[b]P2T2[/b]
Tech StartingHand Workers
TECH
Spirit of the Panda
Spirit of the Panda
STARTING HAND
Young Treant
Ironbark Treant
Forest’s Favor
Rampant Growth
Tiger Cub
Spirit of the Panda
WORKERS
Rich Earth
Forest’s Favor
NextHand
Spirit of teh Panda
Verdant Tree
Spore Shambler
Merfolk Prospector
Spirit of the Panda
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tiger cub - ($3)
young treant, reshuffle, draw 1 - ($1)
panda hits newsman for armor and 1
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Wisp (0/1+A)
-
Elite:
-
Scavenger: Young Treant (0/2)
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
I killed the wisp last turn, am I safe to assume it just isn’t there? anything else about patrol change?
Woops
Young treant to elite then.
And no tech 1 b/c of the Inspector?
[b]P2T3[/b]
Tech StartingHand Workers
TECH
Rampaging Elephant
Rampaging Elephant
STARTING HAND
Merfolk Prospector
Spirit of the Panda
Verdant Tree
Spore Shambler
Spirit of teh Panda
WORKERS
Rich Earth
Forest’s Favor
Merfolk Prospector
NextHand
Ironbark Treant
Rampant Growth
Young Treant (0/2)
Spirit of the Panda
Rampaging Elephant
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
arg, wisp - ($5)
spirit of the panda to tiger cub - ($1)
cub kills BK, takes 3, bk bounce to your hand - ($2)
tech 1 - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Wisp (0/1+A)
-
Elite: PP (3/2)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Arg, lvl 1, (1/3)
- Tiger Cub (4/1) SOTP
Buildings:
-
Base HP: 19
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Spirit of the Panda?? That was not expected.
Warmup Game 5 Player 1, Turn 4
P1 Blue vs P2 Green
Starting Hand
Traffic Director
Porkhand Magistrate
Overeager Cadet
Arrest
Brave Knight (died)
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except turn 1)
All Teched Cards
Scribe, Flagstone Garrison
Overeager Cadet, Elite Training
Brave Knight, Overeager Cadet
Main:
- Arrest PP (5)
- Oni kills SQL
- BI trades with Panda-fied tiger
- Overeager Cadet
- Worker (4)
- Tech 2 Peace (0)
Workers
Porkhand Magistrate, Lawful Search, Jail, Bluecoat Musketeer
-
-
Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 PEACE
In Patrol:
-
Squad Leader: Overeager Cadet (2/2+1armor)
-
Elite:
-
Scavenger: Reputable Newsman (0/2 blocking 2-cost)
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Manufactured Truth
Scribe
Spectral Aven
Traffic Director
End of Turn Discard
My Thoughts
SotP did kinda make sense, props… worth Arrest and BI trade to get that thing IMO, so let’s do that, tech up, and continue being able to play for Oni all the while. Newsman on 2 also doubles for protecting from Nature Reclaims, tooo good MVP newsie
looks like you need update that patrol there.
1 Like
[b]P2T4[/b]
Tech StartingHand Workers
TECH
Ferocity
Nature Reclaims
STARTING HAND
Rampant Growth
Ironbark Treant
Spirit of the Panda
Young Treant (0/2)
Rampaging Elephant
WORKERS
Rich Earth
Forest’s Favor
Merfolk Prospector
Young Treant (0/2)
NextHand
Tiger Cub
Verdant Tree
Rampaging Elephant
Spirit of the Panda
Spore Shambler
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
tech 2 feral - ($3)
ironbark treant - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Ironbark Treant (1/2+AAA)
-
Elite:
-
Scavenger: Arg, lvl 1, (1/3)
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 19
-
Tech I HP: 5
-
Tech II HP: 5 (Feral)
Economy Info:
Cards:
Gold:
And feral?? Will it be big meanies, or sneaky tigers??
Warmup Game 5 Player 1, Turn 5
P1 Blue vs P2 Green
Starting Hand
Manufactured Truth
Scribe
Spectral Aven
Traffic Director
Building Inspector (scribe, eh)
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Drill Sergeant, Spectral Flagbearer
Scribe, Flagstone Garrison
Overeager Cadet, Elite Training
Brave Knight, Overeager Cadet
Main:
- Scribe, draw 1 (6)
-
MTruth Newsie into Ironbark (5)
- OC pings your Ironbark, my tree commits herbicide on yours, each of my dudes take 1
- Oni kills Arg, you get 1, Oni to level 7
- Oni maxbands and heals (4)
- Quince (2)
- skip worker
Workers
Porkhand Magistrate, Lawful Search, Jail, Bluecoat Musketeer
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 PEACE
In Patrol:
-
Squad Leader: Scribe (1/3+1armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Onimaru (3/3 lvl 5)
- Reputable Newsman (0/1 blocking 2-cost)
- Overeager Cadet (2/1)
- Quince (1/3 lvl 1)
- Mirror Token (0/1)
- Soldier (1/1)
- Soldier (1/1)
- Soldier (1/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Elite Training
Flagstone Garrison
Brave Knight
Arrest
Overeager Cadet
End of Turn Discard
My Thoughts
Okay, decent chance I will want Art of War, but I don’t think I want to commit to it quite yet; I think plan here will be Scribe + Mtruth, kill patrol, and then depends if I get Garrison or not; Most likely I won’t, and I will use my remaining gold to Max Oni + bring out Quince. That way, I can use the mirror to counter-act whatever CN brings out. If I do get the Garrison?? I spose I play it and Quince and no worker (actually I go no worker either way, probably just float, leaves me money for tower if I need it or cycling if I don’t.
well, it’s warm ups, so i thought i would try some different things…
[b]P2T5[/b]
Tech StartingHand Workers
TECH
Stalking Tiger
Moss Ancient
STARTING HAND
Rampaging Elephant
Spore Shambler
Verdant Tree
Tiger Cub
Spirit of the Panda
WORKERS
Rich Earth
Forest’s Favor
Merfolk Prospector
Young Treant (0/2)
Verdant Tree
NextHand
Nature Reclaims
Rampaging Elephant
SOTP
Rampant Growth
Discard
Ironbark Treant
Spirit of the Panda
Tiger Cub
Stalking Tiger
Moss Ancient
Tech 2 card(s)
Get Paid - ($9)
scav gold - ($10)
Worker - ($9)
rampaging elephant - ($3)
spore shambler - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Rampaging Elephant (6/7+A)
-
Elite:
-
Scavenger: Spore Shambler (2/3)++
-
Technician: PP (2/2)
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 19
-
Tech I HP: 5
-
Tech II HP: 5 (Feral)
Economy Info:
Cards:
Gold:
I’m with it, trying new things is cool, but what’s this patrol my guy? Feels like free sparkshots and a GG WP. I spose I had it whether the sparkshots or not, I just needed to not run my OC into elephant and check for lethal first
Warmup Game 5 Player 1, Turn 6
P1 Blue vs P2 Green
Starting Hand
Elite Training
Flagstone Garrison
Brave Knight
Arrest
Overeager Cadet
Spectral Flagbearer (rs OC)
Building Inspector (SF)
Events of Turn:
Upkeep:
- Get Gold (8+2float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Spectral Flagbearer, The Art of War
Drill Sergeant, Spectral Flagbearer
Scribe, Flagstone Garrison
Overeager Cadet, Elite Training
Brave Knight, Overeager Cadet
Main:
- OC runs into Elephant, dies
- Flagstone Garrison (7)
- Overeager Cadet, rs draw 1
- Spectral Flagbearer, draw 1 (6)
- Midband Quince (4)
-
Quince turns the mirror into an Elephant (2)
-
Arrest your Elephant (0)
- Soldiers trade with scav and sparkshot techn
- Mirror Elephant hits your base twice, down to 7
- Oni hits your base to 2
- Scribe and Quince finish your base, GG WP!
1 Like
yep, elephants were a mistake…
[b]P1T1[/b]
StartingHand Workers
STARTING HAND
Spore Shambler
Ironbark Treant
Forest’s Favor
Merfolk Prospector
Playful Panda
WORKERS
Forest’s Favor
NextHand
Verdant Tree
Rich Earth
Rampant Growth
Young Treant
Tiger Cub
Discard
Playful Panda
Ironbark Treant
Spore Shambler
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Cal - ($1)
Merfolk - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Cal, lvl 1, (2/3)
- Merfolk Prospector (1/1)
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Idk that Elephant was a mistake so much as not popping the Mirror was a mistake; but yeah feels like Growth is your best option. BA totally wrecks a big part of my game w/ illusions. Spore Shambler is MVP so far too, expensive but so good for early illusion countering, really makes me also spend big to get any kind of foothold on board
Warmup Game 6 Player 2, Turn 1
P2 Blue vs P1 Green
Starting Hand
Bluecoat Musketeer
Jail
Arrest
Porkhand Magistrate
Reputable Newsman
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Porkhand Magistrate (2)
- Worker (1)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Porkhand Magistrate (2/3)
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Lawful Search
Manufactured Truth
Building Inspector
Spectral Aven
Traffic Director
End of Turn Discard
My Thoughts
Well I spose I’m drawing into Aven + MTruth, which is cool, but I’m NOT likely to keep any hero I put down now (nor any unit, all my 1-drops are missing). Aven would’ve been nice…
I feel like this is going to be rough
[b]P1T2[/b]
Tech StartingHand Workers
TECH
Tiny Basilisk
Galina Glimmer
STARTING HAND
Rich Earth
Verdant Tree
Young Treant
Tiger Cub
Rampant Growth
WORKERS
Forest’s Favor
Rich Earth
NextHand
Galina Glimmer
Young Treant
Tiny Basilisk
Spore Shambler
Rampant Growth
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tap merfolk, get a gold - ($5)
tech 1 - ($4)
mid Cal, kills porky, you get a gold - ($2)
tiger cub - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Cal, lvl 3, (3/2)
- Tiger Cub (2/2)
- Merfolk Prospector (1/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Cal/MP all day until the sunsets.
mid Cal here to clear that disabling porky
TB adn Galina forly value but not a huge MTF risk. try and trade away TB before anything bad happens.
[b]P1T3[/b]
Tech StartingHand Workers
TECH
Feral Strike
Ferocity
STARTING HAND
Galina Glimmer
Tiny Basilisk
Young Treant
Spore Shambler
Rampant Growth
Playful Panda
WORKERS
Forest’s Favor
Rich Earth
Rampant Growth
NextHand
Merfolk Prospector (1/1)
Playful Panda
Ironbark Treant
Verdant Tree
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
young treant, draw 1 - ($3)
tiny baslisk - ($1)
galina glimmer - ($0)
tiger cub and merfolk trade with patrol, you get gold and card
Cal hits tech 1 down to 2, takes 1
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Cal, lvl 3, (3/1)
- Galina Glimmer (2/2)
- Tiny Basilisk (1/2)
- Young Treant (0/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
avoid ferocity due to newsman
probably rush tech 2 and feral strike?
but if i do that, will newsman hit me?
let’s split the difference
checking in here. hope all is well.