for observers
most likely a simple oversight. He might have either forgot he had it or assumed he had dug gold and not written it.
most likely a simple oversight. He might have either forgot he had it or assumed he had dug gold and not written it.
whelp, spose we go after it!
P2 Miracle Grow vs P1 Balance/Blood/Strength
Link to all relevant rule changes
Bloodrage Ogre
Mad Man
Charge
Careless Musketeer
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest
Bloodburn, Scorch
Gunpoint Taxman
Makeshift Rambaster
Bird’s Nest
Pillage
Yikes, my whiff + all this board presence from CM means I think I wanna set up an Earthquake / Growth T2 gambit. We’ll see how CM responds
That’s bold, Jerry, that’s bold!
P1T4
Spore Shambler
Crash Bomber
Tiger Cub
Faerie Dragon
Yeah, there’s no way we’re letting Rook get to maxband, here. I have 8 damage on board with frenzy, 10 if I want to use the Prospector, so I’d have to use the Prospector if I want to kill the Tower first. I’d be skipping Tech II, but I’d have to skip a worker for that anyway, so maybe it’s fine.
There’s a high chance that Drakk gets killed by Zane, but Frozen would be delaying Tech II again to do it, and he might not have planned for Zane spells.
Since I’ve got a spare gold, I’m going to experiment with having both an air force and Crashbarrows. I’m sure Frozen will love it.
T2: Bird’s Nest, Crash Bomber
T3: Faerie Dragon, Wandering Mimic
T4: Crashbarrow, Wandering Mimic
Get paid + Scavenger - (8)
Drakk Ramhorn - (6)
Midband Drakk - (3)
Playful Panda hits Tower to 1 HP, takes 1 damage
Wisp trades with Tower, your base to 18
Birds and Prospector kill Rook,, Prospector dies, Drakk to level 6 (maxband)
Worker - (2)
Crash Bomber, Drakk gives it haste - (1)
Crash Bomber trades with Bombaster, hits your Tech I to 4
Tech Lab - (0)
Discard 2, draw 3, reshuffle 8, draw 1
Drakk L6 3/4+1A (dies: 1 to your base; my units have frenzy 1; my first unit played from hand gets haste)
Playful Panda 2/1 (Drakk: frenzy 1; 1 damage)
Bird #1 1/1 (Drakk: frenzy 1; flying)
Bird #2 1/1 (Drakk: frenzy 1; flying)
Base HP: 20
Tech I HP: 5
Tech Lab HP: 4
Wandering Mimic
Ironbark Treant
Verdant Tree
Wandering Mimic
Young Treant
Bird’s Nest
Crashbarrow
Merfolk Prospector
Crash Bomber
Tiger Cub
Faerie Dragon
Expected: 10 + 6 teched = 16
1 on board
4 in hand
7 in deck
0 in discard
4 in workers
4 x start
T1: Rich Earth
T2: Forest’s Favour
T3: Rampant Growth
T4: Spore Shambler
Uh oh
P2 Miracle Grow vs P1 Balance/Blood/Strength
Link to all relevant rule changes
Gunpoint Taxman
Makeshift Rambaster
Bird’s Nest
Pillage
Blooming Ancient, Gunpoint Taxman
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest
Careless, Musketeer, Bloodburn, Scorch
Bombaster
Nautical Dog
Charge
Mad Man
Blooming Ancient
Shoulda seen the Drakk Midband chaos… that was really rough. I can tech up but I’ll be asking for pain, I think I should strike Drakk before I get creamed and tech up next turn… Getting GPT down is important though so skip worker as well…
P1T5
Wandering Mimic
Ironbark Treant
Verdant Tree
Wandering Mimic
Terrible draw here for delaying Tech II last turn, but we can do it reasonably comfortably here. Hanging on to Verdant Tree, in case healing becomes useful or I lose a tech building.
T2: Bird’s Nest, Crash Bomber
T3: Faerie Dragon, Wandering Mimic
T4: Crashbarrow, Wandering Mimic
T5: Crashbarrow, Kidnapping
Get paid + Scavenger - (9)
Worker - (8)
Tech II Balance, Tech Lab is Blood - (4)
Garus Rook - (2)
Bird #2 trades with Zane, Rook to level 3
Midband Rook - (0)
Discard 3, draw 5
Rook L5 3/5+1A (can ignore lone patrollers)
Bird #1 1/1 (flying)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech Lab HP: 4 (Blood)
Young Treant
Bird’s Nest
Crashbarrow
Crash Bomber
Tiger Cub
Merfolk Prospector
Faerie Dragon
Playful Panda
Crashbarrow
Kidnapping
Wandering Mimic
Verdant Tree
Wandering Mimic
Expected: 10 + 8 teched = 18
0 on board
5 in hand
2 in deck
6 in discard
5 in workers
4 x start
T1: Rich Earth
T2: Forest’s Favour
T3: Rampant Growth
T4: Spore Shambler
T5: Ironbark Treant
Yeah this might get rough
P2 Miracle Grow vs P1 Balance/Blood/Strength
Link to all relevant rule changes
Bombaster
Nautical Dog
Charge
Mad Man
Blooming Ancient
Surprise Attack, Blooming Elm
Blooming Ancient, Gunpoint Taxman
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest
Mad Man, Careless Musketeer, Bloodburn, Scorch
Makeshift Rambaster
Blooming Ancient
Pillage
Bloodrage Ogre
That turn 3 whiff is proving challenging… Tower with no patrol was the wrong call too. Whelp, time to see what tech 2 brings!
P1T6
Young Treant
Bird’s Nest
Crashbarrow
Crash Bomber
Tiger Cub
I’ve starting with 4 attack against a patrol of 7, so I need 8 more damage to take out Tech II.
T2: Bird’s Nest, Crash Bomber
T3: Faerie Dragon, Wandering Mimic
T4: Crashbarrow, Wandering Mimic
T5: Crashbarrow, Kidnapping
T6: Earthquake, Potent Basilisk
Get paid - (9)
Drakk Ramhorn - (7)
Midband Drakk - (4)
Crashbarrow - (1)
Crashbarrow trades with Gunpoint Taxman and Bombaster, you draw
Rook and frenzied Bird destroy Tech II, your base to 15
Worker - (0)
Discard 3, draw 2, reshuffle 12, draw 3
Drakk L4 2/3+1A (dies: 1 to your base; my units have frenzy 1)
Rook L5 3/5 (can ignore lone patrollers)
Bird #1 1/1 (Drakk: frenzy 1; flying)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech Lab HP: 4 (Blood)
Merfolk Prospector
Faerie Dragon
Kidnapping
Wandering Mimic
Earthquake
Playful Panda
Crashbarrow
Verdant Tree
Wandering Mimic
Potent Basilisk
Crashbarrow
Bird’s Nest
Crash Bomber
Tiger Cub
Expected: 10 + 10 teched = 20
0 on board
5 in hand
9 in deck
0 in discard
6 in workers
4 x start
T1: Rich Earth
T2: Forest’s Favour
T3: Rampant Growth
T4: Spore Shambler
T5: Ironbark Treant
T6: Young Treant
Could be interesting!
P2 Miracle Grow vs P1 Balance/Blood/Strength
Link to all relevant rule changes
Makeshift Rambaster
Blooming Ancient
Pillage
Bloodrage Ogre
Surprise Attack (techn)
Giant Panda, Stampede
Surprise Attack, Blooming Elm
Blooming Ancient, Gunpoint Taxman
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest
Mad Man, Careless Musketeer, Bloodburn, Scorch
Gunpoint Taxman
Bird’s Nest
Pillage
Blooming Ancient
Giant Panda
Well bit of a good smack back here, hopefully this stabilizes things so I can start doing Ancient things next turn, shouldn’t be too many Blood T2 shenanigans forever
Ugh, I should have maxbanded Rook instead of bringing out Drakk.
P1T7
Merfolk Prospector
Faerie Dragon
Kidnapping
Wandering Mimic
Earthquake
If I’d maxbanded Rook instead, I’d have a fine hand here. Instead I just need to go for flying units, and hope Birds don’t come out to block a base rush.
T2: Bird’s Nest, Crash Bomber
T3: Faerie Dragon, Wandering Mimic
T4: Crashbarrow, Wandering Mimic
T5: Crashbarrow, Kidnapping
T6: Earthquake, Potent Basilisk
Get paid - (10)
Faerie Dragon, feathering nothing - (6)
Wandering Mimic, takes to the air - (2)
Master Midori - (0)
Discard 3, draw 5
Midori L1 2/3+1A
Bird #1 1/1 (flying)
Faerie Dragon 4/2 (flying)
Wandering Mimic 4/4 (Bird/Faerie Dragon: flying; copies flying, overpower, haste, sparkshot, untargetable, and stealth)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech Lab HP: 4 (Blood)
Crashbarrow
Potent Basilisk
Bird’s Nest
Crash Bomber
Tiger Cub
Playful Panda
Verdant Tree
Wandering Mimic
Crashbarrow
Merfolk Prospector
Kidnapping
Earthquake
Expected: 10 + 10 teched = 20
2 on board
5 in hand
4 in deck
3 in discard
6 in workers
4 x start
T1: Rich Earth
T2: Forest’s Favour
T3: Rampant Growth
T4: Spore Shambler
T5: Ironbark Treant
T6: Young Treant
Think it’s gonna be a close finish
P2 Miracle Grow vs P1 Balance/Blood/Strength
Link to all relevant rule changes
Gunpoint Taxman
Bird’s Nest
Pillage
Blooming Ancient
Giant Panda
Stampede, Might of Leaf and Claw
Giant Panda, Stampede
Surprise Attack, Blooming Elm
Blooming Ancient, Gunpoint Taxman
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest
Pillage, Mad Man, Careless Musketeer, Bloodburn, Scorch
Blooming Elm
Surprise Attack
Surprise Attack
Nautical Dog
good progress but still scary what we’re up against, we’ll see what happens
It seems so!
P1T8
Crashbarrow
Potent Basilisk
Bird’s Nest
Crash Bomber
Tiger Cub
I was expecting to lost something here, but apparently not.
Midband Drakk and Crashbarrow give me 12 damage on the ground, 15/16 if I can maxband Drakk for the Crash Bomber, and gave my Mimic overpower. Faerie Dragon, Mimic, and Bird give me 12 in the air. I’m facing 9 ground patrol and 6 air patrol. That’s potentially 12/13 damage after killing the patrol, if I can split it up enough. With Frozen’s base at 14 HP, that lets me potentially threaten a win based off of Drakk dying, at least if we see no Mantis. Splitting the damage up optimally, however, is much easier said than done, especially in the air, and especially since I’d ideally need to kill Argagarg before playing the Crashbarrow. That essentially stops me from making use of overpower on the Mimic, since I need to get past Tweetie Bird first, and then I probably need it to take down Argagarg.
Midband Drakk (5g), Mimic kills Tweetie Bird (ugh), Dragon kills Arg, Drakk to maxband. Crash Bomber (4g), Crashbarrow (1g). I now have Midori (2), Crashbarrow (7), and Crash Bomber (3/4) to get through 3+1 ground patrol, so 8/9 left over. Crash Bomber and Bird kill Element and Big Bird, Crashbarrow kills Wisp and Ancient. Midori can’t kill Rook, but he can only bring in one Bird, so maybe that’s fine. Importantly Faerie Dragon, is still alive, so I still have an air force for next turn without having to hope for maxband Midori.
Potent Basilisk is an option for getting rid of Bird’s Nest without killing Rook. That leaves enough for a Crashbarrow, and a level 2 Drakk, to get midband when Argagarg is dead. That calls for a very different attack: Drakk L2 (7g), Crashbarrow (4g) kills Argagarg and Wisp, Potent Basilisk (0g) takes out Bird’s Nest, then Midori (2), Bird (2), Mimic (5 overpower), and Dragon (5) can go to town.
Bird and Mimic kill Tweetie Bird and Big Bird, Faerie Dragon kills Ancient and gets shot down by Water Elemental. The only problem with this is that I lose all air power, so next turn might rely on maxband Midori, or something else inefficient.
Bird and Mimic kill Tweetie Bird and Water Elemental, Faerie Dragon either kills Big Bird or patrols, Midori does… nothing, really. I keep my air power, but the Ancient and the Tech II are still up, which is very dangerous.
Option 1 looks good. We probably lose Drakk to Zane or something again, but the real problems start if Frozen has both a Surprise Attack and Blooming Ancient in hand: losing both Drakk and the Tech II would be painful. I’ll tech in Tiny Basilisks, maybe I can slow things down with them if that happens.
T2: Bird’s Nest, Crash Bomber
T3: Faerie Dragon, Wandering Mimic
T4: Crashbarrow, Wandering Mimic
T5: Crashbarrow, Kidnapping
T6: Earthquake, Potent Basilisk
T8: 2 x Tiny Basilisk
Tech 2 more cards
Get paid - (10)
Drakk Ramhorn - (8)
Midband Drakk - (5)
Wandering Mimic kills Tweetie Bird, takes 2 damage
Faerie Dragon kills Argagarg, you draw, Drakk to level 6 (maxband)
Crash Bomber, Drakk gives it haste - (4)
Crashbarrow - (1)
Bird suicides into Big Bird for 2
Crash Bomber trades with Water Elemental and Big Bird - (0)
Crashbarrow kills Wisp and Blooming Ancient, you get a gold
Discard 3, draw 4, reshuffle 9, draw 1
Crashbarrow crashes in a heap
Midori L1 2/3+1A
Drakk L6 3/4 (dies: 1 to your base; my units have frenzy 1; my first unit played from hand gains haste)
Faerie Dragon 4/2 (Drakk: frenzy 1; flying)
Wandering Mimic 4/2 (Bird/Faerie Dragon: flying; Drakk: frenzy 1; copies flying, overpower, haste, sparkshot, untargetable, and stealth; 2 damage)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech Lab HP: 4 (Blood)
Playful Panda
Verdant Tree
Wandering Mimic
Crashbarrow
Tiger Cub
Merfolk Prospector
Kidnapping
Earthquake
Crash Bomber
Potent Basilisk
Bird’s Nest
Tiny Basilisk
Tiny Basilisk
Crashbarrow
Expected: 10 + 12 teched = 22
2 on board
5 in hand
8 in deck
1 in discard
6 in workers
4 x start
T1: Rich Earth
T2: Forest’s Favour
T3: Rampant Growth
T4: Spore Shambler
T5: Ironbark Treant
T6: Young Treant
Hey I just realized my deck is somehow missing one of my teched cards. I’m thinking I should add it, reshuffle and draw 5 but curious @charnel_mouse @zango how you feel I should resolve
That’s what I would suggest to do, but I’m no judge.
@Dreamfire , what’s your take, given that you are judging but not participating in this match?
If the missing card was teched before the last reshuffle, then yeah I guess so.
Sounds good to me.
Thanks all, I went to draw my technician and realized a card I teched turn 4 that I was hoping to draw was missing. I think I must have overrwrote it on the sheet last turn or two with a later tech, as I can see it was in my turn 5/6 cycle
Redraw still didn’t get that card but definitely helps me, sucks to get ahead this way and open to replaying the game if we feel that’s needed. Sorry I borked it y’all
P2 Miracle Grow vs P1 Balance/Blood/Strength
Link to all relevant rule changes
Stampede
Surprise Attack
Charge
Gunpoint Taxman
Makeshift Rambaster
Stampede, Might of Leaf and Claw
Giant Panda, Stampede
Surprise Attack, Blooming Elm
Blooming Ancient, Gunpoint Taxman
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest
Pillage, Mad Man, Careless Musketeer, Bloodburn, Scorch
Blooming Elm
Blooming Ancient
Bombaster
Bloodrage Ogre
Not sure where I lost the other Ancient, didn’t draw it again but glad CM didn’t break the T2 so I can get Zane out here and smack back, and GPT + Charge is a strong consolation
Only one bird respawns
Forgot we had that ty for the reminder, removing Tweetie in the technician then!
P1T9
Playful Panda
Verdant Tree
Wandering Mimic
Crashbarrow
Tiger Cub
Tiny Basilisk
Losing so much to the Bird feels really bad here, but if I don’t keep them down then an Ancient will let them easily wreak havoc.
T2: Bird’s Nest, Crash Bomber
T3: Faerie Dragon, Wandering Mimic
T4: Crashbarrow, Wandering Mimic
T5: Crashbarrow, Kidnapping
T6: Earthquake, Potent Basilisk
T8: 2 x Tiny Basilisk
Get paid - (10)
Rebuild Tech II
Garus Rook - (8)
Wandering Mimic trades with Big Bird
Faerie Dragon kills Zane, Rook to level 3
Maxband Rook - (3)
Tiny Basilisk - (1)
Worker - (0)
Discard 4, draw 5
Rook L8 4/6+1A (can ignore lone patrollers; two lives)
Tiny Basilisk 1/2 (deathtouch; can ignore Tech 0 patrollers; can’t be attacked by Tech 0 units)
Faerie Dragon 4/2 (Drakk: frenzy 1; flying)
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech Lab HP: 4 (Blood)
Kidnapping
Earthquake
Crash Bomber
Bird’s Nest
Tiny Basilisk
Merfolk Prospector
Potent Basilisk
Crashbarrow
Wandering Mimic
Verdant Tree
Wandering Mimic
Crashbarrow
Tiger Cub
Expected: 10 + 12 teched = 22
2 on board
5 in hand
2 in deck
6 in discard
7 in workers
4 x start
T1: Rich Earth
T2: Forest’s Favour
T3: Rampant Growth
T4: Spore Shambler
T5: Ironbark Treant
T6: Young Treant
T9: Playful Panda
P2 Miracle Grow vs P1 Balance/Blood/Strength
Link to all relevant rule changes
Blooming Elm
Blooming Ancient
Bombaster
Bloodrage Ogre
Stampede, Might of Leaf and Claw
Giant Panda, Stampede
Surprise Attack, Blooming Elm
Blooming Ancient, Gunpoint Taxman
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest
Pillage, Mad Man, Careless Musketeer, Bloodburn, Scorch
Surprise Attack
Nautical Dog
Might of Leaf and Claw
Blooming Ancient
Surprise Attack
Maxband rook is a problem, we’ll see what can be done about that (having one of my own definitely helps)