@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
NextHand
Makeshift Rambaster
Bombaster
Pillage
Mad Man
Discard
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Dog - ($2)
Brogre - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Bloodrage Ogre 3/2
- Nautical Dog 1/1 [Frenzy 1]
Buildings:
- Base HP: 20
Economy Info:
Cards:
Gold:
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
P1T2
Tech StartingHand Workers
TECH
STARTING HAND
Makeshift Rambaster
Mad Man
Pillage → Worker
Bombaster
WORKERS
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:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- L1 Captain Zane 2/2 [Haste]
- Bloodrage Ogre 3/2
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
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.
Belated Merry Christmas @FrozenStorm hope you and the family had a good one!
P1T3
Tech StartingHand Workers
TECH
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:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- L3 Captain Zane 2/2 [Haste]
- Bloodrage Ogre 3/2
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
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
- Patrol as below
- Discard 3 Draw 3 rs Draw 2
- Tech 2 cards after your turn
Board Info:
Buildings:
- Base HP: 15
- Tech1 HP: 5
- Tower HP: 4
In Patrol:
- Squad Leader: Arg (1/4a lvl 3)
- Elite:
- Scavenger:
- Technician: Wisp (0/1)
- Lookout:
In Play:
- Rich Earth
- Merfolk Prospector (1/1)
Economy Info:
Cards:
Gold:
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:
- Squad Leader: L3 Drakk Ramhorn 1/3A
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Blood)
Economy Info:
Cards:
Gold:
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
- Patrol as below
- Discard 2 Draw 4
- Tech 2 cards after your turn
Board Info:
Buildings:
- Base HP: 15
- Tech1 HP: 5
- Tech2 HP: 5
- Tower HP: 4
In Patrol:
- Squad Leader: Ironbark Trean (1/2aaa)
- Elite:
- Scavenger: Tiny Basilisk (1/2)
- Technician: Wisp (0/1)
- Lookout:
In Play:
- Rich Earth
- Merfolk Prospector (1/1)
Economy Info:
Cards:
Gold:
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:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- 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:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Blood)
Economy Info:
Cards:
Gold:
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.
@thehug0naut friendly poke , though understandable if you’d rather focus on our tourney match you need to post a thread for first
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
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:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- L6 Drakk Ramhorn 3/2 [My units have Frenzy 1]
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Blood)
Economy Info:
Cards:
Gold:
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