Casual miracle growth testing FrozenStorm vs zango

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.

Well I was contemplating to play your current deck in this tournament, I’m just curious to try it out. But yes, miracle growth probably is not the best opponent for taking the first steps with such a deck :sweat_smile:

not happy here… In the end I took a gamble that is heavily NOT in my favor :frowning:

“nerfed” Miracle Growth testing game #2 P2T2

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Huntress (3/3)
Huntress (3/3)


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


WORKERS
Fruit Ninja (2/2)
Spark


NextHand

Helpful Turtle (1/2)
Huntress (3/3)
Bloom
Granfalloon Flagbearer (2/2)
Huntress (3/3)


Tech 2 card(s)
Get Paid - ($6)
Tech 1 - ($4)
Brother - ($2)
Cal kills SL, midband heals - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cal (4/5, lvl3)+

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

all lines I saw went into possible dead ends… All lines with killing Rook seemed like a very likely dead end. From the different defensive lines, I considered this and only one other line for real.
The other line I considered the most was brother SL, cal elite & float 2. The current line is very bad against MSR, the other is bad against MSR and very bad against pillage+pirate, so I went for the one with less chances of blowout… But still, 37,5% usually is not what I want to bet on.

Cala’s just a big ol jerk

Link to full rule changes in effect

Game 2 Player 1, Turn 3

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

Starting Hand

Gunpoint Taxman
Bird’s Nest
Careless Musketeer
Pillage
Nautical Dog

Events of Turn:


Upkeep:

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

Blooming Ancient, Spirit of the Panda
Gunpoint Taxman, Bird’s Nest


Main:

  • Brogre trades with brother
  • Rook hits tech1 to 3hp
  • Gunpoint Taxman (4)
  • Tower (1)
  • Worker (0)
Workers

Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Gunpoint Taxman (3+1/3)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Rook (2/4 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Makeshift Rambaster
Bombaster
Charge
Mad Man
Blooming Ancient

End of Turn Discard
My Thoughts

Think I’d like to have the tower, try to mitigate maxband cala threat as much as possible. Bird’s Nest down here just gives more reason to stealth kill Rook and maxband. Gonna grab spirit of the panda even though it feels like maybe what I want is Dinosize cuz I’m greedy like that, and Ancient ofc. Probably tech up next turn but depends what we draw.

Ancient. Fuck. Not what we wanted at all


I love my Cal :heart_eyes:

““nerfed”” Miracle Growth testing game #2 P2T3

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Feral Strike
Feral Strike


STARTING HAND
Huntress (3/3)
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Huntress (3/3)
Bloom


WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)


NextHand

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


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
huntress - ($4)
tech 2 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Cal (4/5, lvl3)+
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Feral)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

first time like ever that I am unhappy to have both teched cards in T3

"““nerfed”” Miracle Growth testing game #2 P2T3

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Feral Strike
Feral Strike


STARTING HAND
Huntress (3/3)
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Huntress (3/3)
Bloom


WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)


NextHand

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


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
huntress - ($4)
tech 2 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Cal (4/5, lvl3)+
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Feral)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

first time like ever that I am unhappy to have both teched cards in T3

Well at least I still like my tech2 better than yours XD

Link to full rule changes in effect

Game 2 Player 1, Turn 4

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

Starting Hand

Makeshift Rambaster
Bombaster
Charge
Mad Man
Blooming Ancient

Events of Turn:


Upkeep:

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

Blooming Ancient, Surprise Attack
Blooming Ancient, Spirit of the Panda
Gunpoint Taxman, Bird’s Nest


Main:

  • Bombaster (5)
  • Worker (4)
  • Tech 2 Growth (0)
Workers

Mad Man, Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH
  • Tower HP: 4

In Patrol:

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

In Play:

  • Rook (2/4 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Pillage
Bloodrage Ogre
Nautical Dog
Bird’s Nest
Spirit of the Panda

End of Turn Discard
My Thoughts

This is such a terrible hand to have drawn… I can’t setup anything hasty Spirit of the Panda next turn, I’m likely to lose both the units I have, I can’t easily kill Cala, and I don’t have a good thing to worker. I suppose the best thing to do is to posture as if I can get a tech2 unit down next turn and hope it prompts a reach play. Otherwise I’m probably Bird + SotPing next turn and skipping worker? Sure. What am I workering here? Rambaster or Mad Man? I spose Mad Man…


As expected I didn’t get any teched cards from the RS, draw 1 and had my second turn 2 teched card last turn, so I can throw a bunch of Tech 0 cards at you in this turn before your BAs hit the table, yay :sweat_smile:

““nerfed”” Miracle Growth testing game #2 P2T4

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Ferocity
Ferocity


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


WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)
Wither


NextHand

Feral Strike
Granfalloon Flagbearer (2/2)
Feral Strike
Huntress (3/3)


Discard

Older Brother (2/2)
Timely Messenger (1/1)
Ferocity
Ferocity


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
cal kills SL, maxband heals - ($5)
tenderfoot - ($4)
river - ($2)
brick thief steals a brick from your Tech2 and puts it in my Tech1 - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2A)
  • :psfist: Elite: River (2+1/3, lvl1)
  • :ps_: Scavenger: Brick Thief (2/1)
  • :pschip: Technician: Huntress (3/3)
  • :target: Lookout:

In Play:

  • Cal (5/6, lvl5)+

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

bummer I didn’t draw the flagbearer, but well… tough call whether I want to trade huntress for GPT, neglecting an attacking unit for a BA token target but giving him a card. he has so much haste, let’s try it the other way around. let’s see what he throws at me. don’t like my chances here

I suspect you teched some Feral Strike and didn’t actually want to draw it immediately :wink: I suppose we shall see though. Unfortunately I did draw my Ancient before I actually wanted it, cest le vie

Link to full rule changes in effect

Game 2 Player 1, Turn 5

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

Starting Hand

Pillage
Bloodrage Ogre
Nautical Dog
Bird’s Nest
Spirit of the Panda

Events of Turn:


Upkeep:

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

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


Main:

  • Arg + wisp (6)
  • Spirit of the Panda on GPT, kill SQL take 1, and get a gold (3)
  • Rook kills Brick Thief, takes 1, you get 1g
  • Bird’s Nest (1)
  • Worker (0)
Workers

Pillage, Mad Man, Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Arg (1/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Rook (2/2 lvl 1)
  • Gunpoint Taxman (5/4, Spirit of the Panda attached)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Charge
Bombaster
Surprise Attack
Nautical Dog

End of Turn Discard
My Thoughts

Well at least I can rest soundly that Dinosize wouldn’t have been any better here, neither would have Surprise Attack really (marginally better than this I spose). I think my best shot is trying to instamax a MoLaC at this point cuz Feral Strike is sure to wreck my day here, I don’t have black/garth unit removal like usual but I spose Sharks are the next best thing I can muster.


you forgot to note birds nest and birds on the sheet, I assume both birds are backline?

Yes I did and yes they are