Plan is to play games alternating first player, starting with myself (Green). This means I’ll be P1 in G1, G3, G5, G7, G9, and SNB will be P1 in G2, G4, G6, G8, G10
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Verdant Tree - ($3)
Playful Panda - ($1)
Tech I - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Calamandra Moss L1 2/3
Technician:
Lookout: In Play:
Verdant Tree (3 HP)
Playful Panda 2/2
Wisp 0/1 Buildings:
Base HP: 20
Tech I HP: 4
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
I’ve got to put the pressure on as much as possible. Ramping to Tech II should really help negate Mox, although I won’t have enough gold to do anything like that next turn…unless Cal dies in Scavenger, which gives me exactly enough for Dothram Horselord. Which was my thought with that tech.
Verdant Tree wasn’t my favorite choice, but it will certainly help negate the ping from Mox, as well as allowing me to threaten high-tech units turns in advance.
I think you may have miscalculated the tech 2 play… P1 can’t ever build tech 2 on T3. And if you were trying to plan for dothram on T4, then you didnt really need the gold from cala dieing now, you could just make sure not to spend all 5g on T3.
First hand was a slow hand, it was either mox/suits and against green I want mox to start helping denying them a board, either way it was tempting the verdent tree rush. I havn’t played enough to know for certain what tech 2 rush he is planning, but Balance is very likely, in which case Nullcraft is a bad idea. Otherwise I would expect growth. He still can’t build the tech 2 til turn 4, so I might go for the tech 2 on 3 myself, for the quicker out the gate units…
If I want a tech 2 next turn I need to float a gold, so tower is out for anti stealth gameplans, but with his tempo drop a hero and be protected here (if he wants to drop 2 cards to kill them thats fine by me…)
Tech 2 card(s)
Get Paid - ($6)
Verdant Tree has nothing to heal
Worker - ($5)
Playful Panda kills Mox, takes 1 damage
Level up Cal to L3, she kills Fargo and takes 2 damage - ($3)
Summon Ironbark Treant - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Ironbark Treant (resist 1) 1/2+3a
Elite:
Scavenger:
Technician:
Lookout: Wisp (resist 2) 0/1 In Play:
Verdant Tree (3 HP)
Playful Panda 2/1
Calamandra Moss L3 (granting resist 1 to units) 3/2 Buildings:
Base HP: 20
Tech I HP: 4
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 4 Gold:
Gold: 0
Workers: 7
Thoughts
@zhavier somehow, I ALWAYS forget about the worker requirement.
I need to keep the beatdown moving; Verdant Tree should give me a ton of mileage in these coming turns, and I've got the Huntresses coming online soon to keep Mox in check, or to deal with Nullcraft.
Tech 2 card(s)
Get Paid + float - ($8)
Tech Draw
Worker - ($7)
Stewardess of the undone, bounces Ironbark Treant - ($3)
Geiger kills Wisp
Battlesuits - ($1)
Mox kills, Cal, Geiger to mid
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Stewardess (3/3 + A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Geiger (2/4, lvl 3)
Battle Suits
Hardened Mox (2/1 )
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 8
Thoughts
Got lucky to get stewardess of the tech draw (evens out the lack of luck for not having either of my tech 1 in hand in the first place…), and green is only dangerous if it has a board. It has no haste I don’t give it (and thats only at tech 2), so almost wiping the board, setting up for a tech 2 next turn seems pretty good.
Tech 2 card(s)
Get Paid - ($7)
Verdant Tree heals Panda
Worker - ($6)
Summon Huntress - ($4)
Summon Argagarg and Wisp - ($2)
Forest’s Favor on Panda - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Playful Panda (rune) 3/3+a
Elite:
Scavenger: Wisp 0/1
Technician:
Lookout: Huntress (sparkshot, anti-air) 3/3 resist 1 In Play:
Verdant Tree (3 HP)
Argagarg L1 1/3 Buildings:
Base HP: 20
Tech I HP: 4
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0 Gold:
Gold: 0
Workers: 8
Thoughts
I lost tempo this turn, but if I can hold the line, Horselord comes down next turn, assuming Verdant Tree stays alive.
Well flickering Geiger to bounce the panda is actually value… Shame I don’t get to attack first, but hey that tempo and value swing… Well Tech 2 is defo living, and then the pain begins for green. If he tries to build a tech 2 should be relatively simple to break it as well. Standard tech plan I think for this game
I think I’m hosed. Between my sloppy mistake, my aggressive teching, and Green’s difficulty playing from behind, this is not good. With Purple tempo, Verdant Tree seems like an awful play in the matchup.