@charnel_mouse
spreadsheet link
Games
- P1 Red - Bloodlust->Molten Firebird
[b]P1T1[/b]
StartingHand Workers
STARTING HAND
Bombaster
Charge
Bloodburn
Pillage
Careless Musketeer
WORKERS
Bloodburn
NextHand
Mad Man
Scorch
Nautical Dog
Makeshift Rambaster
Bloodrage Ogre
Discard
Charge
Careless Musketeer
Pillage
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
bombaster - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*Bombaster (2/2)
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
worker the bloodburn, i really dont see a use for it other than to make green waste a tech with nature reclaims.
Early game: efficient gold trades
MId Game - depends, maybe go for fire but use archers / bamstamper instead?
late game - combo of base race and tech breaks.
the thing that changs mostly in the mid game.
P2T1
Starting hand: 5
Tiger Cub
Young Treant
Ironbark Treant
Spore Shambler
Rampant Growth
Thoughts
Midori + Cub, and see how we go. I’m leaning towards Giant Panda + Galina to start with. Again, keeping Midori on the backline to stop a Scorch + Bombaster snipe, as unlikely as it is.
Get paid - ($5)
Worker - ($4)
Master Midori - ($2)
Tiger Cub - ($0)
Discard 3, draw 5
Squad Leader: Tiger Cub 2/2+1A
Midori L1 2/3
Base HP: 20
Hand: 5
Merfolk Prospector
Playful Panda
Verdant Tree
Rich Earth
Forest’s Favor
Deck: 0
Discard: 3
Young Treant
Spore Shambler
Rampant Growth
Card-count check (opponent-viewable)
Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers
Total: 10
Gold: 0
Workers: 6
5 x start
T1: Ironbark Treant
[b]P1T2[/b]
Tech StartingHand Workers
TECH
Lobber
Lobber
STARTING HAND
Mad Man
Makeshift Rambaster
Bloodrage Ogre
Scorch
Nautical Dog
WORKERS
Bloodburn
Scorch
NextHand
Nautical Dog
Lobber
Pillage
Careless Musketeer
Lobber
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
tech 1 - ($4)
bloodrage ogre - ($2)
hero’s hall - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Bombaster (2/2)
-
Technician: Bloodrage Ogre (3/2)
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
okay, let’s see if i can get some patrol rewards here. i feel like i deserve some too.
building the hero’s hall to threaten some zane/hero
just a friendly ping. hope all is well.
1 Like
Thanks. Just had a hard few days with work plus getting daughter through daily school work, so I’m playing slowly.
1 Like
No worries at all. If this isn’t fun, then what’s it all about anyways? take your time.
1 Like
Right, where were we?
P2T2
Starting hand: 5
Merfolk Prospector
Playful Panda
Verdant Tree
Rich Earth
Forest’s Favor
Thoughts
Heroes’ Hall, but no float, so at worst there’s a midband Zane or Zane + Lobbers coming. Probably no Kidnapping next turn. Drakk or Jaina would chew through Wisps pretty quickly, so Panda + Galina isn’t as good. I’ll go for a Huntress, risk a Tiny Basilisk too and hope for no early Kidnapping.
Teched cards: 2
T2: Huntress, Tiny Basilisk
Get paid - ($6)
Worker - ($5)
Tech I - ($4)
Playful Panda - ($2)
Forest’s Favor on Tiger Cub - ($0)
Discard 2, reshuffle, draw 4
Squad Leader: Tiger Cub 3/3+1A (+)
Technician: Wisp 0/1
Midori L1 2/3
Playful Panda 2/2
Base HP: 20
Hand: 4
Spore Shambler
Huntress
Tiny Basilisk
Merfolk Prospector
Deck: 4
Young Treant
Rampant Growth
Forest’s Favor
Verdant Tree
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 2 teched = 12
2 on board
4 in hand
4 in deck
0 in discard
2 in workers
Total: 12
Gold: 0
Workers: 7
5 x start
T1: Ironbark Treant
T2: Rich Earth
okay, all fixed now.
[b]P1T3[/b]
Tech StartingHand Workers
TECH
Bloodlust
Doubleshot Archer
STARTING HAND
Careless Musketeer
Pillage
Lobber
Nautical Dog
Lobber
WORKERS
Bloodburn
Scorch
Careless Musketeer
NextHand
Doubleshot Archer
Charge
Makeshift Rambaster
Mad Man
Tech 2 card(s)
Get Paid - ($6)
worker - ($5)
zane - ($3)
x2 lobber, trade with tiger cub - ($1)
bombaster kills wisp
brogre trades with midori, zane to lvl 3
mid zane - ($0)
zane kills panda, takes 2
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Zane, lvl 4, (3/1)
- Bombaster (2/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
I didn’t touch them, I swear.
hahahaha, i must have dropped that line there assuming ti would happen a few days ago. ill roll back and redo. lol
1 Like
P2T3
Starting hand: 4
Spore Shambler
Huntress
Tiny Basilisk
Merfolk Prospector
Technician draw: 1
Thoughts
Hmm, Zane + Bombaster is actually pretty good against my tech choices here. Bombaster can sacrifice himself on a NoSQL Tiny Basilisk so it doesn’t trade with Zane, and Zane deals with Huntress if he maxbands. Alternatively, Zane kills Huntress and Bombaster hits buildings. That’s before accounting for damage from codexnewb’s hand. Shame I didn’t draw the Verdant Tree to play with my Tech I units here, otherwise I wouldn’t have as hard a choice between the units and Tech II. Maybe I use the Young Treant first, and see if I draw it? I’d rather play Argagarg or Calamandra behind the Tech I units, I think. Argagag’s Wisp in patrol makes it harder to get through using Zane’s shove, but he can’t do much if the units get wiped. But I think I want to go into Balance II here with hasted Lobbers around, so maybe that’s not so bad?
Starting with Potent Basilisk for the untargetable ability. Gemscout Owl only needs Tech I, and can gain income while ignoring ground attackers, possibly block Gliders or Firebirds later. Potentially a Circle of Life target later, too, if I’m having trouble defending a Tech II.
Patrol might look odd, but the idea is to discourage a Tiny Basilisk kill using shove + Bombaster ability, since I’d get a patrol bonus. Plus, Huntress in Elite would kill Zane and not be killed by Bombaster. Vulnerable to Surprise Attack, though, so hopefully there isn’t one coming. Zane can share the patrol bonus, but codexnewb still has to pay for shove to do it.
Teched cards: 2
T2: Huntress, Tiny Basilisk
T3: Gemscout Owl, Potent Basilisk
Get paid - ($7)
Worker - ($6)
Tiny Basilisk - ($4)
Huntress - ($2)
Argagarg Garg, Wisp arrives - ($0)
Discard 2, draw 3, reshuffle, draw 1
Squad Leader: Tiny Basilisk 1/2+1A (deathtouch, no forced combat with Tech 0 units)
Elite: Huntress 1+3/3 (anti-air)
Lookout: Wisp 0/1 (resist 0+1)
Argagarg L1 1/3
Base HP: 20
Tech I HP: 5
Hand: 4
Rampant Growth
Forest’s Favor
Verdant Tree
Gemscout Owl
Deck: 5
Tiger Cub
Playful Panda
Potent Basilisk
Spore Shambler
Young Treant
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 4 teched = 14
2 on board
4 in hand
5 in deck
0 in discard
3 in workers
Total: 14
Gold: 0
Workers: 8
5 x start
T1: Ironbark Treant
T2: Rich Earth
T3: Merfolk Prospector
[b]P1T4[/b]
Tech StartingHand Workers
TECH
Doubleshot Archer
Hotter Fire
STARTING HAND
Charge
Mad Man
Makeshift Rambaster
Doubleshot Archer
Nautical Dog
WORKERS
Bloodburn
Scorch
Careless Musketeer
Nautical Dog
NextHand
Lobber
Bloodlust
Pillage
Bloodrage Ogre (3/2)
Lobber
Discard
Bombaster (2/2)
Doubleshot Archer
Hotter Fire
Doubleshot Archer
Makeshift Rambaster (1/2)
Charge
Tech 2 card(s)
Get Paid - ($7)
bombaster kills wisp
trigger bombaster, hit huntress for 2 - ($6)
max zane, heals, shove huntress to tech and kill her, we both draw - ($4)
mad man, hit your base to 19 - ($3)
drak - ($1)
worker - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Zane, lvl 6, (5/4)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Drak, lvl 1, (1/3)
- Mad Man (1/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
drawing the archer is a bummer, but at least i dont need to tech up for a while.
i need to get that tiny B out of here. that means using zane as a wall…dont want rampant growth + arg midband.
let’s bring out drak to get some gold value and another attacker. unload with lobbers and ogre next turn.
P2T4
Starting hand: 4
Rampant Growth
Forest’s Favor
Verdant Tree
Gemscout Owl
Technician draw: 1
Thoughts
Could’ve been worse, although it looks like codexnewb might be drawing all his good cards this turn. So is it worth killing Drakk this turn? It’s Drakk, so probably. Basilisk kills Zane, Rampant Growth + Arg kills Drakk and gets me a Water Elemental for patrol. Then worker + Tech II leaves 1 gold for Gemscout Owl. Is Water Elemental enough to block with? Probably not. I could play Verdant Tree + Midori/Cal instead, and that would leave me in a decent position, I think. Midori lets me go for Circle of Life off the Owl, Calamandra’s midband could be handy if codexnewb is going for Fire spells, not unlikely given his patrol setup and vulnerable Drakk. But maybe he’s gambling on me not drawing Rampant Growth and I’m overthinking things. Let’s go with Calamandra, and if she survives the turn she’s better for levelling cheaply to go on offense.
Teching the Circle and a Wandering Mimic, then if I draw one card either benefits from the Owl.
EDIT: Can’t play Calamandra, so I’m building a Heroes’ Hall instead. I could float instead, but I’m worried about Pillage. This gives me extra options if I can’t get a Tech II down.
Teched cards: 2
T2: Huntress, Tiny Basilisk
T3: Gemscout Owl, Potent Basilisk
T4: Circle of Life, Wandering Mimic
Get paid - ($8)
Tiny Basilisk trades with Zane, Argagarg hits level 3 (midband)
Rampant Growth on Argagarg - ($6)
Argagarg kills Drakk, my base to 18, hits level 5 (maxband), Water Elemental arrives
Gemscout Owl - ($5)
Verdant Tree - ($3)
Heroes’ Hall - ($1)
Worker - ($0)
Discard 1, draw 3
Squad Leader: Water Elemental 3/3+1A (anti-air)
Lookout: Gemscout Owl 0/1 (flying, can’t attack, 1 gold at upkeep, resist 1+1)
Argagarg L5 1/5
Verdant Tree HP: 3 (healing 1, tech buildings (re)build instantly)
Base HP: 18
Tech I HP: 5
Heroes’ Hall HP: 4
Hand: 3
Tiger Cub
Playful Panda
Potent Basilisk
Deck: 1
Discard: 6
Huntress
Circle of Life
Wandering Mimic
Tiny Basilisk
Rampant Growth
Spore Shambler
Card-count check (opponent-viewable)
Expected: 10 + 6 teched = 16
2 on board
3 in hand
1 in deck
6 in discard
4 in workers
Total: 16
Gold: 0
Workers: 9
5 x start
T1: Ironbark Treant
T2: Rich Earth
T3: Merfolk Prospector
T4: Forest’s Favor
i dont think Cal can come out due to no HH or tech 2?
lmk if any turn change.
also, ouch!
1 Like
Oh, right, of course she can’t. Let me sleep on it.
1 Like
OK, I’ll just build a Heroes’ Hall instead.
1 Like
[b]P1T5[/b]
Tech StartingHand Workers
TECH
Bloodlust
Molting Firebird
STARTING HAND
Bloodlust
Pillage
Lobber
Bloodrage Ogre (3/2)
Lobber
WORKERS
Bloodburn
Scorch
Careless Musketeer
Nautical Dog
Pillage
NextHand
Bloodlust
Doubleshot Archer
Molting Firebird
Makeshift Rambaster (1/2)
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
tech 2 fire - ($3)
x2lobber - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Lobber (2/2+A)
-
Elite:
-
Scavenger: Lobber (2/2)
-
Technician: Mad Man (1/1)
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
uh oh…
P2T5
Starting hand: 3
Tiger Cub
Playful Panda
Potent Basilisk
Thoughts
Tech II + Basilisk seems essential here, but I don’t know whether to skip a worker to get a second hero down, codexnewb’s turn could be pretty scary… Do I want to take out a Lobber and the Mad Man with the Elemental and Argagarg, or do I want Elemental in patrol for a hasted Firebird? Leaving a Lobber alive for the Mimics would be nice, but it’s likely he’ll want to suicide them once he sees my Tech II choice. Besides, if I leave his board alone Drakk just turns up at midband, and that would already be a painful attack before any cards are played.
Teching in the other Mimic, since I really need to play them soon, and Dinosize to try and punch through.
Teched cards: 2
T2: Huntress, Tiny Basilisk
T3: Gemscout Owl, Potent Basilisk
T4: Circle of Life, Wandering Mimic
T5: Dinosize, Wandering Mimic
Get paid + Owl - ($10)
Instant Tech II Balance - ($6)
Potent Basilisk - ($2)
Worker - ($1)
Water Elemental kills SQL Lobber, takes 2 damage
Argagarg kills Mad Man, you draw, takes 1 damage
Discard 1, draw 1, reshuffle, draw 2
Squad Leader: Potent Basilisk 3/5+1A (deathtouch, untargetable)
Technician: Gemscout Owl 0/1 (flying, can’t attack, 1 gold at upkeep, resist 1)
Argagarg L5 1/4 (1 damage)
Water Elemental 3/1 (anti-air, 2 damage)
Verdant Tree HP: 3 (healing 1, tech buildings (re)build instantly)
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Balance)
Heroes’ Hall HP: 4
Hand: 3
Young Treant
Huntress
Wandering Mimic
Deck: 7
Circle of Life
Wandering Mimic
Tiny Basilisk
Rampant Growth
Spore Shambler
Dinosize
Tiger Cub
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 8 teched = 18
3 on board
3 in hand
7 in deck
0 in discard
5 in workers
Total: 18
Gold: 1
Workers: 10
5 x start
T1: Ironbark Treant
T2: Rich Earth
T3: Merfolk Prospector
T4: Forest’s Favor
T5: Playful Panda
[b]P1T6[/b]
Tech StartingHand Workers
TECH
Ember Sparks
Hotter Fire
STARTING HAND
Doubleshot Archer
Makeshift Rambaster (1/2)
Bloodlust
Molting Firebird
Hotter Fire
WORKERS
Bloodburn
Scorch
Careless Musketeer
Nautical Dog
Pillage
Hotter Fire
NextHand
Charge
Doubleshot Archer
Bloodrage Ogre (3/2)
Discard
Mad Man (1/1)
Lobber (2/2+A)
Bloodlust
Lobber (2/2)
Molting Firebird
Ember Sparks
Hotter Fire
Tech 2 card(s)
Get Paid + float - ($10)
tech draw
worker - ($9)
drak - ($7)
doubleshot archer - ($4)
bloodlust elemental and archer - ($2)
lobber/archer kill basilisk, lobber dies, your base to 15
rambaster, breaks verdant tree - ($0)
water elemental dies end of turn
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Drak, lvl 1, (1/3+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Doubleshot Archer (4/3)
- Makeshift Rambaster (1/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
hmmm, can i pull this off? doesnt seem likely with all teh free gold im giving them via levels…