Tech 0 card(s)
Get Paid - ($8)
Crashbarrows x2 - ($2)
Glider x2 - ($0)
Glider 1 takes out Young Trent
Crashbarrow 1 kills Merfolk, overpowers 5 dmg to your Tech 2, Base to 16
Glider 2 kills Frog
Crashbarrow 2 attacks base to 10 hp
STARTING HAND
Playful Panda
Stampede!
Tiger Cub (2/1)
Murkwood Allies
WORKERS
Rich Earth
Ironbark Treant
Spore Shambler
Verdant Tree
Behind the Ferns
NextHand
Forestâs Favor
Playful Panda
Rampant Growth
Tiger Cub (2/1)
Dinosize
Tech 0 card(s)
Get Paid - ($10)
Tech + Scav - ($11)
Rebuild Tech 2
Max Cal - ($5)
Murkwood Allies (Frogs) - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Arg (1/3 + A, lvl 5)
[I]Elite[/I]: Frog #1 (1/1)
[I]Scavenger[/I]: Frog #2 (1/1)
[I]Technician[/I]: Frog #3 (1/1)
[I]Lookout[/I]: Frog #4 (1/1)
[B]In Play:[/B]
Cal (4/5, lvl 5, Units have resist 1)
[B]Buildings:[/B]
Base HP: 10
Tech I HP: 5
Tech II HP: 5 (Balance)
Heroesâ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 8
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
Well, that was a painful turn, all the tech 2 units he could want in one hand, Maxing Cal for feral strike possibilities, Tech 3 next turn might be a plan.
I just realised, youâve missed your last two techs (you havenât hit 10 workers yet), and one of them is meant to be in your reshuffle last turn. If you retake your turn (adding in the techs before drawing your hand), that should correct it.
[details=Alternate play for youngbuck turn 7]I hope this isnât overstepping my bounds.
Get paid(8)
Summon zane(6)
Glider(5) kills arg, zane to 3
Zane to midband(4), kill young treant and get 1 gold back(5).
Crashbarrow(2) kills merfolk and tech II
Glider(1) kills frog
Worker(0)
discard 1 draw 3
This way you: donât skip a worker, his board is completely wiped, you have a midband zane on the board, uses the same number of cards.
Moral of the story is to not forget about zane shenanigans.[/details]
This was a much wiser move. I have a lot of difficutly when I play inbetween work of really exploring my options instead of what is immeadiately available. Thanks for the tip!
@Shadow_Night_Black Hey man I just added in my techs to discard and decks, but I canât get my spreadsheet to redraw accurately. Iâm using the google spreadsheet, any idea on how to make that happen?
I mean Im happy keeping the hand I have, but understand if you want me to redraw
Normally I use the revision history for this (click on the âEverything saved to google driveâ next to the âHelpâ on the toolbar), and go back in time before the draw, otherwise just keep your current hand, it shouldnât make too much difference.
Basic rule of thumb is that once you have 7-8 gold always ask yourself, âbut what if I summoned Zane this turnâ.* Summoning and maxing Zane is 7 gold but to avoid skipping a worker you either need to kill scav, kill a hero, get a 2 gold pillage, or start with 8 gold. You donât always need to max Zane either so you could look for opportunities at lower gold totals, but this is just a general rule.
*this applies even if you have to suicide a hero to play Zane because sometimes itâs actually worth it.
STARTING HAND
Spirit of the Panda (Attached to Frog)
Merfolk Prospector (1/1)
Feral Strike
Murkwood Allies
Young Treant (0/2, Canât Attack)
Feral Strike
Stampede!
WORKERS
Rich Earth
Ironbark Treant
Spore Shambler
Verdant Tree
Behind the Ferns
Playful Panda
Stampede!
Spirit of the Panda (Attached to Prospector)
[B]Buildings:[/B]
Base HP: 10
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech III HP: 5
Heroesâ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 12
Thought
Ahh Zane, I had forgotten how much of a pain he was. I am actually teching units (mainly becuase itâs time for reshuffle, and everyone loves a good trex.)
Of course the three times i can draw a Feral Strike this game are the 3 turns after Cal dies. And no TRex. I Suppose I have a 2/5 if he kills my prospector to be able to draw into it.
Tech 0 card(s)
Get Paid - ($9)
Drakk - ($7)
CrashBarrows - ($4)
Barrows kills Arg, Overpowers to kill Trent, Drakk to L3
Zane kill Merfolk, Takes 3 dmg, draw 1
Crash Barrows - ($1)
Mad Man ($0)
Barrows and Man Man slam your base to 3 hp
Tech 0 card(s)
Get Paid + float - ($13)
Tech + Scav - ($14)
TREX! (Yes itâs my first none tech 0 unit) - ($6)
TRex Blow up your Madman and a worker
Max Cal - ($0)
Float ($0)
Discard 5, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: TREX (10/10 + A, OverPower, Resist 2)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: Cal (4/5, lvl 5, Units have Resist 1)
[B]In Play:[/B]
GGWP! My first win, though it seemed to depend on a couple of serendipitous draws
@ARMed_PIrate So I could have gone with a Choas Mirrored Glider (or plain glider) for the win, but clearing the board and giving a Drakk suicide for the win count for enough style?
Tech 0 card(s)
Get Paid - ($8)
Maxband Drakk - ($5)
Caputed Bugblatter - ($2)
Chaos Mirror Trex and Bugs - ($0)
Bugs, hasted and Frenzied by Drakk, trades with Trex, killing two units and dealing 2 dmg to your base
Zane deals 4 dmg to Cala, dies
Drakk goes down while trading with Cala, dealing the killing blow to your base