Casual miracle growth testing FrozenStorm vs zango

hm do I want that kill or not…

Link to full rule changes in effect

Game 1 Player 2, Turn 3

P2 Miracle Growth-ish vs P1 Daymare

Starting Hand

Charge
Nautical Dog
Mad Man
Scorch
Bird’s Nest (techn)

Events of Turn:


Upkeep:

  • Get Gold (7)
  • draw 1 techn
  • Tech 2 cards in except turn 1
All Teched Cards

Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman


Main:

  • Zane (5)
  • Nautical Dog (4)
  • Charge Dog, trades with Monk (2)
  • Zane trades with Grave, levels fizzle both ways, you get 1g
  • Worker (1)
Workers

Pillage, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech 1 HP: 5

In Patrol:

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

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Makeshift Rambaster
Careless Musketeer
Gunpoint Taxman
Mad Man

End of Turn Discard
My Thoughts

Honestly I think swabbing the deck to leave the board neutral proves advantageous for me. I should be able to tech up next turn with impunity, GPT + Rook, and then next turn have a good shot at Ancient + Arg + Birds or something. Very good setup.