogre
Captured Bugblatter
Captured Bugblatter
Bombaster
Mad Man
Crashbarrow


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech II Blood - ($3)
Drakk - ($1)
Lobber - ($0)
Lobber and Brogre trade with Arg, Drakk to level 3

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Drakk Ramhorn 1/3A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Yep happy to pivot to Drakk here, I want him anyway to maximise my attack. Bugblatters in for next cycle

Edit: Added Tech II

Well I was kinda hoping Arg would survive but ah well

Red v Green Xhibition - Game 1 Player 2, Turn 4

P2 Green vs P1 Red

Starting Hand

Spore Shambler
Tiny Basilisk
Ironbark Treant
Ferocity
Rampant Growth

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in
All Teched Cards

Potent Basilisk, Wandering Mimic
Ferocity, Fairie Dragon
Centaur, Tiny Basilisk


Main:

  • Tiny Basilisk (6)
  • Merfolk prospects (7)
  • Ironbark Treant (4)
  • Tech 2 Balance (0)
  • Worker
Workers

Spore Shambler, Forest’s Favor, Verdant Tree, Tiger Cub

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tech2 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Ironbark Trean (1/2aaa)
  • :psfist: Elite:
  • :pspig: Scavenger: Tiny Basilisk (1/2)
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Rich Earth
  • Merfolk Prospector (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Fairie Dragon
Young Treant
Playful Panda
Centaur

End of Turn Discard
My Thoughts

Ferocity would temporarily set up a wall… but I’m drawing into Fairie Dragon. What’s my play next turn with no tech 2? I spose I could Centaur, tech up, try to mount a counter-offensive… But Maxband Zane can shove Tiny B out of the way and cause problems. I think I’ll try a more traditional wall and hope it’s enough


It was a very pleasing kill I have to say

I’m feeling less good about this worker skip but I really wanted the tech break

P1T5


Tech StartingHand Workers

TECH

Surprise Attack
Shoddy Glider


STARTING HAND

Charge
Crashbarrow
Scorch
Makeshift Rambaster
Surprise Attack


WORKERS

Bloodburn
Pillage
Careless Musketeer
Nautical Dog


NextHand

Bombaster
Crashbarrow
Lobber
Mad Man
Surprise Attack


Tech 2 card(s)
Get Paid - ($8)
Skip Worker
Midband Drakk, my units have Frenzy 1 - ($7)
Crashbarrow, trades with Ironbark, Overpower 2 to kill Basilisk, you gain 1g - ($4)
Zane, kills Wisp, takes 1 - ($2)
Rambaster, hits Tech II to 1HP, takes 1 - ($0)
Drakk breaks Tech II, takes 1, your base to 13

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L4 Drakk Ramhorn 2/2 [My units have Frenzy 1]
  • L1 Captain Zane 2/1 [Haste]
  • Makeshift Rambaster 1/1 [Haste]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Not fully convinced that I still win out with a worker skip but stopping Balance Tech II seems pretty important. He can’t kill both Zane and Drakk on the counter so extra Surprise Attack and Tech II seems fine. He will have a ton of gold to spend though and that’s not good for me.

Red v Green Xhibition - Game 1 Player 2, Turn 5

P2 Green vs P1 Red

Starting Hand

Fairie Dragon
Young Treant
Playful Panda
Centaur
Wandering Mimic (rs techn)

Events of Turn:


Upkeep:

  • Get Gold (9+1scav)
  • Tech 2 cards in
All Teched Cards

Moment’s Peace x2
Potent Basilisk, Wandering Mimic
Ferocity, Fairie Dragon
Centaur, Tiny Basilisk


Main:

  • Arg + Midband (6)
  • Merfolk trades Zane, Arg maxbands
  • Centaur (3)
  • Young Treant, draw 1 (1)
  • Worker
Workers

Playful Panda, Spore Shambler, Forest’s Favor, Verdant Tree, Tiger Cub

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 13
  • Tech1 HP: 5
  • Tech2 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Arg (1/5a lvl 5)
  • :psfist: Elite: Wisp (0+1/1)
  • :pspig: Scavenger: Young Treant (0/2)
  • :exhaust: Technician: Water Elemental (3/3)
  • :target: Lookout: Centaur (3/4)

In Play:

  • Rich Earth
  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Rampant Growth
Ironbark Treant
Potent Basilisk
Tiny Basilisk
Moment’s Peace

End of Turn Discard
My Thoughts

Well, he did over extend a bit… and I can take a kill on Zane to avoid sharks and maxband shoves… that’s pretty great. I think I have to take that. Teching 2x Moment’s Peace in hopes of driving towards some respite


@thehug0naut friendly poke :point_left: , though understandable if you’d rather focus on our tourney match you need to post a thread for first :wink:

1 Like

@FrozenStorm I just took a few days away from phone for new year, will still take turns here but no rush when we’ve got our tourney match to play

P1T6


Tech StartingHand Workers

TECH

Kidnapping
Shoddy Glider


STARTING HAND

Surprise Attack
Bombaster → Worker
Mad Man
Crashbarrow
Lobber


WORKERS

Bloodburn
Pillage
Careless Musketeer
Nautical Dog
Bombaster


NextHand

Shoddy Glider
Bloodrage Ogre
Crashbarrow
Charge


Discard

Lobber
Crashbarrow
Makeshift Rambaster
Kidnapping
Shoddy Glider
Surprise Attack
Mad Man


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Lobber, suicides into Arg - ($6)
Maxband Drakk, kills Arg, takes 2, levels whiff - ($4)
Crashbarrow, trades with Elemental and Centaur - ($1)
Rambaster trades Wisp

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L6 Drakk Ramhorn 3/2 [My units have Frenzy 1]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Can’t see a good way to use the levels from Arg but this line clears all his potential attackers, makes sure I don’t have Haste lying around for Mimics to punish and hopefully sets up for me to start a base killing push

Digital detox isn’t a bad idea :slight_smile:

Red v Green Xhibition - Game 1 Player 2, Turn 6

P2 Green vs P1 Red

Starting Hand

Rampant Growth
Ironbark Treant
Potent Basilisk
Tiny Basilisk
Moment’s Peace
Fairie Dragon (techn)

Events of Turn:


Upkeep:

  • Get Gold (10+1float)
  • Elect to tech 2 cards
All Teched Cards

Spirit of the Panda x2
Moment’s Peace x2
Potent Basilisk, Wandering Mimic
Ferocity, Fairie Dragon
Centaur, Tiny Basilisk


Main:

  • Midori (9)
  • Moment’s Peace (7)
  • Tiny Basilisk (5)
  • Fairie Dragon, feather on Tiny B (1)
Workers

Playful Panda, Spore Shambler, Forest’s Favor, Verdant Tree, Tiger Cub

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 13
  • Tech1 HP: 5
  • Tech2 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Midori (2/3 lvl 1)

In Play:

  • Rich Earth
  • Young Treant (0/2)
  • Fairie Dragon (4/2 flying)
  • Tiny Basilisk (3/1 flying, feather rune)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Ferocity
Merfolk Prospector
Wandering Mimic
Moment’s Peace
Potent Basilisk

End of Turn Discard
My Thoughts

Well, definitely moment’s peace. Sucks I lost all the counter attackers… I spose the flying units are the right counter-attack here, makes ferocity less relevant next turn. I think Spirit of the Panda makes sense to make the fliers tech building killers


Absolutely, would recommend from time to time

P1T7


Tech StartingHand Workers

TECH

Pirate-Gang Commander
Pirate-Gang Commander


STARTING HAND

Crashbarrow
Bloodrage Ogre
Charge → Worker
Shoddy Glider


WORKERS

Bloodburn
Pillage
Careless Musketeer
Nautical Dog
Bombaster
Charge


NextHand

Captured Bugblatter
Surprise Attack
Pirate-Gang Commander
Scorch
Captured Bugblatter


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Jaina - ($7)
Drakk trades Midori, Jaina to level 3, base to 12
Tech III - ($2)

Float ($2)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L3 Jaina Stormborne 2/3 [Sparkshot]
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

With Sharks guaranteed next turn I think I keep Zane and other haste out of play here, hit Tech III and hope to get lucky with a draw. PGC is great for setting up a lockdown scenario

Edit: Added chat

Red v Green Xhibition - Game 1 Player 2, Turn 7

P2 Green vs P1 Red

Starting Hand

Ferocity
Merfolk Prospector
Wandering Mimic
Moment’s Peace
Potent Basilisk

Events of Turn:


Upkeep:

  • Get Gold (10+1float)
  • no techs right now
All Teched Cards

Spirit of the Panda x2
Moment’s Peace x2
Potent Basilisk, Wandering Mimic
Ferocity, Fairie Dragon
Centaur, Tiny Basilisk


Main:

  • Potent Basilisk (7)
  • Cala (5)
  • Ferocity, Basilisk is a swift striking super wall (3)
  • Arg (1)
  • Tiny B kills Jaina, Arg midbands, you draw 1
  • Fairie Dragon hits your base to 16
Workers

Playful Panda, Spore Shambler, Forest’s Favor, Verdant Tree, Tiger Cub

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 12
  • Tech1 HP: 5
  • Tech2 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Potent Basilisk (3/5a swift strike untargetable deathtouch)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • Young Treant (0/2)
  • Fairie Dragon (4/2 flying)
  • Tiny Basilisk (3/1 flying, feather rune)
  • Arg (1/4 lvl 3)
  • Wisp (0/1)
  • Calamandra (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Moment’s Peace
Centaur
Spirit of the Panda
Rampant Growth
Ironbark Treant

End of Turn Discard
My Thoughts

I think this should get me pretty well online for the win, Can’t really be touched next turn and drawing into double tech break. Going to put base pressure on for right now. Probably suiciding Cala next turn to get the moment’s peace off


If I’m not mistaken I think this is a lock, unless you have a way to break my base while at most killing just one of my units

P1T8


StartingHand Workers

STARTING HAND

Surprise Attack
Captured Bugblatter
Captured Bugblatter
Scorch
Pirate-Gang Commander
Technician Draw → Shoddy Glider


WORKERS

Bloodburn
Pillage
Careless Musketeer
Nautical Dog
Bombaster
Charge


NextHand

Crashbarrow
Makeshift Rambaster
Surprise Attack


Discard

Shoddy Glider
Scorch
Surprise Attack


Tech 0 card(s)
Technician draw
Get Paid + float - ($12)
Pirate Gang Commander, summon pirates - ($6)
Bugblatter x2 for free
Shoddy Glider for free, trades Fairie Dragon, your base to 7HP
Scorch your base to 5HP - ($3)
Tower - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Pirate 2/2A
  • :psfist: Elite: Pirate 3/2
  • :ps_: Scavenger: Captured Bugblatter 4/2
  • :pschip: Technician: Captured Bugblatter 4/2
  • :target: Lookout: Pirate 2/2 [Resist 1]

In Play:

  • Pirate Gang Commander 6/6

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I think I’m right, and he needs to find a way to break my base without killing my units or he’s toast.

Yowza what a draw! If I had been smarter and teched 2x Dinosize instead of 2x Spirit of the Panda, I could actually end myself right now (and if I hadn’t bottom decked the other one), but alas no I did not. GG WP!

Game to run it back if you are, lmk and I’ll swap to P1

1 Like

Haha yes I got very lucky right there or I was really done for. Great game @FrozenStorm!

I was actually thinking that we might want to do a couple of P1 Red vs P2 Green, just so we generate some extra data for @Reckless. Unless you meant swap between Red and Green side of the matchup?

I’m kind of happy to do whatever to be honest, it’s a really fun matchup. I also don’t often play Red so it’s quite nice getting the opportunity.

It is a fun matchup :slight_smile: I’m game to be p2 again, fire away

1 Like