petE ([Feral]/Necro/Anarchy) vs Penatronic ([Strength]/Law/Present)

@Penatronic GLHF !

P1 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Playful Panda
Merfolk Prospector
Rich Earth
Rampant Growth
Young Treant


WORKERS
Rich Earth


[/spoiler][/details]

[details=NextHand][spoiler]
Spore Shambler
Tiger Cub
Ironbark Treant
Verdant Tree
Forest’s Favor


[/spoiler][/details]

[details=Discard][spoiler]
Rampant Growth
Young Treant
Playful Panda


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Calamandra - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Calamandra lvl 1 (2/3 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[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: 5

[details=Thoughts][spoiler]


Deck courtesy of cstick, very impressive versatility he’s been generating with it in CAPS.

[/spoiler][/details]

1 Like

"P2T1


StartingHand Workers

STARTING HAND
Fox Primus
Smoker
Safe Attacking
Aged Sensei
Snapback


WORKERS
Fox Primus


NextHand

Grappling Hook
Fox Viper
Savior Monk
Sensei’s Advice


Discard

Snapback
Safe Attacking


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Aged Sensei - ($3)
Smoker - ($2)
Rook - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Smoker (1/1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Aged Sensei (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Rook (2/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
    "

P1 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Bone Collector
Bone Collector


STARTING HAND
Spore Shambler
Ironbark Treant
Verdant Tree
Forest’s Favor
Tiger Cub


WORKERS
Rich Earth
Verdant Tree


[/spoiler][/details]

[details=NextHand][spoiler]
Bone Collector
Ironbark Treant
Spore Shambler


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tap Prospector - ($5)
Cal to mid - ($3)
Forest’s Favour on Cal - ($1)
Discard 2 cards to give Cal stealth
Cal kills Rook, to max

Float ($1)
Discard 1, reshuffle, 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]
  • Calamandra lvl 5 (5/6) [with 1/1 rune]
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 3
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6

[details=Thoughts][spoiler]


Not wild about going down to 3 cards here for the stealth Rook kill. But at least:

  • I’m only 1 card down relatively (he’s on 4)
  • multicolour penalty for his starter spells while Rook is out (eg can’t SnapBack this turn without skipping worker)
  • Prospector tap means I can afford Tech 1 and Tiger next turn
  • my alternatives didn’t look great with the risk of midband Rook walkby

[/spoiler][/details]

1 Like

Calamandra! Do the Calamandra thing!

"P2T2


Tech StartingHand Workers

TECH
Scribe
Argonaut


STARTING HAND
Fox Viper
Savior Monk
Grappling Hook
Sensei’s Advice


WORKERS
Fox Primus
Fox Viper


NextHand

Morningstar Flagbearer
Grappling Hook
Smoker (1/1A)
Argonaut
Sensei’s Advice


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Smoker trades with Prospector
Aged sensei pings your base for 1
T1 - ($3)
Geiger - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: L1 Geiger (2/3), Sparkshot
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Aged Sensei (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
    "

P1 Turn3


[details=Tech StartingHand Workers][spoiler]
TECH
Nether Drain
Surprise Attack


STARTING HAND
Bone Collector
Ironbark Treant
Spore Shambler


WORKERS
Rich Earth
Verdant Tree
Ironbark Treant


[/spoiler][/details]

[details=NextHand][spoiler]
Bone Collector
Tiger Cub
Young Treant
Playful Panda


[/spoiler][/details]

[details=Discard][spoiler]
Merfolk Prospector
Spore Shambler
Bone Collector
Nether Drain
Surprise Attack


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Cal taps to summon Predator Tiger - ($2)
Tech 1 - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Predator Tiger (4/4 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra lvl 5 (5/6) [with 1/1 rune]
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts][spoiler]


Tapping Cal for a Predator Tiger, start building the hand size back. He could kill the Tiger with Grappling Hook; Aged Sensei buffs max Geiger; flicker Sensei to patrol – but $2 cost Hook (multicolour penalty + Cal’s mid) makes this less appealing and 1HP Geiger would be vulnerable (eg to Nether Drain) just when most useful to flicker Hyperions etc. Thinking Barkcoat Bears could be my best counter to Present Tech 2 if that’s the direction he goes (outstat Hyperions, resist Tricycloid runes).

Teching useful spells for later (Surprise Attack, Nether Drain).


[/spoiler][/details]

"P2T3


Tech StartingHand Workers

TECH
Chronofixer
Immortal


STARTING HAND
Morningstar Flagbearer
Argonaut
Smoker (1/1A)
Sensei’s Advice
Grappling Hook


WORKERS
Fox Primus
Fox Viper
Smoker (1/1A)


NextHand

Safe Attacking
Savior Monk
Snapback
Scribe
Morningstar Flagbearer


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Argonaut - ($4)
tech 2 - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Argonaut (3/4A), readiness
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: L1 Geiger (2/3), Sparkshot
  • :pschip: [I]Technician[/I]: Aged Sensei (1/1)
  • :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 (Present)

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

DeGrey may be a good choice later against necromancy and feral, but he can’t afford a boosted murkwood allies next turn so I think i’ll go with plan A

"

You forgot to pay for your Tech 2.

1 Like

P1 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
Feral Strike
Barkcoat Bear


STARTING HAND
Tiger Cub
Playful Panda
Bone Collector
Young Treant


WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
Tiger Cub


[/spoiler][/details]

[details=NextHand][spoiler]
Nether Drain
Forest’s Favor
Rampant Growth
Young Treant


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Cal kills Argonaut
Tiger kills Geiger, you gain $1
Bone Collector - ($4)
Tech 2 Feral - ($0)

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


[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]: Bone Collector (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra lvl 5 (5/3) [with 1/1 rune]
  • Predator Tiger (4/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]


Teching in a Barkcoat Bear and Feral Strike. Pretty unlikely I’ll be able to Feral Strike, would need to keep Cal alive from attacks and Snapback and have my Tech 2 avoid Injunction, but seems a strong enough effect to be worth the punt. Garth’s max will be good to play around Injunction, pull in a Centaur or Bear depending on which Tech building is intact.

Snapback combos well with Tricycloid, he can kill the switched hero with runes for free levels.

Was in two minds whether I should have gone Tech 2 Anarchy instead of Feral. Bears seem a better answer to Present Tech 2 units than anything in Anarchy, but I’m not sure where the win condition will come from. Guess I can always Tech Lab for Gunships if I get ahead.


[/spoiler][/details]

"P2T4


Tech StartingHand Workers

TECH
Injunction
Immortal


STARTING HAND
Savior Monk
Scribe
Safe Attacking
Snapback
Morningstar Flagbearer
Immortal


WORKERS
Fox Primus
Fox Viper
Smoker (1/1A)
Safe Attacking


NextHand

Chronofixer
Grappling Hook
Savior Monk
Morningstar Flagbearer
Sensei’s Advice


Tech 2 card(s)
Get Paid + float - ($8)
scav - ($9)
Worker - ($8)
Scribe - ($6)
Immortal - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Immortal (5/5A), Indestructible
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Scribe (1/3)
  • :pschip: [I]Technician[/I]: Aged Sensei (1/1)
  • :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 (Present)

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Kind of want Judgement Day but its still a bit early. I’m thinking Injunction can help me get a good combat trick in there, plus could help hold him off t3 if it comes to that.

"

P1 Turn5


[details=Tech StartingHand Workers][spoiler]
TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Forest’s Favor
Rampant Growth
Nether Drain
Young Treant
Spore Shambler


WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
Tiger Cub
Spore Shambler


[/spoiler][/details]

[details=NextHand][spoiler]
Barkcoat Bear
Bone Collector
Feral Strike
Playful Panda
Surprise Attack


[/spoiler][/details]

[details=Discard][spoiler]
Nether Drain
Rampant Growth
Young Treant
Forest’s Favor
Pirate Gunship
Pirate Gunship


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Zane to lvl 4 - ($3)
Nether Drain, Zane to max, shoves Immortal to lookout, deals 1dmg - ($2)
Bone Collector kills Scribe, I gain Skeleton, you gain $1
Zane kills Aged Sensei, we both draw
Tech Lab Anarchy - ($1)
Worker - ($0)

Float ($0)
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]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Predator Tiger (4/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra lvl 5 (5/3) [with 1/1 rune]
  • Zane lvl 6 (4/3)
  • Bone Collector (3/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 5
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts][spoiler]


Seeing Immortal played rather than Hyperion/Tricycloid does make me wish I’d chosen Anarchy rather than Feral. Steam Tank to block and great with Behind the Ferns, Monkeys for stealth. Ah well, first time playing this deck, we learn.

Using Zane’s max to move Immortal from SQL so I can clear up his small units. Next turn I may be able to Feral Strike or build Tech 3, though Injunction would stop both of those. Surprise Attack is coming up in the deck, could be a good use of a turn with Tech 2 down.

Teching 2 x Gunships. Using spare $1 to build Tech Lab Anarchy early, in case I get to play Feral Strike and Anarchy units turn out better, or to encourage him to spend on a Tower.


[/spoiler][/details]

"P2T5


Tech StartingHand Workers

TECH
Judgement Day
Injunction


STARTING HAND
Chronofixer
Grappling Hook
Sensei’s Advice
Savior Monk
Morningstar Flagbearer
Argonaut (3/4A), readiness


WORKERS
Fox Primus
Fox Viper
Smoker (1/1A)
Safe Attacking
Savior Monk


NextHand

Aged Sensei (1/1)
Snapback
Injunction
Morningstar Flagbearer
Immortal


Tech 2 card(s)
Get Paid - ($9)
scav + tech - ($10)
immortal kills tiger, you draw
summon and max Geiger, flickering immortal - ($4)
Argonaut - ($1)
Worker - ($0)

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Immortal (5/5A), Indestructible
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Argonaut (3/4), readiness
  • :pschip: [I]Technician[/I]: L5 Geiger (3/4), sparkshot
  • :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 (Present)

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Kind of want Judgement Day but its still a bit early. I’m thinking Injunction can help me get a good combat trick in there, plus could help hold him off t3 if it comes to that.

"

How did you play Nether Drain without Garth?

2 Likes

was about to ask the same thing lol.

Oops !

Think I can achieve the same outcome legally with:

Get Paid - ($8)
Zane to max, shoves Immortal to lookout, deals 1dmg - ($1)
Bone Collector kills Aged Sensei, I gain Skeleton, you draw
Zane kills Scribe, we both gain $1 - ($2)
Tech Lab Anarchy - ($1)
Worker - ($0)
Discard 3, draw 5

Let me know if that’s OK to go

Seems fine to me as long as you fix your draws and what not

No change to the draws, as I’m getting the 6 remaining cards in my deck in either case (incl. tech draw from Tiger).

P1 Turn6


[details=Tech StartingHand Workers][spoiler]
TECH
Lich’s Bargain
Lich’s Bargain


STARTING HAND
Surprise Attack
Bone Collector
Playful Panda
Barkcoat Bear
Feral Strike
Merfolk Prospector


WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
Tiger Cub
Spore Shambler
Merfolk Prospector


[/spoiler][/details]

[details=NextHand][spoiler]
Predator Tiger
Playful Panda
Young Treant
Lich’s Bargain


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Bone Collector #2 - ($6)
Discard 2 cards to give Cal stealth
Cal breaks Tech 2, your Base to 18HP
Tech 3 - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector #2 (3/3 + 1)
  • :psfist: [I]Elite[/I]: Bone Collector #1 (4/2)
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Zane lvl 6 (4/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra lvl 5 (5/3) [with 1/1 rune]
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Anarchy)

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

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

[details=Thoughts][spoiler]


I’ve options to build Tech 3 or play boosted Feral Strike (eg two big Feral units like Rampaging Elephants or Gigadons, or one big unit + Chameleon Lizzo to take out Geiger). On balance prefer to build Tech 3 while I can, as Injunction next turn would stop me using the summoned units and stop me building Tech 3.

I’m up to 6 cards with the technician draw, so able to discard 2 to give Cal stealth to KO his Tech 2 for a turn (avoid a second Immortal, or flickered Hyperion). He can break through to my Tech buildings with Injuction or Ready or Not, but he’ll still have an ongoing problem to break my Tech 3 each turn as well as get rid of max Cal before a Tech 2 or Tech 3 Feral Strike.

Teching 2 x Lich’s Bargains for cheap blockers.


[/spoiler][/details]

"P2T6


StartingHand Workers

STARTING HAND
Immortal
Injunction
Snapback
Aged Sensei (1/1)
Morningstar Flagbearer


WORKERS
Fox Primus
Fox Viper
Smoker (1/1A)
Safe Attacking
Savior Monk


NextHand

Sensei’s Advice
Grappling Hook
Scribe (1/3)
Chronofixer
Judgement Day


Discard

Injunction
Snapback
Argonaut (3/4), readiness
Immortal
Morningstar Flagbearer
Aged Sensei (1/1)


Tech 0 card(s)
Get Paid - ($10)
rebuild t2
Immortal kills Bone collector #2
Geiger trades with bone collector and sparks skele, you get $1
Summon Rook - ($8)
Rook Snapbacks zane for Garth - ($5)
Argo trades with Cal, 2 levels for Rook
Midband Rook - ($3)

Float ($3)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: L5 Rook (3/5A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Immortal (5/2), Indestructible
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

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

  • Hand: 5
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 10
Thoughts

well day late dollar short on my injunction. wump. I’m pretty much guaranteed to be able to play Judgement Day next turn, assuming he doesnt pull some haste out of his ass.

"

Injunction can’t hit Tech 3.

oh yeah, because pirate ship wasnt easy enough already. I don’t understand how “haste” and “obliterate” are on the same card for 6 gold, never mind the fact that it has flying, resist, long range.

1 Like

Fixed turn, draws didnt change.