Guilty as charged wrt feral strike. It’s just so much better than anything else this codex has to offer when Cal maxband is available…
Now I have to hope this tech break finds a whole lot of Tech2 cards in your hand. But either way, your bad luck (1 out of 6 - ouch) opened up a window for me, let’s see whether I’ll be able to take this home!
‘nerfed’ Miracle Growth testing game #2 P2T5
P1 [Anarchy]/Growth/Strength vs. P2 [Finesse]/Ninjutsu/Feral
WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)
Wither
NextHand
Ferocity
Bloom
Two Step
Granfalloon Flagbearer (2/2)
Tech 2 card(s)
Get Paid+scav - ($10)
Boosted Feral Strike, two Glorious Ninjas arrive - ($2)
first GN kills Arg, takes 1, River to midband
Huntress kills wisp, takes 1, you draw
second GN kills GPT, takes 1
River kills Rook, maxband heals, nest to discard
Cal breaks tech 2, takes 1 from tower, your base takes 2
play second huntress - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Huntress (3/3A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Cal (5/5, lvl5)+
River (3/4, lvl5)
Huntress (3/2)
Glorious Ninja (4/2)
Glorious Ninja (4/2)
Buildings:
Base HP: 19
Tech I HP: 4
Tech II HP: 5 (Feral)
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
if he has sharks, he can strike back, but I think I should still be in a good position. Hopefully this tech break comes at the right time in terms of his cards.
I’m heavily regretting that I workered turtle with tower and birds on the table
mega yikes! I’m going to fold to that, I have no recourse to recover, GG WP! Cala w/ Bloom is so super strong, tough to keep away from massive feral strikes like that. I have sharks and can technically kill Cala but at this point the damage is done.
I wonder if Finesse/Feral/X is a new mega threat, I could see Present, Future, Growth, Demonology all fitting the X well, in addition to Ninja.
Wow, GG! But how unfortunate that your bad luck decided the game - 5 out of 6 times drawing what you hoped for are some odds I would bet large sums on in this game…
Yeah well, that’s what Moby and I were throwing ideas around about for the last tournament. Sets is just an awesome addition for GNs (and card draw recovery) as hasted swift strike is just totally insane (plus I just love Sets ). But yes, all the other specs you mentioned probably will be good additions as well, especially the one with Max I’m going to test out for sure! How about now? I’ll switch if you don’t mind and I’m happy to play another one, I just have to warn you about a very busy long weekend being in front of me, not sure how much codex I’ll be able to squeeze in…
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech1 - ($2)
Bloom my ol’ friend cal again - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Tenderfoot (1/2A)
Elite: cal (3+1/4, lvl1)+
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
next try with bloomed cal. she might die here, hope he doesn’t have(/uses) charged Bogre for that, but then I might get a revenge kill with fencers plus Bloom/messenger
Mad Man
Careless Musketeer
Nautical Dog
Bloodburn
Bloodrage Ogre
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in except turn 1
All Teched Cards
Gunpoint Taxman, Dinosize
Main:
Rook and Bombaster kill SQL, take 1 each
Bloodrage Ogre (4)
Nautical Dog (3)
Tech 1 (1)
Worker (0)
Workers
Scorch
Patrol as below
Discard 2 rs Draw 4
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Bloodrage Ogre (3/2a)
Elite:
Scavenger:
Technician: Nautical Dog (1/1)
Lookout:
In Play:
Bombaster (2/1)
Rook (2/3 lvl 1)
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Charge
Mad Man
Gunpoint Taxman
Careless Musketeer
End of Turn Discard
My Thoughts
Okay then, maybe how we fight her is we get dinosized and flood the board. Give ourselves as much chances for attackers to mess her up as possible. Without Feral Strike I easily outclass at tech 2.
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
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:
Squad Leader:
Elite:
Scavenger:
Technician: Brick Thief (2/1)
Lookout:
In Play:
cal (5/6, lvl3)+
Nimble Fencer (2/1)
Buildings:
Base HP: 20
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!
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.