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
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:
- Squad Leader: Savior Monk (2/2A)
- Elite:
- Scavenger: grave (3/2, lvl3)
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- 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
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
- Patrol as below
- Discard 2 Draw 3 rs Draw 1
Board Info:
Buildings:
- Base HP: 20
- Tech 1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- 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:
- Squad Leader: Rook (2/4A, lvl1)
- Elite:
- Scavenger:
- Technician: Sparring Partner (2/2)
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 3
- 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
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?
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
- Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech 1 HP: 5
- Tech 2 HP: 5 Growth
In Patrol:
- Squad Leader: Gunpoint Taxman (3/3a)
- Elite:
- Scavenger: Rook (2/4 lvl 1)
- Technician:
- 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:
- Squad Leader: Rook (3/5A, lvl1)+
- Elite:
- Scavenger:
- Technician: Grounded Guide (4/4)
- Lookout:
In Play:
- Morningstar Flagbearer (2+1/2)
- Sparring Partner (2+1/2)
Buildings:
- Base HP: 20
- Tech I HP: 3
- 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
- Patrol as below
- Discard 2 Draw 3 rs Draw 1
Board Info:
Buildings:
- Base HP: 20
- Tech 1 HP: 5
- Tech 2 HP: 5 Growth
In Patrol:
- Squad Leader: Blooming Ancient (6/8a)
- Elite: Big Bird (1+1/1)
- Scavenger: Wisp (0/1)
- Technician: Gunpoint Taxman (3/3)
- 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:
- Squad Leader: Grave (2/3A, lvl1)
- Elite:
- Scavenger: Aged Sensei (1/1)
- Technician: Morningstar Flagbearer (3/3)+
- Lookout:
In Play:
- Sparring Partner (2/2)
- Rook (3/2, lvl1)+
Buildings:
- Base HP: 20
- Tech I HP: 3
- 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
- Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech 1 HP: 5
- Tech 2 HP: 5 Growth
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: Blooming Ancient (5/7a)
- Elite:
- Scavenger: Wisp (0/1)
- Technician: Water Elemental (3/3)
- 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:
- Squad Leader: River (2/3A, lvl1)
- Elite: Sparring Partner (2+1/2)
- Scavenger: Maestro (3/5)
- Technician: Nimble Fencer (2/3)
- Lookout: Savior Monk (2/2)
In Play:
- Morningstar Flagbearer (3/3)+
Buildings:
- Base HP: 20
- Tech I HP: 3
- Tech II HP: 5 (Finesse)
- 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
- Patrol as below
- Discard 2 Draw 2 rs Draw 2
Board Info:
Buildings:
- Base HP: 20
- Tech 1 HP: 5
- Tech 2 HP: 5 Growth
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: Water Elemental (3/3a)
- Elite:
- Scavenger: Wisp (0/1)
- Technician: Zane (2/2 lvl 1)
- 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”
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:
- Squad Leader:
- Elite: Rook (4+1/6, lvl8)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Morningstar Flagbearer (3/1)+
- Savior Monk (2/2)
- Nimble Fencer (2/1)
Buildings:
- Base HP: 20
- Tech I HP: 3
- Tech II HP: 5 (Finesse)
- 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
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:
- Squad Leader:
- Elite: Rook (4+1/6, lvl8)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Morningstar Flagbearer (3/3)+
- Nimble Fencer (2/1)
Buildings:
- Base HP: 20
- Tech I HP: 3
- Tech II HP: 5 (Finesse)
- 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
Well you’ve got a pesky habit of keeping just enough defense to prevent that from happening but I think it’s time to call mercy now anyway, we’ll see if you agree
Link to full rule changes in effect
Game 1 Player 2, Turn 8
P2 Miracle Growth-ish vs P1 Daymare
Starting Hand
Might of Leaf and Claw
Surprise Attack
Blooming Elm
Bloodrage Ogre
Giant Panda
Events of Turn:
Upkeep:
- Get Gold (10+1scav)
- One Bird respawns, BA+1
- draw 1 techn
- no techs
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:
- Might of Leaf and Claw (8)
- Blooming Elm (5)
- Giant Panda, BA+2 (2)
- BA hits Rooks first life off, overpowers to take out Flagbearer, takes 6, MoLaC to 1
- BA gives 3 runes to Tweetie Bird and dies from all the damage he’s taken
- Bird hits Rook to 2hp, MoLaC to 2
- **Arg trades into Rook, levels fizzle, MoLaC to 3
- Rambaster trades with your Rook, mine to level 7, MoLaC to 4
- Maxband my Rook, break your tower, your base to 18, MoLaC charged (1)
Workers
Nautical Dog, Careless musketeer, scorch, Pillage, Bloodburn
- Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech 1 HP: 5
- Tech 2 HP: 5 Growth
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Wisp (5/6)
- Lookout:
In Play:
- Rook (9/10 lvl 8)
- Tweetie Bird (9/8, +++)
- Big Bird (6/6)
- Blooming Elm (4hp)
- Might of Leaf and Claw (4 runes)
- Giant Panda (7/9)
- Bird’s Nest
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 4
Gold:
- Gold: 1
- Workers: 10
End of Turn Hand
Surprise Attack
Stampede
Bombaster
Giant Panda
End of Turn Discard
My Thoughts
Well, I spose this time it’s worth saccing some dudes to charge the MoLaC, so bye to Rambaster and Arg and the big bad BA, I’ll have command and it should be a surrender coming out
As I am a disgusting smartass I have to point out that BA should only be able to pass two runes as he should have 8 defense before attack by my count (did I overlook something?) and takes 6 from Rook plus tower, so he immediately dies after passing the second rune.
Then directly after this nonsense comment I completely agree with you and surrender well played and yes, playing against your deck feels very much like it’s not nerfed enough.
Are you up for another one? Do you have a deck suggestion for me? Against what codex would you prefer a test?
Already awake again? Don’t you ever sleep or in what time zone are you currently?
I’m us central, but my three year old has COVID and was in the ER last night, so my sleeping is off right now :/. BA got three runes, two from Panda and one from the bird respawn, that’s why he had three to pass.
Yes happy to play another, idk what deck is best against this if I did I’d play it in tournaments nightmare, purple peace, some blood necro spam maybe? Up to you. I can start next game or you can, doesn’t matter to me
Oh my god, all the best for your little one! I’m crossing all the fingers that I have that he recovers soon and completely!!!
I’ll go for Crashbarrow.dec [finesse]/feral/ninjutsu for the next round, please do start the game.