As expected, their board is getting rather scary while mine is not so much. It was vital to build my tech 2 this turn before my tech 1 is destroyed, so we’ve done that, and I dunno maybe I’ll just aim for tech 3. Let’s see what happens.
Weird choice to play nothing here. But I didn’t really have the means to capitalise, and I suppose they knew that. I can’t tell what their plan is, but it probably involves ancient. It always does.
Yikes… That spells serious disaster for me. I have a couple of different plays here, but they’re mostly quite risky. This is the ‘safest’ play, but it’s still quite a gamble. I foresee multiple tech buildings dying in my future.
Blooming Ancient
Older Brother
Might of Leaf and Claw
Timely Messenger
Events of Turn:
Upkeep:
Get Gold (8)
Tech 2 cards (except turn 1)
All Teched Cards
Giant Panda, Artisan Mantis
Moment’s Peace, Giant Panda
Blooming Ancient x2
Moment’s Peace, Might of Leaf and Claw
Tiny Basilisk, Iron Man
Main:
Blooming Ancient, BA+1 (4)
Timely Messenger, BA+2 (3)
Might of Leaf and Claw (0)
Midori kills SQL, takes 1, MOLAC@1
Ready BA kills Quince, takes 2, Arg Midbands, MOLAC@2
Give two runes to TM, trades Hoodie, you draw 1, MOLAC@3
Arg kills Mirror, MOLAC@4
Give one rune to wisp, pings your tech3 to 2hp, MOLAC@5
Tenderfoot breaks your tech3, your base to 18
Workers
Brick Thief, Spark, Fruit Ninja, Helpful Turtle
Patrol as below
Discard 1 Draw 1 rs Draw 2
Board Info:
Buildings:
Base HP: 19
Tech1 HP: 5
Tech2 HP: 5 GROWTH
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Blooming Ancient (2/4)
Lookout:
In Play:
Tenderfoot (4/1 +++)
Blooming Ancient (2/2)
Wisp (1/2+)
Arg (1/4 lvl 1)
Midori (2/2 lvl 1)
Might of Leaf and Claw (6 charges)
Economy Info:
Cards:
Hand: 3
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Wither
Artisan Mantis
Moment’s Peace
End of Turn Discard
My Thoughts
MoLaC online, Graveyard nearly full, I think I about have this in the bag.
EDIT I posted my turn before re-reading Pirate Gang Commander’s text, I didn’t remember it being great but figured I should take it seriously as a threat JIC. WOW, breaking tech2 does nothing here… I suppose I break tech 3? Or the graveyard and reduce chances of extra crashbarrow? I think just break the tech3, I have cheat mode on now for my unit’s HP moving forward so the crashbarrow is tough but not insurmountable. Graveyard will go away on it’s own. I should also be more afraid of the sure Barrow than the unsure Kidnapping, get a card for that BA
Bigger threat than I remembered, especially coupled w/ the graveyard. I was gonna break the tech2 last turn but literally no point to that if you had PGC. Based on your cards played I’m guessing you didn’t have it…
So with this new MoLaC, it will wear off at my next upkeep, yeah? So wisp will die?
Wither
Artisan Mantis
Moment’s Peace (discard #3 of 3 via random.org)
Older Brother (techn)
Events of Turn:
Upkeep:
Get Gold (8)
Tech 2 cards (except turn 1)
All Teched Cards
Stampede, Blooming Elm
Giant Panda, Artisan Mantis
Moment’s Peace, Giant Panda
Blooming Ancient x2
Moment’s Peace, Might of Leaf and Claw
Tiny Basilisk, Iron Man
Main:
MoLaC activiates
Wisp kills SQL, takes 2, my base to 16
Arg kills techn, takes 4, my base to 15
Tenderfoot breaks your tech3, your base to 16
Artisan Mantis, my base to 18 (4)
Maxband Arg, Water Elemental arrives (2)
Troq (0)
Workers
Brick Thief, Spark, Fruit Ninja, Helpful Turtle
Patrol as below
Discard 2 Draw 4
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 GROWTH
In Patrol:
Squad Leader: Troq (5/6a lvl 1)
Elite:
Scavenger: Water Elemental (6/6)
Technician:
Lookout: Artisan Mantis (7/8)
In Play:
Tenderfoot (7/4 +++)
Arg (4/8 lvl 1)
Wisp (4/3)
Might of Leaf and Claw (9 charges, active)
Economy Info:
Cards:
Hand: 4
Deck: 4
Disc: 5
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Giant Panda
Iron Man
Giant Panda
Moment’s Peace
End of Turn Discard
My Thoughts
That really hurt… I may not be able to keep up enough attack, even with new MoLaC gonna lose wisp next turn at upkeep
I’m going to ask a question here, and I want to be clear that I understand the intent and I am not asking for a rules change this game. This is just a question of phrasing/rules terminology.
Probably debate about this in the balance change thread actually. I dunno, it just crossed my mind.
The current might of leaf and claw has an activated ability that grants units and heroes +3/+3 until next upkeep. Do activated abilities affect things that come into play after they are activated? I’m trying to think of other examples from codex but I’m coming up short.
Anyway I know the intent of the card is that it does so of course we will play like that. I just had the thought that we might need to change the phrasing or something, or maybe I’m just very wrong.
I guess it is interesting that the buffed units can die inbetween turns. Not sure if it’s enough though. Still feels unwinnable.
Also I think your base should be… on 16. I did 4 damage to it on my turn, and then 2 more on your turn, and it was at 19 before that. Then you healed it for 3.
Well… it’s not as bad as I thought. It’s still really bad though. Their lack of haste might be to my advantage though… they still only get a max attacks of board+1. Let’s hope they don’t have the +1 and I can start wreaking havoc…
Right you are TY for catching that, and TY for also (I think) understanding the intent of MoLaC to buff units and heroes I control, so Tendy doesn’t just keep those stats when you kidnap it. I was operating on this assumption at least
I actually really like this version of MoLaC and it feels a lot more beatable. +3/+3 is a big buff but that it falls off and isn’t +5/+5 makes it a lot harder to build a big board, plus not getting immediate activation on it. You have to earn it much more now and it isn’t a “just lose” card like even some tech3s are, you’re still battling. I think this one is far from decided, I have this very fat deck to work through with some questionable tech choices!
Stampede, Gemscout Owl
Stampede, Blooming Elm
Giant Panda, Artisan Mantis
Moment’s Peace, Giant Panda
Blooming Ancient x2
Moment’s Peace, Might of Leaf and Claw
Tiny Basilisk, Iron Man
Main:
MoLaC activates
Midori (6)
Mantis Kills Garth, takes 2, Midori to level 3
Arg kills Skeleton, takes 1, you get 1g
Water Elemental kills Drakk, my base to 15, you draw 1, Midori to level 5
Yeah this is tough, I’m way behind on econ and don’t have access to haste like Bryce does… I also didn’t tech wisely, Blooming Elm or Stampede would have been WAY more helpful than those Pandas right now…
Well let’s hope I can keep up enough offense to stall until I can draw a finisher… At least I’ll have Midori as a flyer now, and Timely Messenger cycles in next turn. Maybe build surplus next turn? I need more things using MoLaC…
Dinosize x2
Stampede, Blooming Elm
Stampede, Blooming Elm
Giant Panda, Artisan Mantis
Moment’s Peace, Giant Panda
Blooming Ancient x2
Moment’s Peace, Might of Leaf and Claw
Tiny Basilisk, Iron Man
Main:
MoLaC activates
Wisp kills SQL, takes 2, my base to 12
Panda kills Quince, Midori to level 7, you draw 1
Midori maxbands, flies over and kills a bugblatter, my base to 11 (8)
Mantis kills Scav, takes 2, my base to 9
Arg kills elite, takes 1, my base to 8
Timely Messenger, kills lookout, my base to 7 (7)
WE breaks your tech 3, your base to 14
Tiny Basilisk (5)
Granfalloon Flagbearer (2)
Hero’s Hall (0)
Workers
Brick Thief, Spark, Fruit Ninja, Helpful Turtle
Patrol as below
Discard 1 rs Draw 3
Board Info:
Buildings:
Base HP: 7
Tech1 HP: 5
Tech2 HP: 5 GROWTH
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Tiny Basilisk (4/5a)
Elite:
Scavenger:
Technician: Granfalloon Flagbearer (5/5)
Lookout:
In Play:
Artisan Mantis (7/4)
Water Elemental (6/5)
Arg (4/6 lvl 5)
Wisp (5/4)
Giant Panda (5/6)
Timely Messenger (4/4)
Midori (7/8 lvl 8)
Might of Leaf and Claw (5+ charges, active)
Economy Info:
Cards:
Hand: 3
Deck: 13
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Moment’s Peace
Older Brother
Iron Man
End of Turn Discard
My Thoughts
Now it’s just hoping and praying… even with Bloom I’m one shy of breaking straight face, so best I think I can do is kill a bugblatter early to maximize my own health, Dinosize x2 and hope Stampede or Dinosize gets drawn for me to finish the game before I die
…
Well fuck this is troubling
I think if I’d teched smarter for Stampede or Elm or Dinosize instead of the Pandas this past cycle, I might have pulled it off. Alas, base damage OP! But this is definitely an indication to me MoLaC is in a good spot, powerful but very beatable!
@zango close but no cigar, I was 1 short last turn of lethal
Yeah when you mentioned things dying on upkeep I realised it’s not as strong as I thought. It’s still really hard to break through, and I think a lot of specs would struggle very hard.