Casual miracle growth testing FrozenStorm vs zango

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)

Doesn’t look good that’s for sure

Game 3 Player 2, Turn 8

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

Starting Hand

Blooming Ancient
Dinosize

Events of Turn:


Upkeep:

  • Get Gold (10)
  • 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:

  • Rook + Maxband (1)
Workers

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

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Rook (4/6a lvl 8)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 4
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Pillage
Might of Leaf and Claw
Blooming Ancient
Surprise Attack

End of Turn Discard
My Thoughts

Looking pretty dire, don’t like my chances!


This should be it, no way you can recover from that, even if my next hand would not have been as awesome as it is.

nerfed Miracle Growth testing game #3 P1T9

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

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Feral Strike
Granfalloon Flagbearer (2/2)
Hyperion (4/4)
Tenderfoot (1/2)
Research & Development
Research & Development
Temporal Distortion
Behind the Ferns
Ferocity
Feral Strike


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

Hyperion (4/5)
Tricycloid (5/5A)++
Ferocity
Nimble Fencer (2/1A)
Nimble Fencer (2/3)


Discard

Research & Development
Tricycloid (5/5A)++
Feral Strike
Feral Strike
Ferocity
Research & Development
Granfalloon Flagbearer (2/2)
Hyperion (4/4)
Temporal Distortion


Tech 0 card(s)
Get Paid + float - ($13)
R&D, draw 5 - ($11)
Feral Strike boosted: search for and cheat in giga & immortal - ($3)
Behind the Ferns - ($1)
tric removes his runes, pings each of tech 2 & tower
tric tries to sneak by, gets detected by tower, deals 2 damage to Rook
discard two cards for Cal to stealthily break Tech2, your base to 16
tenderfoot - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal (5/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Gigadon (8/8)
  • :target: Lookout:

In Play:

  • Max (3/1, lvl5)
  • Cal (4/5, lvl5)
  • Tenderfoot (1/2)
  • Behind the Ferns

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 12
Thoughts

with R&D plus midband max, tech 2 break is possible with either the second tric or even better with behind the ferns, the second R&D instead of both still gives me the guaranteed tech break but with no fatty from my codex to accompany it with. I think I can live with those 96.7% odds of filling the board but to possibly have no additional fatty… got it even without Max’s midband, this should be it.

Yeah I’ll fold, stuck on Rook here I’ve got about a dead hand, GG WP!

Cala’s such a jerk, really tough to work around with that Bloom. I can take another P1 crack if you’re up for it?

1 Like

What an awesome game! Really enjoyed that one! GG & WP!

Well, the opinion on a bloomed Cal always depends on the side of the table you’re sitting :sweat_smile:

This was the first match where our MoLaC nerf actually felt great for me as it’s opponent. Yes I was a bit ahead of you almost all the time. Had you jammed it in one of your Tech2 turns in the old way, it probably would have given you the boost rather sooner than later and that would have been the pivoting point. With you probably not being able to instant charge it, I wasn’t that afraid of it as I used to.
I know my own Deck has a certain power level which is necessary for such a statement but still, the nerf is way better than I thought!

I’d love to play another one, so please go ahead!

1 Like

PS: hope your little one is fine again?

Little one’s still got a bad cough but much more back to normal on energy level and health than previously. Wish I could say the same for myself I’ve been pretty miserable still :frowning: this bout of COVID’s been a real bugaboo

GL HF! Let’s see if I can find a winning formula against Cala the jerk

Game 4 Player 1, Turn 1

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

Starting Hand

Makeshift Rambaster
Bombaster
Careless Musketeer
Pillage
Bloodrage Ogre

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in except turn 1
All Teched Cards

Main:

  • Bloodrage Ogre (2)
  • Worker (1)
Workers

Careless Musketeer

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

End of Turn Hand

Mad Man
Scorch
Nautical Dog
Bloodburn
Charge

End of Turn Discard
My Thoughts

Just stalling to tech 2 didn’t really cut it last game, idk if I’ll find a winning formula but still wanna try!


That’s very good and very bad news, I’ll change to crossing my fingers for you then! The four of us had this first omicron variant a few months ago. Was pretty tough still, but nothing in comparison to what you describe here.

GL & HF!

Your winning formula night just read “do not have as much bad luck drawing cards as two games ago” :wink:

nerfed Miracle Growth testing game #4 P2T1

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

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Fruit Ninja (2/2)
Wither
Tenderfoot (1/2)
Helpful Turtle (1/2)
Older Brother (2/2)


WORKERS
Fruit Ninja (2/2)


NextHand

Spark
Timely Messenger (1/1)
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)
Bloom


Discard

Tenderfoot (1/2)
Helpful Turtle (1/2)
Wither


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
cal - ($2)
brother - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Cal (2/3, lvl1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

nice split! except for maybe tenderfoot in second hand this one is all that I can wish for

Maybe we stay aggro and try that XD

Game 4 Player 1, Turn 2

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

Starting Hand

Mad Man
Scorch
Nautical Dog
Bloodburn
Charge

Events of Turn:


Upkeep:

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

Gunpoint Taxman, Bird’s Nest


Main:

  • Brogre trades SQL
  • Zane (4)
  • Nautical Dog (3)
  • Charge Dog, kill Cala, you get 1g, Zane to level 3 (1)
  • Zane hits your base to 18
  • Worker (0)
Workers

Bloodburn, Careless Musketeer

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Zane (2/2 lvl 3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Bird’s Nest
Makeshift Rambaster
Scorch
Pillage

End of Turn Discard
My Thoughts

So just don’t let Cala get out ahead and win at tech 2? I guess we try that lol. I’m gonna have a fat cycle next time around but at least that probably means I can stack the next one.


1 Like

Does this fall into my beloved category “high risk high reward”?
Either way, I like my Bloom :wink:

nerfed Miracle Growth testing game #4 P2T2

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

Link to all relevant rule changes


Tech StartingHand Workers

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


STARTING HAND
Granfalloon Flagbearer (2/2)
Timely Messenger (1/1)
Spark
Bloom
Brick Thief (2/1)


WORKERS
Fruit Ninja (2/2)
Spark


NextHand

Tenderfoot (1/2)
Wither
Helpful Turtle (1/2)
Bloom
Brick Thief (2/1)


Tech 2 card(s)
Get Paid + scav - ($7)
Worker - ($6)
Tech 1 - ($4)
max - ($2)
Bloom max - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Max (3/4, lvl1)+
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

that’s been quite a surprise. very curious what his tech choices have been when skipping Tech1 AND going down on cards… let’s see how this spans out

that looks a little wobbly, can you audit that last turn for correct info? I see both 5 and 7 workers, aged sensei… ?