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[XCAFRR21] Pod1 FrozenStorm Green vs charnel_mouse Green

GL HF @charnel_mouse !

[XCAFRR21] Pod1 Player 1 Turn 1

P1 Green vs P2 Green

Starting Hand

Ironbark Treant
Forest’s Favor
Young Treant
Verdant Tree
Merfolk Prospector

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Cala (2)
  • Merfolk Prospector (1)
  • Worker (0)
Workers

Forest’s Favor

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Cala (2/3a lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Merfolk Prospector (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Tiger Cub
Rampant Growth
Spore Shambler
Rich Earth
Playful Panda

End of Turn Discard
My Thoughts

Ah man idk the last time I played green v green! This’ll be interesting


1 Like

Ooh, a mirror!

P2T1

Starting hand: 5

Merfolk Prospector
Playful Panda
Young Treant
Rich Earth
Forest’s Favour

Thoughts

I don’t have a good idea of how the Green mirror works, but I think I want to focus on units / income over heroes early on against a P1 Calamandra. Rich Earth’s tempting, but I have to go down on cards to get a unit down, too (Playful Panda, Wisp patrols in Technician). Alternatively, I put Forest’s Favour on Calamandra, for 3/4+1A in Squad Leader. Rampant Growth lets FrozenStorm’s Calamandra use midband + Rampant Growth to call that, and still tech up too, thanks to the Prospector. Let’s just set up with Playful Panda + Merfolk Prospector, if I can get a decent board going then Behind the Ferns is an option for dealing with Calamandra.


Get paid - (5)
Worker - (4)
Merfolk Prospector - (3)
Playful Panda, Wisp arrives - (1)
Tech I - (0)
Discard 2, draw 4


:exhaust: Wisp 0/1

Playful Panda 2/2
Merfolk Prospector 1/1 (exhaust: gain 1 gold)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 4

Tiger Cub
Ironbark Treant
Spore Shambler
Rampant Growth

Deck: 1

Verdant Tree

Discard: 2

Young Treant
Forest’s Favour

Card-count details (opponent-viewable)

Expected: 10
2 on board
4 in hand
1 in deck
2 in discard
1 in workers


Gold: 0
Workers: 6

5 x start
T1: Rich Earth

Definitely will be interesting, haven’t played this matchup in forever (ever?)

[XCAFRR21] Pod1 Player 1 Turn 2

P1 Green vs P2 Green

Starting Hand

Tiger Cub
Rampant Growth
Spore Shambler
Rich Earth
Playful Panda

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Tiny Basilisk, Behind the Ferns


Main:

  • MP kills wisp, you draw 1
  • Cala kills Panda, takes 2
  • Spore Shambler (2)
  • Worker (1)
  • Tech 1 (0)
Workers

Rich Earth, Forest’s Favor

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Spore Shambler (2/3a lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Merfolk Prospector (1/1)
  • Cala (2/1 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Behind the Ferns
Tiger Cub
Rampant Growth
Verdant Tree
Young Treant

End of Turn Discard
My Thoughts

Gonna try Behind the Ferns and Tiny B, no idea what the right move here is, w/e!


@charnel_mouse icymi

I had to look up what that meant. Turn later today.

2 Likes

Never for me, I have no idea how this works.

P2T2

Starting hand: 4

Tiger Cub
Ironbark Treant
Spore Shambler
Rampant Growth

Technician draw: 1

Verdant Tree

Thoughts

Bad combat resolutions there. At least it stopped the Prospector from mining gold for a turn.

Tiny Basilisk is the obvious tech choice here, but FrozenStorm is probably thinking the same thing. What do you play in Green to counter hero + Tiny Basilisk?

  • Huntress trades economically, and has Sparkshot to deal with Wisps / Frogs.
  • Murkwood Allies for cheap units that can’t be blocked by the Basilisk, maybe? It does leave my Calamandra vulnerable to an opposing Tiny Basilisk, though.
  • Ferocity lets Tiny Basilisks kill things and survive. Still requires playing a Calamandra to get killed, though.
  • Go for Giant Panda, and just flood the board. Tiny Basilisk can pass through and kill the Panda, but then I just play it again.

The other consideration is how to deal with an early fetched Tiger. Maybe I just… don’t? It’s 4/4, so without help it can’t destroy a Tech building, and can just kill a Panda or something.

Long-term, Might of Leaf and Claw is a liability given the chance of Nature Reclaims, Ancients are still good but are vulnerable to air units. Balance mostly feeds off an opposing Balance. and Feral is… OK, until you run into mass Frogs/Wisps or Balance fliers. Faerie Dragons are a good follow-up to Tiny Basilisks, or Huntresses, since Mimics get the sparkshot.

I think I just open with Huntresses here, and base my spec choice on what happens. It’s not an exciting tech choice, but it’s an efficient one, so it hopefully makes FrozenStorm lose his board lead one way or another. Good for teching up next turn, too.

For this turn, I have 6 gold to play with. Two units, or unit + Tower. Ironbark Treant in Squad Leader in front of a tower is effectively 2/2+3A or 3/2+2A. Midband Calamandra + Rampant Growth still kills that efficiently, at best. Spore Shamber would be 3/3+1A or 4/3, same thing. Tiger Cub in Elite trades at least evenly with everything except a maxband Calamandra. Tiger Cub in scavenger does OK, too, and the bonus would let me play Tech II + 2 Huntresses next turn. I think it’s between that, Tiger Cub + Spore Shambler, or maxband Argagarg. Only Tiger Cub in NoSQL does let Calamandra go through and break my Tech I if FrozenStorm has Rampant Growth in hand, so that’s a no-go. I’ll go with Tiger Cub + Spore Shambler. Tiger Cub goes in front, since most of FrozenStorm’s potential attacks have an even amount of damage.

Teched cards: 2

2 x Huntress


Get paid - (6)
Merfolk Prospector exhausts for gold - (7)
Worker - (6)
Tiger Cub - (4)
Spore Shambler - (1)
Discard 2, reshuffle 7, draw 4


:psblueshield: Tiger Cub 2/2+1A
:exhaust: Spore Shambler 2/3 (++; exhaust or 1g: pass a + rune to target unit)

Merfolk Prospector 1/1 (exhaust: gain 1 gold)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 4

Young Treant
Forest’s Favour
Huntress
Huntress

Deck: 3

Playful Panda
Ironbark Treant
Rampant Growth

Discard: 0
Card-count details (opponent-viewable)

Expected: 10 + 2 teched = 12
3 on board
4 in hand
3 in deck
0 in discard
2 in workers


Gold: 1
Workers: 7

5 x start
T1: Rich Earth
T2: Verdant Tree

[XCAFRR21] Pod1 Player 1 Turn 3

P1 Green vs P2 Green

Starting Hand

Behind the Ferns
Tiger Cub
Rampant Growth
Verdant Tree
Young Treant

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Centaur, Ferocity
Tiny Basilisk, Behind the Ferns


Main:

  • MP digs up 1 (7)
  • Young Treant, draw 1 (5)
  • Playful Panda (3)
  • Midband Cala, kill Tiger (1)
  • Worker (0)
Workers

Tiger Cub, Rich Earth, Forest’s Favor

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 2 rs Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Young Treat (0/2a)
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Spore Shambler (2/3)
  • Playful Panda (2/2)
  • Merfolk Prospector (1/1)
  • Cala (3/2 lvl 3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Ironbark Treant
Tiny Basilisk
Centaur
Verdant Tree
Rampant Growth

End of Turn Discard
My Thoughts

Trying to keep it aggressive here, YT might get me Tiny B let’s try for it.

Nope, nothing much to profit from btf, skip it, panda and try again next turn


P2T3

Starting hand: 4

Young Treant
Forest’s Favour
Huntress
Huntress

Thoughts

I don’t like the board size FrozenStorm has going here. One more turn before reshuffle, so I’ll delay Tech II in favour of a Tower. Or I trigger the reshuffle early with Young Treant, but I’d like the chance to draw Rampant Growth next turn, just in case. Squad Leader Huntress gets passed a rune, so it’s not just killed by a single unit with Rampant Growth.

Still not sure which spec to go for. I suppose, if I am facing Basilisks, I’d lean more towards Growth than the expensive units in Balance and Feral, unless I try to get a cheap Gigadon. Either way, I think Murkwood Allies is a good call, then I’m looking at either Gigadon or Blooming Ancient. I’ll go with Blooming Ancient: the former is better when the opponent can’t quickly deal with lots of little guys, and I’m also worried that my board can still easily get blown up.

Teched cards: 2

T2: 2 x Huntress
T3: Blooming Ancient, Murkwood Allies


Get paid + float - (8)
Merfolk Prospector exhausts for gold - (9)
Worker - (8)
2 x Huntress - (4)
Tower - (1)
Spore Shambler passes a rune to Huntress #1 - (0)
Discard 1, draw 3


:psblueshield: Huntress #1 4/4+1A (+; anti-air, sparkshot)
:ps_: Spore Shambler 1/2 (+; exhaust or 1g: pass a + rune to target unit)
:exhaust: Huntress #2 3/3 (anti-air, sparkshot)

Merfolk Prospector 1/1 (exhaust: gain 1 gold)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tower HP: 4


Hand: 3

Playful Panda
Ironbark Treant
Rampant Growth

Deck: 0
Discard: 4

Tiger Cub
Blooming Ancient
Murkwood Allies
Young Treant

Card-count details (opponent-viewable)

Expected: 10 + 4 teched = 14
4 on board
3 in hand
0 in deck
4 in discard
3 in workers


Gold: 0
Workers: 8

5 x start
T1: Rich Earth
T2: Verdant Tree
T3: Forest’s Favour

[XCAFRR21] Pod1 Player 1 Turn 4

P1 Green vs P2 Green

Starting Hand

Ironbark Treant
Tiny Basilisk
Centaur
Verdant Tree
Rampant Growth

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Blooming Ancient, Blooming Elm
Centaur, Ferocity
Tiny Basilisk, Behind the Ferns


Main:

  • MP digs up 1 (8)
  • Tiny Basilisk (6)
  • Centaur (3)
  • Verdant Tree (1)
  • Shambler exhausts to lift up Centaur
  • Worker (0)
Workers

Ironbark Treant, Tiger Cub, Rich Earth, Forest’s Favor

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 2 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Centaur (4/5a, +)
  • :psfist: Elite: Young Treant (0+1/2)
  • :pspig: Scavenger: Playful Panda (2/2)
  • :exhaust: Technician: Tiny Basilisk (1/2)
  • :target: Lookout:

In Play:

  • Spore Shambler (1/2, +)
  • Merfolk Prospector (1/1)
  • Wisp (0/1)
  • Cala (3/2 lvl 3)
  • Verdant Tree

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Behind the Ferns
Ferocity
Rampant Growth

End of Turn Discard
My Thoughts

Sucks to not get Ferocity here, but oh well, I’ll turtle and hope I can hit back next turn. Growth seems as good a plan as any against that tower, so sure let’s do that


That’ll do.

P2T4

Starting hand: 3

Playful Panda
Ironbark Treant
Rampant Growth

Thoughts

Well, I can tech up this turn, but I’m wondering whether it’s worth trying to whittle FrozenStorm’s board down a bit instead. That board will be scary if a Feral or Growth spell comes out. Rampant Growth lets Huntress #1 kill the Centaur and leave, sparking the Treant. If Huntress #2 kills the Panda, and sparks the Treant to death, then Spore Shambler can kill the Wisp, then pass its rune to Prospector, who can trade with Calamandra. That’s 6 gold spent, so I could maxband Argagarg afterwards, if I’m so inclined. The Basilisk will kill him, but I get a Water Elemental to block against the Spore Shambler and Prospector. I lose 4g+2c to kill 10g+3c for a net of 6g+1c, although the Basilisk trade will lose me 6g, in exchange for 2g+1c. That brings it down to 2g+4c, which is still fine. Or, I could make it 0g+4c, by killing the Prospector instead of the Wisp, but losing the Shambler. Nah, the Prospector can wait. I just need to hope for no instant Tech II coming out.

Teching in the other Blooming Ancient, and a Ferocity, since I’m already planning on using Calamandra. Giant Pandas next.

Teched cards: 2

T2: 2 x Huntress
T3: Blooming Ancient, Murkwood Allies
T4: Blooming Ancient, Ferocity


Get paid - (8)
Worker - (7)
Argagarg Garg, Wisp arrives - (5)
Rampant Growth on Huntress #1 - (3)
Huntress #1 kills Centaur, sparkshots Young Treant, takes 2+2A damage
Huntress #2 kills Playful Panda and Young Treant, you get a gold, takes 2 damage
Spore Shambler kills Wisp
Spore Shambler passes a + rune to Merfolk Prospector - (2)
Merfolk Prospector trades with Calamandra, Argagarg hits level 3 (midband)
Maxband Argagarg, Water Elemental arrives - (0)
Discard 1, reshuffle 9, draw 3


:psblueshield: Water Elemental 3/3+1A (anti-air)
:ps_: Wisp 0/1
:exhaust: Argagarg L5 1/5 (exhaust: target unit gets +1/+1A this turn)

Huntress #1 4/2 (+; anti-air, sparkshot; 2 damage)
Huntress #2 3/1 (anti-air, sparkshot; 2 damage)
Spore Shambler 0/1 (exhaust or 1g: pass a + rune to target unit)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tower HP: 4


Hand: 3

Blooming Ancient
Murkwood Allies
Blooming Ancient

Deck: 6

Tiger Cub
Young Treant
Ferocity
Rampant Growth
Merfolk Prospector
Playful Panda

Discard: 0
Card-count details (opponent-viewable)

Expected: 10 + 6 teched = 16
3 on board
3 in hand
6 in deck
9 in discard
4 in workers


Gold: 0
Workers: 9

5 x start
T1: Rich Earth
T2: Verdant Tree
T3: Forest’s Favour
T4: Ironbark Treant

Ugh yucky

[XCAFRR21] Pod1 Player 1 Turn 5

P1 Green vs P2 Green

Starting Hand

Behind the Ferns
Ferocity
Rampant Growth

Events of Turn:


Upkeep:

  • Get Gold (8+1scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Blooming Ancient, Tiny Basilisk
Blooming Ancient, Blooming Elm
Centaur, Ferocity
Tiny Basilisk, Behind the Ferns


Main:

  • MP digs up 1 (10)
  • Arg + midband (6)
  • Tiny Basilisk kills Arg, you draw 1, my Arg maxbands
  • Verdant tree insta-builds tech 2 Growth (2)
  • Shambler gives a rune to Water Elemental
  • Worker (1)
Workers

Behind the Ferns, Ironbark Treant, Tiger Cub, Rich Earth, Forest’s Favor

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 rs Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader: Water Elemental (4/4a, +)
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician: Argagarg (1/5 lvl 5)
  • :target: Lookout:

In Play:

  • Spore Shambler (0/1)
  • Merfolk Prospector (1/1)
  • Verdant Tree (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Blooming Elm
Blooming Ancient
Centaur
Playful Panda

End of Turn Discard
My Thoughts

Question for @charnel_mouse

Do you mind to elaborate this for a newbie? I would have thought killing the prospector is strictly better in a situation like this…

1 Like
For zango

If the Shambler attacks the Prospector instead, it’ll take one damage, and so die when I move its rune to my own Prospector. So I don’t kill the Prospector, but I have an extra Wisp-equivalent to stick in front of more useful units later on. I’m not entirely sure it’s the correct decision, to be honest, but I think FrozenStorm is doing better than me on economy, so I’m trying to keep a good board presence to compensate.

1 Like

P2T5

Starting hand: 3

Blooming Ancient
Murkwood Allies
Blooming Ancient

Technician draw: 1

Ferocity

Thoughts

Well, my draw was game-endingly bad, but the Technician draw is pretty good. I can swiftly kill FrozenStorm’s patrol, and tech up, if I want to, but teching up isn’t useful for me this turn unless I’m bringing out an extra hero next turn. I probably want Midori soon for Nature Reclaims / Moment’s Peace, so that’s not an awful idea. Skipping a worker, to hold on to my main gameplan cards.

Tech choices:

  • Nature Reclaims to counter MoLaC / Verdant Tree/ Blooming Elm.
  • Tiny Basilisk might be good, now that I’m probably facing down Blooming Ancients.
  • It might be worth sneaking in a Blooming Elm / MoLaC of my own, if I’m trying to flood the board with Frogs later.
  • Circle of Life? Mimics can copy overpower, so maybe if there’s an Elm knocking around.
  • Stalking Tiger to snipe Ancients?
  • Dinosize to punch through large patrollers, but that’s splitting my spells between three heroes.
  • Oversized Rhinoceros, for holding the line without setup?
  • Is it worth trying to shoot for Guargum? Expensive, but high instant stats, has obliterate, and allows Stampede immediately. Obliterate might be nice for dealing with lots of runed units, instead of trying to attack them. I just need to keep it protected for Tiny Basilisk. Maybe I try to Feral Strike it in instead?

Going for Tech III is tempting, my early Tech II draw was bad enough that it might be my best shot. Let’s give it a go.

Putting a Blooming Ancient in workers, because I don’t expect to win that way. Murkwood Allies will have problems against Tiny Basilisk, but there’s only so many of those.

Teched cards: 2

T2: 2 x Huntress
T3: Blooming Ancient, Murkwood Allies
T4: Blooming Ancient, Ferocity
T5: Guargum, Eternal Sentinel, Stampede


Get paid - (9)
Calamandra Moss - (7)
Ferocity - (5)
Tech II: Growth - (1)
Worker - (0)
Huntress #1 swiftly kills Water Elemental
Water Elemental hits Argagarg to 2, takes 1 damage
Huntress #2 swiftly kills Argagarg, sparkshots Wisp, you get a gold and draw, Calamandra hits level 3 (midband)
Discard 2, draw 4


:psblueshield: Wisp 0/1+1A (Ferocity: swift strike; Calamandra: resist 0+1)
:exhaust: Spore Shambler 0/1 (Ferocity: swift strike; Calamandra: resist 0+1; exhaust or 1g: pass a + rune to target unit)

Calamandra L3 3/4 (discard 2: gain stealth this turn; my units have resist +1)
Huntress #1 4/2 (+; Ferocity: swift strike; Calamandra: resist 0+1; anti-air, sparkshot; 2 damage)
Huntress #2 3/1 (Ferocity: swift strike; Calamandra: resist 0+1; anti-air, sparkshot; 2 damage)
Water Elemental 3/2 (Ferocity: swift strike; Calamandra: resist 0+1; anti-air; 1 damage)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Growth)
:heart: Tower HP: 4


Hand: 4

Tiger Cub
Young Treant
Merfolk Prospector
Playful Panda

Deck: 1

Rampant Growth

Discard: 5

Guargum, Eternal Sentinel
Stampede
Ferocity
Blooming Ancient
Murkwood Allies

Card-count details (opponent-viewable)

Expected: 10 + 8 teched = 18
3 on board
4 in hand
1 in deck
5 in discard
5 in workers


Gold: 0
Workers: 10

5 x start
T1: Rich Earth
T2: Verdant Tree
T3: Forest’s Favour
T4: Ironbark Treant
T5: Blooming Ancient

Omg OOOF that super sucks, I really hope you don’t have another one of those. Those Huntresses are doing WORK

[XCAFRR21] Pod1 Player 1 Turn 6

P1 Green vs P2 Green

Starting Hand

Blooming Elm
Blooming Ancient
Centaur
Playful Panda
Rampant Growth (techn, bah)

Events of Turn:


Upkeep:

  • Get Gold (9+1float+1scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Ferocity, Murkwood Allies
Blooming Ancient, Tiny Basilisk
Blooming Ancient, Blooming Elm
Centaur, Ferocity
Tiny Basilisk, Behind the Ferns


Main:

  • MP Prospects (12)
  • Blooming Ancient (8)
  • Blooming Elm (5)
  • Playful Panda, +2 runes (3)
  • Centaur, +1 rune (0)
  • Move runes to Centaur and wisp
Workers

Behind the Ferns, Ironbark Treant, Tiger Cub, Rich Earth, Forest’s Favor

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader: Centaur (4/5a, +)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Blooming Ancient (3/5, +)
  • :target: Lookout:

In Play:

  • Wisp (1/2)
  • Playful Panda (2/2)
  • Spore Shambler (0/1)
  • Merfolk Prospector (1/1)
  • Verdant Tree (3hp)
  • Blooming Elm (4hp)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Ferocity
Young Treant
Tiny Basilisk

End of Turn Discard
My Thoughts

Woof. Can’t get a hold of the board. Probably have lost at this point, let’s hope there was a little whiff or something. At least I have a lot of targets to try and hit (Elm, Tree, Tech2, Ancient) and I’m drawing into another Ancient possibly


Sadly not, let’s watch my game plan blow up in one turn flat!

P2T6

Starting hand: 4

Tiger Cub
Young Treant
Merfolk Prospector
Playful Panda

Thoughts

If I hadn’t had such a bad Tech II draw, this would be a great position for me. As it is, it’s time for me to spam the board and hope for a kind reshuffle. At least FrozenStorm skipped a worker.

Alternatively, I at least try to kill of that Ancient, to slow down the engine. Only Wisp and something else has overpower then, unless FrozenStorm has another Ancient in hand. It’s going to cost me, though: 6+5 damage requires at least four attackers. Rampant Growth would get it down to three, if I draw it with Young Treant, but then Merfolk Prospector is the only unit I can afford to add after building Tech III, and that’s if I don’t make a worker. And I definitely need to build my Tech III, otherwise FrozenStorm stomps over me in short order.

I suppose it depends on how many attackers survive in each case.

Option 1

No Rampant Growth, don’t level Calamandra, Elemental and Huntresses trade with Centaur and Blooming Ancient, Calamandra limps away on 1 health. 5 gold remaining. I’d like to float some of that, to play heroes/units to protect a Guargum against a Tiny Basilisk.

Facing 7 attack on the board, including Elm runes. Up to 10 attack, if the Elm gives runes to the Shambler, since it can pass them on. I start with 0/1 Wisp and 0/1 Shambler to patrol, i.e. 2+1A health. Most efficient addition is Argagarg + Wisp at 4 health for 2 gold. That’s 6+1A health, enough to stop a tech break if FrozenStorm doesn’t have a Rampant Growth or something, but not enough to protect Calamandra. If I play Guargum next turn, it won’t have anything to Stampede. 8+1A defence if I also play Young Treant, which is still not quite enough to keep Calamandra alive, but I get a cleaner reshuffle. Merfolk Prospector lets her survive, but only if there’s no help from hand.

Option 2

Young Treant + Rampant Growth, Huntress #1 trades with the Centaur, and Huntress #2 suicides into Ancient so it goes into reshuffle too. Calamandra kills Ancient and barely survives, Water Elemental trades with Playful Panda, kills Merfolk Prospector, or patrols. Only 1 gold left, so I play Merfolk Prospector.

Facing 5-8 attack, with 5+1A defence, or 7-10 attack with 8+1A defence. Alternatively, Elemental trades with Ancient, and Calamandra kills Panda or patrols. That’s either 5+1A or 9+1A defence, but Calamandra is exposed in the latter. However, the former sees Calamandra have 2 health left instead of 1, which is still not quite enough to let her live if FrozenStorm’s willing to play for full Shambler trickery. I have midband Calamandra and Young Treant to patrol with. She can’t quite destroy the Blooming Elm, unfortunately. If she goes in Squad Leader then 4+1A health is enough to require 2 attackers to kill her, except if Blooming Elm boosts Playful Panda. That still leaves me with nothing to protect a Guargum from a Tiny Basilisk if I play it next turn. Since the only Wisp already has runes, this makes overpower mostly moot. 2 gold is not enough to cover a Guargum against a Tiny Basilisk next turn, Midori won’t cut it. Facing up to 10 attack again, with 8+1A on patrol.

Option 3

As for Option 1, but instead of Argagarg or the Young Treant I maxband Calamandra, gaining 4 health. The latter results in only 6+1A defence against up to 10 attack, but Calamandra now has 5 health, so can’t be killed without cards, at least. Rampant Growth still kills her, Ferocity doesn’t.

Option 4

Without attacking, I get a little more health to patrol with: up 10+1A. However, I’m facing 14 attack with the Elm, plus whatever the Ancient gets in runes, which it could pass on to Spore Shambler after attacking, which that could pass on to something else after attacking, as well as the Elm runes if it’s given those.

Maybe I just need to hold off on Tech III for one turn? No, I don’t think I can afford to.

One thing the above options don’t account for is how many attackers I leave FrozenStorm with. I think this’ll only matter if I have Calmandra in patrol, which is the case where I don’t kill the Panda. I’d be facing a 2/2 Panda, a 1/2 Wisp, a 0/1 Shambler, and a 1/1 Merfolk Prospector. At most, an attacker gets 5 attack with overpower. This actually might be OK: if Shambler gets the runes first it, gets killed by a Squad Leader Calamandra, unless it gets Rampant Growth, so couldn’t pass on runes. Panda can take her out with Rampant Growth or Ferocity, but then can’t pass the runes on to someone else to use overpower. I’d have a 4/5, a 0/2, a 1/1, and 2 0/1s on patrol. This could actually let me hold on OK. I’ll go with that approach, since otherwise I’m having trouble choosing what to do here. Is that enough to not play the Merfolk Prospector, and stay on 5 cards? I’m not sure, but I really need a good cycle here. I can also then have 12 gold after Scavenger, and get Argagarg or Midori down next turn to try to protect against Tiny Basilisk.

Teching in Moment’s Peace instead of second Stampede: I’m skeptical of my chances to have a board to Stampede with this cycle, and Moment’s Peace at least holds off Tiny Basilisks for a turn until I can use the obliterate.

Teched cards: 2

T2: 2 x Huntress
T3: Blooming Ancient, Murkwood Allies
T4: Blooming Ancient, Ferocity
T5: Guargum, Eternal Sentinel, Stampede
T6: Guargum, Eternal Sentinel, Moment’s Peace


Get paid - (10)
Tech III - (5)

Young Treant, I draw - (3)

Rampant Growth

Rampant Growth, Huntress #1 gets +2/+2A - (1)
Huntress #1 trades with Centaur
Huntress #2 suicides into Blooming Ancient for 3 damage
Water Elemental trades with Blooming Ancient, you draw
Discard 3, reshuffle 13, draw 5


:psblueshield: Calamandra L3 3/4+1A (discard 2: gain stealth this turn; my units have resist +1)
:psfist: Young Treant 1+0/2 (Calamandra: resist 0+1; can’t attack)
:ps_: Wisp 0/1 (Calamandra: resist 0+1)
:exhaust: Spore Shambler 0/1 (Calamandra: resist 0+1; exhaust or 1g: pass a + rune to target unit)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Growth)
:heart: Tech III HP: 5
:heart: Tower HP: 4


Hand: 5

Guargum, Eternal Sentinel
Murkwood Allies
Moment’s Peace
Merfolk Prospector
Playful Panda

Deck: 8

Stampede
Ferocity
Blooming Ancient
Guargum, Eternal Sentinel
Rampant Growth
Huntress
Huntress
Tiger Cub

Discard: 0
Card-count details (opponent-viewable)

Expected: 10 + 10 teched = 20
2 on board
5 in hand
8 in deck
0 in discard
5 in workers


Gold: 1
Workers: 10

5 x start
T1: Rich Earth
T2: Verdant Tree
T3: Forest’s Favour
T4: Ironbark Treant
T5: Blooming Ancient

That is a fortunate reprieve for P1 :slight_smile:

[XCAFRR21] Pod1 Player 1 Turn 7

P1 Green vs P2 Green

Starting Hand

Ferocity
Young Treant
Tiny Basilisk
Tiny Basilisk (agh bottom decked the other Ancient)

Events of Turn:


Upkeep:

  • Get Gold (9)
  • draw 1 techn
  • Tech 2 cards in (except turn 1)
All Teched Cards

Murkwood Allies, Stampede
Ferocity, Murkwood Allies
Blooming Ancient, Tiny Basilisk
Blooming Ancient, Blooming Elm
Centaur, Ferocity
Tiny Basilisk, Behind the Ferns


Main:

  • MP Prospects, dude’s a millionaire at this point (10)
  • Calamandra (8)
  • Tiny Basilisk (6)
  • Tiny Basilisk (4)
  • Ferocity, my little dudes are AP Swift Strike (2)
  • Blooming Elm makes Panda a big boi, now has overpower
  • Panda Kills Cala and overpowers 1 to kill scav, takes 1 from tower, you get 1g, Cala to level 3
  • Wisp kills techn, takes 1 from tower, you draw 1
Workers

Behind the Ferns, Ironbark Treant, Tiger Cub, Rich Earth, Forest’s Favor

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 1 rs Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk (1/2a)
  • :psfist: Elite:
  • :pspig: Scavenger: Calamandra (3/4, lvl 3)
  • :exhaust: Technician: Tiny Basilisk (1/2)
  • :target: Lookout:

In Play:

  • Wisp (1/1)
  • Playful Panda (5/4, +++)
  • Spore Shambler (0/1)
  • Merfolk Prospector (1/1)
  • Verdant Tree (3hp)
  • Blooming Elm (4hp)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9

End of Turn Hand

Blooming Ancient
Ferocity
Centaur

End of Turn Discard
My Thoughts

Okay, caught a break! Must have been a whiff for charnel, though I’m not sure how that happened…? Lucky me, I can take board and Tiny B’s can handle tech 3


P2T7

Starting hand: 5

Guargum, Eternal Sentinel
Murkwood Allies
Moment’s Peace
Merfolk Prospector
Playful Panda

Technician draw: 1

Stampede

Thoughts

Oh, good, I drew Stampede too early too. And Murkwood Allies at the wrong time. Just delaying the inevitable now, I think.

Teched cards: 0

T2: 2 x Huntress
T3: Blooming Ancient, Murkwood Allies
T4: Blooming Ancient, Ferocity
T5: Guargum, Eternal Sentinel, Stampede
T6: Guargum, Eternal Sentinel, Moment’s Peace


Get paid + float + Scavenger - (12)
Master Midori - (10)
Moment’s Peace, your units can’t attack, mine can’t patrol - (8)
Merfolk Prospector - (7)
Playful Panda, Wisp arrives - (5)
Discard 3, draw 5


:ps_: Midori 2/3

Playful Panda 2/2
Merfolk Prospector 1/1 (exhaust: I get a gold)
Young Treant 0/2 (can’t attack)
Wisp 0/1

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Growth)
:heart: Tech III HP: 5
:heart: Tower HP: 4


Hand: 5

Ferocity
Blooming Ancient
Guargum, Eternal Sentinel
Huntress
Tiger Cub

Deck: 2

Rampant Growth
Huntress

Discard: 5

Spore Shambler
Moment’s Peace
Guargum, Eternal Sentinel
Murkwood Allies
Stampede

Card-count details (opponent-viewable)

Expected: 10 + 10 teched = 20
3 on board
5 in hand
2 in deck
5 in discard
5 in workers


Gold: 5
Workers: 10

5 x start
T1: Rich Earth
T2: Verdant Tree
T3: Forest’s Favour
T4: Ironbark Treant
T5: Blooming Ancient

So much money…

[XCAFRR21] Pod1 Player 1 Turn 8

P1 Green vs P2 Green

Starting Hand

Blooming Ancient
Ferocity
Centaur

Events of Turn:


Upkeep:

  • Get Gold (9+2float)
  • Wisp and Panda heal
  • Tech 2 cards in (except turn 1)
All Teched Cards

Stampede, Might of Leaf and Claw
Murkwood Allies, Stampede
Ferocity, Murkwood Allies
Blooming Ancient, Tiny Basilisk
Blooming Ancient, Blooming Elm
Centaur, Ferocity
Tiny Basilisk, Behind the Ferns


Main:

  • MP Prospects, just call him Scrooge McDuck (12)
  • Blooming Ancient (8)
  • Blooming Elm gives 3 runes to Ancient
  • Arg + midband, 2 runes (4)
  • Cala kills Midori, arg maxbands, you get $1, I get another rune
  • move 2 of these 6 runes around to panda and new wisp
Workers

Behind the Ferns, Ironbark Treant, Tiger Cub, Rich Earth, Forest’s Favor

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader: Playful Panda (6/6a, ++++)
  • :psfist: Elite: Wisp (1+1/2, +)
  • :pspig: Scavenger: Wisp (1/2, +)
  • :exhaust: Technician: Water Elemental (3/3)
  • :target: Lookout:

In Play:

  • Calamandra (3/1, lvl 3)
  • Arg (1/5 lvl 5)
  • Tiny Basilisk (1/2)
  • Tiny Basilisk (1/2)
  • Spore Shambler (0/1)
  • Merfolk Prospector (1/1)
  • Blooming Ancient (6/8, ++++)
  • Verdant Tree (3hp)
  • Blooming Elm (4hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 4
  • Workers: 9

End of Turn Hand

Ferocity
Stampede
Young Treant
Murkwood Allies

End of Turn Discard
My Thoughts

Huh, he just let me kill Midori so he’s not planning to peace again…

Well ancient + arg Max makes sense here, but do I do anything else? Tower, just in case btf? No I don’t think charnel did that. I could see trying to pull off Guargum + Ferocity. That might be what’s going on. Ok I buy that. I’ll just float a ton, murkwood or stampede next turn, we can break through ferocity with that


Bah, humbug

P2T8

Starting hand: 5

Ferocity
Blooming Ancient
Guargum, Eternal Sentinel
Huntress
Tiger Cub

Thoughts

Ferocity on Guargum is nice, I suppose, but the Growth engine is probably too far along for it to help. FrozenStorm needs something with 14 health, and the Ancient is 6 runes away from that. Or he’s holding Ferocity again, and I definitely die.

Teched cards: 0

T2: 2 x Huntress
T3: Blooming Ancient, Murkwood Allies
T4: Blooming Ancient, Ferocity
T5: Guargum, Eternal Sentinel, Stampede
T6: Guargum, Eternal Sentinel, Moment’s Peace


Get paid + 5 float + Scavenger - (16)
Guargum, Eternal Sentinal - (6)
Calamandra - (4)
Huntress - (2)
Ferocity, my units have armour-piercing and swift strike - (0)
Merfolk Prospector exhausts for gold - (1)
Discard 2, draw 2, reshuffle 8, draw 2


:psblueshield: Young Treant 0/2+1A (can’t attack)
:psfist: Guargum, Eternal Sentinel 1+12/12 (Ferocity: armour-piercing, swift strike; resist 2; obliterate 4; can play Growth spells for free without Argagarg)

Huntress 3/3 (Ferocity: armour-piercing, swift strike; sparkshot; anti-air)
Playful Panda 2/2 (Ferocity: armour-piercing, swift strike)
Merfolk Prospector 1/1 (Ferocity: armour-piercing, swift strike; exhaust: I get a gold)
Wisp 0/1

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Growth)
:heart: Tech III HP: 5
:heart: Tower HP: 4


Hand: 4

Rampant Growth
Huntress
Spore Shambler
Murkwood Allies

Deck: 6

Moment’s Peace
Guargum, Eternal Sentinel
Stampede
Ferocity
Blooming Ancient
Tiger Cub

Discard: 0
Card-count details (opponent-viewable)

Expected: 10 + 10 teched = 20
5 on board
4 in hand
6 in deck
0 in discard
5 in workers


Gold: 1
Workers: 10

5 x start
T1: Rich Earth
T2: Verdant Tree
T3: Forest’s Favour
T4: Ironbark Treant
T5: Blooming Ancient