that looks a little wobbly, can you audit that last turn for correct info? I see both 5 and 7 workers, aged sensei… ?
Fixed it, really can’t tell you what happened here…
Bloom seriously so strong
Game 4 Player 1, Turn 3
P1 Miracle Growth-ish vs P2 Finesse/Feral/Ninja
Starting Hand
Bird’s Nest
Makeshift Rambaster
Scorch
Pillage
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in except turn 1
All Teched Cards
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest
Main:
- Midband Zane (5)
- Worker (4)
- Tech 1 (2)
Workers
Bloodburn, Careless Musketeer
- Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite: Zane (3+1/3 lvl 4)
- Scavenger:
- Technician:
- Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 5
Gold:
- Gold: 2
- Workers: 7
End of Turn Hand
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.
Yes, and wither is a nice thing to accompany it
nerfed Miracle Growth testing game #4 P2T3
P1 [Anarchy]/Growth/Strength vs. P2 [Finesse]/Present/Feral
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Maestro (3/5)
Research & Development
STARTING HAND
Brick Thief (2/1)
Tenderfoot (1/2)
Wither
Bloom
Helpful Turtle (1/2)
WORKERS
Fruit Ninja (2/2)
Spark
Brick Thief (2/1)
NextHand
Granfalloon Flagbearer (2/2)
Timely Messenger (1/1)
Nimble Fencer (2/3)
Nimble Fencer (2/3)
Older Brother (2/2A)
Discard
Wither
Bloom
Helpful Turtle (1/2)
Tenderfoot (1/2)
Maestro (3/5)
Research & Development
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
wither Zane - ($4)
Max kills Zane, midband heals
Tech 2 → Finesse - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Max (3/5, lvl3)+
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Finesse)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 6
Gold:
- Gold: 0
- Workers: 8
Thoughts
Looks like my whiff acutally wasn’t that bad. Going to go the R&D + Virtuosos route this time
Bummerino
Game 4 Player 1, Turn 4
P1 Miracle Growth-ish vs P2 Finesse/Feral/Ninja
Starting Hand
Nautical Dog
Gunpoint Taxman
Mad Man
Bombaster
Charge
Events of Turn:
Upkeep:
- Get Gold (7+2float)
- Tech 2 cards in except turn 1
All Teched Cards
Blooming Ancient, Giant Panda
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest
Main:
- Gunpoint Taxman (7)
- Rook (5)
- Worker (4)
- Tech 2 Growth (0)
Workers
Bombaster, Scorch, Bloodburn, Careless Musketeer
- Patrol as below
- Discard 3 Draw 1 rs Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
In Patrol:
- Squad Leader: Gunpoint Taxman (3/3a)
- Elite:
- Scavenger:
- Technician: Rook (2/4 lvl 1)
- Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Bloodrage Ogre
Blooming Ancient
Nautical Dog
Pillage
Bird’s Nest
End of Turn Discard
My Thoughts
Okie dokie let’s do this biz
I have just the perfect hand for your patrol, so I’ll speed up our game a bit, especially now that Penatronic finally has won his game
nerfed Miracle Growth testing game #4 P2T4
P1 [Anarchy]/Growth/Strength vs. P2 [Finesse]/Present/Feral
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Research & Development
Star-Crossed Starlet (3/2)
STARTING HAND
Older Brother (2/2A)
Timely Messenger (1/1)
Nimble Fencer (2/3)
Granfalloon Flagbearer (2/2)
Nimble Fencer (2/3)
WORKERS
Fruit Ninja (2/2)
Spark
Brick Thief (2/1)
Older Brother (2/2A)
NextHand
Bloom
Granfalloon Flagbearer (2/2)
Research & Development
Maestro (3/5)
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Max runs into SL
Messenger trades SL - ($6)
Fencer hits Rook - ($4)
Cal - ($2)
maxband max flickers fencer - ($0)
flickered fencer kills Rook, Cal to midband, you draw
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Cal (3/4A, lvl3)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Max (4/5, lvl5)+
- Nimble Fencer (2/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Finesse)
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Thoughts
72,7% probability to get R&D and therewith a guaranteed Maestro + 4 virtuosos will hit the table, if I’m lucky I can attack+suicide with many of them and replay them plus an additional starlet from my next tech choice. I like!
I think this deck is just really weak to bully hero activity and with Bloom and wither you have 3 real bullies
Game 4 Player 1, Turn 5
P1 Miracle Growth-ish vs P2 Finesse/Feral/Ninja
Starting Hand
Bloodrage Ogre
Blooming Ancient
Nautical Dog
Pillage
Bird’s Nest
Giant Panda (techn)
Events of Turn:
Upkeep:
- Get Gold (8)
- Draw 1 techn
- Tech 2 cards in except turn 1
All Teched Cards
Surprise Attack, Bird’s Nest
Blooming Ancient, Giant Panda
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest
Main:
- Blooming Ancient (4)
- Arg + wisp, +2 runes (2)
- Nautical Dog, +2 rune (1)
- Worker (0)
Workers
Pillage, Bombaster, Scorch, Bloodburn, Careless Musketeer
- Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
In Patrol:
- Squad Leader: Arg (1/3a lvl 1)
- Elite:
- Scavenger:
- Technician: Blooming Ancient (5/7a, +++)
- Lookout:
In Play:
- Wisp (0/1)
- Nautical Dog (1/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 6
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Charge
Blooming Ancient
Surprise Attack
Mad Man
Makeshift Rambaster
End of Turn Discard
My Thoughts
BIG OOF that super sucks, needed to keep Rook here, now I’m in big trouble
well, it was you who forced me into a differnt line of play than cal… so I went for virtuosos with R&D… BIG turn incoming!
nerfed Miracle Growth testing game #4 P2T5
P1 [Anarchy]/Growth/Strength vs. P2 [Finesse]/Present/Feral
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Star-Crossed Starlet (3/2)
Feral Strike
STARTING HAND
Bloom
Research & Development
Granfalloon Flagbearer (2/2)
Maestro (3/5)
Nimble Fencer (2/3)
Research & Development
Star-Crossed Starlet (3/2)
Tenderfoot (1/2)
Timely Messenger (1/1)
Wither
Helpful Turtle (1/2)
Star-Crossed Starlet (3/2)
Nimble Fencer (2/3)
Feral Strike
WORKERS
Fruit Ninja (2/2)
Spark
Brick Thief (2/1)
Older Brother (2/2A)
Wither
NextHand
Research & Development
Granfalloon Flagbearer (2/2)
Feral Strike
Star-Crossed Starlet (3/2)
Nimble Fencer (2/1)
Tech 2 card(s)
Get Paid - ($9)
R&D, draw 5 - ($7)
Maestro - ($4)
Max kills Arg, Cal maxbands
Starlet for free, runs into BA
old fencer runs into BA
new fencer for free trades with BA, you draw
second R&D, draw 2, rs 6, draw 3, then R&D to discard - ($2)
fencer & Starlet for free break Tech 2, base to 18
messenger pings tech 1 - ($1)
cal breaks tech 1, base to 16
tenderfoot for free kills dog
worker - ($0)
Float ($0)
Discard 5, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: Maestro (3/5A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Max (4/4, lvl5)+
- Cal (4/5, lvl3)
- Star-Crossed Starlet (3/2)
- Nimble Fencer (2/3)
- Timely Messenger (1/1)
- Tenderfoot (1/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Finesse)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
This deck is beyond AWESOME!
I think bloomed heroes was not fully utilized in the past. And bloom is strong on many heroes. I have some more ideas which are interesting. But the final question is, if they can compete with nightmare at least with the new version. But first let’s see what this peace/demon version can do. I think it is very promising.
I think I will fold to the double tech break GG WP! I can’t really think of a line to keep up here, maybe I’ve been unlucky three straight games but seems unlikely. I haven’t been able to line up Birds + Ancient dropping at all which certainly has been a problem.
I’ll let this thread lie for a bit while we play our tourney thread but happy to return to it later, welcome thoughts on where I might be going wrong or whether the matchup is as tough as it seems!
Yeah, that was an awesome game, smashing such a powerful deck felt great, but you already pointed out the main issues:
- Your deck is great against bully heroes only if Rook by himself is strong enough to survive some pressure. Against a bloomed cal plus potentially hasted fencers that’s just not the case
- With Rook not being safe, the tremendous pressure early birds can put on the board is just not as easy to achieve. BUT if you take a closer look on my tech choices, I went the high risk approach that would have been very bad in case you had gotten birds on the table (I’ll come back to this on 4.). Only in our last match I felt safe against that line due to the timing of when what hero was on the table. But especially that turn 2 last game took quite some brain power to find a line that seemed worth it.
- In case you had a proper defending unit in your hand T3, especially if that were a Bogre, everything looks quite different in our last game. I think that was the crucial factor in that last game of ours
- As mentioned above I went high risk with increased pressure with fencers at the cost of not being prepared against birds. I think such an asymmetrical approach probably has the largest influence on how such a game between powerful decks turns out. If you try to be prepared against everything your own line of play typically is not as strong anymore. If you then take a risk in order to favor your best lines, it heavily pays out, if the risk did not hit the table. But in case it does, you usually just look dumb
I’m happy with resuming to this thread after dealing with your nightmare threat in the tourney! I hope that the game will not be decided by some trivial lucky draws but due to strategic decisions!
Hey Frozen, here my input on Zango’s deck. As his strategic consultant I should know the weaknesses. It is very strong when he draws directly feral strike at the first tech 2 and has cala max. That is not easy to avoid with miracle growth. Bloomed Cala puts a lot of pressure on the table. But the downside is that it is a very expensive deck in the beginning. He has no 1g tech 1 unit and the neutral units are from a g/stats perspective weaker vs red. So often he can just play 1 tech unit because he needs to spend money on Cala. Other decks can utilize that weakness better, here is what I would try with miracle growth:
Tech 2 taxman. Don’t go in turn 1+2 down on cards. Use scav and technician defense where possible. The first two rounds a bit more defensive than you played. Use Rook midband as a thread for Cala, to pass 1 patroller. Rook midband can still kill bloomed Cala midband and survive, when Cala has some damage on it. Maxband rook will be very difficult for him to remove. That is for sure not a safe win condition, the draws at tech 2 will decide. I think molac and sharks at tech2 would work better than ancient and birds.
Some tactical points from the games: I was only participating at the last game so I have not thought throught the games before. Zane is completely useless in the beginning against that deck. It just allowed him to tech 2 fencer, which should not work against rook and gpt. I told Zango in turn3, if you teched like usually chances are high for GPT and Rook in turn4. If you would put it sl and technician the game is over. Better would have been gpt sl and rook on elite, since you could expect fencer with finesse tech 2. Sharks in turn 5 would have cleared the board completely. You still would have been behind, but chances are there.
From the other games just some observations from a short look which might be wrong. Tower instead of rook midband. Give him easy sl kills which allow midband cala. Aggression in turn 1 and 2 instead of 3 and 4.
Hi Frozen, are you up for another casual match as the tourney speed seems to be… Well…
Sure yeah, what ya wanna play?
I’ll stick to this new favorite of mine, if you don’t mind.
GL getting rid of Cal and hope you have fun!
nerfed Miracle Growth testing game #5 P1T1
P1 [Finesse]/Present/Feral vs. P2 [Anarchy]/Growth/Strength
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Helpful Turtle (1/2)
Brick Thief (2/1)
Fruit Ninja (2/2)
Timely Messenger (1/1)
Bloom
WORKERS
Fruit Ninja (2/2)
NextHand
Wither
Granfalloon Flagbearer (2/2)
Spark
Tenderfoot (1/2)
Older Brother (2/2)
Discard
Brick Thief (2/1)
Helpful Turtle (1/2)
Bloom
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
cal - ($1)
messenger pings your base - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Cal (2/3A, lvl1)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Timely Messenger (1/1)
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
Thoughts
booh tenderfoot in T2 and Bloom in T1 is all wrong for being P1
Welcome the chance to see if this matchup really is as bad as it seems GL HF!
Game 5 Player 2, Turn 1
P2 Miracle Growth-ish vs P1 Finesse/Feral/Ninja
Starting Hand
Mad Man
Careless Musketeer
Nautical Dog
Bloodburn
Makeshift Rambaster
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in except turn 1
All Teched Cards
Main:
- Rook (3)
- Nautical Dog (2)
- Worker (1)
Workers
Careless Musketeer
- Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Rook (2/4a lvl 1)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Nautical Dog (1/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 6
End of Turn Hand
Bombaster
Scorch
Bloodrage Ogre
Charge
Pillage
End of Turn Discard
My Thoughts
I’ll try thinking Moby’s way and see if it helps. Not really a great scav / techn tempo keeper with this hand though
I still don’t think this matchup is as lopsided as it probably felt from our first two games. There are so many lines of play where you will smash my deck, if only your draws don’t align as bad as they did in our first game, but let’s see…
nerfed Miracle Growth testing game #5 P1T2
P1 [Finesse]/Present/Feral vs. P2 [Anarchy]/Growth/Strength
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Nimble Fencer (2/3)
Behind the Ferns
STARTING HAND
Spark
Tenderfoot (1/2)
Wither
Older Brother (2/2)
Granfalloon Flagbearer (2/2)
WORKERS
Fruit Ninja (2/2)
Spark
NextHand
Tenderfoot (1/2)
Wither
Bloom
Behind the Ferns
Brick Thief (2/1)
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
cal attacks Rook for 1 damage after armor
brother - ($2)
Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Older Brother (2/2A)
- Elite:
- Scavenger:
- Technician: Timely Messenger (1/1)
- Lookout:
In Play:
- Cal (2/1, lvl1)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Thoughts
obviously I have to expect Bogre next turn. I’m also getting a dog + mm trade SL and midband Rook killing backline cal, but there’s probably not much I can do about that threat.
Now let’s try something sneaky in the hope of forcing him into tower while at the same time hoping he doesn’t build the tower
Either way I hope to be able to make him pay for the decision to either have less board or for the decision to not have the tower
Added thoughts
What a no go - casual or not - I completely ignored the possibility of him having both mm and MSR… Worst move ever to attack with cal
Wow risky, wish I had Mad Man here and could take an early maxband Rook to the bank. Alas not how the split worked out
Game 5 Player 2, Turn 2
P2 Miracle Growth-ish vs P1 Finesse/Feral/Ninja
Starting Hand
Bombaster
Scorch
Bloodrage Ogre
Charge
Pillage
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in except turn 1
All Teched Cards
Gunpoint Taxman x2
Main:
- Bloodrage Ogre (5)
- Bombaster (3)
- Tech 1 (1)
- Worker (0)
Workers
Scorch, Bloodburn
- Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Bloodrage Ogre (3/2a)
- Elite:
- Scavenger: Nautical Dog (1/1)
- Technician: Bombaster (2/2)
- Lookout:
In Play:
- Rook (2/3 lvl 1)
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Makeshift Rambaster
Charge
Gunpoint Taxman
Careless Musketeer
End of Turn Discard
My Thoughts
Mad Man would mean I could kill Cala here, which would be awesome, but instead I’ll probably lose rook to Cala stealth next turn. Hopefully I can make that costly w/ a good drop here though.
Not only risky but dumb! Also it really hurts not being able to bloom-kill Bogre+midband heal Cal right now. Dumbest move ever to attack with her last turn!
About that mad man+dog killing SL and midband Rook walking past my patrol: yes I was really afraid of that but I didn’t see a line where I can keep Cal safe for sure while not skipping tech 1… Please feel free to look at my split (by looking at next hand turn 1 so that you don’t see my tech choices) and tell me what you would have done! Midbanding her behind messenger SL felt really weak against a deck where I have to put up pressure as just sitting and waiting will surely get me wrecked at tech 2.
Edit: Also midband Rook plus MM still would get the kill if I don’t play another unit…
nerfed Miracle Growth testing game #5 P1T3
P1 [Finesse]/Present/Feral vs. P2 [Anarchy]/Growth/Strength
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Hyperion (4/5)
Star-Crossed Starlet (3/2)
STARTING HAND
Behind the Ferns
Brick Thief (2/1)
Wither
Bloom
Tenderfoot (1/2)
WORKERS
Fruit Ninja (2/2)
Spark
Wither
NextHand
Star-Crossed Starlet (3/2)
Helpful Turtle (1/2)
Nimble Fencer (2/3)
Granfalloon Flagbearer (2/2)
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
midband cal kills Bogre - ($3)
messenger trades dog, you gain 1
thief damages your tech 1 - ($1)
tenderfoot - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Brick Thief (2/1A)
- Elite: Tenderfoot (1+1/2)
- Scavenger:
- Technician: Older Brother (2/2)
- Lookout:
In Play:
- Cal (3/1, lvl3)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
damn! btf looks stupid in the face of so much attack on the board. fencer would have allowed the board wipe with fencer and tenderfoot surviving. and also damn me for attacking last turn. bloomed cal killing Bogre + midband heal would have been so nice…
Post draw: BUMMER! I would have loved to have that starlet along with hyperion in t5, as building tech 2 is most likely a must next turn.