STARTING HAND
Ironbark Treant
Spore Shambler
Forest’s Favor
Rich Earth
Young Treant
WORKERS
Tiger Cub
Ironbark Treant[/spoiler]
NextHand
Rampant Growth
Young Treant
Verdant Tree
Playful Panda
Spore Shambler
Tech 2 card(s)
Get Paid - ($5)
Play Rich Earth - ($2)
Worker
Tech I - ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Wisp (0/1+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Merfolk Prospector (1/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Rich Earth (Workers cost 0)
Argagarg (1/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
I can’t max Arg, worker, and get tech I this turn. I think instead I’ll go for the strong economy route, play Rich Earth, sacrifice Merfolk Prospector to the Scavenger slot, and money up for a big turn 3.
STARTING HAND
Verdant Tree
Playful Panda
Young Treant
Spore Shambler
Rampant Growth
WORKERS
Tiger Cub
Ironbark Treant
Young Treant[/spoiler]
NextHand
Verdant Tree
Gargoyle
Spirit of the Panda
Nimble Fencer
Forest’s Favor
Tech 2 card(s)
Get Paid - ($6)
Worker
Max Arg, summons Water Elemental - ($2)
Summon Panda + Wisp - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Water Elemental (3/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Rich Earth (Workers cost 0)
Argagarg (1/3)
Playful Panda (2/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
Well, I didn’t get any Tech I units in my draw, which means he can get hasty Fencers or Basilisks out before me, if he teched them. That’s a bit of a bummer. Turtle up and wait for round 4 then, I guess.
STARTING HAND
Young Treant
Rampant Growth
Nimble Fencer
Spirit of the Panda
WORKERS
Rich Earth
Verdant Tree
Young Treant
NextHand
Nimble Fencer
Spore Shambler
Forest’s Favor
Playful Panda
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tap Prospector - ($7)
Spirit of the Panda Ironbark Treant - ($3)
Pandabark Treant kills your Water ele - ($4)
Arg kills your wisp
Tiger Cub trades with Playful Panda
Tech 2 (Growth) - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: wisp (0/1 + A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Arg(1/2, lvl 1)
Merfolk Prospector
Pandabark Treant (5/1, healing 1)
Spirit of the Panda (attached to Ironbark Treant)
[B]Buildings:[/B]
Alright, so he gets Tech II up first, and my Arg definitely dies next turn. He will max his Arg to get a Water Elemental which counters Gargoyle. Rough turn for me. I could have played Nimble Fencer instead to kill his Treant, but then I’ve basically got nothing left on the board to do anything with. Without Gargoyle in play I think I lose by default in the coming turns.
STARTING HAND
Nimble Fencer
Merfolk Prospector
Spore Shambler
Rampant Growth
Shadow Blade (drawn from Technician)
WORKERS
Tiger Cub
Ironbark Treant
Young Treant
Verdant Tree
Rampant Growth
NextHand
Forest’s Favor
Grounded Guide
Nimble Fencer
Playful Panda
Discard
Nimble Fencer
Shadow Blade
Tech 2 card(s)
Get Paid + float - ($9)
Worker
Draw 1 card from Technician
Tech II (Finesse) - ($5)
Play Spore Shambler - ($2)
Place one +1/+1 rune on Gargoyle from Spore Shambler - ($1)
Make Gargoyle flying, +3 attack - ($0)
Gargoyle (Total: 6/5) kills Water Elemental, gain 1 gold - ($1)
Play Merfolk Prospector - ($0)
Well that looks like GG. I’m not really sure how to play against MoLaC. If I don’t have a way to remove upgrades, and I haven’t already won the game before tech II, MoLaC seems to completely overshadow any possible tech II options as soon as it hits the board. With haste especially it seems like its guaranteed to go off. You played it well, that’s for sure.
yeah, Molac against decks with no upgrade removal (you only have Zarramonde at tech 3) is really painful. I think the main things here was that you had a really passive opening, which gave me the tempo advantage, while still having the worker lead of player two (and the ramp of green, as my prospector never died, nor my Spirit of the panda treant, so I had 2 more gold every turn then I should). Having that allowed me to keep my board alive far longer then normal, which is what allowed the MoLaC to go off so quickly (the only haste in my deck being nimble fencers, so 2 runes per deck cycle is all I can gaurentee with no board. I don’t know what your deck is planning on doing (invincible gargoyle buffs?), but ceding your advantage as player one, without forcing the same from me won’t go well.
Yeah I really gave you too much board control early, which might have been passable against another starter deck, but my green economy deck was easily matched/surpassed with your green economy deck, so the economy for board control trade ended up just giving you both economy AND board control.
I’m trying out a couple different things with Growth/Finesse, and while a Tech I flyer with 5 attack is pretty strong, I didn’t have enough units, which meant that you were just able to control the board. You were even floating enough for Surplus which means I was way, way behind.
I’m down to rematch. I’m gonna swap out Demonology for Discipline, so [Growth]/Discipline/Finesse. I think Discipline gives me more versatility. I rolled a 66 (or you can just go first if you want, since I went first last time).
I feel like Rich Earth is a trap, even though I’d love to play it. I already have a slight economy advantage as player 2. I think board pressure is more helpful right now.
STARTING HAND
Rampant Growth
Merfolk Prospector
Playful Panda
Forest’s Favor
Verdant Tree
WORKERS
Rich Earth
Forest’s Favor
NextHand
Playful Panda
Rampant Growth
Ironbark Treant
Young Treant
Nimble Fencer
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Play Merfolk Prospector - ($4)
Tech I - ($2)
Graves and Tiger Cub trade for Water Elemental
Summon Arg - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Wisp (0/1+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Merfolk Prospector (1/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Argagarg (1/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
My other option is to play Rampant Growth to kill the elemental and keep both Graves and Tiger Cub alive. I think I prefer having Argagarg + Prospector in play though, even though Grave would be a huge threat.