Casual: Dreamfire [Discipline/Strength]/Finesse vs Zango [Finesse]/Demon/Necro

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1 Like

game5 P2T6

P1 [Strength]/Discipline/Finesse vs. P2 [Finesse]/Demonology/Necromancy

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Blademaster (7/5)
Star-Crossed Starlet (3/2)


STARTING HAND
Helpful Turtle (1/2)
Leaping Lizard (3/5)
Leaping Lizard (3/5)


WORKERS
Fruit Ninja (2/2)
Bloom
Granfalloon Flagbearer (2/2)
Spark
Helpful Turtle (1/2)


NextHand

Older Brother (2/2)
Brick Thief (2/1)


Discard

Wither
Star-Crossed Starlet (3/2)
Maestro (3/5)
Blademaster (7/5)
Star-Crossed Starlet (3/2)


Tech 2 card(s)
Get Paid + float - ($10)
midband Garth - ($7)
make & sac skel - boo, no haste, so grave survives :frowning_face: - ($6)
maxband Garth fetch guide - ($3)
Garth kills SL
skel trades other twin
2x lizzo - ($1)
Worker - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Leaping Lizard (4/5)
  • :psfist: Elite: Leaping Lizard (4/5)
  • :ps_: Scavenger: Nimble Fencer (4/4)
  • :pschip: Technician: Nimble Fencer (4/4)
  • :target: Lookout:

In Play:

  • Garth (3/1, lvl7)
  • Grounded Guide (4/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

so I wasn’t lucky… really would have loved to draw one of my two hasters from that skeleton in order to kill grave. now my fetched guide is going to get killed for sure, at least sworded, more likely killed by pumped birds. So it’s no attack with fencers for me as I don’t want to make it too easy for him to get rid of my haste. Garth has done his most relevant duty, but maybe he even survives.

P1T7


StartingHand Workers

STARTING HAND
Grappling Hook
Snapback
Grounded Guide


WORKERS
Fox Viper
Fox Primus
Smoker
Sensei’s Advice
Savior Monk
Morningstar Flagbearer


NextHand

Two Step
Nimble Fencer
Martial Mastery


Discard

Aged Sensei
Nimble Fencer
Earthquake
Martial Mastery
Rambasa Twin
Grappling Hook
Snapback


Tech 0 card(s)
Get Paid + technician draw - ($10)
Bird trades with Garth, Grave to midband
Grappling Hook SQL to lookout.
Grave to maxband, readily kills technician and sparkshots scavenger, you draw - ($6)
Exhaust Grave and spend sword to kill Grounded Guide
Grounded Guide - ($1)
Remaining Bird kills scavenger, you get 1 gold.

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Maestro (4/5A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grounded Guide (4/4)
  • :target: Lookout:

In Play:

  • Rook lvl 3 (2/1)
  • Grave lvl 7 (4/1)
  • Bird (2/1)
  • Safe Attacking
  • Birds’ Nest

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 1 (Finesse)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Shouldn’t see another Wither for a minute.

@Zango’s turn!

game5 P2T7

P1 [Strength]/Discipline/Finesse vs. P2 [Finesse]/Demonology/Necromancy

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Blademaster (7/5)
Zarramonde, the Obliterator (11/11)


STARTING HAND
Brick Thief (2/1)
Older Brother (2/2)
Tenderfoot (1/2)


WORKERS
Fruit Ninja (2/2)
Bloom
Granfalloon Flagbearer (2/2)
Spark
Helpful Turtle (1/2)


NextHand

Maestro (3/5)
Nimble Fencer (4/4)
Timely Messenger (1/1)


Tech 2 card(s)
Get Paid+scavenger - ($11)
tenderfoot - ($10)
Thief breaks your tech 2 - ($8)
river - ($6)
Tech 3 - ($1)
Tech lab - ($0)

Float ($0)
Discard 1, draw 2, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brick Thief (2/1)
  • :psfist: Elite: river 2/3
  • :ps_: Scavenger: Tenderfoot (1/2)
  • :pschip: Technician: Leaping Lizard (3/5)
  • :target: Lookout: Leaping Lizard (3/5)

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tech Lab HP: 4 (Demonology)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

looks like game over unless I’m extremely lucky with my draws and he has besides the expected fencer & MM his second guide in hand (which I deem highly unlikely for him to even have teched it) and has dead draws from MM.

P1T8


Tech StartingHand Workers

TECH
Thunderclap
Thunderclap


STARTING HAND
Nimble Fencer
Martial Mastery
Two Step
Martial Mastery
Nimble Fencer
Aged Sensei
Rambasa Twin


WORKERS
Fox Viper
Fox Primus
Smoker
Sensei’s Advice
Savior Monk
Morningstar Flagbearer
Two Step


NextHand

Thunderclap
Grappling Hook
Snapback


Discard

Martial Mastery
Martial Mastery
Aged Sensei


Tech 2 card(s)
Get Paid + float + Bird - ($11)
Rebuild tech 2.
Worker - ($10)
Nimble Fencer, for free.
Martial Mastery, nothing to discard, I reshuffle and draw 2, then look at your hand - ($9)
Nimble Fencer #2, for free.
Martial Mastery, nothing to discard, I draw 2 - ($8)
Grounded Guide kills Brick Thief.
Maestro kills River, Rook to midband.
Exhaust Fencers to deal 4 damage to tech 2.
Bird trades with tech 2, your base to 18.
Rambasa Twin, other Twin arrives - ($4)
Rook to maxband - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rambasa Twin (4/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rambasa Twin (4/2)
  • :target: Lookout: Rook lvl 8 (4/6)

In Play:

  • Grave lvl 7 (4/1)
  • Maestro (4/2)
  • Grounded Guide (4/2)
  • Nimble Fencer (4/4)
  • Nimble Fencer (4/4)
  • Bird (2/1)
  • Safe Attacking
  • Birds’ Nest

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 11
Thoughts

Thunderclap for the win?

Not if I can’t draw it.

@Zango’s turn!

2 Likes

Yeah well, that’s GG. You being able to kill my heroes (with my help or with the right cards) in T2, T4 AND T5 was neck breaking. I wasn’t able to get my superior draw engine live at any time in the game.
Very well played!
If I drew one of my remaining two hasters T6 in order to kill grave it might have changed everything. Really a fun game!

Are you up for another one? Do you want to swap P1/P2 again or do we stick to this more interesting game where you’re P1? But in case we swap please please do redraw until you have monk in your opening 5 (or whatever you prefer as a starting hand)

1 Like

GG WP! I’m a little bummed that I didn’t get to play Thunderclap against your Lizards :sweat_smile:

Yeah, I could go for a game as P2 with a “fixed” opening split. Might also be good practice for the upcoming tourny.

1 Like

Yeah, that card is absolutely awesome against those cheap biggies. Sorry for neglecting you that possibility but you had me already completely wrecked, even without that awesome card…

Now another time: GL & HF

game6 P1T1

P1 [Finesse]/Demonology/Necromancy vs. P2 [Strength]/Discipline/Finesse

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Fruit Ninja (2/2)
Helpful Turtle (1/2)
Older Brother (2/2)
Brick Thief (2/1)
Timely Messenger (1/1)


WORKERS
Fruit Ninja (2/2)


NextHand

Granfalloon Flagbearer (2/2)
Bloom
Spark
Wither
Tenderfoot (1/2)


Discard

Brick Thief (2/1)
Helpful Turtle (1/2)
Older Brother (2/2)


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
messenger pings your base - ($2)
vandy - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Timely Messenger (1/1)
  • vandy (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Sorry for the slow answer. GL HF!

P2T1


StartingHand Workers

STARTING HAND
Snapback
Savior Monk
Smoker
Morningstar Flagbearer
Fox Primus


WORKERS
Fox Primus


NextHand

Grappling Hook
Aged Sensei
Fox Viper
Sensei’s Advice


Discard

Morningstar Flagbearer
Snapback


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Savior Monk - ($2)
Smoker - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Savior Monk (3/2)
  • :ps_: Scavenger:
  • :pschip: Technician: Smoker (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

There’s still no way for me to safely play a hero, is there? Maybe midGrave + Sensei next turn?

@Zango’s turn!

don’t you worry :slight_smile:

game6 P1T2

P1 [Finesse]/Demonology/Necromancy vs. P2 [Strength]/Discipline/Finesse

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Nimble Fencer (2/3)
Nimble Fencer (2/3)


STARTING HAND
Spark
Bloom
Granfalloon Flagbearer (2/2)
Wither
Tenderfoot (1/2)


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)


NextHand

Nimble Fencer (2/3)
Nimble Fencer (2/3)
Spark
Brick Thief (2/1)
Bloom


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($3)
vandy kills smoker
tenderfoot - ($2)

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Timely Messenger (1/1)

In Play:

  • vandy (2/2, lvl1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 6

P2T2


Tech StartingHand Workers

TECH
Sparring Partner
Sparring Partner


STARTING HAND
Aged Sensei
Snapback
Smoker
Grappling Hook
Morningstar Flagbearer


WORKERS
Fox Primus
Safe Attacking


NextHand

Sparring Partner
Smoker
Sparring Partner
Aged Sensei
Snapback


Tech 1 card(s)
Get Paid + float + technician - ($7)
Worker - ($6)
Tech 1 - ($5)
Fox Viper - ($3)
Tower - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fox Viper (2/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Savior Monk (2/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

There’s still no way for me to safely play a hero, is there? Maybe midGrave + Sensei next turn?

@Zango’s turn!

game6 P1T3

P1 [Finesse]/Demonology/Necromancy vs. P2 [Strength]/Discipline/Finesse

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Maestro (3/5)
Leaping Lizard (3/5)


STARTING HAND
Spark
Brick Thief (2/1)
Bloom
Nimble Fencer (2/3)
Nimble Fencer (2/3)


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Bloom


NextHand

Helpful Turtle (1/2)
Wither
Older Brother (2/2)
Maestro (3/5)


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
midband vandy kills SL - ($5)
2x fencer - ($1)

Float ($1)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Timely Messenger (1/1)
  • :target: Lookout:

In Play:

  • vandy (3/1, lvl3)
  • Nimble Fencer (2/3)
  • Nimble Fencer (2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

I hate birds with safe attacking. Otherwise a starlet with reshuffle 4 draw 1 would have been awesome

post draw:
in this setup: EVERY.SINGLE.TIME - reshuffle, draw 1: Maestro :exploding_head:

P2T3


Tech StartingHand Workers

TECH
Doubling Barbarbarian
Whitestar Grappler


STARTING HAND
Sparring Partner
Smoker
Sparring Partner
Aged Sensei
Snapback


WORKERS
Fox Primus
Safe Attacking
Smoker


NextHand

Sensei’s Advice
Snapback
Grappling Hook
Morningstar Flagbearer


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Sparring Partner X2 - ($4)
Tech 2 (Strength) - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Sparring Partner (2/2)
  • :pschip: Technician: Sparring Partner (2/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

@Zango’s turn!

game6 P1T4

P1 [Finesse]/Demonology/Necromancy vs. P2 [Strength]/Discipline/Finesse

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Star-Crossed Starlet (3/2)
Maestro (3/5)


STARTING HAND
Helpful Turtle (1/2)
Wither
Older Brother (2/2)
Maestro (3/5)


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Bloom
Older Brother (2/2)


NextHand

Leaping Lizard (3/5)
Star-Crossed Starlet (3/2)
Maestro (3/5)
Brick Thief (2/1)
Spark


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
maxband vandy dooms messenger and technician SPartner - ($5)
vandy kills SL
messenger trades scavenger
tech 2 - ($1)

Float ($1)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:

  • vandy (4/2, lvl5)
  • Nimble Fencer (2/3)
  • Nimble Fencer (2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

P2T4


Tech StartingHand Workers

TECH
Rambasa Twin
Martial Mastery


STARTING HAND
Sensei’s Advice
Grappling Hook
Morningstar Flagbearer
Snapback


WORKERS
Fox Primus
Safe Attacking
Smoker
Grappling Hook


NextHand

Fox Viper
Savior Monk
Doubling Barbarbarian
Whitestar Grappler
Aged Sensei


Tech 2 card(s)
Get Paid + scav - ($9)
Worker - ($8)
Rook - ($6)
Grave - ($4)
Spartner kills Tenderfoot, you draw.
Spartner trains Rook and Grave - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook lvl 1 (3/5A), +
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grave lvl 1 (3/4), +
  • :target: Lookout:

In Play:

  • Sparring Partner (4/3), doomed

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Killing Tenderfoot won’t save my tech 2, but it’ll force zango to use another card.

@Zango’s turn!

game6 P1T5

P1 [Finesse]/Demonology/Necromancy vs. P2 [Strength]/Discipline/Finesse

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Star-Crossed Starlet (3/2)
Grounded Guide (4/4)


STARTING HAND
Spark
Leaping Lizard (3/5)
Brick Thief (2/1)
Star-Crossed Starlet (3/2)
Maestro (3/5)
Helpful Turtle (1/2)


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Bloom
Older Brother (2/2)
Spark


NextHand

Maestro (3/5)
Wither
Tenderfoot (1/2)
Timely Messenger (1/1)


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Maestro - ($5)
starlet
lizzo - ($4)
Garth - ($2)
skel - ($1)
virtuosos break tech 2

Float ($1)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Leaping Lizard (3/5)
  • :psfist: Elite:
  • :ps_: Scavenger: skel 1/1
  • :pschip: Technician: Maestro (3/5)
  • :target: Lookout:

In Play:

  • vandy (4/2, lvl5)
  • Nimble Fencer (2/3)
  • Nimble Fencer (2/3)
  • Star-Crossed Starlet (3/2)
  • Garth (1/3, lvl1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

if he teched two spells like reversal, Garth kill is possible (28,6% to draw one of the two, assuming he teched two Barbarbara in turn 3), but then he has little to none defense left and will be overrun. I like!

P2T5


Tech StartingHand Workers

TECH
Martial Mastery
Thunderclap


STARTING HAND
Fox Viper
Doubling Barbarbarian
Whitestar Grappler
Aged Sensei
Savior Monk


WORKERS
Fox Primus
Safe Attacking
Smoker
Grappling Hook


NextHand

Martial Mastery
Snapback
Morningstar Flagbearer
Sparring Partner
Rambasa Twin


Discard

Sparring Partner
Whitestar Grappler
Doubling Barbarbarian
Fox Viper
Martial Mastery
Thunderclap


Tech 2 card(s)
Get Paid - ($9)
Rebuild tech 2.
Grave and Rook kill Lizard.
Grave to maxband, exhaust and spend sword to kill Maestro - ($3)
Savior Monk - ($1)
Aged Sensei - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Aged Sensei (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Savior Monk (2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rook lvl 1 (3/2), +
  • Grave lvl 7 (5/6), +

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9

@Zango’s turn!

game6 P1T6

P1 [Finesse]/Demonology/Necromancy vs. P2 [Strength]/Discipline/Finesse

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Grounded Guide (4/4)
Dark Pact


STARTING HAND
Wither
Timely Messenger (1/1)
Maestro (3/5)
Tenderfoot (1/2)
Helpful Turtle (1/2)


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Bloom
Older Brother (2/2)
Spark


NextHand

Brick Thief (2/1)
Dark Pact
Grounded Guide (4/4)
Star-Crossed Starlet (3/2)


Tech 2 card(s)
starlet hurts itself
Get Paid + float (+ draw) - ($10)
midband garth kills SL - ($7)
maxband fetch guide - ($4)
Maestro - ($1)
tenderfoot for free
messenger trades scavenger - ($0)
vandy (4), skel (2), fencer (4), fencer (4), starlet (6), tenderfoot (3) deal a total of 23 to your base, gg

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Maestro (4/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grounded Guide (4/4)
  • :target: Lookout:

In Play:

  • Nimble Fencer (4/3)
  • Garth (3/4, lvl7)
  • Nimble Fencer (4/3)
  • Tenderfoot (3/2)
  • Star-Crossed Starlet (7/1)
  • vandy (4/1, lvl5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

GG - looked like there’s not much you could have done…

GG WP! I could’ve predicted you’d break my tech 2 on T5 and teched some spells instead of units on my T3. Don’t know how much that would have helped.

well, I felt really comfortable. Even if you have the right spells to kill garth, I’m almost guaranteed to then get a natural drawn guide out (with DP fetch) and annihilate your board. This really felt too easy, but white just doesn’t have such a good P2 matchup. Possibly something more opressive than double SPartner into Strength might have been better, but it’s really hard to tell.

I’m a bit on a schedule before the tournament starts, so I would like to put our matches on hold, even tough I really enjoyed these, thank you very much.
For an evaluation of the question for further nerfs to this deck it obvisouly is a bit early, but let me put my preliminary thoughts into text:
It really feels like I need to have some horrible draws while you have lucky ones for me to loose a P1 game, so I would guess a win rate of maybe even above 90% for me as P1, but that’s a preliminary guess.
For you as P1 it definitely is a way above 50% win rate. I really have to be lucky while you’re unlucky, but those matches didn’t feel unwinnable. I would guess a win rate somewhere close to or maybe a bit below 75% for P1 white.

As Daymare really is not just any random deck but probably a tier 2 deck with one of the best P1 gameplans, that means that Moby’s Nightmare probably indeed is over the top, but as stated before: It’s probably too early to call for more nerfs, but I would definitely be in favor of more nerfs, as the deck is not only incredibly good, it’s consistency is what makes the difference to other tier 1-2 decks. After turn 3 you almost don’t have any cards left in the deck that are bad in the midgame or endgame. The card draw engine is incredibly strong and that paired with Garth’s fetch ability is just over the top, unless the opponent has such a strong aggression on board that he is able to win through all that.
Also as you stated: there are so many ways for a backline tech break in T5, while it’s just building board in parallel for the fetched guide in T6 to clear the opponent’s board. You’d have to be Zhavier to get a tech 2 card online in P2T4 - P2T6 consistenly. And if you react to that by reducing the tech level of your own deck, you’ll lose in the long run, as you cannot compete with the tech 2 power level of this beast. I’m definitely for further nerfs, but I do understand that this is a preliminary feeling.

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