[Casual] Nekoatl [Necromancy]/Feral/Blood vs AncientSlumber [Growth]/Strength/Fire

Ah yeah, that makes sense. On another note, wow, this turn. That looked really bad until I realized I can just win here. GGWP!

P1T9


StartingHand Workers

STARTING HAND
Dinosize
Playful Panda
Thunderclap
Lobber (2/1)
Lobber (2/1)


WORKERS
Spore Shambler
Rich Earth
Tiger Cub
Verdant Tree
Forest’s Favor
Earthquake


NextHand

Ironbark Treant (1/2 +2a)
Might of Leaf and Claw
Blooming Elm
Rampant Growth


Discard

Young Treant (0/2)
Lobber (2/2)
Lobber (2/2)
Dinosize
Thunderclap
Playful Panda


Tech 0 card(s)
Get Paid + float + scav - ($12)
Worker - ($11)
Jaina trades with Huntress, 2 level to Drakk
Lobber - ($10)
Lobber - ($9)
2 Lobbers trade with Garth
Dinosize on Doubling Barbarbarian - ($5)
Doubling Barbarbarian attacks Draak, Overpower your base for 12 damage

Float ($5)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Doubling Barbarbarian (3/5)
  • Arg, level 5 (1/5)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech Lab HP: 4 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 6

Gold:

  • Gold: 5
  • Workers: 10
2 Likes

Yeah, Earthquake is seriously scary and hard to recover from, GG WP!

2 Likes

I would love to hear the theory behind this deck now, unless you want to keep playing

no, it’s not. EQ first checks for dmgd buildings and deals 4 (so your healthy base gets skipped) then it checks for healthy buildings (but your base took 6) so no dmg again. So it was at 14. It confused me as well at first, but it has been ruled out that you execute the lines in order and without repetiton.

3 Likes

I am interested in playing this deck more, but I’m also kinda tired at the moment. Anyway, here’s the basic idea:

The goal is to produce lots of units, enhance those units, and punish the opponent when those units die. Each faction in the deck has some ability to cheat in units (Skeletal Lord, Feral Strike, and Pirate-Gang Commander), but P-GC is Blood-only, so I avoid spec’ing into Blood. The choice between Necromancy and Feral, I consider to be rather minor, so I just greedily aim for whatever seems most immediately helpful and maybe build a Tech Lab to cover the other later, if I feel like it. (In this game, I wanted Catapults and Wights to derail your aggression, but I couldn’t martial them quickly enough to save me. Drakk maxband-hasting a Wight is scary stuff!) There’s a lot of synergies in this deck, but also a conflict between Behind the Ferns and Drakk’s midband, because so many of these units have 3 attack. Rewind is probably the biggest obstacle for this deck, and faced with it, I would probably try to rush Tech IIIs, get P-GCs out, and then trade/sacrifice my lower-tech units as quickly as possible to trigger P-GC’s damage ability.

1 Like

Interesting! thanks for sharing :slight_smile: I Would imagine that just going that standard Necro/Blood route would also work well, no?

You’d think, and I’ve tried that pairing before with other specs (Growth and Past come to mind), but the idea of rushing out Bone Collectors with Behind the Ferns was pretty tempting. It never seems to work out quite as well as I imagine, though that may be just lack of skill/experience on my part.

1 Like

Whoops, seems I was partially mistaken about the interaction between Behind the Ferns and Drakk Ramhorn. Let’s say I have 2 (3/3) Bone Collectors, midband Drakk, and my opponent has a Tower and a full patrol zone. My first Bone Collector can only attack the SQL and takes a shot from the Tower; the second can attack anything, but also takes a shot from the Tower. Kinda weird, but makes sense. I like this deck a bit more now.

1 Like