Looks like a whiff on Bomber’s side, which means I still don’t know what I’ll be facing. I think I go with Bear as the safer choice. He can also do a bit more to thin the herd here.
Bomber put some resources into that turn, but their board is still big and Stampede will soon become a real threat. I can’t 100% count on Predator Tiger getting through next turn (cause Bomber reshuffled last turn), so I won’t go all in with Ferocity.
Instead I’ll play Midori to chump block and Cal as another evasive threat. Also it looks like I might want to maxband her next turn, so I’ll go ahead and tech a win con.
Well that worked out ok. I just have to be careful for him rushing tech 3, but grounded guide hitting the table next turn should be pretty damaging for him. Hopefully I hit stampede after that and really ruin his day.
Tech 2 card(s)
Get Paid + scavenger - ($10)
Skip worker
Calamandra to midband - ($8)
Rampant Growth on Calamandra - ($6)
Discard 2 to give Cal stealth
Cal kills your Arg and maxbands
Arg of my own, to maxband - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Water Elemental (3/3A)
Elite:
Scavenger: Wisp (0/1)
Technician: Arg lvl 5 (1/5)
Lookout:
In Play:
Calamandra lvl 5 (4/5)
Verdant Tree (3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Feral)
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 8
Gold:
Gold: 0
Workers: 9
Thoughts
Hmm, I guess Ferocity would’ve been the right choice after all. I have a chance for a redo this turn, though it’s vulnerable to SotP or a Fencer with GGuide/FFavor. And if it flops, it’s basically game over.
The alternative is taking Arg out right now, but that means either emptying my hand or skipping a worker. I don’t like either very much, but I guess I can live with the latter.
Hmm, that’s annoying. No stampede for me it seems. Still, I have the guide down and two fencers in hand. Looks like a big turn for me next turn. Maybe I can build my tech 3 too.
Tech 2 card(s)
Get Paid + scavenger - ($10)
Worker - ($9)
Exhaust Verdant Tree
Instant tech 3 - ($4)
Feral Strike, put Barkcoat Bear and Moss Ancient from my hand into play, 3 Squirrels arrive - ($0)
Calamandra kills Young Treant, takes 2 damage
Exhaust Arg to buff a Squirrel
Buff Squirrel tries to sneak, is detected, and runs into Starlet, dooming her to die on your upkeep without drawing you a card
Squirrel #2 invisibly trades with Prospector
Float ($0)
Discard 0, draw 1, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Barkcoat Bear (5/5A)
Elite:
Scavenger: Squirrel (1/1)
Technician: Moss Ancient (8/9)
Lookout:
In Play:
Calamandra lvl 5 (4/3)
Arg lvl 5 (1/5)
Verdant Tree (3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Feral)
Tech III HP: 5
Economy Info: Cards:
Hand: 2
Deck: 10
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
It might be more prudent to boost Feral Strike and fetch a couple of Gigadons, and thus maintain my handsize. But prudence went out the window on my turn 2, time to unleash the Squirrels!
Feral Strike
Moss Ancient
Stalking Tiger
Moment’s Peace
Discard
Barkcoat Bear
Moss Ancient
Feral Strike
Ferocity
Young Treant
Tech 0 card(s)
Get Paid - ($10)
Technician draw
Verdant Tree heals Calamandra for 1
Feral Strike, boosted to fetch two T-Rexes from my codex and put them into play, destroy 4 of your workers - ($2)
Midori - ($0)
Calamandra kills River, Midori to lvl 3
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: T-Rex (10/10A)
Elite:
Scavenger: Squirrel (1/1)
Technician: T-Rex (10/10)
Lookout:
In Play:
Calamandra lvl 5 (4/1)
Arg lvl 5 (1/5)
Midori lvl 3 (2/3)
Verdant Tree (3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Feral)
Tech III HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
I was planning to clear both heroes with Midbandori, but the technician draw straight up wins the game.
All my draws lined up this game, from the initial Verdant Tree → Young Treant split, to spacing out Bear and Tiger, to Feral Strike and Ancient in the same hand, and finally the 2nd Feral Strike off the technician draw.
And despite all that, I think I would’ve been better off going Balance for Potent Basilisks w/ Cal spells. I still haven’t found the circumstances for Feral to really shine.