Yes, like runes, attachments are unaffected by the base unit becoming a Squirrel.
Basically polymorph is changing the card as printed , not anything currently attached to it (runes, damage, attached spells like Spirit of the Panda or Soul Stone or Vortoss Emblem, etc)
for example, a unit with a feather rune on it from Fairie Dragon would still have the feather rune and thus, still be flying from the fairie dragon, as long as the FD is alive (if the FD leaves play, the feather rune no longer means anything)
another example would be Polymorphing something with a damage on it. Thatās effectively a kill spell (as once it becomes a 1/1 squirrel, any damage will be lethal to it)
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NGL, this is looking grimā¦ Maybe I should have gone Growth instead.
P2T8
StartingHand Workers
STARTING HAND
Bone Collector
Crashbarrow
Kidnapping
Crashbarrow
Bloodlust
WORKERS
Verdant Tree
Ironbark Treant
Rich Earth
Playful Panda (2/2)
Merfolk Prospector (1/1)
NextHand
Tiger Cub
Doom Grasp
Forestās Favor
Doom Grasp
Discard
Young Treant (0/2)
Crashbarrow
Kidnapping
Bloodlust
Crashbarrow
Tech 0 card(s)
Get Paid + scav - ($11)
Drakk - ($9)
Crashbarrow - ($6)
Kidnapping DeGrey - ($2)
DeGrey attacks Boulder for 4
Arg buffs Crashbarrow, which kills Boulder and Overpowers MP
Bone Collector - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader : Bone Collector (3/3a)
Elite :
Scavenger : Arg, lvl 5 (1/5)
Technician : Drakk lvl 1 (1/3)
Lookout :
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
Economy Info:
Cards:
Gold:
I donāt know that Ancients would have done tremendously better (MoLaC is not a good choice against Vir) but I do think it would have been better odds
Game 4 Player 1, Turn 9
P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood
Starting Hand
Dark Pact
Deteriorate
Jandra, the Negator
Jefferson Degrey, Ghostly Diplomat
Mythmaking
Events of Turn:
Upkeep:
Get Gold (10)
Tech 2 cards in (except turn 1)
All Teched Cards
Thunderclap, Morningstar Pass
Morningstar Pass, Jefferson DeGrey, Ghostly Diplomat
Soul Stone, Mythmaking
Dark Pact, Doubling Barbarbarian
Jefferson Degrey, Ghostly Diplomat, Doubling Barbarbarian
Soul Stone, Ardraās Boulder
Dark Pact, Gargoyle
Main:
Vandy + midband (6)
Replay barb from grave (4)
Mythmaking (1)
Deteriorate BC, Barb kills him and overpowers 2 to arg
DeGrey kills Drakk, takes 2, you draw 1, Vandy maxbands and dooms Gargoyle
Gargoyle wakes up to break tech 2, your base to 18 (0)
Workers
Thieving Imp, Pestering Haunt, Poisonblade Rogue, Skeleton Javelineer, Skeletal Archery, Summon Skeletons
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 15
Tech1 HP: 5
Tech2 HP: 5 STRENGTH
In Patrol:
Squad Leader: Doubling Barbarbarian (3/5+2armor)
Elite:
Scavenger:
Technician: Vandy (4/5 lvl 5)
Lookout:
In Play:
Gargoyle (5/2, doomed)
Doubling Barbarbarian (5/2, soul stone 5 dmg)
Jefferson DeGrey, Ghostly Diplomat (6/3, 2 dmg)
Mythmaking
Graveyard (3hp, holding Ardraās Boulder)
Economy Info:
Cards:
Gold:
End of Turn Hand
Morningstar Pass
Soul Stone
Jandra, the Negator
Morningstar Pass
Deteriorate
End of Turn Discard
My Thoughts
I think Iāve ground out a win here
GGWP! Iāll tap out here. I think going Blood without early pressure from LBs is a mistake. Itās not built for a grindy game and Strength is a really hard matchup apparently. Iām up for trying again if youād like. If not, we can move to the next matchup
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GGWP! Definitely, Blood is built to strike first and beat down, clear patrol so your already ahead board can crush buildings and live to keep doing so.
Iām game to do whatever you prefer your deck your tourney, Iām having fun on this matchup but Iām sure Iād also have fun w/ the other matchup
1 Like
Alright, letās try again then Go ahead and start, I think itās good to practice the harder P2 side
Okay letās see what you cook up this time, I was thrown off last game when there wasnāt any LB!
Game 5 Player 1, Turn 1
P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood
Starting Hand
Summon Skeletons
Skeleton Javelineer
Thieving Imp
Deteriorate
Skeletal Archery
Events of Turn:
Upkeep:
Get Gold (4)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Thieving Imp, discard #4 of 5 (1)
Worker (0)
Workers
Patrol as below
Discard 3 draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Poisonblade Rogue
Jandra, the Negator
Pestering Haunt
Graveyard
Sacrifice the Weak
End of Turn Discard
My Thoughts
Very similar split to last game, again probs go hero + haunt + t1 next turn. Worker out well
GL HF!
P2T1
StartingHand Workers
STARTING HAND
Ironbark Treant
Forestās Favor
Tiger Cub
Spore Shambler
Young Treant
WORKERS
Ironbark Treant
NextHand
Merfolk Prospector
Rich Earth
Playful Panda
Verdant Tree
Discard
Forestās Favor
Spore Shambler
Young Treant
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Arg - ($2)
Tiger Cub - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader : Arg, lvl1 (1/3)
Elite :
Scavenger : Tiger Cub (2/2)
Technician : Wisp (0/1)
Lookout :
In Play:
*
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
GL HF
Game 5 Player 1, Turn 2
P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood
Starting Hand
Poisonblade Rogue
Jandra, the Negator
Pestering Haunt
Graveyard
Sacrifice the Weak
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Vandy (3)
Pestering Haunt
Worker (2)
Tech1 (0)
Workers
Poisonblade Rogue, Skeletal Archery
Patrol as below
Discard 3 rs draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Thieving Imp (2/2+1armor)
Elite:
Scavenger:
Technician: Vandy (2/3 lvl 1)
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Graveyard
Skeleton Javelineer
Dark Pact
Jandra, the Negator
Sacrifice the Weak
End of Turn Discard
My Thoughts
Against Arg already here? I think I go Shadow Blade, go after him and keep hitting that card count
P2T2
Tech StartingHand Workers
TECH
Hooded Executioner
Bone Collector
STARTING HAND
Merfolk Prospector
Rich Earth
Verdant Tree
Playful Panda
WORKERS
Ironbark Treant
Rich Earth
NextHand
Rampant Growth
Hooded Executioner
Verdant Tree
Forestās Favor
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Max Arg - ($1)
Merfolk Prospector - ($0)
Arg buffs Tiger, which kills Imp and takes 1
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
Squad Leader : Elemental (3/3)
Elite :
Scavenger : Wisp (0/1)
Technician : Merfolk Prospector (1/1)
Lookout :
In Play:
Arg, lvl 5 (1/5)
Tiger Cub (2/1)
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
Sorry, give me 2 minutes to change something I forgot to update before posting
1 Like
So no tech1, no heroās hallā¦ bold choice, sorry Iāll have to smash it
Game 5 Player 1, Turn 3
P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood
Starting Hand
Graveyard
Skeleton Javelineer
Dark Pact
Jandra, the Negator
Sacrifice the Weak
Summon Skele + Shadow Blade (DP)
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in (except turn 1)
All Teched Cards
Soul Stone, Ardraās Boulder
Dark Pact, Shadow Blade
Main:
Dark Pact, base to 18 draw 2
Haunt smacks armor off WE
Shadow Blade WE, it dies, you discard #4 of 4 (3)
Vandy kills wisp and sparks MP, you draw 1
Imp trades with Cub
Skeleton Javelineer (2)
Worker (1)
Workers
Poisonblade Rogue, Skeletal Archery
Patrol as below
Discard 3 Draw 1 rs draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
In Patrol:
Squad Leader: Skeleton Javelineer (1/1+1armor)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Deteriorate
Dark Pact
Jandra, the Negator
Pestering Haunt
Thieving Imp
End of Turn Discard
My Thoughts
Went for the Stampede? I can blow that up as long as I draw my Shadow Blade on DP. Going Soul Stone + Boulder, probably tech up next turn
FrozenStorm:
Imp trades with Cub
What Imp? I killed it on my turn
Oh I missed that! Bummer I didnāt draw deteriorate, I guess tiger lives then
P2T3
Tech StartingHand Workers
TECH
Bloodlust
Hooded Executioner
STARTING HAND
Rampant Growth
Hooded Executioner
Verdant Tree
Forestās Favor
Spore Shambler
WORKERS
Ironbark Treant
Rich Earth
Verdant Tree
NextHand
Young Treant
Forestās Favor
Bone Collector
Playful Panda
Tech 2 card(s)
Get Paid + scav - ($8)
Worker - ($7)
Tech 1 - ($5)
TCub trade with SQL
Rampant Growth on Arg, he kills Vandy - ($3)
Heroesā Hall - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader : Arg, lvl 5 (1/5)
Elite :
Scavenger :
Technician :
Lookout :
In Play:
*
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
I donāt think Arg is patrolling after that cold-blooded kill, but I donāt have any haste so no biggie either way
Game 5 Player 1, Turn 4
P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood
Starting Hand
Deteriorate
Dark Pact
Jandra, the Negator
Pestering Haunt
Thieving Imp
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in (except turn 1)
All Teched Cards
Mythmaking, Jefferson DeGrey, Ghostly Diplomat
Soul Stone, Ardraās Boulder
Dark Pact, Shadow Blade
Main:
Thieving Imp, discard #1 of 4 (5)
Worker (4)
Tech 2 Strength (0)
Workers
Poisonblade Rogue, Skeletal Archery
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 STRENGTH
In Patrol:
Squad Leader: Thieving Imp (2/2+1armor)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Ardraās Boulder
Graveyard
Shadow Blade
Soul Stone
Sacrifice the Weak
End of Turn Discard
My Thoughts
hmm didnāt seem to go stampedeā¦ or idk really. Could have gone with some tech1s and just was okay not playing them. Or same for LB. I guess I tech up in case it was bloodlust or something. Play Imp to bleed more cards, can Shadow Blade next turn if thereās something juicy, otherwise soul stone + boulder probably
lol, youāre right, my bad ^^ Did I already mention that I hate this imp?
P2T4
Tech StartingHand Workers
TECH
Blooming Ancient
Blooming Ancient
STARTING HAND
Young Treant
Playful Panda
Bone Collector
Forestās Favor
WORKERS
Ironbark Treant
Rich Earth
Verdant Tree
Forestās Favor
NextHand
Rampant Growth
Spore Shambler
Tiger Cub (2/1)
Discard
Young Treant
Playful Panda
Blooming Ancient
Blooming Ancient
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech 2 - Growth - ($4)
Bone Collector - ($2)
Garth - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
Squad Leader : Arg, lvl 5 (1/5)
Elite :
Scavenger :
Technician :
Lookout :
In Play:
Bone Collector (3/3)
Garth, lvl 1 (1/3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Heroesā Hall HP: 4
Economy Info:
Cards:
Gold:
This is looking much worse for me, that Rampant Growth Vandy kill was roughā¦
Game 5 Player 1, Turn 5
P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood
Starting Hand
Ardraās Boulder
Graveyard
Shadow Blade
Soul Stone
Sacrifice the Weak
Events of Turn:
Upkeep:
Get Gold (8)
Tech 2 cards in (except turn 1)
All Teched Cards
Dark Pact, Doubling Barbarbarian
Mythmaking, Jefferson DeGrey, Ghostly Diplomat
Soul Stone, Ardraās Boulder
Dark Pact, Shadow Blade
Main:
Ardraās Boulder (6)
Vandy (4)
Soul Stone Boulder (2)
Worker (1)
Workers
Shadow Blade, Summon Skeletons, Pestering Haunt, Poisonblade Rogue, Skeletal Archery
Patrol as below
Discard 2 rs Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 STRENGTH
In Patrol:
Squad Leader: Ardraās Boulder (1/7+1armor, soul stone)
Elite: Thieving Imp (2+1/2)
Scavenger:
Technician:
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Doubling Barbarbarian
Dark Pact
Graveyard
Skeleton Javelineer
End of Turn Discard
My Thoughts
Maybe I can go Meta in this game, but for now I feel like the Soul Stone + Str Tech 2 plan is pretty solid. Growth engine is more formidable but itās still relying on tokens and I can still mess those up with Degrey. Teching a DP and a Barb, hoping to flood board, need to get Mythmaking + Barb + DG down asap most likely
Yeah, not sure how you could have avoided it though if you wanted to clear my board.
P2T5
Tech StartingHand Workers
TECH
Death Rites
Death Rites
STARTING HAND
Rampant Growth
Tiger Cub (2/1)
Spore Shambler
WORKERS
Ironbark Treant
Rich Earth
Verdant Tree
Forestās Favor
Spore Shambler
NextHand
Bloodlust
Hooded Executioner
Merfolk Prospector (1/1)
Hooded Executioner
Discard
Young Treant
Playful Panda
Blooming Ancient
Tiger Cub (2/1)
Rampant Growth
Death Rites
Death Rites
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Maxband Garth, brings in Blooming Ancient - ($2)
Skeleton, BM+1, move rune to BC - ($1)
Arg buffs BC, which attacks Boulder for 5, takes 1, creates Skeletong, BM+2
Garth ākillsā Boulder, SS down
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader : Blooming Ancient (3/5a, 1 rune)
Elite :
Scavenger : Skeleton (1/1)
Technician : Skeleton (1/1)
Lookout :
In Play:
Bone Collector (4/4, 1 rune)
Garth, lvl 7 (3/3)
Arg, lvl 5 (1/5)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Heroesā Hall HP: 4
Economy Info:
Cards:
Gold: