Casual miracle growth testing FrozenStorm vs zango

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 :wink: 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:

  • :psblueshield: Squad Leader: Cal (2/3A, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Timely Messenger (1/1)

Buildings:

  • :heart: 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 :wink: 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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4a lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: 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:

  • :psblueshield: Squad Leader: Older Brother (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Timely Messenger (1/1)
  • :target: Lookout:

In Play:

  • Cal (2/1, lvl1)

Buildings:

  • :heart: Base HP: 20
  • :heart: 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 :sweat_smile:
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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2a)
  • :psfist: Elite:
  • :pspig: Scavenger: Nautical Dog (1/1)
  • :exhaust: Technician: Bombaster (2/2)
  • :target: 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:

  • :psblueshield: Squad Leader: Brick Thief (2/1A)
  • :psfist: Elite: Tenderfoot (1+1/2)
  • :ps_: Scavenger:
  • :pschip: Technician: Older Brother (2/2)
  • :target: Lookout:

In Play:

  • Cal (3/1, lvl3)

Buildings:

  • :heart: Base HP: 20
  • :heart: 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.