Rich Earth
Rampant Growth
Playful Panda
Verdant Tree
Spore Shambler
Events of Turn:
Upkeep:
Get Gold (4)
Tech 2 cards in except turn 1
All Teched Cards
Main:
Rich Earth (1)
Worker
Workers
Verdant Tree
Patrol as below
Discard 3 Draw 5
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rich Earth
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 5
End of Turn Hand
Merfolk Prospector
Young Treant
Tiger Cub
Ironbark Treant
Forest’s Favor
End of Turn Discard
My Thoughts
Unlucky not to get Merfolk w/ combat setup, would have liked to start Grave here. Next turn something like Ironbark + MP + Tech 1 probably, turn after start to play heroes? Guess we’ll see, I think it’ll be tough giving White priority but I can’t threaten easily otherwise so I think I play econ game for Growth T2
STARTING HAND
Morningstar Flagbearer (2/2)
Smoker (1/1)
Fox Viper (2/1)
Aged Sensei (1/1)
Sensei’s Advice
WORKERS
Morningstar Flagbearer (2/2)
NextHand
Snapback
Fox Primus (2/2)
Safe Attacking
Savior Monk (2/2)
Grappling Hook
Discard
Smoker (1/1)
Sensei’s Advice
Fox Viper (2/1)
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Rook - ($2)
AS - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rook (2/4, lvl1)
Aged Sensei (1/1)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 6
Thoughts
solid split against that econ start of his. He chose a very interesting play against rook and white starter. I really like the situation I’m in now, but let’s see what he has up his sleeve. If I were in his shoes I’d go 80:20:0 on peace:discipline:growth. But Frozen’s tech choices often surprise me, so nothing is taken for granted here
Merfolk Prospector
Young Treant
Tiger Cub
Ironbark Treant
Forest’s Favor
Events of Turn:
Upkeep:
Get Gold (5+1float)
Tech 2 cards in except turn 1
All Teched Cards
Rambasa Twins, Sparring Partner
Main:
Ironbark Treant (3)
Merfolk Prospector (2)
Worker
Tech 1 (0)
Workers
Tiger Cub, Verdant Tree
Patrol as below
Discard 2 rs Draw 4
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Ironbark Treant (1/2aaa)
Elite:
Scavenger:
Technician: Merfolk Prospector (1/1)
Lookout:
In Play:
Rich Earth
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
End of Turn Hand
Spore Shambler
Rambasa Twin
Playful Panda
Rampant Growth
End of Turn Discard
My Thoughts
Spose against Rook I’d have been liable to lose Grave anyway then, especially w/ Rampant in t1 hand. No massive loss, econ game hopefully should work out, it’s white starter w/ no early combat here like Grave or Cala to back it up. Rook’s expensive to run with, I don’t have a fantastic counter to maxbadn but Dinosize or Reversal might be able to do the trick if it goes that way. Rambasa and Sparring for now
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
hook tree to lookout
adviced midband rook kills tree - ($2)
Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rook (3/5, lvl5)
Aged Sensei (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
that tree had to be expected as everything else in the second hand simply would not allow to play rich earth. still it’s a bummer as that means he can keep his MP if he chooses not to trade AS
I think it’s worth the counter-pressure to try Oni or Grave out here. The only question is, do I risk patrolling the hero SQL for a lobber, or play it safe(r) with a Backline patrol. Hook + Lobber is still decently likely… and I’d love to be able to hit back with stuff. I think what I do actually is Playful Panda and patrol the Wisp SQL. Preserve the most hit-back and defer me next tech, so I can stack the deck up a bit
You really got me on the wrong foot here. Was completely convinced you’d go for peace, but with twins?? Looks more like growth now… And tbh this turn 3 of yours was way better than anything I anticipated. Please enjoy destroying stuff if you want to even with drawing both my teched cards there’s nothing I can do about it
XCAFS22 Round4 P2T3
P1 [Growth]/Discipline/Peace vs. P2 [Strength]/Blood/Fire
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
lobber kills SL - ($5)
Rook kills scav, you gain 1, maxband heals - ($2)
Bird’s Nest - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rook (4/6, lvl8)
Bird’s Nest
Lobber (2/2)
bird #1 (1/1)
bird #2 (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
uff, that’s some offense he has put up here. Don’t like any of the options that I’m having. especially loosing tech 1 here sucks, but not attacking sucks even more
worker choice sucks just as hard. With my two birds I really want that safe attacking in my deck against tower, but SA and Snapback are both equally brilliant in many situations… judging from how badly I would have wanted bird buffs in my next hand I’ll worker snapback
The Art of War x2
Blooming Ancient, Martial Mastery
Rambasa Twin, Sparring Partner
Main:
Sparring Partner (7)
Arg + Maxband (1)
Luigi and Panda break your tech1, your base to 18
Worker
Workers
Forest’s Favor, Spore Shambler, Tiger Cub, Verdant Tree
Patrol as below
Discard 1 rs Draw 3
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Argagarg (1/5a lvl 5)
Elite:
Scavenger:
Technician: Water Elemental (3/3)
Lookout:
In Play:
Sparring Partner (2/2)
Wisp (0/1)
Rambasa Luigi (3/2)
Playful Panda (2/2)
Rich Earth
Economy Info:
Cards:
Hand: 3
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 8
End of Turn Hand
The Art of War
Martial Mastery
Merfolk Prospector
End of Turn Discard
My Thoughts
Arg’s my best bet here I think, helps take care of Birds and also a Stampede / Growth T2 threat has to be respected. Either I get Snapbacked (hopefully not to have Oni out and killed!) or pounded face up, either way I’m hoping I maxband Oni next turn, then take care of things from there in a base race type deal. We shall see
in the sense of “I think I know perfectly what you are going to do but you proove me wrong”… which just happened again!
Man, sometimes I have the feeling since my double boot camp first tech against your truth deck you sometimes just aim for playing unpredictable
XCAFS22 Round4 P2T4
P1 [Growth]/Discipline/Peace vs. P2 [Strength]/Blood/Fire
ok that’s weird. he surprises me… again! while it was obvious that I would not have an earthquake in hand he still prefers to not play tech 2… what is his end game if not tech2 after just starting his new cycle? ulti spells against a deck with access to snapback???
Blooming Ancient, Stampede
The Art of War x2
Blooming Ancient, Martial Mastery
Rambasa Twin, Sparring Partner
Main:
Tower (6)
Tech 2 Growth (2)
Merfolk Prospector (1)
Arg buffs Panda, takes down SQL takes 1
Worker
Workers
Martial Mastery, Forest’s Favor, Spore Shambler, Tiger Cub, Verdant Tree
Patrol as below
Discard 2 Draw 4
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 Growth
Tower HP: 4
In Patrol:
Squad Leader: Rambasa Luigi (3/2a)
Elite:
Scavenger: Wisp (0/1)
Technician: Merfolk Prospector (1/1)
Lookout:
In Play:
Arg (1/5 lvl 5)
Playful Panda (2/1)
Rich Earth
Economy Info:
Cards:
Hand: 4
Deck: 0
Disc: 5
Gold:
Gold: 1
Workers: 9
End of Turn Hand
Young Treant
The Art of War
Rampant Growth
Ironbark Treant
End of Turn Discard
My Thoughts
Maybe I shoulda double reverse jinxed and gone Stampede… Looks pretty bleak now, Earthquake will nearly bury me but we’ll give it a try. Teching a Stampede on the off chance I get reshuffled and stuck on Arg
With you putting him in SL?? Against a deck with access to Snapback?? Nah!
But thanks for pointing out that you are not respecting Snapback, otherwise I probably wouldn’t have traded bird with panda
XCAFS22 Round4 P2T5
P1 [Growth]/Discipline/Peace vs. P2 [Strength]/Blood/Fire
STARTING HAND
Lobber (2/2)
Fox Viper (2/1)
Aged Sensei (1/1)
WORKERS
Morningstar Flagbearer (2/2)
Fox Primus (2/2)
Snapback
Smoker (1/1)
NextHand
Earthquake
Crash Bomber (2/2)
Grappling Hook
Discard
Lobber (2/2)
Savior Monk (2/2A)
Fox Viper (2/1)
Ember Sparks
Ember Sparks
Tech 2 card(s)
Get Paid + float - ($12)
skip Worker
maxband Drakk - ($5)
AS, gains haste - ($4)
lobber from hand trades SL - ($3)
lobber kills wisp, takes 1, you gain 1 gold
bird trades panda
AS buffed rook walks past MP to break tech 2, your base takes 2
Float ($3)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Drakk (3/4A, lvl6)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rook (4/3, lvl8)
Bird’s Nest
bird #1 (1/1)
Lobber (2/1)
Aged Sensei (1/1)
Buildings:
Base HP: 18
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 3
Disc: 5
Gold:
Gold: 3
Workers: 9
Thoughts
no real surprises this time. oh how I wish at least for my safe attacking now that I don’t have earthquake, but well - my position still feels extremely good. Tough to decide whether to lobber-kill wisp and have AS-buffed rook break tech 2 or to do it via buffed bird killing MP and lobber exhaust for that fifth damage. Either way I’ll lose one bird. That additional attack of MP over wisp might be the difference whether he can kill Drakk or not
Not not respecting it, just in a hole and not much to do I’ll just fold, I don’t think there was much hope of winning this game from the jump, Rich Earth obviously a poor choice in hindsight though I didn’t really have a better one either
GG!
For me it felt completely different. Committing to the earthquake plan leaves you so vulnerable to do many other things.
I was afraid of you going for tech 2 in t4 with say grave SL and more units, while I obviously didn’t have an earthquake already, paired with both BA in the next cycle. I wasn’t sure whether I’d run out of steam before you are able to put enough counter pressure to the board this way…