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

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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