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.
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
- Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Rook (2/4a lvl 1)
- Elite:
- Scavenger:
- Technician:
- 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
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:
- Squad Leader: Cal (3/4A)+
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- 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
- Patrol as below
- Discard 3 rs Draw 5
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Mad Man (1/1a)
- Elite:
- Scavenger: Rook (2/4 lvl 1)
- Technician:
- 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.
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
not happy here… In the end I took a gamble that is heavily NOT in my favor
“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:
- Squad Leader: Older Brother (2/2A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Cal (4/5, lvl3)+
Buildings:
- Base HP: 19
- 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
- Patrol as below
- Discard 3 Draw 3 rs Draw 2
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tower HP: 4
In Patrol:
- Squad Leader:
- Elite: Gunpoint Taxman (3+1/3)
- Scavenger:
- Technician:
- 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
““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:
- Squad Leader: Huntress (3/3A)
- Elite:
- Scavenger:
- Technician: Cal (4/5, lvl3)+
- Lookout:
In Play:
*
Buildings:
- Base HP: 19
- Tech I HP: 3
- 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:
- Squad Leader: Huntress (3/3A)
- Elite:
- Scavenger:
- Technician: Cal (4/5, lvl3)+
- Lookout:
In Play:
*
Buildings:
- Base HP: 19
- Tech I HP: 3
- 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
- Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
- Tower HP: 4
In Patrol:
- Squad Leader: Bombaster (2/2a)
- Elite:
- Scavenger:
- Technician: Gunpoint Taxman (3/3)
- 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
““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:
- Squad Leader: Tenderfoot (1/2A)
- Elite: River (2+1/3, lvl1)
- Scavenger: Brick Thief (2/1)
- Technician: Huntress (3/3)
- Lookout:
In Play:
- Cal (5/6, lvl5)+
Buildings:
- Base HP: 19
- Tech I HP: 4
- 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 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
- Patrol as below
- Discard 2 rs Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
- Tower HP: 4
In Patrol:
- Squad Leader: Arg (1/3a)
- Elite:
- Scavenger:
- Technician: Wisp (0/1)
- 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
Guilty as charged wrt feral strike. It’s just so much better than anything else this codex has to offer when Cal maxband is available…
Now I have to hope this tech break finds a whole lot of Tech2 cards in your hand. But either way, your bad luck (1 out of 6 - ouch) opened up a window for me, let’s see whether I’ll be able to take this home!
‘nerfed’ Miracle Growth testing game #2 P2T5
P1 [Anarchy]/Growth/Strength vs. P2 [Finesse]/Ninjutsu/Feral
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Two Step
Rampaging Elephant (6/7)
STARTING HAND
Huntress (3/3)
Feral Strike
Feral Strike
Granfalloon Flagbearer (2/2)
WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)
Wither
NextHand
Ferocity
Bloom
Two Step
Granfalloon Flagbearer (2/2)
Tech 2 card(s)
Get Paid+scav - ($10)
Boosted Feral Strike, two Glorious Ninjas arrive - ($2)
first GN kills Arg, takes 1, River to midband
Huntress kills wisp, takes 1, you draw
second GN kills GPT, takes 1
River kills Rook, maxband heals, nest to discard
Cal breaks tech 2, takes 1 from tower, your base takes 2
play second huntress - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: Huntress (3/3A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Cal (5/5, lvl5)+
- River (3/4, lvl5)
- Huntress (3/2)
- Glorious Ninja (4/2)
- Glorious Ninja (4/2)
Buildings:
- Base HP: 19
- Tech I HP: 4
- Tech II HP: 5 (Feral)
Economy Info:
Cards:
- Hand: 4
- Deck: 8
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Thoughts
if he has sharks, he can strike back, but I think I should still be in a good position. Hopefully this tech break comes at the right time in terms of his cards.
I’m heavily regretting that I workered turtle with tower and birds on the table
mega yikes! I’m going to fold to that, I have no recourse to recover, GG WP! Cala w/ Bloom is so super strong, tough to keep away from massive feral strikes like that. I have sharks and can technically kill Cala but at this point the damage is done.
I wonder if Finesse/Feral/X is a new mega threat, I could see Present, Future, Growth, Demonology all fitting the X well, in addition to Ninja.
Wanna run it back as P1?