I’m curious, since I’ve never tried a mono + neutral: What’s the reasoning for replacing Feral? If I were to put Finesse in green, I’d probably swap out Balance (since I rarely use any of that spec’s cards except Tiny Basilisk). You can wait to tell me after or put it in a spoiler tag, but I’d like to hear a second opinion on the issue.
I’ll put my thoughts behind this Codex choice in spoilers so you can read afterwards. I’m sort of experimenting
Edit: Lol I can’t build Tech I with 5 builders… changed to float 1:smiley:
P1T1
StartingHand Workers
STARTING HAND
Wither
Spark
Helpful Turtle
Older Brother
Granfalloon Flagbearer
WORKERS
Older Brother
NextHand
Bloom
Fruit Ninja
Timely Messenger
Tenderfoot
Brick Thief
Discard
Granfalloon Flagbearer
Spark
Wither
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Helpful Turtle - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Helpful Turtle (1/2+A, Healing:1)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 1
- Workers: 5
Thoughts
So I’m actually planning to do something I’ve not done yet, which is play River early and tech some spells for her. I almost always pick a different hero first, so this may end very very poorly. We’ll see.
Thoughts on this codex:
Mono green is known for for being defensive, methodical, and then slowly overwhelming you with big economy and big units. By swapping Feral with Finesse, I can still go with a slow and methodical win, but it also adds the one thing missing from Green’s arsenal: Haste. Finesse has cheap Haste units that synergize extremely well with both Growth and Balance. If I go the Balance route, my opponent has to be wary at all times of immediately facing a Nimble Fencer + Wandering Mimic drop. If I go the Growth route, my opponent has to be wary of a surprise MoLaC getting full runes by any surprise hasty units (Nimble Fencer/Timely Messenger/Tenderfoot). By using Finesse instead of Feral, I lose tech I Overpower and early Stealth, but I don’t mind since I gain the much lacking Haste, and I still have access to Overpower or Stealth in Tech II with Growth/Balance.
So If I’m playing Finesse, why swap out Feral instead of, say, Balance? Ultimately, I think Balance synergizes much better with Finesse since they can give each other bonuses, like Haste to Mimics, or Flying to Fencers (if I tech Fair Dragon). Balance also adds upgrade removal, which would be completely lacking if I swapped Balance out. Lastly, Midori is huge, and just having him on field creates a win condition the enemy has to think about. If a buffed Midori starts flying around uncontested, it’s a huge problem for the enemy. Calamandra is really good, and so is Feral, but there’s no synergy there with Finesse that immediately jumps out at me, with maybe the exception of hasted stealth units, but I don’t think that trick is worth losing the benefits (and Tech II plans) of Balance.
Player 2 Turn 1
Starting Hand and Workers
STARTING HAND
Pillage
Charge
Bloodrage Ogre
Scorch
Mad Man
WORKERS
Scorch
Next Hand
Makeshift Rambaster
Bombaster
Bloodburn
Nautical Dog
Careless Musketeer
Discard
Charge
Pillage
Mad Man
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Recruit Bloodrage Ogre - ($2)
Summon Argagarg and Wisp - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Wisp (0/1)
- [I]Technician[/I]:
-
[I]Lookout[/I]: Argagarg Garg Lv. 1 (1/3) (Resist 1)
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 0
- Workers: 6
Thoughts
Continuing to experiment. How strong is Arg + Ogre? Potential (4/2+a) on offense is quite scary, or I could make the Wisp equivalent to a Tenderfoot for a turn. I’m not sure I’d want to go for Growth Tech II against this codex, since he’ll actually have haste to make the race to MoLaC activation closer than I’d like. Instead, I’m probably going with either Strength or Anarchy (the former to take advantage of Growth spells, the latter for Tech III and MoLaC from Tech Lab).
P1T2
Tech StartingHand Workers
TECH
Nimble Fencer
Tiny Basilisk
STARTING HAND
Bloom
Fruit Ninja
Timely Messenger
Brick Thief
Tenderfoot
WORKERS
Older Brother
Fruit Ninja
NextHand
Timely Messenger
Nimble Fencer
Spark
Tiny Basilisk
Bloom
Tech 2 card(s)
Get Paid + Float - ($6)
Worker - ($5)
Summon River - ($3)
Summon Brick thief, your base takes 1 damage. - ($1)
Tech I - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Brick Thief (2/1+A, Resist 1)
- [I]Elite[/I]: Helpful Turtle (1+1/2, Healing:1)
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - River (2/3)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 3
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 6
Thoughts
I really want to play around with River’s spells this game, but I’ll need to wait. I need units first, which is where Basilisk and Fencer come in.
Player 2 Turn 2
Tech, Starting Hand and Workers
TECH
Gunpoint Taxman
Giant Panda
STARTING HAND
Bombaster
Bloodburn
Makeshift Rambaster
Nautical Dog
Careless Musketeer
WORKERS
Scorch
Bloodburn
Next Hand
Bloodrage Ogre
Makeshift Rambaster
Charge
Giant Panda
Careless Musketeer
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I - ($3)
Recruit Bombaster - ($1)
Ogre trades with Brick Thief
Float ($1)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Bombaster (2/2+a)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Wisp (0/1)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Argagarg Garg Lv. 1 (1/3)
[B]Buildings:[/B] - Base HP: 19
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 4
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 7
Thoughts
I was going to level Arg to keep Ogre alive and play Nautical Dog, but that would let him kill 3 units with Discord and possibly kill Arg. With that in mind, I’m sacrificing Ogre and playing a unit that won’t die immediately if Discord gets played. Experimenting with Giant Panda to see whether it’s worth considering in tournament games (my guess is probably not if going for MoLaC, but that’s not my main goal this game).
@Stokes52 Interesting, I’ll be watching this game closely. I haven’t tried this spec combo with the neutral starter, as the green starter fits my play style far more closely, but I’m interested in how it goes
[details=Summary] I was most definitely inspired by your Codex when we played. I really enjoyed seeing that one in action. I’m already sold on the Finesse/Growth synergy, but I’ve struggled to figure out what to choose for the third spec. I think after playing you I can see the huge merits of Balance. The main reason I played Discipline before was so that I could have a big hero and an upgrade removal spell. Balance gives me all that and more since Tech II Balance is really scary with Nimble Fencers, and all without an off color penalty.
The Grey starter is more of an experiment. The Grey/Green starter decks are surprisingly similar, perhaps more similar than other starters. In the long run, I’m not sure which starter deck I’ll choose, but for this game I decided for the Grey deck since it seems a little more uncommon and because I want to play around with River this game, if I get a chance. More cheap spells is great with Harmony. I don’t know if River is actually a good hero, and what’s kind of why I want to try it.[/details]
Stokes52
I find river is good if I need the body of something bigger then arg, but I don’t have the gold for midori. The main problem I have with her is that with the green starter she makes the spells more expensive, so although I love two step, I also rely on the green starter spells too much if I’m not already ahead
Secrets
Yeah that’s basically why I’m playing the Grey starter. I like having the choice or option to use River early, which is a lot harder with the Green starter. The only spell I really “lose” is Rich Earth. Two Step is just a better Rampant Growth, so I don’t really lose anything there (except the ability to Rampant Growth turn 1 or 2). With the Grey starter, I still get a +1/+1, but also now a 1 dmg and a -1/-1 spell. I really can’t decide which starter I like better, but at least with Grey, I have a more viable River option, whereas with Green I’m almost forced to play Midori or Arg.
Less talking behind my back, more taking your turn, please!
I’m sure I’ll appreciate the conversation after the game is over…
Haha wow for some reason I thought it was your turn this whole time and I was waiting for a post. I’m such a noob. I’ll post right now
I wonder if there is a better way to annotate +1/+1 runes… I don’t like the whole 2+1/2+1 thing. It looks weird to me. Maybe just add a (+) symbol? Like, River (3/2) (+) or River (4/3) (++)?
P1T3
Tech StartingHand Workers
TECH
Two Step
Harmony
STARTING HAND
Tiny Basilisk
Bloom
Timely Messenger
Spark
Nimble Fencer
WORKERS
Older Brother
Fruit Ninja
Timely Messenger
NextHand
Granfalloon Flagbearer
Nimble Fencer
Tenderfoot
Wither
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
River casts Bloom on herself - ($3)
River kills Bombaster
Summon Tiny Basilisk - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Tiny Basilisk (1/2+A, Deathtouch, Unstoppable and Unattackable by Tech 0)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Helpful Turtle (1/2, Healing:1)
-
[I]Lookout[/I]:
[B]In Play:[/B] - River Lv.1 (2+1/1+1)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 5
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 7
Thoughts
Teching some River spells. We’ll see how this goes.
That looks good to me! I think the Codex community needs to come to a consensus on style for a lot of things like this. Anyway, I’ll post my turn once I’m at my computer (because I tried using the spreadsheet on my phone once, and it was painful).
Sounds good! I’m gonna be out and about for the next hour or two, and then after that I’ll be near a computer to post
Player 2 Turn 3
Tech, Starting Hand and Workers
TECH
Disguised Monkey
Might of Leaf and Claw
STARTING HAND
Careless Musketeer
Bloodrage Ogre
Charge
Makeshift Rambaster
Giant Panda
WORKERS
Scorch
Bloodburn
Careless Musketeer
Next Hand
Pillage
Bombaster
Gunpoint Taxman
Mad Man
Nautical Dog
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Build Anarchy Tech II - ($3)
Build Growth Tech Lab - ($2)
Recruit Bloodrage Ogre - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
- [I]Elite[/I]: Argagarg Garg Lv. 1 (1+1/3)
- [I]Scavenger[/I]:
- [I]Technician[/I]: Wisp (0/1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Anarchy)
- Tech Lab HP: 4 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 5
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 8
Thoughts
There was no way of saving Arg this turn, especially since River could have sidelined a Tech I if I could have patrolled one. With that in mind, I’m going for scare tactics. The threat of Anarchy + MoLaC should warp his play, and as long as I can drop MoLaC at all I’m probably going to get the advantage soon after.
P1T4
Tech StartingHand Workers
TECH
Potent Basilisk
Appel Stomp
STARTING HAND
Tenderfoot
Wither
Granfalloon Flagbearer
Nimble Fencer
WORKERS
Older Brother
Fruit Ninja
Timely Messenger
Wither
NextHand
Spark
Brick Thief
Harmony
Bloom
Discard
Tiny Basilisk
Nimble Fencer
Granfalloon Flagbearer
Potent Basilisk
Appel Stomp
Tech 2 card(s)
Get Paid + float - ($8)
Helpful Turtle heals 1 damage from River (now 3/3)
Worker - ($7)
Surplus - ($2)
River levels to 3, fully healing - ($0)
River kills Bloodrage Ogre
Tiny Basilisk trades with Argagarg, leveling River to Max
Play Tenderfoot for free with River’s max ability
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Tenderfoot (1/2+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Helpful Turtle (1/2, Healing:1)
-
[I]Lookout[/I]:
[B]In Play:[/B] - River Lv.5 (4/5, tech 0 units cost 1 less) (+)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Surplus HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 5
[B]Gold:[/B] - Gold: 0
- Workers: 8
Thoughts
I’m gonna do something crazy here. I’m gonna go for the Surplus instead of Tech II. No reason to build Tech II with a full draw pile, since even if I build it immediately, I won’t get Tech II units on the board until the turn afterwards, so I may as well set myself up for some super early card advantage. Having lots of cards works especially well with a River + Harmony + Spell spam combo. I have a ton of ways to deal with MoLaC, including upgrade removal and deathtouch, so I’m not worried about Growth Tech II, but Anarchy Tech II is going to be scary.
Player 2 Turn 4
Tech, Starting Hand and Workers
TECH
Disguised Monkey
Surprise Attack
STARTING HAND
Gunpoint Taxman
Mad Man
Pillage
Nautical Dog
Bombaster
WORKERS
Scorch
Bloodburn
Careless Musketeer
Pillage
Next Hand
Disguised Monkey
Charge
Might of Leaf and Claw
Giant Panda
Discard
Bloodrage Ogre
Mad Man
Bombaster
Disguised Monkey
Surprise Attack
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Summon Rook - ($5)
Recruit Gunpoint Taxman - ($3)
Recruit the Nautical Dog! - ($2)
Float ($2)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Gunpoint Taxman (3/3+a)
- [I]Elite[/I]: Garus Rook Lv. 1 (2+1/4)
- [I]Scavenger[/I]: Wisp (0/1)
- [I]Technician[/I]: Nautical Dog (1/1) (Frenzy 1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Anarchy)
- Tech Lab HP: 4 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 5
[B]Gold:[/B] - Gold: 2
- Workers: 9
Thoughts
Stall forever. Or at least until I can drop MoLaC… If he mounts a serious offensive, I’m probably done for. On the other hand, if I somehow get a chance to either activate MoLaC or get Tech III, then I can probably turn this around.
"P1T5
Tech StartingHand Workers
TECH
Fairy Dragon
Potent Basilisk
STARTING HAND
Harmony
Spark
Bloom
Brick Thief
Two Step
WORKERS
Older Brother
Fruit Ninja
Timely Messenger
Wither
Brick Thief
NextHand
Granfalloon Flagbearer
Fairy Dragon
Harmony
Tiny Basilisk
Tech 2 card(s)
Get Paid - ($8)
Draw 1 extra card from Surplus
Worker - ($7)
Tech II (Balance) - ($3)
River casts Two Step on Tenderfoot and Helpful Turtle - ($1)
River casts Spark on Gunpoint Taxman, stripping the armor - ($0)
Helpful turtle kills Gunpoint Taxman
River kills Rook
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Tenderfoot (3/4+A, Two-Step)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - River Lv.5 (4/2, tech 0 units cost 1 less) (+)
- Two Step (Channeling, Give +2/+2 to two units)
- Helpful Turtle (3/1, Healing:1, Two Step)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Balance)
- Surplus HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 5
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 9
Thoughts
Tiny Basilisk and Fairy Dragon in my next hand. Flying deathtouch? Yes please.
Player 2 Turn 5
Tech, Starting Hand and Workers
TECH
Might of Leaf and Claw
Stampede
STARTING HAND
Giant Panda
Might of Leaf and Claw
Charge
Disguised Monkey
WORKERS
Scorch
Bloodburn
Careless Musketeer
Pillage
Giant Panda
Next Hand
Charge
Bombaster
Makeshift Rambaster
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Research Might of Leaf and Claw - ($7)
Summon Argagarg and Wisp - ($5)
Recruit Jefferson DeGrey some monkey idk - ($3)
The monkey walks right past your Tenderfoot thanks to its brilliant disguise and trades with River; Arg gains 2 free levels, Two Step stops being channeled (causing Turtle to die from its wounds), and MoLaC gains a rune
Level Arg to max and summon a Water Elemental - ($1)
Float ($1)
Discard 1, draw 1, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Wisp (0/1)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Wisp (0/1)
- [I]Technician[/I]: Nautical Dog (1/1) (Frenzy 1)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Might of Leaf and Claw @1
- Argagarg Garg Lv. 5 (1/5)
- Elemental (3/3) (Anti-air)
[B]Buildings:[/B] - Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Anarchy)
- Tech Lab HP: 4 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 8
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 10
[details=Thoughts][spoiler]The end draws nigh… Now that River is out of the picture for a bit, I don’t have to worry about him sidelining my patrollers anymore. Still, let’s look at what the worst things that could come from his Balance Tech II are:
Chameleon? No haste, and since it has Stealth instead of Invisible I’ll be able to kill it easily enough. Could snipe something if it lives, but I doubt he’s going to bother with it.
Fairie Dragon? Also no haste, and if he floats any of his units he’ll have extremely thin defenses. Feathered Tiny Basilisk would be bad, but the rune would stop working if either my Elemental or Gunpoint Taxman kills the Dragon.
Dothram Horselord? Hahahahahahaha-no. Not if he’s sane, since MoLaC all but guarantees a loyalty change before he can do much with it.
Wandering Mimic? This does have haste if anything else on the board does, and I know he has access to Nimble Fencer to supply that… But playing all three cards costs 10 gold, which he doesn’t have. Since I haven’t left anything with haste alive on my side, it’ll still have to deal with at least one of my chump blockers (or get flying but not haste, which is also fine for reasons I already noted earlier).
Finally, Potent Basilisk? This is a real problem. It can discard MoLaC, which is why I’m teching a second copy. Ideally, I’ll be able to play one while the other is active, so he has to either use Nature Reclaims to trash one or both of them or deal with at least one of them being active for a while. If the game actually lasts long enough for this to be an issue, I can probably transition to Gunships instead… But I’m worried about it.[/spoiler][/details]
P1T6
Tech StartingHand Workers
TECH
Tyrannosaurus Rex
Tyrannosaurus Rex
STARTING HAND
Granfalloon Flagbearer
Tiny Basilisk
Harmony
Fairy Dragon
Appel Stomp
WORKERS
Older Brother
Fruit Ninja
Timely Messenger
Wither
Brick Thief
NextHand
Potent Basilisk
Nimble Fencer
Potent Basilisk
Bloom
Spark
Discard
Two Step
Helpful Turtle
Tyrannosaurus Rex
Tyrannosaurus Rex
Appel Stomp
Harmony
Fairy Dragon
Tech 2 card(s)
Get Paid - ($9)
Draw 1 extra card from Surplus
Play Tiny Basilisk - ($7)
Summon Argagarg - ($5)
Summon Granfalloon Flagbearer - ($2)
Summon Midori - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Tiny Basilisk (1/2+A, Deathtouch, Unattackable and Unstoppable by Tech 0)
- [I]Elite[/I]: Tenderfoot (1+1/2)
- [I]Scavenger[/I]: Granfalloon Flagbearer (2/2, Targeted spells must target Flagbearer)
- [I]Technician[/I]: Midori (2/3)
-
[I]Lookout[/I]: Argagarg (1/3)
[B]In Play:[/B] - Wisp (0/1)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Balance)
- Surplus HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 7
[B]Gold:[/B] - Gold: 0
- Workers: 9
Thoughts
Unfortunately BOTH Potent Basilisks are sitting in my deck instead of my hand, which could mean good game for me. Random chance has not given me the tools I need today, the ones I tech’d in anticipation of MoLaC… He has 3 units right now that can attack, plus Zane, plus whatever’s in his hand. This means his MoLaC is guaranteed to activate this turn, which will give him two more 5 attack Wisps. I need Tech II to survive or I lose the game. If I summon Argagarg and max level him, I can have 5 blockers. Another strategy might be to build Tech III to see if I can bait him to kill that instead of my Tech II, but if I do that, I think he can just destroy both without any problems. I can also go for Midori + Flagbearer, which gives me stronger bodies to block, plus Flagbearer’s ability if he happens to have Charge. In all the reality, I think the only way that I don’t immediately lose the game right now is if he doesn’t have any haste units or Surprise Attack in his hand right now (which would be incredibly bad luck on his part, even worse than mine). I’ll need to look over this game again to see where I went wrong (Probably trying to use River instead of someone else or going for Surplus). I have to say, him teching MoLaC is incredibly ballsy against Balance. I’d actually say it’s an objectively bad strategy since I have very very easy ways to remove it, but random card draws being what they are, if it works, it works, and props to him for it.