[Casual] charnel_mouse Green vs. bolyarich Brown (Zurk Collective)

GG, I’ll start a new game by end of Monday. Any thoughts so far? I got a lucky kill on Zagara, but Turn 4 was pretty painful.

1 Like

i can’t get why i need Cerebrate if i have broodlord

also, upgrades T1 abathur don’t look good

The upkeep effect is for the Cerebrate, I think, Broodlord’s just a standard flyer. A card’s name appears on their text’s final line. Similarly, Mutalisks bring in their pair when they’re played, not Lurkers.
The upgrades looked OK, I thought. Pay 0 gold for a Zurkling, get it upgraded to a 3/1 with sparkshot for free, repeat. Gradual buildup of cheap damage. Or a Centaur without Overpower for 2 gold that doesn’t require Tech I.

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pay 1, no haste, also upgrade have a cost: 1 gold, also you can use it once-per-turn(tap). So it’s 2 gold cost and 2 cards for 3/1 with sparcshot without haste. Or it’s 2 + 1 + 1 gold for 3/4. It’s not funny in total, i think. If i could do it more, than once-per-turn it would be ok. If creep tumor affects all T0 - it’s would be ok. But as is i don’t think i have a niche to play it

Oh, I forgot you pay for the effect. Yeah, I’m not so sure about that.

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It needs testing. I did not want it being too powerful for first draft. It’s possible either the initial cost or the activation cost may need a tweak down. I’d like to see it in play before altering.

I will begin testing with my physical proxy set next week too.

Edit: I am not going to name names… but someone didn’t want the Banelings buffed. (PTSD? :stuck_out_tongue:)

The idea is to thematically incorporate the evolution process with the evolution spec. In the source inspiration… Zerglings evolve into Banelings and Roaches into Ravagers.

Banelings are not intended to have haste. Ravager could have a stats / ability rework. (An ability like Bombaster or moreso, firebat, would be more like what the unit does in game.)

That is correct. Shitty formatting on my part in the PDF. The text in cells is bottom aligned.

Cerebrate on upkeep pulls in a T2 unit from codex and for 2 extra gold allows you to play any non-T3 unit you don’t meet the Tech Reqs for.

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Game 2

P1T1


Starting Hand: 5

Spore Shambler
Young Treant
Verdant Tree
Ironbark Treant
Merfolk Prospector

Thoughts

Rampant Growth’s in my next hand, so I should be good for early Calamandra aggression here.


Get paid - ($4)
Worker - ($3)
Calamandra Moss - ($1)
Merfolk Prospector - ($0)
Discard 3, draw 5


:psblueshield: Squad Leader: Calamandra L1 2/3+1A

Merfolk Prospector 1/1

:heart: Base HP: 20


Hand: 5

Playful Panda
Tiger Cub
Rich Earth
Rampant Growth
Forest’s Favor

Deck: 0
Discard: 3

Spore Shambler
Young Treant
Verdant Tree

Card-count check (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers
Total: 10


Gold: 0
Workers: 5

4 x start
T1: Ironbark Treant

2 Likes

P2T1


StartingHand Workers

STARTING HAND
Roach
Drone
Zurkling Rush
Creep Tumor
Queen


WORKERS
Queen


NextHand

Hatchery
Spine Crawler
inject Larva
Zurkling
Roach


Discard

Creep Tumor
Zurkling Rush
Drone


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Roach - ($2)
Dehaka - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Roach(2/2)A
  • :psfist: Elite:
  • :ps_: Scavenger: Dehaka(2/4)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

@charnel_mouse’s turn!

1 Like

P1T2


Starting Hand: 5

Playful Panda
Tiger Cub
Rich Earth
Rampant Growth
Forest’s Favor

Thoughts

Dehaka can give himself armour on attack, so teching Ferocity seems the obvious way to go here, while Calamandra’s midband discourages use of Slam. Wisp goes in Squad Leader, so Creep Tumor and Zurkling don’t let Dehaka kill Calamandra.

Teched cards: 2

T2: Centaur, Ferocity


Get paid - ($5)
Worker - ($4)
Tech I - ($3)
Merfolk Prospector exhausts for gold - ($4)
Midband Calamandra - ($2)
Calamandra kills the Roach, takes 2 damage
Playful Panda, Wisp arrives - ($0)
Discard 3, reshuffle, draw 5


:psblueshield: Squad Leader: Wisp 0/1+1A

Calamandra L3 3/2 (units get resist 1, 2 damage)
Playful Panda 2/2
Merfolk Prospector 1/1

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 5

Spore Shambler
Verdant Tree
Centaur
Ferocity
Forest’s Favor

Deck: 3

Young Treant
Tiger Cub
Rampant Growth

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 2 teched = 12
2 on board
5 in hand
3 in deck
0 in discard
2 in workers
Total: 12


Gold: 0
Workers: 6

4 x start
T1: Ironbark Treant
T2: Rich Earth

1 Like

P2T2


Tech StartingHand Workers

TECH
Infested Argonaut
Infested Argonaut


STARTING HAND
Hatchery
Spine Crawler
Roach
Zurkling
inject Larva


WORKERS
Queen
Spine Crawler


NextHand

Zurkling Rush
Infested Argonaut
Roach
inject Larva


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Roach - ($3)
T1 - ($2)
Hatchery - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Roach(2/2)A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Dehaka(2/4)
  • :target: Lookout:

In Play:

  • Hatchery 3hp, 1 gold on upkeep, draw a card at death

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

@charnel_mouse’s turn!

1 Like

P1T3


Starting Hand: 5

Spore Shambler
Verdant Tree
Centaur
Ferocity
Forest’s Favor

Thoughts

Ferocity and Calamandra let me clear the patrol up pretty nicely here. Shame I have to skip the Centaur to do it without losing Calamandra, though, but I can always pull in a Tiger instead. Teching in Feral Strikes early, in case I still have the float for it. Putting the Wisp in Elite so hasted Zurklings can’t do anything.

Teched cards: 2

T2: Centaur, Ferocity
T3: Feral Strike, Ferocity


Get paid - ($6)
Worker - ($5)
Ferocity, my units have armour-piercing and swift strike until my next turn - ($3)
Forest’s Favor on Calamandra - ($1)
Playful Panda swiftly kills Roach
Calamanda kills Dehaka, you draw, hits level 5 (maxband)
Merfolk Prospector exhausts for gold - ($2)
Discard 2, draw 3, reshuffle, draw 1


:psfist: Elite: Wisp 1+0/1 (armour-piercing, swift strike)

Calamandra L5 5/6 (+, units get resist 1)
Playful Panda 2/2 (armour-piercing, swift strike)
Merfolk Prospector 1/1 (armour-piercing, swift strike)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 4

Young Treant
Tiger Cub
Rampant Growth
Ferocity

Deck: 5

Feral Strike
Ferocity
Forest’s Favor
Verdant Tree
Centaur

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 4 teched = 14
2 on board
4 in hand
5 in deck
0 in discard
3 in workers
Total: 12


Gold: 2
Workers: 7

4 x start
T1: Ironbark Treant
T2: Rich Earth
T3: Spore Shambler

1 Like

P2T3


Tech StartingHand Workers

TECH
Mutalisk
Infested Porcupine


STARTING HAND
inject Larva
Infested Argonaut
Roach
Zurkling Rush
Zurkling


WORKERS
Queen
Spine Crawler
Zurkling


NextHand

Mutalisk
Roach
Infested Argonaut
Drone
Creep Tumor


Tech 2 card(s)
Get Paid+hatchery - ($8)
Worker - ($7)
T2 Primal - ($3)
Infested Argo - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Infested Argo(3/4)A resist 1
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Hatchery 3hp, 1 gold on upkeep, draw a card at death

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Primal)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

@charnel_mouse’s turn!

1 Like

i can be a bit lazy with response. Not lazy, but it could take 2-3 days - i’m going for a trip(NOT SIMILAR BODY)

P1T4


Starting Hand: 4

Young Treant
Tiger Cub
Rampant Growth
Ferocity

Thoughts

OK, let’s go down the Feral II list. Lurker seems like something that’s better when you’ve got a board to slow the game down, since it only does 2 damage a turn, and only to patrollers at that. Mutalisks are the probably the most annoying, because I don’t currently have anti-air, I’d have to bring in Faerie Dragons or Huntress. Or Polymorph, but the units with resist make me leery about that, and it stops the muties going back to codex. Infested Porcupine is very annoying. Ultralisk is also big and annoying. Evolve Husk would be good to slow down my aggression, although with the current wording it doesn’t apply to overpower/Stampede damage.

At the moment, my best bet is just to keep the Tech II down. All of my spec options have more overpower to keep crashing through, even with Evolve Husk up. Gigadon can sweep though ultra/porc, Horselord can if they’re not in Squad Leader or Ferocity is up. Blooming Elm can let other units do that, but requires more setup. If I go for the Horselords, I’d also have Faerie Dragon / Wandering Mimic to deal with the Mutalisks. Those are cheaper units than the big options in Primal II, so on the next tech I might gun for Final Showdown for the card draw. Going with Midori over Argagarg makes it safer to go for Horselords, too.

Young Treant would be nice to keep for the card draw, but Tiger Cub will benefit from Midori’s midband once he’s around. I think I prefer the Cub.

Teched cards: 2

T2: Centaur, Ferocity
T3: Feral Strike, Ferocity
T4: 2 x Dothram Horselord


Get paid + float (2) - ($9)
Worker - ($8)
Tech II Balance - ($4)
Rampant Growth on Playful Panda - ($2)
Playful Panda hits Infested Argonaut for 3+1A damage, takes 1+2A damage
Merfolk Prospector trades with Infested Argonaut
Calamandra destroys you Tech II, your base to 18
Discard 2, draw 4


:exhaust: Technician: Wisp 0/1

Calamandra L5 5/6 (+, units get resist 1)
Playful Panda 2/1 (1 damage)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)


Hand: 4

Feral Strike
Ferocity
Forest’s Favor
Verdant Tree

Deck: 1

Centaur

Discard: 6

Dothram Horselord
Dothram Horselord
Rampant Growth
Merfolk Prospector
Tiger Cub
Ferocity

Card-count check (opponent-viewable)

Expected: 10 + 6 teched = 16
1 on board
4 in hand
1 in deck
6 in discard
4 in workers
Total: 16


Gold: 2
Workers: 8

4 x start
T1: Ironbark Treant
T2: Rich Earth
T3: Spore Shambler
T4: Young Treant

1 Like

P2T4


Tech StartingHand Workers

TECH
Infested Porcupine
Ultralisk


STARTING HAND
Drone
Creep Tumor
Infested Argonaut
Mutalisk
Roach


WORKERS
Queen
Spine Crawler
Zurkling
Creep Tumor


NextHand

Roach
Zurkling Rush
Roach(2/2)A
Infested Porcupine
inject Larva


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
hatchery gold - ($8)
tower - ($5)
Infested Argonaut - ($2)
dehaka - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Infested Argonaut(3/4)A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: dehaka(2/4)
  • :target: Lookout:

In Play:

  • Hatchery 3hp, 1 gold on upkeep, draw a card at death

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Primal)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

@charnel_mouse’s turn!

1 Like

P1T5


Starting Hand: 4

Feral Strike
Ferocity
Forest’s Favor
Verdant Tree

Thoughts

Bit risky putting so much damage on Calamandra, but my ground patrol is thin enough that I want to avoid getting hit with Slam. Bringing in Wandering Mimic instead of Potent Basilisk, so I can block Mutalisks.

Teched cards: 2

T2: Centaur, Ferocity
T3: Feral Strike, Ferocity
T4: 2 x Dothram Horselord
T5: Final Showdown, Nature Reclaims


Get paid + float (2) - ($10)
Worker - ($9)
Playful Panda suicides into Infested Argonaut for 1+1A damage
Boosted Feral Strike, Faerie Dragon and Wandering Mimic arrive from codex, Faerie Dragon feathers the Infested Argonaut, it dies, I pay the resist - ($0)
Calamandra kills Dehaka, you draw, takes 3 damage
Discard 2, draw 1, reshuffle, draw 3


:psblueshield: Squad Leader: Wandering Mimic 4/4+1A (flying)
:exhaust: Technician: Wisp 0/1
:target: Lookout: Faerie Dragon 4/2 (flying)

Calamandra L5 5/3 (+, units get resist 1, 3 damage)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)


Hand: 4

Centaur
Rampant Growth
Nature Reclaims
Feral Strike

Deck: 9

Dothram Horselord
Dothram Horselord
Merfolk Prospector
Tiger Cub
Ferocity
Final Showdown
Playful Panda
Ferocity
Verdant Tree

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 8 teched + 2 fetched = 20
2 on board
4 in hand
9 in deck
0 in discard
5 in workers
Total: 20


Gold: 0
Workers: 9

4 x start
T1: Ironbark Treant
T2: Rich Earth
T3: Spore Shambler
T4: Young Treant
T5: Forest’s Favor

P2T5


Tech StartingHand Workers

TECH
brutalisk
brutalisk


STARTING HAND
inject Larva
Zurkling Rush
Infested Porcupine
Roach(2/2)A
Roach
Infested Porcupine


WORKERS
Queen
Spine Crawler
Zurkling
Creep Tumor
Zurkling Rush


NextHand

Drone
Infested Argo(3/4)A* resist 1
inject Larva
Ultralisk
Mutalisk


Tech 2 card(s)
Get Paid+hatchery - ($10)
Worker - ($9)
t3 - ($4)
roach×2 - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: roach(2/2)
  • :pschip: Technician: roach(2/2)
  • :target: Lookout:

In Play:

  • Hatchery 3hp, 1 gold on upkeep, draw a card at death

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Primal)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

@charnel_mouse’s turn!

Here I come.

P1T6


Starting Hand: 4

Centaur
Rampant Growth
Nature Reclaims
Feral Strike

Thoughts

No point teching up here, with most of my deck to get through and both Feral Strikes in the discard next turn. I’d like to get Midori down if I can, though, so I can level him if I don’t draw Final Showdown next turn. Nature Reclaims would be nice to get rid of that Hatchery, but I think I’d prefer to cast Rampant Growth on the Dragon so I can take out the Tower and the Tech III: I’m not quite ready to efficiently take on a Brutalisk. Or maybe I take down the Tech II instead? Yeah, I’m more worried about Mutalisks turning up and killing my Dragon. Or I could just go for base? I’d be happy to take the gamble, but I’m leery about leaving the Wisp in front against Roaches without Midori’s aura to let it trade two-for-one. Tech break it is.

Teching in more overpower, I need more ground power with Brutalisk + Final Showdown allowing for lots of anti-air.

Teched cards: 2

T2: Centaur, Ferocity
T3: Feral Strike, Ferocity
T4: 2 x Dothram Horselord
T5: Final Showdown, Nature Reclaims
T6: Centaur, Dinosize


Get paid - ($9)
Worker - ($8)
Master Midori - ($6)
Rampant Growth on Faerie Dragon - ($4)
Discard last two cards, Calamandra gains stealth
Wandering Mimic destroys your Tower, your base to 14, is detected by Tower, takes 1 damage
Faerie Dragon destroys Tech III, your base to 12
Midband Midori - ($0)
Calamandra sneaks past patrol, destroys Tech II, your base to 12
Discard 0, draw 2


:psblueshield: Squad Leader: Wisp 0/1+1A (Calamandra aura)
:exhaust: Technician: Midori L5 3/4

Calamandra L5 5/3 (+, units get resist 1, 3 damage)
Wandering Mimic 4/3 (flying, Calamandra aura, 1 damage)
Faerie Dragon 4/2 (flying, Calamandra aura)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)


Hand: 2

Dothram Horselord
Playful Panda

Deck: 7

Dothram Horselord
Merfolk Prospector
Tiger Cub
Ferocity
Final Showdown
Ferocity
Verdant Tree

Discard: 0

Centaur
Dinosize
Centaur
Rampant Growth
Feral Strike

Card-count check (opponent-viewable)

Expected: 10 + 10 teched + 2 fetched = 22
2 on board
2 in hand
7 in deck
5 in discard
6 in workers
Total: 22


Gold: 0
Workers: 10

4 x start
T1: Ironbark Treant
T2: Rich Earth
T3: Spore Shambler
T4: Young Treant
T5: Forest’s Favor
T6: Nature Reclaims