IsotopeX (MonoGreen) vs DreamFire (MonoRed)

"P1T5


Tech StartingHand Workers

TECH
Doubling Barbarbarian (Cost 3)
Colossus (Cost 6)


STARTING HAND
Grappling Hook
Sparring Partner (Cost 1)
Entangling Vines (Cost 3)
Inverse Power Ninja (Tech 1 Cost 3)
Bird’s Nest (Channeled through Rook)


WORKERS
Fox Primus
Morningstar Flagbearer
Fox Viper
Smoker
Grappling Hook


NextHand

Sensei’s Advice
Whitstar Grappler (Tech II Cost 3)
Snapback
Morningstar Pass (Tech II Cost 4)


Discard

Bird’s Nest (Channeled through Rook)
Entangling Vines (Cost 3)
Doubling Barbarbarian (Cost 3)
Colossus (Cost 6)


Tech 2 card(s)
Get Paid + float - ($9)
Inverse Power Ninja - ($6)
Sparring Partner - ($5)
Bird safely attacks your Tower for 1
Worker - ($4)
Tower - ($1)

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Inverse Power Ninja (3/3+1A currently)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Sparring Partner (2/2)
  • :pschip: [I]Technician[/I]: Aged Sensei (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird #2 (1/1 Flying)
  • Safe Attacking
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
    "

Sorry for the delay, took me a while to figure out what I wanted to do here.

P2T5


Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Makeshift Rambaster
Gunpoint Taxman
Mad Man
Steam Tank


WORKERS
Pillage
Bloodburn
Scorch
Careless Musketeer
Mad Man


NextHand

Bombaster
Surprise Attack
Charge
Bloodrage Ogre


Discard

Gunpoint Taxman
Makeshift Rambaster
Steam Tank
Pirate Gunship
Pirate Gunship


Tech 2 card(s)
Get Paid + float - ($10)
Summon maxband Drakk - ($3)
Play Gunpoint Taxman - ($1)
Taxman, with haste and frenzy from Drakk, trades with Inverse Power Ninja and steals 1 gold - ($2)
Jaina trades with Sparring Partner, sparkshot kills Aged Sensei - you get 1 gold and a card, levels fizzle
Worker - ($1)

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Drakk lvl 6 (3/4)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tower HP: 2

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

The way I see it, I had three options for this turn:
(1) build a tech III and turtle behind a Steam Tank. That puts IsotopeX in the awkward position of worrying about two tech buildings, but he could probably deal with the Steam Tank with his current board and play a bigger threat of his own next turn.
(2) bring in maxband Zane, shove the IPN out of SQL for Jaina to trade with, kill scavenger for +1 gold, then play Steam Tank. That leaves him with an all but empty board, but Zane on 1 health is an easy kill for the bird - giving IsotopeX free levels and, more importantly, keeping me from playing two of my teched spells next turn.
(3) bring in maxband Drakk, and clear his patrol with a hasted unit and Jaina. This way I’m only left with Drakk on board, but I can play another hasted unit next turn, plus any of my teched spells - which should be enough to stop even two big units. So that’s what I ended up going with.

Finally, I teched the Gunships despite not building tech III yet, in the hopes that I’ll get to build it next turn, before the reshuffle. I probably won’t be teching anything else this game, for better or worse.

Well, I certainly can’t let you keep max level Drakk out there.

"P1T6


Tech StartingHand Workers

TECH
Oathkeeper (Cost 7)
Oathkeeper (Cost 7)


STARTING HAND
Sensei’s Advice
Whitstar Grappler (Tech II Cost 3)
Morningstar Pass (Tech II Cost 4)
Snapback
Savior Monk


WORKERS
Fox Primus
Morningstar Flagbearer
Fox Viper
Smoker
Grappling Hook
Savior Monk


NextHand

Sensei’s Advice
Sparring Partner (2/2)
Entangling Vines (Cost 3)
Morningstar Pass (Tech II Cost 4)


Tech 2 card(s)
Get Paid + float+lose gold+gain gold+card draw from Technician - ($10)
Rook - ($8)
Rook gives Senei’s Advice to the Bird - ($7)
Rook casts Snapback on Drakk, brings in Zane - ($4)
Bird kills Zane from the air, Tower damage bounces off armor
Rook gains 2 levels
Worker - ($3)
Rook levels to midband - ($1)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Rook Lv. 5 (3/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird #2 (1/1 Flying)
  • Safe Attacking
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
    "

Ouch! I totally forgot about Snapback being a thing that exists. That was a big turn, and very possibly GG, but let’s play it out and see what happens.

P2T6


StartingHand Workers

STARTING HAND
Charge
Surprise Attack
Bloodrage Ogre
Bombaster


WORKERS
Pillage
Bloodburn
Scorch
Careless Musketeer
Mad Man


NextHand

Gunpoint Taxman
Nautical Dog
Chaos Mirror
Kidnapping


Discard

Gunpoint Taxman
Makeshift Rambaster
Steam Tank
Pirate Gunship
Pirate Gunship
Charge
Surprise Attack


Tech 0 card(s)
Get Paid + float - ($11)
Skip worker
Build tech III - ($6)
Play Bloodrage Ogre - ($4)
Play Bombaster - ($2)

Float ($2)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bloodrage Ogre (3/2)
  • :pschip: [I]Technician[/I]: Bombaster (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 2

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10
Thoughts

I have to play and patrol both units from my hand, to keep Rook and the bird from easily blowing up a tech building. Can’t believe all 3 of my heroes are out of comission at once!
Skipping a worker for a chance to reshuffle with the technician draw, but my odds of getting a Gunship are pretty low even if that happens.
Oh well, at least I’ll get another turn before he has the chance to Earthquake me into oblivion…

Yeah, drawing into Snapback was lucky timing. My surviving bird is doing great work, getting revenge for his fallen buddy.

P1T7


StartingHand Workers

STARTING HAND
Entangling Vines (Cost 3)
Morningstar Pass (Tech II Cost 4)
Sensei’s Advice
Sparring Partner (2/2)


WORKERS
Fox Primus
Morningstar Flagbearer
Fox Viper
Smoker
Grappling Hook
Savior Monk


NextHand

Colossus (Cost 6)
Snapback
Oathkeeper (Cost 7)
Oathkeeper (Cost 7)


Discard

Sensei’s Advice
Morningstar Pass (Tech II Cost 4)
Sparring Partner (2/2)


Tech 0 card(s)
Get Paid + float - ($11)
Tech III - ($6)
Entangling Vines on Bloodrage Ogre - ($3)
Sensei’s Advice on Bird - ($2)
Bird and Rook attack and destroy Tech III
Rook takes 1 damage, your base takes 2 damage
Grave - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Grave Lv. 1 (2/3+1A Sparkshot)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird #2 (1/1 Flying)
  • Safe Attacking
  • Rook Lv. 5 (3/4)
  • Entangling Vines (Bloodrage Ogre)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 5
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Costly turn but I could not allow a Gunship. I expect Grave could die here, but with luck I’ll get an Oathkeeper which should allow a solid push. OK, I didn’t want BOTH Oathkeepers…if he destroys Tech III and prevent me from building one, I’m probably done for. This turn will likely consist of an Oathkeeper plus Snapback, because I’m guessing I’ll see a hero levelling up.

"

I gotta say, this is a really exciting game. Can’t wait to see how it wraps up!

P2T7


Tech StartingHand Workers

TECH
War Drums
War Drums


STARTING HAND
Gunpoint Taxman
Kidnapping
Chaos Mirror
Nautical Dog


WORKERS
Pillage
Bloodburn
Scorch
Careless Musketeer
Mad Man


NextHand

Kidnapping
Pirate Gunship
Gunpoint Taxman
Gunpoint Taxman
Bloodrage Ogre


Tech 2 card(s)
Get Paid + float - ($12)
Skip worker
Summon maxband Drakk - ($5)
Play Gunpoint Taxman - ($3)
Summon Zane - ($1)
Taxman, with frenzy and haste from Drakk, trades with Grave - Zane to lvl 3
Zane and frenzied Bombaster break tech III, take 1 damage each
Play Nautical Dog - ($0)
Rebuild tech III
At end of turn (after discard/draw), Bloodrage Ogre returns to my hand - I guess Entangling Vines goes to your discard?

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Nautical Dog (1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Drakk lvl 6 (3/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bombaster (2/1)
  • Zane lvl 3 (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 2

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Building a tech III while teching 0 cards, means he might already have an Oathkeeper in hand. Gunship can beat that, but only if I draw it, plus keep my own tech III alive. In other words, I have to break his tech III by any means necessary. Too bad I couldn’t afford a Kidnapping on his bird instead of summoning Zane (if only he had floated 1 gold!), that would have been a nice way to get rid of that flying pest.
The question is what do I do with my final 1 gold. I could midband Zane to heal him, and keep him from being picked off by the bird. But patrolling Nautical Dog is my only hope of keeping Rook from breaking my tech III… again. Of course, he might’ve redrawn Snapback, which would make that a moot point. On the off-chance that he hasn’t though, War Drums could be an alternative win condition for me. What the hell, I’ll go ahead and grab a couple of them.

At this point, I propose changing the name of the spell to “Snapdrakk”.

P1T8


StartingHand Workers

STARTING HAND
Colossus (Cost 6)
Oathkeeper (Cost 7)
Oathkeeper (Cost 7)
Snapback


WORKERS
Fox Primus
Morningstar Flagbearer
Fox Viper
Smoker
Grappling Hook
Savior Monk


NextHand

Doubling Barbarbarian (Cost 3)
Whitstar Grappler (Tech II Cost 3)
Bird’s Nest (Channeled through Rook)
Aged Sensei (1/1)


Discard

Sensei’s Advice
Morningstar Pass (Tech II Cost 4)
Sparring Partner (2/2)
Entangling Vines (Bloodrage Ogre)
Snapback
Oathkeeper (Cost 7)
Oathkeeper (Cost 7)


Tech 0 card(s)
Get Paid - ($10)
Snapback…Drakk bounces, Jaina appears - ($7)
Bird kills Zane, Rook gains 2 levels
Colossus - ($1)
Rebuild Tech III
Rook smacks Jaina, takes 3 damage
Rook levels to max

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Colossus (6/7 unstoppable when attacking base)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird #2 (1/1 Flying)
  • Safe Attacking
  • Rook Lv. 8 (4/6 two lives)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

Almost certainly I won’t get another shot at Oathkeeper. Knocked out two heroes, max level rock monster and his little buddy…but one Gunship and I’m all done.

"

I sure don’t like being hero-less, but if that’s what it takes to get a Gunship in the air, it’s worth it.

P2T8


StartingHand Workers

STARTING HAND
Kidnapping
Gunpoint Taxman
Pirate Gunship
Gunpoint Taxman


WORKERS
Pillage
Bloodburn
Scorch
Careless Musketeer
Mad Man
Bloodrage Ogre


NextHand

Makeshift Rambaster
Charge
Steam Tank
Pirate Gunship


Discard

Gunpoint Taxman
Kidnapping


Tech 0 card(s)
Get Paid - ($10)
Worker - ($9)
Play Pirate Gunship - ($3)
Gunship breaks tech III, obliterating bird (finally!) and Colossus
Gunship takes 1 damage from the tower, your base takes 2 damage
Play Gunpoint Taxman - ($1)

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Nautical Dog (1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bombaster (2/1)
  • :target: [I]Lookout[/I]: Gunpoint Taxman (3/3)
    [B]In Play:[/B]
  • Pirate Gunship (7/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 2

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 11

Yeah…I don’t think I have an answer for the Gunship but at least I can clog its engines with some seagulls.

"P1T9


StartingHand Workers

STARTING HAND
Doubling Barbarbarian (Cost 3)
Aged Sensei (1/1)
Whitstar Grappler (Tech II Cost 3)
Bird’s Nest (Channeled through Rook)


WORKERS
Fox Primus
Morningstar Flagbearer
Fox Viper
Smoker
Grappling Hook
Savior Monk


NextHand

Aged Sensei (1/1)
Snapback
Sensei’s Advice
Inverse Power Ninja (3/3+1A currently)


Tech 0 card(s)
Get Paid + float - ($11)
Bird’s Nest - ($9)
Whitestar Grappler - ($6)
Rebuild Tech 3
Grave - ($4)
Rook slaps away the Nautical Dog, takes 2 damage

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: WhiteStar Grappler (3/5+1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bird #2
  • :pschip: [I]Technician[/I]: Bird #1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Rook Lv. 8 (4/4 two lives)
  • Bird’s Nest
  • Grave Lv 1 (2/3
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 10
Thoughts

Almost certainly I won’t get another shot at Oathkeeper. Knocked out two heroes, max level rock monster and his little buddy…but one Gunship and I’m all done.

"

GG WP!
Funny thing is, I had to avoid playing the 2nd Gunship in order to get lethal damage.

P2T9


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Charge
Steam Tank
Pirate Gunship


WORKERS
Pillage
Bloodburn
Scorch
Careless Musketeer
Mad Man
Bloodrage Ogre


NextHand

Surprise Attack
War Drums
War Drums


Discard

Gunpoint Taxman
Kidnapping
Nautical Dog
Bombaster
Charge
Pirate Gunship


Tech 0 card(s)
Get Paid + float - ($12)
Summon Zane - ($10)
Play Steam Tank - ($7)
Cast Charge on Steam Tank - ($5)
Play Makeshift Rambaster - ($3)
Gunship clears your patrol zone
Zane, Bombaster, Taxman, Steam Tank and Rambaster hit your base for exactly 18 damage!

Float ($3)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pirate Gunship (7/4)
  • Gunpoint Taxman (3/2)
  • Zane lvl 1 (2/1)
  • Makeshift Rambaster (1/1)
  • Steam Tank (3/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 2

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 11

The turn you blew my Tech 3, I happened to have both of the Oathkeepers in my hand.

Yeah, I got worried the second I noticed you’d built Tech 3 without teching any cards the same turn.

By the way, did you notice that the 1st T2 unit only got played after Gunship was already out? This was a very hero-centered game, on my part at least, which is why that first Snapback play left me with zilch the turn afterwards. Not sure how you could’ve capitalized on that better, though.

One thing I was absolutely unequipped to deal with was the Safe Attacking Birds. Even with a bunch of Gunpoint Taxmen coming in and out, I couldn’t spare the tempo to shoot that remaining bird down. I think that if the other one had survived - and especially given all the Sensei’s Advice that you played - I would’ve been in deep trouble.

Yeah, usually I don’t play Safe Attacking, but when I figured I’d be able to keep the Birds in play for a while, it felt worth it. Snapback did good work for me also, but I wasn’t able to make it pay off. Of course, once you went Anarchy, I knew it was a race to avoid Gunship…that card is RIDICULOUS.

Do you feel like practicing some other mono-color match-ups? I’ve seen you’ve got another game still going, so I understand if that’s too much.

Sure, I’m going to the deck that I’ve had the most success with…the Scourge.

Cool, then I’ll see if I can make mono-green work. I guess it’s my turn to go as P1.

P1T1


StartingHand Workers

STARTING HAND
Spore Shambler
Ironbark Treant
Forest’s Favor
Playful Panda
Rich Earth


WORKERS
Rich Earth


NextHand

Verdant Tree
Rampant Growth
Merfolk Prospector
Young Treant
Tiger Cub


Discard

Forest’s Favor
Ironbark Treant
Spore Shambler


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Playful Panda + Wisp - ($1)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5

"P2T1


StartingHand Workers

STARTING HAND
Deteriorate
Jandra, the Negator
Skeletal Archery
Graveyard
Skeleton Javelineer


WORKERS
Skeletal Archery


NextHand

Poisonblade Rogue
Sacrifice the Weak
Thieving Imp
Pestering Haunt
Summon Skeletons


Discard

Deteriorate
Graveyard
Jandra, the Negator


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Skeleton Javelineer - ($3)
Garth - ($1)
Garth summons a Skeleton - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Skeleton (1/1+1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton Javelineer (1/1 javeline rune)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth Lv. 1 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
    "

P1T2


Tech StartingHand Workers

TECH
Tiny Basilisk
Centaur


STARTING HAND
Rampant Growth
Young Treant
Tiger Cub
Merfolk Prospector
Verdant Tree


WORKERS
Rich Earth
Verdant Tree


NextHand

Tiny Basilisk
Rampant Growth
Forest’s Favor
Merfolk Prospector
Young Treant


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech I - ($4)
Tiger Cub - ($2)
Arg + another Wisp - ($0)
Panda kills SQL skeleton

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp A (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Wisp B (0/1)
    [B]In Play:[/B]
  • Playful Panda (2/1)
  • Arg lvl 1 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Looks like the beginning of a skeleton army, so I’ll grab Tiny Basilisk to walk past them for assassinations and Centaur to kill them en masse.
I could bring in Cala, but then IsotopeX might deteriorate my lone wisp, sac my Cub, and kill my Panda safely with Jave. So I figure I’ll play it safe with Arg and another wisp, and maybe tech a growth spell next, to capitalize on the wisps or on Centaur’s overpower.

"P2T2


Tech StartingHand Workers

TECH
Bone Collector (Tech 1 Cost 2)
Bone Collector (Tech 1 Cost 2)


STARTING HAND
Poisonblade Rogue
Summon Skeletons
Thieving Imp
Pestering Haunt
Sacrifice the Weak


WORKERS
Skeletal Archery
Poisonblade Rogue


NextHand

Bone Collector (Tech 1 Cost 2)
Jandra, the Negator
Bone Collector (Tech 1 Cost 2)
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Thieving Imp (discard #3) - ($1)
Garth makes a Skeleton - ($0)
Pestering Haunt

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Skeleton (1/1+1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton Javelineer (1/1 javelin rune)
  • :pschip: [I]Technician[/I]: Thieving Imp (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth Lv. 1 (1/3)
  • Pestering Haunt (1/1 unstoppable)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
    "

P1T3


Tech StartingHand Workers

TECH
Spirit of the Panda
Galina Glimmer


STARTING HAND
Tiny Basilisk
Merfolk Prospector
Young Treant
Forest’s Favor
Rampant Growth


WORKERS
Rich Earth
Verdant Tree
Merfolk Prospector


NextHand

Spore Shambler
Young Treant
Centaur
Ironbark Treant


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tiny Basilisk - ($3)
Tiger Cub kills SQL skeleton
Arg kills Javelineer, you get a gold
Arg to midband, he heals - ($1)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk (1/2+A, deathtouch)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp A (0/1)
  • :pschip: [I]Technician[/I]: Playful Panda (2/1)
  • :target: [I]Lookout[/I]: Wisp B (0/1)
    [B]In Play:[/B]
  • Tiger Cub (2/1)
  • Arg lvl 3 (1/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

I’m keeping the number of skeletons down, which has to be a good thing. The number of units on my side of the board is just begging me to get Galina, and SotP seems like a pretty safe bet too.
My two hurt units are pretty much asking to get deteriorated and/or traded with Pestering Haunt, but I figure they’ve already earned their keep. And I don’t need to worry about Sickness for now either, though IsotopeX might be tempted to get all sorts of Disease stuff after seeing what I’ve put down here.
I might regret keeping Imp alive if he builds a Graveyard next turn and really starts bleeding my cards, but I don’t want to give him the free technician draw. Plus, I like having all these units around! Hmm, maybe I could even get Stampede next cycle…