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Casual miracle growth testing FrozenStorm vs zango

@FrozenStorm , let’s bring it on :wink:

casual P1T1

P1 [Strength]/Discipline/Finesse vs. P2 [Anarchy]/Growth/Strength

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Smoker (1/1)
Safe Attacking
Savior Monk (2/2)
Aged Sensei (1/1)
Morningstar Flagbearer (2/2)


WORKERS
Smoker (1/1)


NextHand

Fox Viper (2/1)
Sensei’s Advice
Grappling Hook
Fox Primus (2/2)
Snapback


Discard

Morningstar Flagbearer (2/2)
Savior Monk (2/2)
Safe Attacking


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
sensei - ($2)
grave - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: grave (2/3, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Aged Sensei (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

I have almost no experience here, so it’s going to be interesting…

GL HF @zango!

Quick reminder & for spectators, we’re doing MoLaC loses runes w/ no units, one bird respawn, no obliterate gunships. Link to full rule changes in effect

Game 1 Player 2, Turn 1

P2 Miracle Growth-ish vs P1 Daymare

Starting Hand

Bombaster
Careless Musketeer
Scorch
Bloodburn
Makeshift Rambaster

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in except turn 1
All Teched Cards

Main:

  • Rook (3)
  • Bombaster (1)
  • Worker (0)
Workers

Jandra, The Negator

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4a lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Bombaster (2/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Pillage
Mad Man
Nautical Dog
Charge
Bloodrage Ogre

End of Turn Discard
My Thoughts

Take the 50/50 no Grappling Hook and go Rook? Sure, why not, I can always strike back with Zane


How rude of me, sorry! Of course I hope you enjoy the (se) game(s) and may luck be on your side, except for now. Please don’t have pulled the 22,2% to have both MSR and mad max :wink:

casual P1T2

P1 [Strength]/Discipline/Finesse vs. P2 [Anarchy]/Growth/Strength

Link to all relevant rule changes


Tech StartingHand Workers

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


STARTING HAND
Sensei’s Advice
Snapback
Grappling Hook
Fox Primus (2/2)
Fox Viper (2/1)


WORKERS
Smoker (1/1)
Fox Viper (2/1)


NextHand

Nimble Fencer (2/3)
Fox Primus (2/2)
Savior Monk (2/2)
Sensei’s Advice
Snapback


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Snapback Zane for Rook - ($1)
grave kills Zane, midband heals
Tech1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Aged Sensei (1+1/1)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • grave (3/4, lvl3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Well, not having a decent defender at the ready means I have to either attack or to risk bad trades. Yes, fox primus in SL and AS in technician also looks kind of decent, but that’s just not my style. So snapback it is in order to neglect a hasted Zane as well. AS in SL would be the safer bet short term, but against strong decks you have to take risks if you want to be in a good position long term!
Keeping primus over viper for the expected birds.

No offense was taken though snapback this early was not something I had considered lol

Link to full rule changes in effect

Game 1 Player 2, Turn 2

P2 Miracle Growth-ish vs P1 Daymare

Starting Hand

Pillage
Mad Man
Nautical Dog
Charge
Bloodrage Ogre

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in except turn 1
All Teched Cards

Bird’s Nest, Gunpoint Taxman


Main:

  • Mad Man, trades with sensei (5)
  • Bombaster hits your tech 1 to 3hp
  • Bloodrage Ogre (3)
  • Tech 1 (1)
  • Worker (0)
Workers

Pillage, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech 1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bloodrage Ogre (3/2)
  • :target: Lookout:

In Play:

  • Bombaster (2/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Charge
Nautical Dog
Mad Man
Scorch

End of Turn Discard
My Thoughts

Honestly that snapback isn’t a terrible trade for me so I’ll take it. Also happy to take out sensei for a couple turns, should slow things down nicely. Standard tech plan should be good, no need for molac early I think but if I have an opening to insta charge might tech later


Do you want to revert anything of our turns when this is something you had not in mind? I would prefer if our playtesting would not be dominated by blunders (even though I would not consider you being far behind)

No no, I’m quite fine w/ the result there. It’s 3g and a card cost from you for 4g no card of benefit, well within acceptable trading for P2. Grappling Hook would have been the worse outcome I think and I had recognized that possibility. I’m in totally reasonable position, carry on

1 Like

Yeah well, I also had hook and Sensei’s advice but no monk or smoker in that second hand to secure a lvl 5 3/3 grave so I didn’t think further about this route, but in hindsight that truly was short-sighted…
I was just too afraid of a MM + Zane or MSR breaking my tech 1 as I forgot the readiness of midband grave, what a bummer!

casual P1T3

P1 [Strength]/Discipline/Finesse vs. P2 [Anarchy]/Growth/Strength

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Martial Mastery
Nimble Fencer (2/3)


STARTING HAND
Savior Monk (2/2)
Fox Viper (2/1)
Sensei’s Advice
Nimble Fencer (2/3)
Snapback


WORKERS
Smoker (1/1)
Fox Viper (2/1)
Sensei’s Advice


NextHand

Morningstar Flagbearer (2/2)
Safe Attacking
Sparring Partner (2/2)
Grappling Hook


Discard

Nimble Fencer (2/3)
Aged Sensei (1+1/1)
Snapback
Fox Primus (2/2)
Martial Mastery
Nimble Fencer (2/3)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
fencer trades Bogre, you draw - ($3)
grave readily kills bombaster
monk - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: grave (3/2, lvl3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

what a bummer that it’s advice in my hand and not safe attacking…
when I chose this deck against miracle growth I was convinced that flagbearer as P1T4 with a grave ready to be maxbanded would be key to victory. now that this really is an option, I’m not so sure about that anymore :see_no_evil:

hm do I want that kill or not…

Link to full rule changes in effect

Game 1 Player 2, Turn 3

P2 Miracle Growth-ish vs P1 Daymare

Starting Hand

Charge
Nautical Dog
Mad Man
Scorch
Bird’s Nest (techn)

Events of Turn:


Upkeep:

  • Get Gold (7)
  • draw 1 techn
  • Tech 2 cards in except turn 1
All Teched Cards

Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman


Main:

  • Zane (5)
  • Nautical Dog (4)
  • Charge Dog, trades with Monk (2)
  • Zane trades with Grave, levels fizzle both ways, you get 1g
  • Worker (1)
Workers

Pillage, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech 1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Makeshift Rambaster
Careless Musketeer
Gunpoint Taxman
Mad Man

End of Turn Discard
My Thoughts

Honestly I think swabbing the deck to leave the board neutral proves advantageous for me. I should be able to tech up next turn with impunity, GPT + Rook, and then next turn have a good shot at Ancient + Arg + Birds or something. Very good setup.


I must confess that was VERY unexpected. I was too much focussed on Zhavier’s and my own play style with your deck. I usually tend to race for tech 2, but well, why not. Let’s reset the board. If I’m extremely lucky with guide+fencer draws I have a good chance now. But with this large next cycle of mine that’s highly unlikely.

casual P1T4

P1 [Strength]/Discipline/Finesse vs. P2 [Anarchy]/Growth/Strength

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Grounded Guide (4/4)
Maestro (3/5)


STARTING HAND
Sparring Partner (2/2)
Safe Attacking
Morningstar Flagbearer (2/2)
Grappling Hook


WORKERS
Smoker (1/1)
Fox Viper (2/1)
Sensei’s Advice
Safe Attacking


NextHand

Morningstar Flagbearer (2/2)
Fox Primus (2/2)
Grappling Hook
Grounded Guide (4/4)


Tech 2 card(s)
Get Paid + float + scav - ($9)
Worker - ($8)
tech 2 → finesse - ($4)
Rook - ($2)
SPartner - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4A, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sparring Partner (2/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

so much for that possible maxband Grave :rofl:

Not much to do with a tech 2 this turn, might as well reset. I like my tech 2 better than yours and I have the econ lead right? :wink:

Link to full rule changes in effect

Game 1 Player 2, Turn 4

P2 Miracle Growth-ish vs P1 Daymare

Starting Hand

Makeshift Rambaster
Careless Musketeer
Gunpoint Taxman
Mad Man

Events of Turn:


Upkeep:

  • Get Gold (8+1 float)
  • Tech 2 cards in except turn 1
All Teched Cards

Surprise Attack x2
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman


Main:

  • Rook (7)
  • Gunpoint Taxman (5)
  • Tech 2 Growth (1)
  • Worker (0)
Workers

Careless musketeer, scorch, Pillage, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech 1 HP: 5
  • Tech 2 HP: 5 Growth

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3a)
  • :psfist: Elite:
  • :pspig: Scavenger: Rook (2/4 lvl 1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Charge
Nautical Dog
Bird’s Nest
Blooming Ancient

End of Turn Discard
My Thoughts

Not enough card draw for me to be too scared of finesse engine, I like my odds here I think


yeah well, I didn’t get that monster draw and yes, it’s a steep uphill battle now and those slight nerfs for MoLaC and birds really feel (at least from this side of the table) like we did nothing at all against this tier 1 deck of yours. I do have the flagbearer and a more or less decent board presence, but my hand is depleated and I’m only a few sharks away from having no resistance left. And with you having been able to so cheaply kill Grave I don’t have no sword left to deal with a big BA, so that’s probably all you need…

casual P1T5

P1 [Strength]/Discipline/Finesse vs. P2 [Anarchy]/Growth/Strength

Link to all relevant rule changes


Tech StartingHand Workers

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


STARTING HAND
Grounded Guide (4/4)
Fox Primus (2/2)
Grappling Hook
Morningstar Flagbearer (2/2)


WORKERS
Smoker (1/1)
Fox Viper (2/1)
Sensei’s Advice
Safe Attacking
Fox Primus (2/2)


NextHand

Martial Mastery
Snapback
Aged Sensei (1+1/1)


Discard

Grappling Hook
Star-Crossed Starlet (3/2)
Star-Crossed Starlet (3/2)


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Guide - ($3)
Flagbearer - ($0)
SPartner buffs Rook

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook (3/5A, lvl1)+
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grounded Guide (4/4)
  • :target: Lookout:

In Play:

  • Morningstar Flagbearer (2+1/2)
  • Sparring Partner (2+1/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

yeah well, that looks bleak now

I mean drawing Guide + Fencer + Maestro feels unlikely there

Link to full rule changes in effect

Game 1 Player 2, Turn 5

P2 Miracle Growth-ish vs P1 Daymare

Starting Hand

Charge
Nautical Dog
Bird’s Nest
Blooming Ancient

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in except turn 1
All Teched Cards

Giant Panda, Might of Leaf and Claw
Surprise Attack x2
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman


Main:

  • Blooming Ancient (5)
  • Arg + Wisp, +2 runes (3)
  • Bird’s Nest, +2 runes (1)
  • skip worker
Workers

Careless musketeer, scorch, Pillage, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech 1 HP: 5
  • Tech 2 HP: 5 Growth

In Patrol:

  • :psblueshield: Squad Leader: Blooming Ancient (6/8a)
  • :psfist: Elite: Big Bird (1+1/1)
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout: Tweetie Bird (1/1)

In Play:

  • Rook (2/4 lvl 1)
  • Arg (1/3 lvl 1)
  • Bird’s Nest

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Bombaster
Bloodrage Ogre
Blooming Ancient
Makeshift Rambaster

End of Turn Discard
My Thoughts

Yea the guide is a scare factor and Flagbearer is annoying, I could charge a bird to just kill it, but I can get a beeeeg ancient here and fllod patrol to make getting around it impossible. Tech a MoLaC and a Giant Panda, good chance of charging it here, I’ll get the flagbearer next turn.


That’s scary. Let me put up a last stand. Unfortunately I bottomdecked my virtuosos, so my last stand is more like a suicide squad.
And yes: your tech 2 is way more poweful than mine…

casual P1T6

P1 [Strength]/Discipline/Finesse vs. P2 [Anarchy]/Growth/Strength

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Martial Mastery
Leaping Lizard (3/5)


STARTING HAND
Martial Mastery
Aged Sensei (1+1/1)
Snapback
Savior Monk (2/2A)
Nimble Fencer (2/3)


WORKERS
Smoker (1/1)
Fox Viper (2/1)
Sensei’s Advice
Safe Attacking
Fox Primus (2/2)
Snapback


NextHand

Maestro (3/5)
Savior Monk (2/2A)
Nimble Fencer (2/3)


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
AS - ($7)
Grave - ($5)
Martial Mastery, look at your hand, draw 2 - ($4)
Fencer - ($2)
SPartner buffs Fencer
Fencer runs into BA
Guide trades BA
Rook kills GPT, you draw
SPartner readies & buffs Flagbearer - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave (2/3A, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei (1/1)
  • :pschip: Technician: Morningstar Flagbearer (3/3)+
  • :target: Lookout:

In Play:

  • Sparring Partner (2/2)
  • Rook (3/2, lvl1)+

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I repeat: that looks bleak now

bad break

Link to full rule changes in effect

Game 1 Player 2, Turn 6

P2 Miracle Growth-ish vs P1 Daymare

Starting Hand

Bombaster
Bloodrage Ogre
Blooming Ancient
Makeshift Rambaster
Mad Man (techn)

Events of Turn:


Upkeep:

  • Get Gold (9+1scav)
  • draw 1 technician
  • Tech 2 cards in except turn 1
All Teched Cards

Giant Panda, Stampede
Giant Panda, Might of Leaf and Claw
Surprise Attack x2
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman


Main:

  • Blooming Ancient (6)
  • Birds kill Rook, Arg midbands
  • Arg hits SQL Grave
  • Mad man, hits grave, BA+1 (5)
  • Rook kills Grave, arg maxbands and WE arrives, BA+1
  • Hero’s Hall (3)
  • Makeshift Rambaster, kills Sensei, you get 1g, BA+1 (1)
Workers

Careless musketeer, scorch, Pillage, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech 1 HP: 5
  • Tech 2 HP: 5 Growth
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Blooming Ancient (5/7a)
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician: Water Elemental (3/3)
  • :target: Lookout:

In Play:

  • Rook (2/2 lvl 1)
  • Arg (1/5 lvl 1)
  • Big Bird (1/1)
  • Tweetie Bird (1/1)
  • Makeshift Rambaster (1/1)
  • Bird’s Nest

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Surprise Attack
Giant Panda
Nautical Dog
Charge

End of Turn Discard
My Thoughts

Like my chances here, no engine started up over there, I have two hero kills available to get me arg maxband and another charged up BA. Hopefully draw MoLaC + Sharks next turn and should be able to terminate things


That’s been just one rune too many, I just can’t kill that beast of yours.
Now finish me with that oh-my-god-we-nerfed-it MoLaC

casual P1T7

P1 [Strength]/Discipline/Finesse vs. P2 [Anarchy]/Growth/Strength

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Nimble Fencer (2/3)
Maestro (3/5)
Savior Monk (2/2A)


WORKERS
Smoker (1/1)
Fox Viper (2/1)
Sensei’s Advice
Safe Attacking
Fox Primus (2/2)
Snapback


NextHand

Star-Crossed Starlet (3/2)
Nimble Fencer (2/3)


Discard

Aged Sensei (1/1)


Tech 0 card(s)
Get Paid - ($10)
Maestro - ($7)
fencer
Tower - ($4)
river - ($2)
monk - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River (2/3A, lvl1)
  • :psfist: Elite: Sparring Partner (2+1/2)
  • :ps_: Scavenger: Maestro (3/5)
  • :pschip: Technician: Nimble Fencer (2/3)
  • :target: Lookout: Savior Monk (2/2)

In Play:

  • Morningstar Flagbearer (3/3)+

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 6
  • Disc: 1

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

futile

wish I could but it’s not in my hand at the moment. Still feels like an eventuality but a slow one at present

Link to full rule changes in effect

Game 1 Player 2, Turn 7

P2 Miracle Growth-ish vs P1 Daymare

Starting Hand

Surprise Attack
Giant Panda
Nautical Dog
Charge

Events of Turn:


Upkeep:

  • Get Gold (9+1float)
  • Tech 2 cards in except turn 1
All Teched Cards

Stampede, Blooming Elm
Giant Panda, Stampede
Giant Panda, Might of Leaf and Claw
Surprise Attack x2
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman


Main:

  • Zane, BA+1 (8)
  • Surprise Attack, 2 sharks, BA+2 (3)
  • Shark and a bird finish River, Rook to level 3
  • BA takes down Maestro, takes 4
  • Midband Rook (1)
  • Rook kills Monk, takes 3
  • Shark kills Spartner
  • Worker (0)
Workers

Nautical Dog, Careless musketeer, scorch, Pillage, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 rs Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech 1 HP: 5
  • Tech 2 HP: 5 Growth
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Water Elemental (3/3a)
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician: Zane (2/2 lvl 1)
  • :target: Lookout:

In Play:

  • Rook (3/2 lvl 5)
  • Arg (1/5 lvl 1)
  • Tweetie Bird (1/1)
  • Makeshift Rambaster (1/1)
  • Blooming Ancient (8/6, ++++++)
  • Bird’s Nest

Economy Info:

Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Might of Leaf and Claw
Surprise Attack
Blooming Elm
Bloodrage Ogre

End of Turn Discard
My Thoughts

Still sputtering over there, but I can’t quite punch through without really giving up board. Not a smart play right before drawing MoLaC I think. So Sharks, give up one bird, kill the Maestro and the weanies, live to bring the heat proper next turn. Another Stampede for some cover for my little ones, and I spose an Elm? Maybe thunderclap would be better idk, elms simple


That technician draw was definitely not what I was hoping for, but it turns out it gave me some real value for the two virtuosos in my hand. But either way I still have this mortal combat sentence in my ear
“resistance is futile” :sweat_smile:

casual P1T8

P1 [Strength]/Discipline/Finesse vs. P2 [Anarchy]/Growth/Strength

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Star-Crossed Starlet (3/2)
Nimble Fencer (2/3)
Grappling Hook


WORKERS
Smoker (1/1)
Fox Viper (2/1)
Sensei’s Advice
Safe Attacking
Fox Primus (2/2)
Snapback


NextHand

Martial Mastery
Star-Crossed Starlet (3/2)


Discard

Aged Sensei (1/1)
Sparring Partner (2+1/2)
Maestro (3/5)
Nimble Fencer (2/3)
Grappling Hook
Star-Crossed Starlet (3/2)


Tech 0 card(s)
technician draw (boo, no Guide, yay, hook)
Get Paid + Scav - ($10)
Rook - ($8)
Hook Elemental to Lookout (why didn’t I draw that one last turn!)
Fencer - ($6)
Starlet trades elemental - ($4)
Fencer kills Zane, Rook to lvl3
Monk kills Wisp
Flagbearer kills Rook, my Rook to midband, Nest to discard - YAY
maxband Rook - ($1)

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Rook (4+1/6, lvl8)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Morningstar Flagbearer (3/1)+
  • Savior Monk (2/2)
  • Nimble Fencer (2/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

I just don’t get why it feels like I’m still in the game

Ummm… I didn’t kill your technician. I killed SQL River, Maestro (scav) Monk Lookout and SP Elite

ROFL, sorry my bad, don’t know why I was convinced it was the monk who survived. Will redo my turn later, but that’s really a pity, with that hook I might have lasted a significant number of turns longer

okay, faster than expected here is the new turn. fortunately I miscounted my gold in the last try, so I still can maxband my rook, but with your rook still alive the situation is so significantly worse. But hey, it’s time for you to enjoy finishing me :wink:

casual P1T8

P1 [Strength]/Discipline/Finesse vs. P2 [Anarchy]/Growth/Strength

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Star-Crossed Starlet (3/2)
Martial Mastery


WORKERS
Smoker (1/1)
Fox Viper (2/1)
Sensei’s Advice
Safe Attacking
Fox Primus (2/2)
Snapback


NextHand

Martial Mastery
Grounded Guide (4/4)


Discard

Aged Sensei (1/1)
Sparring Partner (2+1/2)
Maestro (3/5)
Savior Monk (2/2)
Nimble Fencer (2/3)
Star-Crossed Starlet (3/2)


Tech 0 card(s)
Get Paid + scav - ($11)
Rook - ($9)
Fencer+Starlet - ($5)
Fencer+Starlet trade SL
second fencer kills zane, rook to lvl3, you draw
flagbearer kills wisp, you gain 1
maxband rook - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Rook (4+1/6, lvl8)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Morningstar Flagbearer (3/3)+
  • Nimble Fencer (2/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 4
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Nope, it doesn’t feel like I’m still in the game :wink: