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.
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
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
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
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.
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
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.
Wow, GG! But how unfortunate that your bad luck decided the game - 5 out of 6 times drawing what you hoped for are some odds I would bet large sums on in this game…
Yeah well, that’s what Moby and I were throwing ideas around about for the last tournament. Sets is just an awesome addition for GNs (and card draw recovery) as hasted swift strike is just totally insane (plus I just love Sets ). But yes, all the other specs you mentioned probably will be good additions as well, especially the one with Max I’m going to test out for sure! How about now? I’ll switch if you don’t mind and I’m happy to play another one, I just have to warn you about a very busy long weekend being in front of me, not sure how much codex I’ll be able to squeeze in…
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech1 - ($2)
Bloom my ol’ friend cal again - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Tenderfoot (1/2A)
Elite: cal (3+1/4, lvl1)+
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
next try with bloomed cal. she might die here, hope he doesn’t have(/uses) charged Bogre for that, but then I might get a revenge kill with fencers plus Bloom/messenger
Mad Man
Careless Musketeer
Nautical Dog
Bloodburn
Bloodrage Ogre
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in except turn 1
All Teched Cards
Gunpoint Taxman, Dinosize
Main:
Rook and Bombaster kill SQL, take 1 each
Bloodrage Ogre (4)
Nautical Dog (3)
Tech 1 (1)
Worker (0)
Workers
Scorch
Patrol as below
Discard 2 rs Draw 4
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Bloodrage Ogre (3/2a)
Elite:
Scavenger:
Technician: Nautical Dog (1/1)
Lookout:
In Play:
Bombaster (2/1)
Rook (2/3 lvl 1)
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Charge
Mad Man
Gunpoint Taxman
Careless Musketeer
End of Turn Discard
My Thoughts
Okay then, maybe how we fight her is we get dinosized and flood the board. Give ourselves as much chances for attackers to mess her up as possible. Without Feral Strike I easily outclass at tech 2.
No free levels, if you want cala maxband you’ll have to pay heavy for it. I think I’d rather try to stack next cycle anyway. We’ll see if I have a suicide Dinosize opportunity next turn, doesn’t seem likely but we’ll see
WORKERS
Fruit Ninja (2/2)
Wither
Bloom
Helpful Turtle (1/2)
NextHand
Hyperion (4/5)
Tenderfoot (1/2A)
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
spark bombaster, you gain 1 - ($5)
fencer kills SL, takes 2 - ($3)
cal kills GPT, you draw
messenger trades Rook, cal maxband heals
brick thief steals from your tower - ($1)
Float ($1)
Discard 0, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Brick Thief (2/1)
Lookout:
In Play:
cal (5/6, lvl3)+
Nimble Fencer (2/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 2
Deck: 8
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
this sucks. having to expect birds for sure and I have no defense against them… on the other hand going down on cards that hard means I’m more likely to draw my 4 allstar cards at the right pace… let’s go for it!