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

P1 Turn7


[details=StartingHand Workers][spoiler]
STARTING HAND
Steam Tank
Playful Panda
Predator Tiger
Young Treant
Pirate Gunship


WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
Tiger Cub
Spore Shambler


[/spoiler][/details]

[details=NextHand][spoiler]
Barkcoat Bear
Surprise Attack
Lich’s Bargain
Feral Strike


[/spoiler][/details]

[details=Discard][spoiler]
Bone Collector
Bone Collector
Playful Panda
Predator Tiger


[/spoiler][/details]
Tech 0 card(s)
Get Paid + float + scav - ($12)
Young Treant, I draw - ($10)
Pirate Gunship, kills Rook, Garth to lvl 3 - ($4)
Lich’s Bargain, my Base to 15HP - ($2)
Garth makes a Skeleton
Garth to mid - ($1)
Garth deals 2dmg to your Base, to 16HP

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2 + 1)
  • :psfist: [I]Elite[/I]: Zombie (3/2)
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Horror (3/3), death touch
  • :target: [I]Lookout[/I]: Skeleton (1/1)
    [B]In Play:[/B]
  • Garth lvl 4 (2/4)
  • Pirate Gunship (7/6), flying
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :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: 4
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9

[details=Thoughts][spoiler]


Playing Lich’s Bargain and making a Skeleton for blocker spam while I wait for Gunships to come round. But can also generate up to three additional draws (Young Treant, Garth’s mid on 2 Skeletons) to fish for a Gunship this turn, combined chance ~60% of hitting at least one.

Drew a Gunship on the first draw (Young Treant).


[/spoiler][/details]

Tech III are supposed to be “it’s over” cards. Blue wrakness is that nothing it has can touch a tIII

The thing is none of them have even close to the same board impact the turn it comes down, and the ones that come even close cost nearly twice as much. It’s a poorly balanced card.

1 Like

Agree with both of these. Gunships are the strongest of the Tiii bunch, and by quite a margin. But playing an Ebbflow Archon, Zarramonde, Liberty Gryphon, Moss Ancient, Oathkeeper, Guargum or T Rex instead at this point would still usually be enough to win the game. Also, Anarchy Tech 2 is OK but not dominating in the way some really strong Tech 2 specs are, so that’s a “cost” to set against the low cost of a Gunship. Or if using a Tech Lab, not being able to use the add-in slot for a Tower or Heroes Hall, and having a 4HP rather than 5HP building that the opponent need to destroy to stop you are also costs.

3 Likes

whats up with your worker count? it’s gone up and down

Worker sacrificed by playing Lich’s Bargain

aaaah! duh.

"P2T7


Tech StartingHand Workers

TECH
Ready or Not
Ready or Not


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


WORKERS
Fox Primus
Fox Viper
Smoker (1/1A)
Safe Attacking
Savior Monk
Sensei’s Advice


NextHand

Chronofixer
Grappling Hook
Judgement Day
Injunction
Argonaut (3/4), readiness


Tech 2 card(s)
Get Paid + float - ($13)
Worker - ($12)
Summon Bigby to Max - ($6)
Cast Judgement Day… you get stuff. - ($2)

Float ($2)
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]:
  • :pschip: [I]Technician[/I]: L5 Bigby (3/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Immortal (5/5), 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: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 11
Thoughts

pirate ship is retarded.

"

Are you using your Immortal? Also, your Base is on 16HP.

Immortal gets exhausted by Judgement Day.

P1 Turn8


[details=Tech StartingHand Workers][spoiler]
TECH
Chameleon Lizzo


STARTING HAND
Lich’s Bargain
Surprise Attack
Feral Strike
Barkcoat Bear
Rampant Growth (Technician draw)


WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
Tiger Cub
Spore Shambler


[/spoiler][/details]

[details=NextHand][spoiler]
Pirate Gunship
Nether Drain
Bone Collector
Forest’s Favor
Rampant Growth


[/spoiler][/details]
Horror, Zombie, Skeletons die, I draw and gain $1
Tech 1 card(s)
Get Paid + float + scav - ($11)
Zane - ($9)
Surprise Attack - ($4)
Rampant Growth on Zane - ($2)
Zane kills Bigby, Garth to lvl 6
Garth to max, summon Chameleon Lizzo from discard - ($1)
Lizzo, Sharks and Gunship deal 17dmg breaking your Base

GG !

GG, quite a burst!

I’m still not sure what the hell to do about gunships. pretty much no other T3 answers it, and not much else can.

I guess if I had been able to hit injunction on your t2 with better timing that would have helped a lot.

Still working on this “control” spec

Yeah, was worried about Injunction hitting on T6, delay my Tech3 long enough for your Tech2 to get the upper hand.

On for another?

are you playing the same spec?

Yes, will play it again

let me think if i’m gonna change then

Same spec, I’ll see if it goes any better for me going p1

"P1T1


StartingHand Workers

STARTING HAND
Snapback
Grappling Hook
Sensei’s Advice
Fox Viper
Aged Sensei


WORKERS
Fox Viper


NextHand

Morningstar Flagbearer
Savior Monk
Fox Primus
Safe Attacking
Smoker


Discard

Sensei’s Advice
Grappling Hook
Snapback


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Rook - ($1)
sensei - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: L1 Rook (2/4A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Aged Sensei (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
    "

P2 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Merfolk Prospector
Forest’s Favor
Rampant Growth
Rich Earth
Verdant Tree


WORKERS
Verdant Tree


[/spoiler][/details]

[details=NextHand][spoiler]
Playful Panda
Young Treant
Tiger Cub
Spore Shambler
Ironbark Treant


[/spoiler][/details]

[details=Discard][spoiler]
Merfolk Prospector
Rampant Growth
Forest’s Favor


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($5)
Rich Earth - ($2)
Worker - ($2)
Tech 1 - ($1)

Float ($1)
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]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6

[details=Thoughts][spoiler]


Starting with Rich Earth rather thanHero/Unit in case of SnapBack and Rook->mid walkby. Tech 1 build for the 40% shot at tech draw after Young Treant.

[/spoiler][/details]

Shouldn’t your t1 cost 2?

You’re right, I’m floating 0 then