Casual miracle growth testing FrozenStorm vs zango

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:

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

  • :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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Wisp (5/6)
  • :target: 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 :sweat_smile: 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?

1 Like

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 :wink: nightmare, purple peace, some blood necro spam maybe? Up to you. I can start next game or you can, doesn’t matter to me

2 Likes

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.

Arright then Finesse/Feral/Ninjas, GL HF @zango!

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

Game 2 Player 1, Turn 1

P1 Miracle Growth-ish vs P2 Finesse/Feral/Ninja

Starting Hand

Careless Musketeer
Pillage
Mad Man
Scorch
Bombaster

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in except turn 1
All Teched Cards

Main:

  • Rook (2)
  • Mad Man, your base to 19 (1)
  • Worker (0)
Workers

Scorch

  • :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:

  • Mad Man (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand
End of Turn Discard
My Thoughts

Arright ride on, Cala probably gonna be the jerk here we’ll see how we deal


as I have played the last tournament with this deck I hope that it’s going to need less tinking on my part, that’s why I changed to this deck :wink:
And as the two of us are going to play our next tournament match against each other I prefer to not play a peace engine deck…

GL & HF to you too, but my thoughts are with your son.

“nerfed” Miracle Growth testing game #2 P2T1

P1 [Anarchy]/Growth/Strength vs. P2 [Finesse]/Ninjutsu/Feral

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Tenderfoot (1/2)
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Bloom
Fruit Ninja (2/2)


WORKERS
Fruit Ninja (2/2)


NextHand

Timely Messenger (1/1)
Brick Thief (2/1)
Older Brother (2/2)
Spark
Wither


Discard

Bloom
Tenderfoot (1/2)
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Cal - ($2)
bloom Cal - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Cal (3/4A)+
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

better chartered terrain for me

Cala + Bloom, scary business

Link to full rule changes in effect

Game 2 Player 1, Turn 2

P1 Miracle Growth-ish vs P2 Finesse/Feral/Ninja

Starting Hand

Charge
Bloodrage Ogre
Makeshift Rambaster
Nautical Dog
Bloodburn

Events of Turn:


Upkeep:

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

Gunpoint Taxman, Bird’s Nest


Main:

  • Bloodrage Ogre (3)
  • Worker (2)
  • Tech 1 (0)
Workers

Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

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

In Play:

  • Bloodrage Ogre (3/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Gunpoint Taxman
Bird’s Nest
Careless Musketeer
Pillage
Nautical Dog

End of Turn Discard
My Thoughts

Yep Cala such a jerk, well non zero chance we’re giving up the ghost for Rook here but we shall see.


yeah, but it sucks in terms of cycle speed. That’s always the bummer…

so many ways to kill rook or to not kill him and everything opens up a road for you I really don’t want to take. So much for me not wanting to spend too much time thinking about a casual game, but I fear this will take a while.

1 Like

Lol no worries, take as long or as little time as you like, it’s fine to experiment and make a whoopsie here there’s no stakes we’re just trying stuff

Heh, see you almost tried to bring out my current deck against my previous deck. I’ll say I’d favor miracle grow in that matchup.