Casual miracle growth testing FrozenStorm vs zango

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…

I do indeed like my tech 2 better :wink:

Game 3 Player 2, Turn 5

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

Starting Hand

Bloodrage Ogre
Blooming Ancient
Charge

Events of Turn:


Upkeep:

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

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


Main:

  • Maxband Arg (6)
  • Worker (5)
  • Tech 2 Growth (1)
Workers

Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Makeshift Rambaster (1/2)
  • Arg (1/5 lvl 5)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 9

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Gunpoint Taxman
Bird’s Nest
Nautical Dog
Bombaster

End of Turn Discard
My Thoughts

Sucks to have BA here, next hand BA + Birds would have been excellent. If there’s present units in hand I’m gonna be in trouble


I do see the reasoning behind not patrolling with Arg, but given what this single Hyperion can do, it was a heavy surprise for me that you preferred it this way… Well, I’ll take it!

nerfed Miracle Growth testing game #3 P1T6

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Research & Development
Ferocity


STARTING HAND
Nimble Fencer (2/3)
Feral Strike
Hyperion (4/5)
Granfalloon Flagbearer (2/2)
Older Brother (2/2)


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


NextHand

Feral Strike
Timely Messenger (1/1)
Granfalloon Flagbearer (2/2)
Research & Development
Temporal Distortion


Tech 2 card(s)
Get Paid + float - ($10)
Hyperion kills SL, I draw - ($5)
tenderfoot kills wisp, you draw
max deals 2 damage to Tech2, takes one from tower
maxband max heals, flickers Hyperion - ($1)
Hyperion breaks Tech2, takes 1, your base takes 2, I draw.
worker - ($0)

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

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

In Play:

  • Max (3/4, lvl5)
  • Tenderfoot (1/1)
  • Hyperion (4/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

that tech break is nice timing! and no arg suicide option means no sharks - I like!

1 Like

Knew I wasn’t going to use the tech 2 this turn anyway, once again drew the Ancient early last cycle

Game 3 Player 2, Turn 5

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

Starting Hand

Gunpoint Taxman
Bird’s Nest
Nautical Dog
Bombaster
Surprise Attack (rs techn)

Events of Turn:


Upkeep:

  • Get Gold (9+1float)
  • rs Draw 1 techn
  • Tech 2 cards in except turn 1
All Teched Cards

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


Main:

  • Gunpoint Taxman (8)
  • Bombaster + blow em up, kills Fencer (5)
  • Rambaster kills Tenderfoot, takes 1
  • Worker (4)
Workers

Bird’s Nest, Bloodrage Ogre, Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Arg (1/5 lvl 5)
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 4
  • Workers: 10

End of Turn Hand

Stampede
Blooming Ancient
Charge
Mad Man

End of Turn Discard
My Thoughts

Guess we’ll see what survives!


What a big fail on my side! Didn’t see that you knew exactly what you were drawing… Should have left that wisp and tech 2 alive then and instead just build more board presence and a more reasonable patrol, damn! Even though my move might have prevented sharks.

Also I obviously don’t know how to pilot my deck when I’m teching in two more cards after reaching 10 workers :sweat_smile:

PS: please do note that your tower took a damage from my brick thief somewhen in the past

nerfed Miracle Growth testing game #3 P1T7

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Ferocity
Behind the Ferns


STARTING HAND
Timely Messenger (1/1)
Feral Strike
Granfalloon Flagbearer (2/2)
Research & Development
Temporal Distortion
Ferocity
Nimble Fencer (2/3)


WORKERS
Fruit Ninja (2/2)
Wither
Bloom
Helpful Turtle (1/2)
Spark
Older Brother (2/2)
Timely Messenger (1/1)


NextHand

Research & Development
Hyperion (4/5)
Brick Thief (2/1)
Ferocity
Feral Strike


Tech 2 card(s)
Get Paid - ($10)
discard+draw with exhaust Max
Cal - ($8)
Ferocity - ($6)
hyperion kills SL swiftly, takes 1, I draw
TD hyperion into Tric - ($4)
remove a rune to kill MSR
Fencer - ($2)
Worker - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tricycloid (5/5A)++
  • :psfist: Elite:
  • :ps_: Scavenger: Nimble Fencer (2/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Max (3/4, lvl5)
  • Cal (2/3, lvl1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 11
Thoughts

I really should have seen this coming. No way Frozen does such a rookie mistake when he knows exactly what he is drawing. Also I do realize now, why usually not that many R&Ds are teched even though maxband Max is a common view - the deck is too hungry for gold. So many awesome things to do but it just doesn’t matter if you don’t have the gold to actually do it and two hyperions are already perfect at restoring hand size.
I’m quite afraid of birds with counters, I still have nothing against that in my already bloated deck

Gonna get schloppy here

Game 3 Player 2, Turn 7

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

Starting Hand

Stampede
Blooming Ancient
Charge
Mad Man

Events of Turn:


Upkeep:

  • Get Gold (10+4float)
  • no techs
All Teched Cards

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


Main:

  • Blooming Ancient (10)
  • Mad Man, BA +1 (9)
  • Charge Blooming Ancient (6)
  • Stampede, BA tramples Tric, takes 2
  • Mad Man tramples Fencer and deals 1 to your base, now at 19, you get 1g
Workers

Bird’s Nest, Bloodrage Ogre, Careless Musketeer, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH
  • Tower HP: 3

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Arg (1+1/5 lvl 5)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Blooming Ancient (3/3, ++)
  • Mad Man (1/1)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 2
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Blooming Ancient
Dinosize

End of Turn Discard
My Thoughts

Arg and Tech2 survive okay, still that’s a tough opponent… I spose I will block w/ Arg again and try to get the BA train rolling. Not likely but we’ll do what we can eh?


who would have thought that this match would end in a grinder late game? Certainly not me! But I do like the position I’m in with Feral Strike at the ready and lot’s of card draw options to ensure to actually hit it in my bloated deck while you’re going down on ressources.

nerfed’ Miracle Growth testing game #3 P1T8

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

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Feral Strike
Brick Thief (2/1)
Hyperion (4/5)
Research & Development
Ferocity
Temporal Distortion
Nimble Fencer (2/1A)
Tenderfoot (1/1)
Research & Development
Behind the Ferns
Ferocity


WORKERS
Fruit Ninja (2/2)
Wither
Bloom
Helpful Turtle (1/2)
Spark
Older Brother (2/2)
Timely Messenger (1/1)
Brick Thief (2/1)


NextHand

Granfalloon Flagbearer (2/2)
Tenderfoot (1/2)
Feral Strike
Research & Development
Hyperion (4/4)


Tech 0 card(s)
Get Paid + float + scav - ($13)
R&D, draw 5 - ($11)
mid cal runs into Arg - ($9)
Max kills Arg, takes 3, maxband Cal heals
Hyperion kills BA, I draw - ($4)
TD Hyperion into Tric - ($2)
remove a rune to kill Mad Max
Worker - ($1)

Float ($1)
Discard 8, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tricycloid (5/5A)++
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Max (3/1, lvl5)
  • Cal (4/5, lvl5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 12
Thoughts

He went down to two cards - I like! Time to put up the feral strike threat.
Post R&D: Nice, Feral Strike + Hyperion for sure in my next hand, so I’ll save up and don’t play tenderfoot in order to get both down next turn. I don’t see how he could get past Tric to my beloved Cal with only two cards and no charge available. Alternatively going for the double FS with feral strike cheating in two fatties for defense + tech 3 might also be a good thing to do. With rs 15 draw 2 now and draw 5 next time plus Max midband, the probability is very large to draw a R&D or a Feral Strike (unless he has birds next turn)