@thehug0naut GL HF!
P1T1
StartingHand Workers
STARTING HAND
Nautical Dog
Scorch
Bloodburn
Charge
Pillage
WORKERS
Bloodburn
NextHand
Careless Musketeer
Makeshift Rambaster
Mad Man
Bloodrage Ogre
Bombaster
Discard
Pillage
Charge
Scorch
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Nautical Dog - ($2)
Vandy - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Vandy lvl 1 (2/3)
- Nautical Dog (1/1)
Buildings:
- Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Vandy + Dog into tech 1 + Brogre is the obvious play, but who knows, maybe I’ll want one of my Basters.
@thehug0naut’s turn!
I haven’t forgotten about this, just had a brutal couple of days at work. Will post something before I turn in tonight, once I’ve finished my presentation and had some time to think.
1 Like
P2T1
StartingHand Workers
STARTING HAND
Young Treant
Spore Shambler
Verdant Tree
Rich Earth → Worker
Tiger Cub
WORKERS
NextHand
Ironbark Treant
Rampant Growth
Playful Panda
Forest’s Favor
Merfolk Prospector
Discard
Young Treant
Verdant Tree
Spore Shambler
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Tiger Cub - ($2)
Calamandra - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Tiger Cub 2/2A
- Elite: L1 Calamandra Moss 3/3
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
I don’t like Midband Cala in elite as Scorch + Dog gets a kill and let’s Vandy stay at midband without spending an extra card. This way I can only see that with Mad Man + Charge Dog or Mad Man + Bombaster + Sac so at least it costs cards, board and no tech I to get the hero kill.
Other options (Ironbark, Ironbark + Prospector, Tiger + YT) seem to straightforwardly allow the building of pressure against me so we’ll try this and see how we go. I don’t fancy my chances honestly, it’s an extremely aggressive deck.
Starter wise the decision was where to put Spore Shambler, Playful Panda and Young Treant. On balance I couldn’t really see a reason to keep two 3/3s in hand so I went with Panda in hand 2 so that I don’t mess up my Tech I draws if I want to play two chump blockers on T2.
P1T2
Tech StartingHand Workers
TECH
Lobber
Dark Pact
STARTING HAND
Makeshift Rambaster
Careless Musketeer
Mad Man
Bloodrage Ogre
Bombaster
WORKERS
Bloodburn
Careless Musketeer
NextHand
Nautical Dog
Bombaster
Scorch
Makeshift Rambaster
Pillage
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Mad Man, runs into Tiger Cub - ($1)
Vandy kills Tiger Cub and sparkshots Calamandra.
Nautical Dog trades with Calamandra, Vandy to midband.
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Don’t look a gift horse in the mouth?
@thehug0naut’s turn!
P2T2
Tech StartingHand Workers
TECH
Rambasa Twin (Card efficient patrollers)
Centaur (Really good stats for the gold cost)
STARTING HAND
Rampant Growth
Forest’s Favor
Spore Shambler
Ironbark Treant
Merfolk Prospector
WORKERS
NextHand
Forest’s Favor
Rampant Growth
Spore Shambler
Verdant Tree
Young Treant
Tech 2 card(s)
Get Paid - ($6)
Tech I - ($4)
Ironbark Treant - ($1)
Merfolk Prospector - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Ironbark Treant 1/2AAA
- Elite:
- Scavenger: Merfolk Prospector 1/1
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Well I completely forgot about Sparkshot!
I think the only way I can stabilise now is to get Ironbark and Prospector both in play and Tech up, but that requires that I skip a worker as P2 which is not a fun prospect against this onslaught.
There is a line he breaks my Tech I that I can see but it involves playing all of Rambaster, Mad Man and a Lobber so I think it’s only a small minority of options.
Teching in my most efficient early game units so I can try and fend him off. Hoping for a decent split.
P1T3
Tech StartingHand Workers
TECH
Metamorphosis
Lobber
STARTING HAND
Pillage
Makeshift Rambaster
Scorch
Nautical Dog
Bombaster
WORKERS
Bloodburn
Careless Musketeer
Scorch
NextHand
Lobber
Dark Pact
Bloodrage Ogre
Mad Man
Discard
Bombaster
Pillage
Nautical Dog
Metamorphosis
Lobber
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Vandy hits Treant.
Bombaster, detonates to kill Treant - ($3)
Makeshift Rambaster, kills Merfolk, you get 1 gold - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Vandy lvl 3 (3/3)
- Makeshift Rambaster (1/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Don’t look a gift horse in the mouth?
@thehug0naut’s turn!
P2T3
Tech StartingHand Workers
TECH
Now! (Give myself a way to counter punch)
Now! (Double up to maximise draw chance)
STARTING HAND
Young Treant → Centaur
Verdant Tree
Rampant Growth
Forest’s Favor → Worker (Least useful card for now)
Spore Shambler
WORKERS
Rich Earth
Forest’s Favor
NextHand
Ironbark Treant
Playful Panda
Now!
Merfolk Prospector
Rambasa Twin
Tech 2 card(s)
Get Paid + Scav - ($7)
Young Treant, draw - ($5)
Worker - ($4)
Centaur - ($1)
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: Centaur 3/4A [Overpower]
- Elite:
- Scavenger:
- Technician: Young Treant 0/2 [Can’t Attack]
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
So here I’m just trying to fill my board as best I can and try to stay in this as I get my economy back on track. If he teched Shadow Blade and a Lobber (which I think it quite likely) then he has the gold to clear my patrol and break my Tech I. Need to give myself the best options to patrol / counter punch my way to some sort of parity. If I keep my tech I then I should have some decent counter options, but I think that’s fairly unlikely.
P1T4
Tech StartingHand Workers
TECH
Metamorphosis
Chaos Mirror
STARTING HAND
Bloodrage Ogre
Lobber
Dark Pact
Mad Man
Charge
Bombaster
WORKERS
Bloodburn
Careless Musketeer
Scorch
Mad Man
NextHand
Nautical Dog
Pillage
Metamorphosis
Metamorphosis
Lobber
Discard
Lobber
Dark Pact
Makeshift Rambaster
Bombaster
Charge
Bloodrage Ogre
Tech 2 card(s)
Get Paid + float - ($8)
Dark Pact, my base to 18, I draw 1, reshuffle, and draw 1 - ($7)
Lobber, runs into Centaur - ($6)
Vandy to maxband, dooms Rambaster and Young Treant - ($4)
Rambaster trades with Centaur.
Heroes’ Hall - ($2)
Worker - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Vandy lvl 5 (4/5A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 18
- Tech I HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
@thehug0naut’s turn!
P2T4
Tech StartingHand Workers
TECH
Murkwood Allies (Units without Tech buildings)
Murkwood Allies (Ditto)
STARTING HAND
Rambasa Twin
Playful Panda → Worker
Merfolk Prospector
Now!
Ironbark Treant
WORKERS
Rich Earth
Forest’s Favor
Playful Panda
NextHand
Spore Shambler
Verdant Tree
Now!
Now!
Rampant Growth
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Rambasa Twin, 2nd Twin from Codex - ($3)
Tower - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Rambasa Twin 3/2A
- Elite:
- Scavenger: Rambasa Twin 3/2
- Technician: Young Treant 2/4 [Can’t Attack, Doomed]
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
This looks real bad. A very faceup meta. Best I preserve my hand, Tower up and keep a hasty counter punch as an option for next turn when I might be able to make it count for something. Also giving myself more ways to patrol up without Tech buildings seems sensible.
Not a good draw for me unless he leaves me a Rambasa, think this is probably a loss now but I’ll not give up till I’m definitely dead.
P1T5
Tech StartingHand Workers
TECH
Molting Firebird
Hotter Fire
STARTING HAND
Nautical Dog
Metamorphosis
Pillage
Metamorphosis
Lobber
WORKERS
Bloodburn
Careless Musketeer
Scorch
Mad Man
Metamorphosis
NextHand
Bloodrage Ogre
Bombaster
Molting Firebird
Chaos Mirror
Tech 2 card(s)
Get Paid + float - ($9)
Doomed Treant dies, you draw.
Zane - ($7)
Metamorphosis, Zane maxbands, shoves Twin from SQL to elite - ($1)
Vandy kills scav and sparkshots elite to death, triggers tower, you get 1 gold.
Zane invisibly breaks tower, your base to 18.
Pillage, steals your scav gold, your base to 17.
Worker - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Vandy lvl 5 (6/2), ++
- Zane lvl 6 (6/6), ++
Buildings:
- Base HP: 18
- Tech I HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
@thehug0naut’s turn!
P2T5
Tech StartingHand Workers
TECH
Tricycloid (Big enough body to threaten demon heroes, also guns)
Versatile Style (to actually see demon heroes)
STARTING HAND
Now!
Verdant Tree
Spore Shambler
Rampant Growth
Now!
Techn → Centaur
WORKERS
Rich Earth
Forest’s Favor
Playful Panda
NextHand
Rampant Growth
Ironbark Treant
Murkwood Allies
Murkwood Allies
Merfolk Prospector
Tech 2 card(s)
Get Paid - ($8)
Tower - ($5)
Centaur - ($2)
Verdant Tree - ($0)
Float ($0)
Discard 4, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Centaur 3/4A [Overpower]
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Verdant Tree -/3 [Healing 1]
Buildings:
- Base HP: 17
- Tech I HP: 5
- Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Well I guess I need to rebuild my Tower, stick in a chunky unit and then see if I can use tree to get to a better board position (almost certainly not but not many options left).
Really regretting my decision to tech in Murkwood Allies, can’t really afford the gold cost for it while Versatile Style would have given me a way to see the demon heroes, always forget that they are in attackable unless they patrol
Edit: added damage to Zane
P1T6
Tech StartingHand Workers
TECH
Burning Volley
Hotter Fire
STARTING HAND
Chaos Mirror
Bombaster
Molting Firebird
Bloodrage Ogre
WORKERS
Bloodburn
Careless Musketeer
Scorch
Mad Man
Metamorphosis
Chaos Mirror
NextHand
Nautical Dog
Charge
Lobber
Discard
Molting Firebird
Burning Volley
Hotter Fire
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Zane kills Centaur, triggers tower detection.
Vandy breaks tower, your base to 15.
Tech 2 (Fire) - ($4)
Bloodrage Ogre - ($2)
Bombaster - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Bombaster (2/2)
- Technician: Bloodrage Ogre (3/2)
- Lookout:
In Play:
- Vandy lvl 5 (6/2), ++
- Zane lvl 6 (6/2), ++
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Fire)
- Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
@thehug0naut’s turn!
As per zango, Zane should be 6/2 after that attack. Not that I think it matters very much for the outcome
P2T6
Tech StartingHand Workers
TECH
Versatile Style
Tricycloid
STARTING HAND
Merfolk Prospector
Murkwood Allies
Ironbark Treant
Murkwood Allies
Rampant Growth → Worker (I highly doubt I live to use this)
WORKERS
Rich Earth
Forest’s Favor
Playful Panda
Rampant Growth
NextHand
Now!
Rambasa Twin
Versatile Style
Young Treant
Discard
Centaur
Versatile Style
Tricycloid
Murkwood Allies
Murkwood Allies
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tower - ($4)
Ironbark Treant - ($1)
Merfolk Prospector - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Merfolk Prospector 1/1A
- Elite:
- Scavenger:
- Technician: Ironbark Treant 1/2AA
- Lookout:
In Play:
- Verdant Tree -/3 [Healing 1]
Buildings:
- Base HP: 15
- Tech I HP: 5
- Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
I’m expecting this is my last turn. The arrival of Jaina / Tech II does not bode well. Meta is still stupidly strong, amazes me that tutoring for it somehow got past pre-launch testing!
Sorry for the typo, fixed now. But as you say, it didn’t change the outcome…
P1T7
StartingHand Workers
STARTING HAND
Nautical Dog
Charge
Lobber
WORKERS
Bloodburn
Careless Musketeer
Scorch
Mad Man
Metamorphosis
Chaos Mirror
NextHand
Lobber
Hotter Fire
Discard
Molting Firebird
Burning Volley
Hotter Fire
Lobber
Nautical Dog
Charge
Bombaster
Bloodrage Ogre
Tech 0 card(s)
Get Paid - ($10)
Lobber, trades with Merfolk - ($9)
Bombaster and Brogre trade with Treant.
Nautical Dog - ($8)
Charge on Nautical Dog - ($6)
Vandy, Zane and Dog hit your base for 15 and lethal.
Float ($6)
Discard 0, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Vandy lvl 5 (6/1), ++
- Zane lvl 6 (6/2), ++
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Fire)
- Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
@thehug0naut GG WP!
@zango another win for Metamorphosis
2 Likes
GG WP @Dreamfire
I think I was honestly doomed from the moment I forgot about Sparkshot on my T1. It forced me to fall behind on economy to not just die to Rambaster right away and set you up nicely for meta
2 Likes