Random Map/Deck Bonanza: YoungBuck and FrozenStorm

vandy wasn’t detected, so no damage from tower.

also Orpals maxband would kill the mirror, generating 1g.

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Gonna come down to drawing in a drowning deck, let’s see

Player 1, Turn 6 (Random Bonanza! Game 12)

P1 [Feral]/Truth/Necromancy vs P2 [Demon]/Disease/Feral

Map: [Daggerfall Prison Camp: Hiring a worker does not cost a card]

[details=Starting Hand]
Ironbark Treant
Rampant Growth
Macciatus, The Whisperer
Forest’s Favor
Reteller of Truths
Playful Panda
Spectral Hound
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9+1float+1scavenger)
  • Draw for technician
  • Tech 2 cards in

[details=All Teched Cards]
Doom Grasp, Liberty Gryphon
Doom Grasp, Spectral Hound
Reteller of Truths, Spectral Hound
Macciatus, The Whisperer, Reteller of Truths
Bone Collector, Centaur
[/details]


###Main:

  • Young Treant, draw 1 (9)
  • Spectral Hound (8)
  • Bone Collector (6)
  • Verdant Tree (4)
  • Rebuild tech 2
  • Worker Up (4)

[details=Workers]
NOTHING
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Float 4g, Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 10
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC TRUTH
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Bone Collector (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Quince (1/3 lvl 1)
  • :exhaust: Technician: Spectral Hound (3/3)
  • :target: Lookout:

####In Play:

  • Young Treant (0/2)
  • Verdant Tree (3hp)
  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

####Gold:

  • Gold: 4
  • Workers: 10

[details=End of Turn Hand]
Tiger Cub
Centaur
Rampant Growth
Doom Grasp
Reteller of Truths
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Pretty much game, but there is hope I can doom grasp away the threat!
[/details]

Im Holding Death and Decay and have 8g, so while I respect the effort, I think this is GG man!

And that concludes our adventures into all the map pack!

Finally thoughts/comments?

Stupid Vandy mic drop

JK, my actual final thoughts are:

  1. We should definitely SELECT decks next time we play these maps, some of these matches were overly lopsided
  2. Player 1 might need a disadvantage of some kind on some of these maps, most of them seem to favor early game tempo plays that P1 can make
  3. Blood seems S-tier on a lot of the maps
  4. Green starter seems to struggle
  5. They certainly add some different strategies, which is fun!

Agreed, it seems like P1 can get a big advantage on a lot of these maps.

I would purpose a PICK/BAN phase for these maps. Make it like League of Legends and have a back and forth, 3 bans then 3 picks. Maybe give a small element of surprise with a post-spec picking of your starter deck?

So i think we should go back to some of our more heinous or troublesome match-ups for our next series yeah? Play out some of those match-ups that gave us particular trouble in tournaments.

I also would like to take a crack at making a map of our own in the vein of these map packs. I have some ideas (Double SQL positions, Bounty Hunters where units/heroes give gold to killer like in FFA, Remove worker requirements for Tech buildings but can only have 1 active tech building, Battlegrounds mega-map with something like +2 card draw and basically a 2x2 style patrol) that I think would be fun to try!

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Agree, definitely some other interesting map ideas like those you’ve proposed or we spitballed about privately would be fun to try.

This was really interesting to watch, thanks for going through all of them and posting your thoughts.

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Thanks for contributing @zhavier !Its easy to get myopic during these games and not see some open strategies. Wouldnt have thought of your Lord of Shadows/ZZara play in the tech rush game

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hey I don’t think this was true last October or now

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Ah, apparently I misunderstood. So pestering haunt is Not skipped? But Glaxx with gold and indestructibles are, right?

That’s right!

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