Casual miracle growth testing FrozenStorm vs zango

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