Yeah I’ll fold, stuck on Rook here I’ve got about a dead hand, GG WP!
Cala’s such a jerk, really tough to work around with that Bloom. I can take another P1 crack if you’re up for it?
Yeah I’ll fold, stuck on Rook here I’ve got about a dead hand, GG WP!
Cala’s such a jerk, really tough to work around with that Bloom. I can take another P1 crack if you’re up for 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!
I’d love to play another one, so please go ahead!
PS: hope your little one is fine again?
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
P1 Miracle Growth-ish vs P2 Finesse/Feral/Ninja
Makeshift Rambaster
Bombaster
Careless Musketeer
Pillage
Bloodrage Ogre
Careless Musketeer
Mad Man
Scorch
Nautical Dog
Bloodburn
Charge
Just stalling to tech 2 didn’t really cut it last game, idk if I’ll find a winning formula but still wanna try!
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
Link to all relevant rule changes
STARTING HAND
Fruit Ninja (2/2)
Wither
Tenderfoot (1/2)
Helpful Turtle (1/2)
Older Brother (2/2)
WORKERS
Fruit Ninja (2/2)
Spark
Timely Messenger (1/1)
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)
Bloom
Tenderfoot (1/2)
Helpful Turtle (1/2)
Wither
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
cal - ($2)
brother - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
nice split! except for maybe tenderfoot in second hand this one is all that I can wish for
Maybe we stay aggro and try that XD
P1 Miracle Growth-ish vs P2 Finesse/Feral/Ninja
Mad Man
Scorch
Nautical Dog
Bloodburn
Charge
Gunpoint Taxman, Bird’s Nest
Bloodburn, Careless Musketeer
Bird’s Nest
Makeshift Rambaster
Scorch
Pillage
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.
Does this fall into my beloved category “high risk high reward”?
Either way, I like my Bloom
nerfed Miracle Growth testing game #4 P2T2
P1 [Anarchy]/Growth/Strength vs. P2 [Finesse]/Present/Feral
Link to all relevant rule changes
TECH
Nimble Fencer (2/3)
Nimble Fencer (2/3)
STARTING HAND
Granfalloon Flagbearer (2/2)
Timely Messenger (1/1)
Spark
Bloom
Brick Thief (2/1)
WORKERS
Fruit Ninja (2/2)
Spark
Tenderfoot (1/2)
Wither
Helpful Turtle (1/2)
Bloom
Brick Thief (2/1)
Tech 2 card(s)
Get Paid + scav - ($7)
Worker - ($6)
Tech 1 - ($4)
max - ($2)
Bloom max - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
that’s been quite a surprise. very curious what his tech choices have been when skipping Tech1 AND going down on cards… let’s see how this spans out
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
P1 Miracle Growth-ish vs P2 Finesse/Feral/Ninja
Bird’s Nest
Makeshift Rambaster
Scorch
Pillage
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest
Bloodburn, Careless Musketeer
Nautical Dog
Gunpoint Taxman
Mad Man
Bombaster
Charge
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
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)
Granfalloon Flagbearer (2/2)
Timely Messenger (1/1)
Nimble Fencer (2/3)
Nimble Fencer (2/3)
Older Brother (2/2A)
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:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Looks like my whiff acutally wasn’t that bad. Going to go the R&D + Virtuosos route this time
Bummerino
P1 Miracle Growth-ish vs P2 Finesse/Feral/Ninja
Nautical Dog
Gunpoint Taxman
Mad Man
Bombaster
Charge
Blooming Ancient, Giant Panda
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest
Bombaster, Scorch, Bloodburn, Careless Musketeer
Bloodrage Ogre
Blooming Ancient
Nautical Dog
Pillage
Bird’s Nest
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
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)
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:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
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
P1 Miracle Growth-ish vs P2 Finesse/Feral/Ninja
Bloodrage Ogre
Blooming Ancient
Nautical Dog
Pillage
Bird’s Nest
Giant Panda (techn)
Surprise Attack, Bird’s Nest
Blooming Ancient, Giant Panda
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest
Pillage, Bombaster, Scorch, Bloodburn, Careless Musketeer
Charge
Blooming Ancient
Surprise Attack
Mad Man
Makeshift Rambaster
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
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
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:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
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:
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…