Ok the deck configuration makes either of your choices the same thing finally ! I draw 2 cards of your choice, don’t play them, discard, draw 1 and RS so np
Tech StartingHand Workers
TECH
Assimilate
STARTING HAND
Playful Panda (2/2)
Spectral Flagbearer (2/2+1)
Liberty Gryphon
Feral Strike
Ahah don’t worry, Legion often gives me some advice by mp too
Having an extern point of view often helps a lot in Sirlin’s games !
Something like 2 months ago, two Yomi players (Mysticjuicer and Ntillerman ? I can’t remember) gave me advice on how to play Rook during a tournament. I felt kinda embarassed about these public (it was a public youtube video) advice but I finally thank them a lot because it helped me a lot actually !
Well, GG ! If you want any rematch, my random.org is 32
Example 3: You have a Reteller of Truths along with 3 other illusions in play. You play Judgment Day. Can you decide which 2 illusions you return to your hand? (credit to @lettucemode for the original example) Answer: Yes. Just as in the previous example, all of the units die simultaneously. 4 instances of the Retellers ability trigger simultaneously (“The first two times each turn one of your non-token Illusion units dies (including this one), return it to its owner’s hand.”). As the active player, you can decide the order in which to resolve those 4 abilities. Because of the way the ability is written, the first and second work but the 3rd and 4th fizzle because you no longer meet the criteria. Note that if your opponent was the active player and played the Judgment Day, they would decide the order in which to resolve the Reteller abilities and therefore which illusions returned to your hand.
Oh, I didn’t mean to sound angry; I was just rushing to work. Now that I’m here, I can post at length instead of doing my job.
The big mistake last turn was not realizing that the Glaxx’s could trade once your other things died. Absent that, I felt like I needed to stop you from getting to Tech III, which would enable haste. The bigger problem I had, though, was just the Teching, which was horrible. I had some idea that Growth would allow me to keep my Mox and pump it, but that plan was wayyy too slow. I think Growth in general just doesn’t make sense in that pairing.
I’d love to play again, although I’d like to switch to [Strength]/Law/Demonology. My random was 61, so I’ll get started.
There might be some synergies thought !
Blooming Elmed Mox sounds kinda terrifying, isn’t it ?
It’s more commonly seen with Peace (Boot Camp on Mox + maybe teching Peace to Flagstone Garrisons !) thought ! But I think Future Law Growth worths the try as a layer 1 yomi gameplan !
In my opinion you lacked target abilities/spells in this game to deal with my illusions, maybe a midband Arg would have done the job Blooming Ancient is also an amazing source of targeting effect lol
I’ll play my turn after the work ! I’ve never faced [Strength]/Law/Demonology, I need to think a bit about it before lol
See you this evening !
Yeah, I actually just finished another game with Past/Peace/Law that I somehow managed actually to win, relying on those synergies. The Bloomed Mox is cool, but Mox+Judgment Day is not as good as it looks because the Mox gets exhausted. Glaxx/Day is actually appealing, so maybe there’s a way to make that work
STARTING HAND
Tiger Cub (2/2)
Spore Shambler
Playful Panda
Spectral Hound
WORKERS
Forest’s Favor
Young Treant
Tiger Cub (2/2)
NextHand
Merfolk Prospector
Gilded Glaxx
Rampant Growth
Discard
Spore Shambler
Xenostalker
Hive
Tech 2 card(s)
Get Paid - ($7)
Verdant Tree heals the Treant
Worker
Tech I - ($5)
Verdant Tree taps, Tech I builds instantly
Spectral Hound - ($4)
Playful Panda - ($2)
Quince - ($0)
Hey, sorry for the delay; couldn’t manage to get online yesterday.
P1T4
Tech StartingHand Workers
TECH
Judgment Day
Judgment Day
STARTING HAND
Gargoyle
Smoker
Savior Monk
Snapback
WORKERS
Fox Viper
Grappling Hook
Safe Attacking
Savior Monk
NextHand
Smoker
Judgment Day
Snapback
Fox Primus
Blackhand Dozer
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Hero’s Hall - ($4)
Max Vandy - Pump your mirror, kiling it,. and my Flagbearer - ($2)
Sensei pumps the Flagbearer
Flagbearer kills the Treant
@Legion Is there any reason not to? I’ve run into this myself in another game; is there any reason you’d rather have your tech building arrive a turn later?
P1T5
Tech StartingHand Workers
TECH
Community Service
Community Service
STARTING HAND
Fox Primus
Snapback
Smoker
Judgment Day
Blackhand Dozer
WORKERS
Fox Viper
Grappling Hook
Safe Attacking
Savior Monk
Fox Primus
NextHand
Morningstar Flagbearer
Judgment Day
Sensei’s Advice
Gargoyle
Blackhand Dozer
Discard
Blackhand Dozer
Snapback
Judgment Day
Community Service
Community Service
@mdn1111 hmmm, simply cuz is useless. If u tap VT for ex, cuz u want to instant rebuild Tech I and II to play multiple heroes/high tech troops is one thing. Do it just for show, baffles me, lol