Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Fox Viper - ($2)
Rook - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Fox Viper (2/1)
Technician:
Lookout:
In Play:
Rook lvl 1 (2/4)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
Viper into Hook is not a terrible split.
Growth is going to be my main concern here going forward, along with Meta of course. An early Blood tech 2 is the most obvious path to pursue, but we’ll see.
STARTING HAND
Playful Panda (2/2)
Tiger Cub (2/2)
Forest’s Favor
Verdant Tree (3)
Merfolk Prospector (1/1)
WORKERS
Rampant Growth
Forest’s Favor
NextHand
Verdant Tree (3)
Plague Spitter (3/3)
Plague Spitter (3/3)
Young Treant (0/2)
Tech 2 card(s)
Get Paid + float - ($6)
Worker
panda - ($4)
Tiger - ($2)
Tech 1 - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: wisp (0/1A)
Elite:
Scavenger:
Technician: Tiger Cub (2/2)
Lookout:
In Play:
Rich Earth
Playful Panda (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
was really hoping for AS or monk. with Monk it would have been awesome to tech shadow blade for the potential rook kill before birds hit the table. but with viper’s sparkshot this would be a too risky gamble against his 50% for having hook… so plan b it is!
I had exactly such a P2T2 in mind when playing rich earth and wanted to have teched a shadow blade in order to kill rook before birds hit the table…
Needless to say I decided differently… Damn!
Bottom decked birds? Fine for me
I must confess I’m hoping for more bottom decks with your ultra small next cycle. Let’s stop that start putting some cards into your discard pile.
XCAFS22 Round6 P1T4
P1 [Growth]/Demonology/Disease vs. P2 [Strength]/Bashing/Blood
Blooming Ancient (2/4)
Might of Leaf and Claw
Merfolk Prospector (1/1)
Tiger Cub (2/2)
Tech 2 card(s)
Get Paid - ($7)
Worker
spitter kills SL, 1 to my base
spitter #2 kills viper, you gain 1
ironbark - ($4)
Tech 2: growth - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Ironbark Treant (1/2AAA)
Elite:
Scavenger:
Technician: Playful Panda (2/2)
Lookout:
In Play:
Rich Earth
Plague Spitter (3/1)
Plague Spitter (3/1)
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
well, there it is, my possible rook kill with the help of the blade, but his resulting draw 3 out of 5 from the new cycle then is too overwhelming. One or two cb then are to be expected and Vandy dies to midband Drakk with a single cb. better safe up the blade’s discard effect for when he went down on cards due to repeated crash barrows. going to be greedy with molac, let’s see how this spans out. probably two mantis next turn to counter a too large “blood loss”
Tech 2 card(s)
Get Paid + scav - ($10)
Savior Monk heals himself.
Skip worker.
Drak, to midband - ($5)
Savior Monk hits Arg for 3.
Crashbarrow, kills Arg and overpowers to kill Elemental, you draw, Drak to maxband - ($2)
Birds fly over patrol and kill Ancient.
Bloodlust on Panda and Spitter - ($0)
At the end of my turn Crashbarrow, Panda and Spitter die.
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Drak lvl 6 (3/4A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Savior Monk (2/1)
Bird (1/1)
Bird (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 8
Gold:
Gold: 0
Workers: 9
Thoughts
Drak to the rescue? It’s probably too little, too late.
Lost my choice for worker to Shadow Blade, unfortunately.
A single patroller with less than 5 hp means I for sure lose a tech building, so Rook goes in SQL.
so we’re escalating this to tech 3? I’m in! hopefully my smaller cycle gives me the edge before your blood base race kills me. Let’s start with a DP to help you out a bit
XCAFS22 Round6 P1T7
P1 [Growth]/Demonology/Disease vs. P2 [Strength]/Bashing/Blood
STARTING HAND
Might of Leaf and Claw
Artisan Mantis (4/5)
Dark Pact
Ironbark Treant (1/2AAA)
Plague Spitter (3/1)
Blooming Ancient (2/4)
WORKERS
Rampant Growth
Forest’s Favor
Verdant Tree (3)
Spore Shambler (2/3)++
Tiger Cub (2/2)
Young Treant (0/2)
Ironbark Treant (1/2AAA)
NextHand
Playful Panda (2/1)
Blooming Ancient (2/4)
Guargum, Eternal Sentinel (12/12)
Guargum, Eternal Sentinel (12/12)
Plague Spitter (5/1)++
Discard
Dark Pact
Might of Leaf and Claw
Blooming Ancient (2/4)
Plague Spitter (3/1)
Tech 0 card(s)
Get Paid - ($10)
DP my base, draw 2, base to 17 - ($9)
Worker
tech 3 - ($4)
Mantis, repairs base back to 20 - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Merfolk Prospector (1/1A)
Elite:
Scavenger: orpal (2/5, lvl6)
Technician: Vandy (2/3, lvl1)
Lookout: Artisan Mantis (4/5)
In Play:
Rich Earth
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 4
Gold:
Gold: 0
Workers: 11
Thoughts
I think my tech 3 is better than his, but is it enough against bugblatters and commanders? I’ll probably have to tech the second mantis, but let’s try DP first and try to get the almost guaranteed guarg next turn first.
post DP: Tempting to stay at tech2, but I’ll stick to the plan
patrol choice is killing me. I have to look out for CBs and kidnapping and one way or the other my patrol looks just plain dumb if he has the other thing at the ready.
Tech 0 card(s)
Get Paid + float - ($11)
Drak - ($9)
Rook kills Prospector.
Crashbarrow - ($6)
Crashbarrow trades with Vandy and overpowers 3 to Mantis, you draw, Drak to lvl 3.
Drakk to midband - ($5)
Kidnapping on Mantis, paying 1 resist - ($0)
Mantis trades with Orpal, you get 1 gold, Drakk to maxband.
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Drakk lvl 6 (3/4)
Rook lvl 1 (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech III HP: 5
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
zango is still ahead on cards and workers, but at least I’m putting up a fight.
now let’s see who can put up how much speed… I’m way ahead, but I am also very afraid of blood’s speed at base race, especially with commanders in the mix
damn me for forgetting to add a SotP to the pile with guarg on the board
Tech 1 card(s)
Get Paid - ($10)
Pirate Gang Commander, gets haste, Pirates arrive - ($4)
Bird’s Nest, Birds arrive - ($2)
Savior Monk - ($0)
Desperation, to trash, I draw 3.
Crashbarrow, for free.
Commander runs into Guargum, your base to 18.
Crashbarrow trades with Guargum and overpowers to kill Wisp, you get 1 gold.
Drakk and Rook break tech 3, your base to 16.
At the end of my turn I discard my hand.
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Pirate (2/2A)
Elite: Pirate (2/2)
Scavenger: Pirate (2/2)
Technician: Bird (1/1)
Lookout: Bird (1/1)
In Play:
Drakk lvl 6 (3/4)
Rook lvl 1 (2/2)
Savior Monk (2/2)
Bird’s Nest
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech III HP: 5
Economy Info: Cards:
Hand: 2
Deck: 2
Disc: 9
Gold:
Gold: 0
Workers: 10
Thoughts
I could empty my hand to get 6 tech 0’s, so even with Orpal’s maxband, my PCG would be safe from obliteration (in principle. Plenty of cards could change that).
Then I can also Desperation, for ~71% of drawing at least one tech 2 I could play for free. It’ll suck if I draw the other PCG early, but I think that’s a risk I have to take.
true. even with you not having drawn bugblatters, it still looks pretty dire on my end. But I still have my chances.
No matter how this ends, I’m loving this game! It’s epic!
PS: so much for my thoughts growth tech 3 > blood tech 3
XCAFS22 Round6 P1T9
P1 [Growth]/Demonology/Disease vs. P2 [Strength]/Bashing/Blood
Playful Panda (2/2)
Shadow Blade
Guargum, Eternal Sentinel (12/12A)
Might of Leaf and Claw
Plague Spitter (3/1)
Tech 0 card(s)
Get Paid+scavenger - ($13)
rebuild tech 3
BA - ($9)
Vandy, rune - ($7)
shadow blade SL, please discard #2 - ($4)
arg, wisp, two runes - ($2)
tech lab - ($1)
panda trades elite
worker
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Vandy (2/3A)
Elite: arg (1+1/3)
Scavenger: wisp (0/1)
Technician: Blooming Ancient (5/7)+++
Lookout:
In Play:
Rich Earth
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Growth)
Tech III HP: 5
Tech Lab HP: 4 (Demonology)
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 5
Gold:
Gold: 1
Workers: 13
Thoughts
bummer, the tide has turned. But what an awesome game this is!
I’m terribly afraid of his two bugblatters which still need to see the day of light and he might not have had the second commander in his last hand…
Tech 2 card(s)
Get Paid - ($10)
Savior Monk heals Rook.
Captured Bugblatter, gets haste - ($7)
Birds kill Vandy, Rook to lvl 3
Drakk kills Arg, Rook to midband.
Savior Monk kills Wisp, you get 1 gold, your base to 15.
Pirate runs into Ancient, your base to 14.
Rook to maxband - ($4)
Rook kills Ancient, you draw, your base to 13
Bugblatter breaks tech 3, your base to 11.
Troq - ($2)
Tech Lab (Bashing) - ($1)
Tech 2 card(s)
technician draw
Get Paid + float + scavenger - ($15)
Rebuild tech 3
BA - ($11)
orpal, rune - ($9)
mantis, rune, base to 14 - ($5)
mantis, rune, base to 17 - ($1)
MP, rune - ($0)
move some runes
Float ($0)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Artisan Mantis (6/7A)++
Elite: orpal (1+1/3)
Scavenger: Merfolk Prospector (2/2)+
Technician: Blooming Ancient (3/5)+
Lookout: Artisan Mantis (4/5)
In Play:
Rich Earth
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Growth)
Tech III HP: 5
Tech Lab HP: 4 (Demonology)
Economy Info: Cards:
Hand: 3
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 13
Thoughts
Bummer to probably have lost here just as the mantises came seemingly to the rescue.
Also I’m regretting to have built that tech lab. should have gone for tower and keep the cycle smaller to get mantises more often.