Casual miracle growth testing FrozenStorm vs zango

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

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:

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

In Play:

  • Cal (5/5, lvl5)+
  • River (3/4, lvl5)
  • Huntress (3/2)
  • Glorious Ninja (4/2)
  • Glorious Ninja (4/2)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 4
  • :heart: 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?

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 :rofl: ). 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…

Are you in?

‘nerfed’ Miracle Growth testing game #3 P1T1

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

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Brick Thief (2/1)
Fruit Ninja (2/2)
Tenderfoot (1/2)
Spark
Helpful Turtle (1/2)


WORKERS
Fruit Ninja (2/2)


NextHand

Granfalloon Flagbearer (2/2)
Wither
Timely Messenger (1/1)
Older Brother (2/2)
Bloom


Discard

Spark
Helpful Turtle (1/2)
Brick Thief (2/1)


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
cal - ($1)
tenderfoot - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: cal (2/3, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger: Tenderfoot (1/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

new game, new luck! but this time with a Tech2 spec at the ready which might be threatening

Cool then Finesse/Feral/Present it is! GL HF @zango

Game 3 Player 2, Turn 1

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

Starting Hand

Charge
Bombaster
Makeshift Rambaster
Scorch
Pillage

Events of Turn:


Upkeep:

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

Main:

  • Rook (3)
  • Bombaster (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:

  • Bombaster (2/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Mad Man
Careless Musketeer
Nautical Dog
Bloodburn
Bloodrage Ogre

End of Turn Discard
My Thoughts

Cala’s a jerk


Where have I lost my manners? GL & HF!!!

nerfed’ Miracle Growth testing game #3 P1T2

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Nimble Fencer (2/3)
Nimble Fencer (2/3)


STARTING HAND
Older Brother (2/2)
Timely Messenger (1/1)
Granfalloon Flagbearer (2/2)
Wither
Bloom


WORKERS
Fruit Ninja (2/2)
Wither


NextHand

Granfalloon Flagbearer (2/2)
Timely Messenger (1/1)
Older Brother (2/2)
Nimble Fencer (2/3)
Bloom


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:

  • :psblueshield: Squad Leader: Tenderfoot (1/2A)
  • :psfist: Elite: cal (3+1/4, lvl1)+
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: 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

Game 3 Player 2, Turn 2

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

Starting Hand

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

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: 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.


That’s a lot of attack you’re having there. Wasn’t able to properly calculate things through, but this move feels okay ish…

‘nerfed’ Miracle Growth testing game #3 P1T3

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Hyperion (4/5)
Feral Strike


STARTING HAND
Bloom
Older Brother (2/2)
Nimble Fencer (2/3)
Granfalloon Flagbearer (2/2)
Timely Messenger (1/1)


WORKERS
Fruit Ninja (2/2)
Wither
Bloom


NextHand

Spark
Nimble Fencer (2/3)
Brick Thief (2/1)
Helpful Turtle (1/2)


Discard

Tenderfoot (1/2A)
Older Brother (2/2)
Granfalloon Flagbearer (2/2)
Hyperion (4/5)
Feral Strike


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
cal kills SL, midband heals - ($3)
fencer - ($1)
messenger - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Timely Messenger (1/1)
  • :target: Lookout:

In Play:

  • cal (4/5, lvl3)+

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

that’s a lot of attack there. could kill Rook here with bloomed fencer, but don’t want to go down on hand size this early

Game 3 Player 2, Turn 3

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

Starting Hand

Charge
Mad Man
Gunpoint Taxman
Careless Musketeer

Events of Turn:


Upkeep:

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

Blooming Ancient, Bird’s Nest
Gunpoint Taxman, Dinosize


Main:

  • Rook and Dog kill SQL
  • Gunpoint Taxman (5)
  • Tower (2)
  • Mad Man (1)
  • Worker (0)
Workers

Careless Musketeer, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Mad Man (1/1a)
  • :psfist: Elite:
  • :pspig: Scavenger: Bombaster (2/1)
  • :exhaust: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout:

In Play:

  • Rook (2/1 lvl 1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Makeshift Rambaster
Dinosize
Pillage

End of Turn Discard
My Thoughts

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


Risky move incoming… Who needs cards in hand?

nerfed’ Miracle Growth testing game #3 P1T4

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Feral Strike
Hyperion (4/5)


STARTING HAND
Nimble Fencer (2/3)
Helpful Turtle (1/2)
Brick Thief (2/1)
Spark


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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Brick Thief (2/1)
  • :target: Lookout:

In Play:

  • cal (5/6, lvl3)+
  • Nimble Fencer (2/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: 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!

this time, I can make you pay for your crimes XD

Game 3 Player 2, Turn 4

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

Starting Hand

Makeshift Rambaster
Dinosize
Pillage
Mad Man (rs techn, way cool XD)

Events of Turn:


Upkeep:

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

Might of Leaf and Claw, Blooming Ancient
Blooming Ancient, Bird’s Nest
Gunpoint Taxman, Dinosize


Main:

  • Mad Man, trade with Brick thief, you draw 1 (8)
  • Arg (6)
  • Makeshift Rambaster (4)
  • Dinosize Rambaster, kill Cala, Arg midbands and heals (0)
  • skip worker
Workers

Careless Musketeer, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Arg (1/4a lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Makeshift Rambaster

Economy Info:

Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Bloodrage Ogre
Blooming Ancient
Charge

End of Turn Discard
My Thoughts

omg what a techn draw, well I teched this dinosize for a reason right? might as well use it


Very unfortunate for me, but fair enough! We both now have three cards, the same number of workers… But still you’ll like your Tech2 better than mine :rofl:

Turns out I shouldn’t have been afraid of Zane killing my turtle in technician which lead me to favoring thief to put there, dough!

nerfed’ Miracle Growth testing game #3 P1T5

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Research & Development
Temporal Distortion


STARTING HAND
Tenderfoot (1/2A)
Hyperion (4/5)
Spark


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


NextHand

Feral Strike
Hyperion (4/5)
Nimble Fencer (2/3)


Discard

Brick Thief (2/1)
Hyperion (4/5)
Research & Development
Temporal Distortion


Tech 2 card(s)
technician draw
Get Paid + float - ($9)
Worker - ($8)
Tech2 → present - ($4)
hasty tenderfoot doesn’t want to attack - ($3)
Max - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nimble Fencer (2/1)
  • :target: Lookout:

In Play:

  • Max (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Bummer! So much for me being afraid of birds…