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Post by fodazd on Dec 15, 2016 21:06:44 GMT 1
{Turn 6} Techs: 2* Liberty Gryphon
Hand: Eyes of the Chancellor, Reteller of Truths, Spectral Hound, Bloodlust
Worker: Bloodlust
Collect 9 Gold + 2 floated (11). -> Worker (10). -> Eyes of the Chancellor (7), look at your hand. -> Reteller of Truths (5). -> Tech III Truth (0). -> Eyes of the Chancellor makes Reteller of Truths invisible. Discard 1, Draw 1, reshuffle, Draw 2. Leader: Elite: Scavenger: Technician: Reteller of Truths (3/3, illusion, invisible) Lookout: Eyes of the Chancellor Verdant Tree (3) Base: 18 Tech I: 5 Tech II Truth: 5 Tech III Truth: 5 Workers: 10 Floating Gold: 0 Hand: 3 Deck: 8 Discard: 0 {Hand}Free Speech, Spectral Hound, Spectral Hound
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Post by thehug0naut on Dec 15, 2016 23:37:29 GMT 1
This has been a super tense game for me so far - really enjoying it P2T6
{Tech}Stampede Dinosize {Starting Hand}Tiny Basilisk Tiger Cub Forest's Favor Huntress Circle of Life {Workers}Verdant Tree Ironbark Treant Playful Panda Merfolk Prospector Tiger Cub {Next Hand}Galina Glimmer Feral Strike Murkwood Allies Huntress
Tech 2 card(s) Get Paid + Galina Glimmer - ($10) Worker Tiger Cub Midori kills Reteller of Truths (she returns to hand and you draw a card) Midori casts Forest's Favour on Argagarg - ($8) Argagarg and Water Elemental destroy Tech III (your base takes 2 damage) Galina Glimmer and Wisp destroy Verdant Tree Midori casts Circle of Life on Galina Glimmer, I put a Potent Basilisk into play, Eyes of the Chancellor is destroyed - ($5) Calamandra - ($3) Level Calamandra to midband - ($1) Float ($1) Discard 2, draw 2, reshuffle, draw 2 Board Info:In Patrol:* Squad Leader: Potent Basilisk (3/5+A) * Elite: * Scavenger: * Technician: L3 Calamandra (3/4) * Lookout: In Play:* L8 Midori (5/6) [+] * L5 Argagarg (2/6) [+] * Water Elemental (3/3) [Anti-Air] * Wisp (1/2) * Rich Earth Buildings:* Base HP: 16 * Tech I HP: 5 * Tech II HP: 5 (Balance) * Heroes' Hall HP: 4 Economy Info:Cards:* Hand: 4 * Deck: 11 * Disc: 0 Gold:* Gold: 1 * Workers: 10
{Thoughts}I did have an alternate plan (involving a fairie dragon) which had me blow up the same buildings but it left his Reteller of Truths and Eyes of the Chancellor on the board and I wouldn't have had as much ability to defend. I rationalised my choice to patrol Calamandra around the fact that it downplays my hand full of her spells (including an ultimate d'oh that 15% chance ), and he probably can't get 3 hasty attacks in next turn... he can't right? *gulp*
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Post by fodazd on Dec 16, 2016 0:16:11 GMT 1
Yes, this is an interesting game so far. ^^ No Techs. {Turn 7} Hand: Free Speech, Spectral Hound, Spectral Hound Technician: Moment's Peace Reteller of Truths returns.
Worker: Spectral Hound
Collect 10 Gold (10). -> Worker (9). -> Quince (7). -> Free Speech (5). -> Reteller of Truths (3). -> Spectral Hound (2). -> Mirror Illusion (0). -> Tech III rebuilds. Discard 1, Draw 3. *** Free Speech *** Leader: Spectral Hound (3/3+A, illusion) Elite: Mirror Illusion (1/1, illusion) Scavenger: Mirror Illusion (0/1, illusion) Technician: Reteller of Truths (3/3, illusion) Lookout: Quince (1/3) Base: 16 Tech I: 5 Tech II Truth: 5 Tech III Truth: 5 Workers: 11 Floating Gold: 0 Hand: 3 Deck: 4 Discard: 4 {Hand}Liberty Gryphon, Macciatus, Spore Shambler {Discard}Moment's Peace, Free Speech, Verdant Tree, Eyes of the Chancellor
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Post by thehug0naut on Dec 16, 2016 0:55:06 GMT 1
OoOoOoOoOoOo Quince! I had just about forgotten about him I'm interested to see how long ago that Free Speech was teched in! P2T7
{Starting Hand}Murkwood Allies Huntress Galina Glimmer Feral Strike {Workers}Verdant Tree Ironbark Treant Playful Panda Merfolk Prospector Tiger Cub {Next Hand}Forest's Favor Spore Shambler Circle of Life Huntress {Discard}Murkwood Allies Feral Strike
Tech 0 card(s) Get Paid + float - ($11) Potent Basilisk kills Spectral Hound (it returns to hand) and takes 3 damage Calamandra kills Reteller of Truths (it returns to hand and you draw card) and takes 3 damage Argagarg kills Scavenger Mirror (you gain a gold) Water Elemental kills Elite Mirror and takes 1 damage Midori destroys Tech III (your base takes 2 damage) Maxband Calamandra (heals) - ($9) Tech III - ($4) Galina Glimmer - ($3) Huntress - ($1) Float ($1) Discard 2, draw 4 Board Info:In Patrol:* Squad Leader: Huntress (3/3+A) [Anti-Air] * Elite: * Scavenger: Galina Glimmer (2/2) * Technician: Wisp (1/2) * Lookout: In Play:* L8 Midori (5/6) [+] * L5 Argagarg (2/6) [+] * L5 Calamandra (4/5) * Potent Basilisk (3/2) * Water Elemental (3/2) [Anti-Air] * Rich Earth Buildings:* Base HP: 16 * Tech I HP: 5 * Tech II HP: 5 (Balance) * Tech III HP: 5 * Heroes' Hall HP: 4 Economy Info:Cards:* Hand: 4 * Deck: 7 * Disc: 2 Gold:* Gold: 1 * Workers: 10
{Thoughts}Ahh shit I guess I should have figured that a free speech was in there - maybe from when I built my Heroes' Hall? There goes my Murkwood Allies I think Eyes of the Chancellor may come out next turn and/or Drakk if he wants to start smashing me. If he has another Free Speech teched in (and why wouldn't he) I could have some problems!
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Post by fodazd on Dec 16, 2016 8:59:53 GMT 1
No Techs. {Turn 8} Hand: Liberty Gryphon, Macciatus, Spore Shambler Technician: Liberty Gryphon Reteller of Truths and Spectral Hound return.
Worker: Spore Shambler
Collect 11 Gold + 1 scavenged (12). -> Worker (11). -> Reteller of Truths (9). -> Spectral Hound (8). -> Macciatus (6). -> Mirror Illusion (4). -> Tower (1). -> Tech III rebuilds. Discard 2, Draw 3, reshuffle, Draw 1. Leader: Spectral Hound (4/4+A) Elite: Quince (2/3) Scavenger: Macciatus (3/3) Technician: Reteller of Truths (4/4) Lookout: Mirror Illusion (1/2, resist 1) Base: 14 Tech I: 5 Tech II Truth: 5 Tech III Truth: 5 Tower: 4 Workers: 12 Floating Gold: 1 Hand: 4 Deck: 5 Discard: 0 {Hand}Playful Panda, Rich Earth, Young Treant, Moment's Peace
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Post by thehug0naut on Dec 16, 2016 12:57:49 GMT 1
The Whisperer is slain! Now is the time my beasts! Those of bite and bark and claw, ATTACK! P2T8
{Starting Hand}Forest's Favor Circle of Life Huntress Spore Shambler {Workers}Verdant Tree Ironbark Treant Playful Panda Merfolk Prospector Tiger Cub {Next Hand}Potent Basilisk Young Treant {Discard}Murkwood Allies Feral Strike Forest's Favor Circle of Life Galina Glimmer
Tech 0 card(s) Get Paid + float + Galina (4 green units) - ($13) Midori kills Macciatus (you gain 1 gold) and takes 1 damage from tower Spore Shambler (arrives with ++) - ($10) Pay 1, Spore Shambler tries to buff Reteller of Truths and she dies (she returns to hand and you draw a card) - ($9) Pay 1, Spore Shambler tries to buff Spectral Hound and it dies - ($8) Water Elemental trades with Quince Wisp kills Mirror Illusion (now a 0/1) and takes 1 damage from tower Huntress and Galina destroy Tech III (your base takes 2 damage, now 12) and each take 1 damage from tower Potent Basilisk and Argagarg destroy Tech II (your base takes 2 damage, now 10) and each take 1 damage from tower Midori casts Forest's Favour on Calamandra - ($6) Calamandra destroys Tech I (your base takes 2 damage, now 8) and takes 1 damage from tower Huntress - ($4) Midori casts Circle of Life on Galina to put Wandering Mimic into play - ($1) Float ($1) Discard 0, draw 2 Board Info:In Patrol:* Squad Leader: Huntress (3/3+A) [Anti-Air] * Elite: * Scavenger: * Technician: Spore Shambler (0/1) * Lookout: In Play:* L8 Midori (5/5) [+] * L5 Calamandra (5/5) [+] * L5 Argagarg (2/5) [+] * Huntress (3/2) [Anti-Air] * Potent Basilisk (3/1) * Wisp (1/1) * Wandering Mimic (4/4) [Untargetable, Sparkshot] * Rich Earth Buildings:* Base HP: 16 * Tech I HP: 5 * Tech II HP: 5 (Balance) * Tech III HP: 5 * Heroes' Hall HP: 4 Economy Info:Cards:* Hand: 2 * Deck: 5 * Disc: 5 Gold:* Gold: 1 * Workers: 10
{Thoughts}OK that was a pretty definitive turn and I can't really see how he comes back now. Spore Shambler is pure evil vs illusions
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Post by fodazd on Dec 17, 2016 2:20:44 GMT 1
...Ok, you clearly won this game, and since you killed my tech buildings instead of my base, I assume you know that too. gg! ^^'
Again, I think I lost due to lack of Anti-Air... I thought Drakk + Bloodlust would allow me to be more aggressive and kill Midori on my turn where he isn't flying, but I was wrong. Bloodlust has some serious anti-synergy with Illusions before Macciatus is in play, and without Eyes of the Chancellor, it is pretty hard to keep Macciatus alive against a strong board. I also didn't tech Kidnapping, because you appeared to go for a very hero-focused strategy, which may also have been a big mistake.
I think [Balance]/Blood/Truth is not as good as it sounded on paper, or if it is, I don't think I played it very well. Also, my general gameplan (Truth Tech II + III) seems to be a bit weak against Monogreen. oO
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Post by thehug0naut on Dec 18, 2016 2:42:59 GMT 1
GG! Ooopst I totally didn't clock that I had enough damage to kill your base. I think I was so focussed on keeping your tech III off the board that I just went with that and didn't even check for that.
I think the deck is probably fine (e.g. drakk mid and maxband and midori midband are all brilliant for illusions), but if I was planning on using bloodlust I would have wanted more non-illusion units at tech 1 to use it with. I'm also pretty sure I spent a bunch of that match scared of stuff like hasted tiny Basilisk that never appeared. That combo in particular would probably have helped you with killing midori
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Post by fodazd on Dec 18, 2016 2:58:48 GMT 1
Yes, Bloodlust or Drakk Maxband on Tiny Basilisk is pretty strong, but I didn't go for it. Truth Tech II is really hungry for tech slots. oO
I am currently trying out a bunch of different combinations, since I still don't know what other two specs work best to support the Truth Tech II + III plan. [Necromancy]/Future/Truth would probably be my next try, because I am kind of sick of the green starter right now and want to try something different. Necromancy would give me some way to covert gold to board or cards with Garth, as well as good Tech I picks, and Future would give me Vir (who I miss every time there is this one card in my deck I really need), Assimilate and an alternative Tech II plan.
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Post by thehug0naut on Dec 18, 2016 14:05:15 GMT 1
Would blue starter not be one of the better complements to Truth, since you get manufactured truth and spectral aven to help you get the most out your illusions? Or have you already tested that to no avail?
I'd be up for playing vs your [Necromancy]/Future/Truth if you want? I still don't feel ready to move to multi-colour, so I will stick with mono-green
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Post by fodazd on Dec 18, 2016 16:47:07 GMT 1
I think the blue starter is relatively weak in general, so I don't want to pick it if I am already playing multicolor. I have tested it when I played monoblue.
Yes, I would like to try [Necromancy]/Future/Truth against you.
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Post by thehug0naut on Dec 18, 2016 23:26:28 GMT 1
Well lets do it! My RNG is 88 for first turn
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Post by fodazd on Dec 18, 2016 23:31:23 GMT 1
random.org = 36
You start.
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Post by thehug0naut on Dec 18, 2016 23:59:12 GMT 1
I haven't played much vs black starter but I know its really strong so getting my worry on already lol P1T1
{Starting Hand}Verdant Tree Tiger Cub Spore Shambler Merfolk Prospector Rich Earth {Workers}Verdant Tree {Next Hand}Ironbark Treant Forest's Favor Playful Panda Rampant Growth {Discard}Tiger Cub Spore Shambler
Tech 0 card(s) Get Paid - ($4) Rich Earth - ($1) Worker Merfolk Prospector - ($0) Float ($0) Discard 2, draw 4 Board Info:In Patrol:* Squad Leader: * Elite: * Scavenger: Merfolk Prospector (1/1) * Technician: * Lookout: In Play:* Rich Earth Buildings:* Base HP: 20 Economy Info:Cards:* Hand: 4 * Deck: 1 * Disc: 2 Gold:* Gold: 0 * Workers: 5
{Secret Musings}Despite his use of Necromacy and Future I still want to try the Rich Earth into maxband Argagarg opening. Potentially rather silly given his options to assimilate and sac the weak but will be fun finding out how it goes!
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Post by fodazd on Dec 19, 2016 0:10:32 GMT 1
{Turn 1} Hand: Skeleton Javelineer, Poisonblade Rogue, Jandra, Skeletal Archery, Summon Skeletons
Worker: Poisonblade Rogue
Collect 5 Gold (5). -> Worker (4). -> Garth (2). -> Skeleton (1). -> Skeleton Javelineer (0). Discard 3, Draw 5. Leader: Skeleton (1/1 + Armor) Elite: Scavenger: Skeleton Javelineer (1/1) Technician: Garth (1/3) Lookout: Base: 20 Workers: 6 Floating Gold: 0 Hand: 5 Deck: 0 Discard: 3 {Hand}Pestering Haunt, Thieving Imp, Graveyard, Deteriorate, Sacrifice the Weak
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Post by thehug0naut on Dec 19, 2016 0:56:45 GMT 1
P1T2
{Starting Hand}Ironbark Treant Forest's Favor Playful Panda Rampant Growth {Workers}Verdant Tree Ironbark Treant {Next Hand}Galina Glimmer Forest's Favor Rampant Growth Tiger Cub Young Treant
Tech 0 card(s) Get Paid - ($5) Worker Exhaust Merfolk Prospector - ($6) Argagarg (summons a Wisp) - ($4) Maxband Argagarg (summons a Water Elemental) - ($0) Float ($0) Discard 3, draw 1, reshuffle, draw 4 Board Info:In Patrol:* Squad Leader: Water Elemental (3/3+A) * Elite: * Scavenger: Wisp (0/1) * Technician: * Lookout: In Play:* L5 Argagarg (1/5) * Merfolk Prospector (1/1) * Rich Earth Buildings:* Base HP: 20 Economy Info:Cards:* Hand: 5 * Deck: 3 * Disc: 0 Gold:* Gold: 0 * Workers: 6
{Secret Musings}Opening executed, now to see how he responds. In a good position to ramp up my economy and tech up behind the elemental unless he can get rid of it.
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Post by fodazd on Dec 19, 2016 1:14:50 GMT 1
{Turn 2} Techs: 2* Bone Collector
Hand: Pestering Haunt, Thieving Imp, Graveyard, Deteriorate, Sacrifice the Weak
Worker: Pestering Haunt
Collect 6 Gold (6). -> Worker (5). -> Skeleton (4). -> Tech I (2). -> Deteriorate Merfolk Prospector. Discard 3, reshuffle, Draw 5. Leader: Skeleton (1/1 + Armor) Elite: Scavenger: Skeleton (1/1) Technician: Skeleton Javelineer (1/1) Lookout: Garth (1/3) Base: 20 Tech I: 5 Workers: 7 Floating Gold: 2 Hand: 5 Deck: 4 Discard: 0 {Hand}Bone Collector, Bone Collector, Jandra, Thieving Imp, Sacrifice the Weak
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Post by thehug0naut on Dec 19, 2016 12:56:38 GMT 1
By watery law, the fish who walks calls forth the power, of 1 panda P1T3
{Tech}Tiny Basilisk Huntress {Starting Hand}Galina Glimmer Forest's Favor Rampant Growth Tiger Cub Young Treant {Young Treant}Spirit of the Panda {Workers}Verdant Tree Ironbark Treant Tiger Cub {Next Hand}Spore Shambler Huntress Playful Panda Merfolk Prospector Galina Glimmer
Tech 2 card(s) Get Paid - ($6) Worker Young Treant (I draw a card) - ($4) Argagarg casts Spirit of the Panda on Wisp - ($0) Panda'd Wisp kills Leader Skeleton (I gain 1 gold) and takes 1 damage - ($1) Water Elemental kills Scavenger Skeleton (you gain 1 gold) and takes 1 damage Argagarg kills Technician Skeleton Javelineer (you draw a card) and takes 1 damage Tech I - ($0) Float ($0) Discard 3, draw 2, reshuffle, draw 3 Board Info:In Patrol:* Squad Leader: Young Treant (0/2+A) * Elite: * Scavenger: * Technician: * Lookout: In Play:* L5 Argagarg (1/4) * Water Elemental (3/2) [Anti-Air] * Wisp (2/2) [Spirit of the Panda] * Rich Earth Buildings:* Base HP: 20 * Tech I HP: 5 Economy Info:Cards:* Hand: 5 * Deck: 3 * Disc: 0 Gold:* Gold: 0 * Workers: 7
{Secret Musings}I think I don't have much choice but to keep clearing his board each turn so he can't gang up on me with his skeletons. Since Doom Grasp and Sacrifice the Weak are so strong vs Green I want to find a way to kill Garth sooner rather than later.
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Post by fodazd on Dec 19, 2016 13:38:46 GMT 1
{Turn 3} Techs: Free Speech, Assimilate
Hand: Bone Collector, Bone Collector, Jandra, Thieving Imp, Sacrifice the Weak Technician: Summon Skeletons
Worker: Jandra
Collect 7 Gold + 2 floated + 1 scavenged (10). -> Worker (9). -> Sacrifice the Weak (7), Young Treant dies. -> Skeleton (6). -> Bone Collector (4). -> Midband Garth (1). -> Garth kills the Wisp with the power of 1 panda. Discard 3, Draw 3, reshuffle, Draw 2. Leader: Skeleton (1/1 + Armor) Elite: Scavenger: Technician: Bone Collector (3/3) Lookout: Garth (2/2, midband) Base: 20 Tech I: 5 Workers: 8 Floating Gold: 1 Hand: 5 Deck: 5 Discard: 0 {Hand}Skeletal Archery, Graveyard, Deteriorate, Bone Collector, Skeleton Javelineer
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Post by thehug0naut on Dec 19, 2016 14:37:29 GMT 1
P1T4
{Tech}Ferocity Giant Panda {Starting Hand}Spore Shambler Playful Panda Huntress Merfolk Prospector Galina Glimmer {Workers}Verdant Tree Ironbark Treant Tiger Cub Merfolk Prospector {Next Hand}Spirit of the Panda Rampant Growth Tiny Basilisk Forest's Favor
Tech 2 card(s) Get Paid - ($7) Worker Exhaust Argagarg to give +1/+1A to Water Elemental Water Elemental safely kills Leader Skeleton Huntress - ($5) Spore Shambler (arrives with ++) - ($2) Move ++ from Spore Shambler to Huntress ($0) Float ($0) Discard 2, draw 3, reshuffle, draw 1 Board Info:In Patrol:* Squad Leader: Spore Shambler (0/1+A) * Elite: * Scavenger: * Technician: Huntress (5/5) [++, Anti-Air] * Lookout: In Play:* L5 Argagarg (1/4) * Water Elemental (3/2) [Anti-Air] * Rich Earth Buildings:* Base HP: 20 * Tech I HP: 5 Economy Info:Cards:* Hand: 4 * Deck: 5 * Disc: 0 Gold:* Gold: 0 * Workers: 8
{Secret Musings}Still not managed to get to Garth unfortunately. Feel like I'm struggling to get through his endless supply of skeletons. Definitely need to choose Calamandra in future as P1. Have teched in a Giant panda because I think that free wisps might be the only way to keep him out.
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Post by fodazd on Dec 19, 2016 16:06:06 GMT 1
How can Arg kill the Leader-Skeleton? Arg has 1 ATK, and the Skeleton has 1 HP + 1 Armor.
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Post by thehug0naut on Dec 19, 2016 16:21:50 GMT 1
How can Arg kill the Leader-Skeleton? Arg has 1 ATK, and the Skeleton has 1 HP + 1 Armor. Whooops! Brain clearly not on point today. Have fixed my turn now - only change was where I put the + runes and what I patrolled in which slots
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Post by fodazd on Dec 19, 2016 16:57:51 GMT 1
Ok, I think it is time for a different strategy... {Turn 4} Techs: 2* Omegacron
Hand: Skeletal Archery, Graveyard, Deteriorate, Bone Collector, Skeleton Javelineer
Worker: Skeleton Javelineer
Collect 8 Gold + 1 floated (9). -> Worker (8). -> Skeleton (7). -> Bone Collector (5). -> Tech II Future (1). -> Bone Collector kills Squadleader Spore Shambler, makes a Skeleton. Discard 3, Draw 5. Leader: Skeleton (1/1 + Armor) Elite: Bone Collector (4/3) Scavenger: Technician: Skeleton (1/1) Lookout: Bone Collector (3/3) Garth (2/2, midband) Base: 20 Tech I: 5 Tech II Future: 5 Workers: 9 Floating Gold: 1 Hand: 5 Deck: 0 Discard: 5 {Hand}Free Speech, Assimilate, Thieving Imp, Summon Skeletons, Sacrifice the Weak {Discard}Omegacron, Omegacron, Skeletal Archery, Graveyard, Deteriorate
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Post by thehug0naut on Dec 20, 2016 1:30:14 GMT 1
P1T5
{Tech}Fairie Dragon Feral Strike {Starting Hand}Forest's Favor Rampant Growth Tiny Basilisk Spirit of the Panda {Workers}Verdant Tree Ironbark Treant Tiger Cub Merfolk Prospector {Next Hand}Galina Glimmer Young Treant Giant Panda {Discard}Spore Shambler Rampant Growth Forest's Favor Dothram Horselord Feral Strike
Tech 2 card(s) Get Paid - ($8) Skip Worker! Water Elemental kills Leader Skeleton and takes 1 damage Argagarg casts Rampant Growth on Argagarg - ($6) Argagarg (now a 3/4+2A) kills Elite Bone Collector and takes 2 damage Argagarg casts Spirit of the Panda on Huntress - ($2) Tiny Basilisk - ($0) Float ($0) Discard 1, draw 3 Board Info:In Patrol:* Squad Leader: Huntress (7/8) [++, Anti-Air, Spirit of the Panda] * Elite: * Scavenger: * Technician: Tiny Basilisk (1/2) [Deathtouch] * Lookout: In Play:* L5 Argagarg (1/2) * Water Elemental (3/1) [Anti-Air] * Spirit of the Panda * Rich Earth Buildings:* Base HP: 20 * Tech I HP: 5 Economy Info:Cards:* Hand: 3 * Deck: 2 * Disc: 5 Gold:* Gold: 0 * Workers: 8
{Secret Musings}I think I'm kind of hosed here since I'm assuming Garth will maxband and then cheat in a Tech II early. Didn't see much option outside of tanking up and hoping I can kill whatever he puts down. Popped in a Feral Strike because maybe it could swing things if by a miracle I manage to get it off. Faerie Dragon because who doesn't love surprise flying and everything else looks really slow to work.
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Post by fodazd on Dec 20, 2016 2:10:41 GMT 1
{Turn 5} Techs: Void Star, Nebula
Hand: Free Speech, Assimilate, Thieving Imp, Summon Skeletons, Sacrifice the Weak
Worker: Summon Skeletons
Collect 9 Gold + 1 floated (10). -> Worker (9). -> Skeleton (8). -> Maxband Garth (5), cheat in Void Star from my discard. -> Sacrifice the Weak (3), Water Elemental and Skeleton die. -> Tower (0). Discard 3, reshuffle, Draw 5. Leader: Bone Collector (3/3 + Armor) Elite: Scavenger: Skeleton (1/1) Technician: Garth (3/4, maxband) Lookout: Void Star (5/4, flying) Base: 20 Tech I: 5 Tech II Future: 5 Tower: 4 Workers: 10 Floating Gold: 0 Hand: 5 Deck: 6 Discard: 0 {Hand}Free Speech, Thieving Imp, Sac the Weak, Bone Collector, Skeletal Archery
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Post by thehug0naut on Dec 21, 2016 11:11:32 GMT 1
Ruh-oh Raggy. That big scary flyer is not looking good for me P1T6
{Tech}Moment's Peace Huntress {Starting Hand}Giant Panda Galina Glimmer Young Treant {Young Treant}Ferocity {Workers}Verdant Tree Ironbark Treant Tiger Cub Merfolk Prospector Ferocity {Next Hand}Giant Panda Spore Shambler Playful Panda Moment's Peace
Tech 2 card(s) Get Paid - ($8) Spirit of the Panda heals 1 damage from Argagarg Worker Young Treant - ($6) Tiny Basilisk trades with Leader Bone Collector Argagarg suicides on Garth dealing 1 damage Calamandra - ($4) Max Band Calamandra - ($0) Float ($0) Discard 2, draw 1, reshuffle, draw 3 Board Info:In Patrol:* Squad Leader: Huntress (7/7+A) [++, Anti-Air, Spirit of the Panda] * Elite: * Scavenger: * Technician: Young Treant (0/2) * Lookout: In Play:* L5 Calamandra (4/5) * Spirit of the Panda * Rich Earth Buildings:* Base HP: 20 * Tech I HP: 5 Economy Info:Cards:* Hand: 4 * Deck: 7 * Disc: 0 Gold:* Gold: 0 * Workers: 9
{Secret Musings}That monstrous flyer can break whatever it wants but definitely dies from my patrolling anti-air unless he Doom Grasps it before attacking (I assume he teched that spell earlier).
I figured I needed to stage a comeback somehow. Maxband Calamandra is a semi ruse since I still need a Tech II building to get scary things on board with Feral Strike. She does threaten to cheat in Tigers though which is nice. I entirely expect her to die though so I have the other plan of Midori + Moment's Peace + Tech II next turn.
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Post by fodazd on Dec 21, 2016 14:37:53 GMT 1
No Techs. {Turn 6} Hand: Free Speech, Thieving Imp, Sac the Weak, Bone Collector, Skeletal Archery
Worker: Skeletal Archery
Collect 10 Gold (10). -> Worker (9). -> Skeleton (8). -> Thieving Imp (5), you discard 1 at random. -> Quince (3). -> Second Mirror (1). -> Void Star kills Calamandra, gets shot down by Huntress. Quince to midband. Discard 3, Draw 5. Leader: Thieving Imp (2/2 + Armor) Elite: Scavenger: Technician: Skeleton (1/1) Lookout: Skeleton (1/1) Mirror Illusion (0/1, illusion) Mirror Illusion (0/1, illusion) Garth (3/3, maxband) Quince (1/4, midband) Base: 20 Tech I: 5 Tech II Future: 5 Tower: 4 Workers: 11 Floating Gold: 1 Hand: 5 Deck: 1 Discard: 5 {Hand}Nebula, Assimilate, Omegacron, Graveyard, Deteriorate {Discard}Bone Collector, Void Star, Free Speech, Sac the Weak, Bone Collector
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Post by thehug0naut on Dec 21, 2016 15:50:08 GMT 1
This seems to be getting out of hand - team green head coach Midori calls calls for a timeout! P1T7
{Tech}Fairie Dragon Tyrannosaurus Rex {Starting Hand}Giant Panda Spore Shambler Playful Panda Moment's Peace {Workers}Verdant Tree Ironbark Treant Tiger Cub Merfolk Prospector Ferocity {Next Hand}Fairie Dragon Feral Strike Forest's Favor {Discard}Spore Shambler Moment's Peace Giant Panda Fairie Dragon Tyrannosaurus Rex
Tech 2 card(s) Random.org RNG (1-4) --> Card #2 discarded Get Paid - ($9) Skip Worker Huntress kills Leader Thieving Imp and takes 3 damage - ($10) Midori - ($8) Moment's Peace - ($6) Playful Panda (summons a Wisp) - ($4) Tech II - Balance - ($0) *** MOMENT'S PEACE *** Float ($0) Discard 1, draw 3 Board Info:In Patrol:* Squad Leader: L1 Midori (2/3+A) * Elite: * Scavenger: * Technician: * Lookout: In Play:* Huntress (7/4) [++, Anti-Air, Spirit of the Panda] * Playful Panda (2/2) * Young Treant (0/2) * Wisp (0/1) * Spirit of the Panda * Rich Earth Buildings:* Base HP: 20 * Tech I HP: 5 * Tech II HP: 5 (Balance) Economy Info:Cards:* Hand: 3 * Deck: 4 * Disc: 5 Gold:* Gold: 0 * Workers: 9
{Secret Musings}Ok so as predicted maxband Calamandra was too good a target to pass up.
This let me put on Midori and get some more bodies on field for next turn when hopefully a Fairie Dragon should hit. However, if he patrols flyers that may dent my plans somewhat.
I also teched in a T-rex in case I get the chance for Tech III at some point, but its not looking good.
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Post by fodazd on Dec 21, 2016 16:19:15 GMT 1
No Techs. {Turn 7} Hand: Nebula, Assimilate, Omegacron, Graveyard, Deteriorate Skeleton: Omegacron
Worker: Deteriorate
Collect 11 Gold + 1 floated (12). -> Worker (11). -> Skeleton (10). -> Sacrifice a skeleton to draw 1. -> Omegacron (8). -> Omegacron (6). -> Tech III Future (1). -> Quince + Garth kill Midori, Quince to maxband. Discard 3, reshuffle, Draw 5. Leader: Skeleton (1/1 + Armor) Elite: Scavenger: Mirror Illusion (0/1, illusion) Technician: Skeleton (1/1) Lookout: Mirror Illusion (0/1, illusion, resist 1) Garth (3/1, maxband) Quince (1/5, maxband) Omegacron [6] Omegacron [6] Base: 20 Tech I: 5 Tech II Future: 5 Tech III Future: 5 Tower: 4 Workers: 12 Floating Gold: 1 Hand: 5 Deck: 4 Discard: 0 {Hand}Nebula, Assimilate, Graveyard, Bone Collector, Free Speech
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Post by thehug0naut on Dec 21, 2016 20:19:23 GMT 1
P1T8
{Tech}Feral Strike Tyrannosaurus Rex {Starting Hand} Fairie Dragon Forest's Favor Feral Strike {Workers}Verdant Tree Ironbark Treant Tiger Cub Merfolk Prospector Ferocity {Next Hand}Tiny Basilisk Huntress Rampant Growth {Discard}Spore Shambler Moment's Peace Giant Panda Fairie Dragon Tyrannosaurus Rex Playful Panda Forest's Favor Feral Strike Feral Strike Tyrannosaurus Rex
Tech 2 card(s) The Power of 1 Panda heals 1 damage on Huntress Get Paid - ($9) Skip Worker Calamandra Moss - ($7) Argagarg Garg (summons a Wisp) - ($5) Fairie Dragon (feather rune goes on Huntress) - ($1) Huntress kills Quince (I gain 1 gold, Calamandra midbands) and takes 1 damage from Tower - ($2) Playful Panda trades with Leader Skeleton Forest's Favour on Fairie Dragon - ($0) Float ($0) Discard 1, draw 3 Board Info:In Patrol:* Squad Leader: Young Treant (0/2+A) * Elite: L1 Argagarg (1+1/3) * Scavenger: Wisp (0/1) * Technician: Wisp (0/1) * Lookout: In Play:* L3 Calamandra (3/4) * Fairie Dragon (5/3) [+, Flying] * Huntress (7/3) [++, Anti-Air, Spirit of the Panda, Flying] * Spirit of the Panda * Rich Earth Buildings:* Base HP: 20 * Tech I HP: 5 * Tech II HP: 5 (Balance) Economy Info:Cards:* Hand: 3 * Deck: 1 * Disc: 10 Gold:* Gold: 0 * Workers: 9
{Secret Musings}I think I have about 2 turns to end this before 2x Omegacron come on and murder me. Quince had to die to give me this breathing room (Omegacron + unlimited mirror sacrifice is crazy good!) If a Tech III is inbound next turn I'm probably hosed, but *maybe* he didn't draw it.
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