Casual zango vs dwarddd

Hi @dwarddd merry christmas to you too, count me in. I have this crazy deck I want to test further, why not under these extreme circumstances!

GL & HF

Edit for later spectators: we are playing with the XCAFS23 rules: choose your opening split and also with the below linked balance patch.

casual zango vs dwarddd game 1 P1T1

P1 [Bashing]/Discipline/Ninjutsu vs. P2 [Balance]/Feral/Growth

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Fruit Ninja (2/2)
Brick Thief (2/1)
Tenderfoot (1/2)
Granfalloon Flagbearer (2/2)
Helpful Turtle (1/2)


WORKERS
Fruit Ninja (2/2)


NextHand

Wither
Older Brother (2/2)
Spark
Timely Messenger (1/1)
Bloom


Discard

Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Brick Thief (2/1)


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Grave - ($1)
tenderfoot - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Grave (2/3, lvl1)
  • Tenderfoot (1/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
1 Like
RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P2T1


StartingHand Workers

STARTING HAND
Merfolk Prospector
Playful Panda
Verdant Tree
Young Treant
Ironbark Treant
Forest’s Favor
Spore Shambler
Rampant Growth
Tiger Cub
Rich Earth


WORKERS
Rich Earth


NextHand

Spore Shambler
Tiger Cub
Young Treant
Forest’s Favor


Discard

Verdant Tree
Playful Panda


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Ironbark Treant - ($1)
Merfolk prospector - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant(1/2aaa)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector(1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
1 Like

casual zango vs dwarddd game 1 P1T2

P1 [Bashing]/Discipline/Ninjutsu vs. P2 [Balance]/Feral/Growth

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Sparring Partner (2/2)
Sparring Partner (2/2)


STARTING HAND
Older Brother (2/2)
Timely Messenger (1/1)
Bloom
Spark
Wither


WORKERS
Fruit Ninja (2/2)
Bloom


NextHand

Spark
Wither
Sparring Partner (2/2)
Brick Thief (2/1)


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
spark MP - ($3)
tech 1 - ($2)
brother - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

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

In Play:

  • Grave (2/3, lvl1)
  • Tenderfoot (1/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

that MP patrol is… interesting…

Hmm i thought it was overall a win if you spent a card to get merfolk but i think i have not had enough practice with Green to respect the need for a good sized board as i find myself wishing i had the merfolk and not caring that you are down a card lol

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P2T2


Tech StartingHand Workers

TECH
Huntress
Tiny Basilisk


STARTING HAND
Young Treant
Spore Shambler
Forest’s Favor
Tiger Cub
Rampant Growth


WORKERS
Rich Earth
Spore Shambler


NextHand

Tiny Basilisk
Huntress
Verdant Tree
Forest’s Favor
Merfolk Prospector(1/1)


Tech 2 card(s)
Get Paid, scav gold - ($7)
Worker - ($6)
Young treant, draw - ($4)
Arg - ($2)
tech 1 - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant(0/2a)
  • :psfist: Elite: Ironbark Treant(1+1/2aa)
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp(0/1)
  • :target: Lookout:

In Play:

  • L1 Arg(1/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

Well yes and no. Short term I agree with you, but now you got me down to 3 cards which is going to be a thing in the near future…

casual zango vs dwarddd game 1 P1T3

P1 [Bashing]/Discipline/Ninjutsu vs. P2 [Balance]/Feral/Growth

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Training Grounds (4)
Training Grounds (4)


STARTING HAND
Wither
Brick Thief (2/1)
Sparring Partner (2/2)
Spark


WORKERS
Fruit Ninja (2/2)
Bloom
Brick Thief (2/1)


NextHand

Sparring Partner (2/2)
Granfalloon Flagbearer (2/2)
Helpful Turtle (1/2)


Discard

Wither
Spark
Training Grounds (4)
Training Grounds (4)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
wither ironbark - ($3)
midband grave kills SL, sparkshot elite - ($1)
brother kills elite
tenderfoot kills wisp, you draw
SPartner - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave (3/4, lvl3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sparring Partner (2/2)
  • :target: Lookout:

In Play:

  • Tenderfoot (1/2)
  • Older Brother (2/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I’m really afraid of double tiny b…

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P2T3


Tech StartingHand Workers

TECH
Potent Basilisk
Potent Basilisk


STARTING HAND
Merfolk Prospector(1/1)
Forest’s Favor
Verdant Tree
Tiny Basilisk
Huntress
Rampant Growth


WORKERS
Rich Earth
Spore Shambler
Verdant Tree


NextHand

Forest’s Favor
Tiger Cub
Ironbark Treant(1+1/2aa)
Playful Panda
Young Treant(0/2a)


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tiny Basilisk - ($5)
Prospector - ($4)
tech 2 balance - ($0)

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk(1/2a)
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Arg(1/3)
  • :pschip: Technician: Merfolk Prospector(1/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

casual zango vs dwarddd game 1 P1T4

P1 [Bashing]/Discipline/Ninjutsu vs. P2 [Balance]/Feral/Growth

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Young Lightning Dragon (3/3)
Martial Mastery


STARTING HAND
Helpful Turtle (1/2)
Sparring Partner (2/2)
Granfalloon Flagbearer (2/2)


WORKERS
Fruit Ninja (2/2)
Bloom
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)


NextHand

Wither
Spark
Young Lightning Dragon (3/3)
Timely Messenger (1/1)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
spar brother
brother kills Arg, grave to lvl5
tenderfoot kills mp
tech 2 - ($2)
maxband grave swords tiny b - ($0)

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

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

In Play:

  • Tenderfoot (1/1)
  • Older Brother (3/1)+
  • Sparring Partner (2/2)
  • Grave (4/5, lvl7, swordless)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

okay, only one tiny b and a patrol that looks like he forgot the walk through possibility… I’ll take it! unfortunately a feathered tiny b really is a big threat, so he has to go even though I would have preferred to keep the sword rune for tech 2 units

Post draw: OMG, I really did miss the 76.2% for MM or TG :frowning_face:

Poor little basilisk

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P2T4


Tech StartingHand Workers

TECH
Nature Reclaims
Wandering Mimic


STARTING HAND
Playful Panda
Tiger Cub
Forest’s Favor
Ironbark Treant(1+1/2aa)
Young Treant(0/2a)
Huntress
Potent Basilisk


WORKERS
Rich Earth
Spore Shambler
Verdant Tree
Ironbark Treant(1+1/2aa)


NextHand

Potent Basilisk
Forest’s Favor
Rampant Growth
Tiger Cub
Nature Reclaims


Tech 2 card(s)
Get Paid + scav, tech draw - ($9)
Worker - ($8)
Young treant, draw - ($6)
potent Basilisk - ($2)
huntress - ($0)

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Potent Basilisk(3/5a) untargetable, deathtouch
  • :psfist: Elite:
  • :ps_: Scavenger: Young Treant(0/2)
  • :pschip: Technician:
  • :target: Lookout: Huntress(3/3) +r1

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

that was awfully close to bottom decking both basilisks

"casual zango vs dwarddd game 1 P1T5

P1 [Bashing]/Discipline/Ninjutsu vs. P2 [Balance]/Feral/Growth

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Fox’s Den Students
Fox’s Den Students


STARTING HAND
Timely Messenger (1/1)
Wither
Young Lightning Dragon (3/3)
Spark


WORKERS
Fruit Ninja (2/2)
Bloom
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)
Spark


NextHand

Training Grounds (4)
Training Grounds (4)
Helpful Turtle (1/2)
Sparring Partner (2/2)


Discard

Tenderfoot (1/1)
Older Brother (3/1)+
Timely Messenger (1/1)
Wither
Fox’s Den Students
Fox’s Den Students


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
spar grave
grave & tenderfoot trade SL
brother trades lookout
yld - ($4)
Sets - ($2)
troq - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Sparring Partner (2/2)
  • Sets (1/3, lvl1)
  • Troq (2/3, lvl1)
  • Young Lightning Dragon (3/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

this should be it unless some lucky card combination stalls it a bit longer

Post draw: lol! Bottom decked the only dead card

Well this is very not good😅

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P2T5


Tech StartingHand Workers

TECH
Fairie Dragon
Nature Reclaims


STARTING HAND
Rampant Growth
Potent Basilisk
Forest’s Favor
Tiger Cub
Nature Reclaims


WORKERS
Rich Earth
Spore Shambler
Verdant Tree
Ironbark Treant(1+1/2aa)
Rampant Growth


NextHand

Merfolk Prospector(1/1)
Forest’s Favor
Playful Panda
Tiny Basilisk(1/2a)
Wandering Mimic


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
tower - ($5)
basilisk - ($1)

Float ($1)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Potent Basilisk(3/5a) untargetable, deathtouch
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Young Treant(0/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

that was awfully close to bottom decking both basilisks

Yeah well, that depends on the side of the table you’re sitting on :wink:

casual zango vs dwarddd game 1 P1T6

P1 [Bashing]/Discipline/Ninjutsu vs. P2 [Balance]/Feral/Growth

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Final Smash
Shuriken Hail


STARTING HAND
Helpful Turtle (1/2)
Training Grounds (4)
Sparring Partner (2/2)
Training Grounds (4)


WORKERS
Fruit Ninja (2/2)
Bloom
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)
Spark


NextHand

Fox’s Den Students
Older Brother (3/1)+
Martial Mastery
Timely Messenger (1/1)


Tech 2 card(s)
Get Paid - ($9)
maxband sets - ($4)
TG x2 - ($2)
spar Sets
yld breaks tech 2, takes 1 from tower - ($0)
sets murders SL, takes 1 from tower
troq kills tree, takes 1 from tower

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

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

In Play:

  • Sparring Partner (2/2)
  • Sets (6/4, lvl6)+
  • Troq (4/2, lvl1)
  • Young Lightning Dragon (3/2)
  • Training Grounds (4)
  • Training Grounds (4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

yeah, this is it

Happy new year! And also:
Friendly poke :wink:
I’d love to take another game as p2 after this one

Yep sorry! I didn’t play this very well anyway, then was actually quite pleased with my tech choices but drew nature reclaims last turn and mimic this turn hahah. This is your win, GG! - I was trying to scrape a turn together so you could enjoy winning harder but a 6 attack swift strike setsuki slaying a deathtouch lizard is still pretty cool

I’ll put a P1 turn up soon

1 Like

So much for me being disappointed on not drawing my two TG directly :rofl:

ahh, that is ironic XD, training grounds at 1g is so good nature reclaims might not even have done me well anyway though!

On to the next:

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P1T1


StartingHand Workers

STARTING HAND
Merfolk Prospector
Rampant Growth
Rich Earth
Spore Shambler
Ironbark Treant


WORKERS


NextHand

Verdant Tree
Forest’s Favor
Tiger Cub
Playful Panda
Young Treant


Discard

Spore Shambler
Rampant Growth
Ironbark Treant


Tech 0 card(s)
Get Paid - ($4)
Rich Earth - ($1)
Worker
Merfolk Prospector - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Merfolk Prospector(1/1a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 4
Thoughts

it’s got to be tried

I don’t think you moved your worker to the worker column.

1 Like

GL & HF!

That start looks kind of greedy, it’s going to be interesting whether you can pull that off!

And what Bryce said

casual zango vs dwarddd game 2 P2T1

P1 [Balance]/Feral/Growth vs. P2 [Bashing]/Discipline/Ninjutsu

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Brick Thief (2/1)
Fruit Ninja (2/2)
Wither
Granfalloon Flagbearer (2/2)
Timely Messenger (1/1)


WORKERS
Fruit Ninja (2/2)


NextHand

Helpful Turtle (1/2)
Bloom
Older Brother (2/2)
Tenderfoot (1/2)
Spark


Discard

Wither
Granfalloon Flagbearer (2/2)
Timely Messenger (1/1)
Brick Thief (2/1)


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
grave - ($2)
wither MP - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Grave (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

MP has to go, otherwise that gold advantage is going to hurt somewhen soon

Worker fixed thanks!

The greedier option would have been prospector in scavenger, enough money for Argagarg’s riches (there’s a post somewhere) guaranteed but i thought wither was a good trade to force anyway

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P1T2


Tech StartingHand Workers

TECH
Huntress
Tiny Basilisk


STARTING HAND
Forest’s Favor
Verdant Tree
Tiger Cub
Young Treant


WORKERS
Spore Shambler
Verdant Tree


NextHand

Playful Panda
Ironbark Treant
Tiny Basilisk
Rampant Growth


Tech 2 card(s)
Get Paid - ($5)
Worker
arg - ($3)
tiger cub - ($1)
tech 1 - ($0)

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp(0/1a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tiger Cub(2/2)
  • :target: Lookout:

In Play:

  • Rich Earth
  • L1 Arg(1/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

shame, but can always do it next turn

Yeah, you’ve posted the link not too long ago and I spontaneously fell in love with that game plan, but I fear it’s a hell of a fun thing to do but not the thing to win a tournament with…

"casual zango vs dwarddd game 2 P2T2

P1 [Balance]/Feral/Growth vs. P2 [Bashing]/Discipline/Ninjutsu

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Glorious Ninja (4/3)
Glorious Ninja (4/3)


STARTING HAND
Bloom
Tenderfoot (1/2)
Older Brother (2/2)
Spark
Helpful Turtle (1/2)


WORKERS
Fruit Ninja (2/2)
Spark


NextHand

Timely Messenger (1/1)
Brick Thief (2/1)
Glorious Ninja (4/3)
Wither


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
grave kills SL
tenderfoot - ($4)
brother - ($2)
Tech 1 - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

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

In Play:

  • Grave (2/3, lvl1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

brother scavenger or elite would be strictly better for my game plan, but I don’t want to signal my tech rush plan and I can’t think of a reason why he should go all the length to actually kill the unit

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P1T3


Tech StartingHand Workers

TECH
Barkcoat Bear
Rampaging Elephant


STARTING HAND
Playful Panda
Tiny Basilisk
Ironbark Treant
Rampant Growth


WORKERS
Spore Shambler
Verdant Tree
Ironbark Treant


NextHand

Young Treant
Merfolk Prospector(1/1)
Forest’s Favor
Huntress


Discard

Rampant Growth
Playful Panda
Barkcoat Bear
Rampaging Elephant


Tech 2 card(s)
Get Paid - ($6)
Maxband Arg - ($2)
Tiny Basilisk - ($0)
Tap arg, boost tiger cub, it kills tenderfoot

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk(1/2a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Water Elemental(3/3)
  • :target: Lookout:

In Play:

  • Rich Earth
  • L5 Arg(1/5)
  • Tiger Cub(2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

tech choice I think I haven’t set anything up as can be nice in green, just a little gold advantage hopefully, so main thoughts are to counter his game… balance is definitely most versatile for that, growth I’ve probably wasted arg’s summons and not teched giant panda, feral could actually work, barkcoat bear to avoid being sworded, Overpower to possibly make use of an arg spell if he’s alive