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
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:
Squad Leader: Nimble Fencer (2/1A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Max (3/4, lvl5)
Tenderfoot (1/1)
Hyperion (4/4)
Buildings:
Base HP: 20
Tech I HP: 5
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!
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
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
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:
Squad Leader: Tricycloid (5/5A)++
Elite:
Scavenger: Nimble Fencer (2/3)
Technician:
Lookout:
In Play:
Max (3/4, lvl5)
Cal (2/3, lvl1)
Buildings:
Base HP: 20
Tech I HP: 5
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
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
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
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:
Squad Leader: Tricycloid (5/5A)++
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Max (3/1, lvl5)
Cal (4/5, lvl5)
Buildings:
Base HP: 20
Tech I HP: 5
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)
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
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:
Squad Leader: Immortal (5/5)
Elite:
Scavenger:
Technician: Gigadon (8/8)
Lookout:
In Play:
Max (3/1, lvl5)
Cal (4/5, lvl5)
Tenderfoot (1/2)
Behind the Ferns
Buildings:
Base HP: 20
Tech I HP: 5
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.
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
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!
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 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
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”
nerfed Miracle Growth testing game #4 P2T1
P1 [Anarchy]/Growth/Strength vs. P2 [Finesse]/Present/Feral
Charge Dog, kill Cala, you get 1g, Zane to level 3 (1)
Zane hits your base to 18
Worker (0)
Workers
Bloodburn, Careless Musketeer
Patrol as below
Discard 2 rs Draw 4
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
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.
Nautical Dog
Gunpoint Taxman
Mad Man
Bombaster
Charge
End of Turn Discard
My Thoughts
Well Bloomed Max is still a nuissance and I can’t really keep Zane safe w/o maxbanding and leaving open to a easy counterkill. I’m fine with geiger maxbanding here though, that’s actually good, so midband + elite makes that the only safe “good trade”, and I can float some. that’s a win I think.