Casual zango vs dwarddd

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

Yeah well, early maxband arg still IS a threat…

casual zango vs dwarddd game 2 P2T3

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Porcupine (2/6)
Porcupine (2/6)


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


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


NextHand

Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Glorious Ninja (4/3)
Bloom


Discard

Tenderfoot (1/2)
Wither
Glorious Ninja (4/3)
Porcupine (2/6)
Porcupine (2/6)


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
messenger - ($6)
tech 2 - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother (2/2)
  • :psfist: Elite: Grave (2/3, lvl1)
  • :ps_: Scavenger:
  • :pschip: Technician: Timely Messenger (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

in retrospect I should have patrolled tenderfoot in elite and brother in technician for the one extra damage on tiger

Indeed, hopefully he can supply me with enough ninja fodder until some big guys come to help (or he makes the chumps bigger)

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

P1T4


Tech StartingHand Workers

TECH
Ferocity
Spirit of the Panda


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


WORKERS
Spore Shambler
Verdant Tree
Ironbark Treant
Forest’s Favor


NextHand

Tiny Basilisk(1/2a)
Young Treant
Rampant Growth
Ferocity


Tech 2 card(s)
Get Paid - ($7)
Worker
tech 2 feral - ($3)
huntress - ($1)
water elemental kills older brother
arg kills messenger
basilisk trades grave

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub(2/2a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Huntress(3/3)
  • :target: Lookout:

In Play:

  • Rich Earth
  • L5 Arg(1/4)
  • Water Elemental(3/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

el plan: have things bigger than ninjas

That tech choice of yours really is a big bummer! Was hoping to go against balance again, but well… Let’s see how I can deal with your big guys.

casual zango vs dwarddd game 2 P2T4

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Jade Fox, Den’s Headmistress (4/6)
Jade Fox, Den’s Headmistress (4/6)


STARTING HAND
Glorious Ninja (4/3)
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Bloom
Glorious Ninja (4/3)


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


NextHand

Older Brother (2/2)
Wither
Porcupine (2/6)
Timely Messenger (1/1)
Tenderfoot (1/2)


Discard

Bloom
Helpful Turtle (1/2)
Glorious Ninja (4/3)
Jade Fox, Den’s Headmistress (4/6)
Jade Fox, Den’s Headmistress (4/6)


Tech 2 card(s)
technician draw
Get Paid + float - ($10)
Worker - ($9)
midband troq (it’s time to make use of the buffs) - ($5)
gn murders ninja fodder - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Glorious Ninja (4/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

don’t really like the position I’m in. a lucky porcupine technician draw would have made my day, but no such luck

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

P1T5


Tech StartingHand Workers

TECH
Barkcoat Bear
Ferocity


STARTING HAND
Rampant Growth
Ferocity
Tiny Basilisk(1/2a)
Young Treant


WORKERS
Spore Shambler
Verdant Tree
Ironbark Treant
Forest’s Favor
Rampant Growth


NextHand

Merfolk Prospector(1/1)
Barkcoat Bear
Rampaging Elephant


Discard

Tiger Cub(2/2a)
Ferocity
Young Treant
Barkcoat Bear
Ferocity


Tech 2 card(s)
Get Paid + float - ($9)
worker
tiny Basilisk - ($7)
calamandra - ($5)
ferocity - ($3)
tap arg boost huntress
huntress swiftly pierces troqs armour and kills
Water Elemental trades with ninja

Float ($3)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk(1/2a) (swift strike and armour piercing till upkeep)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L3 Calamandra(3/4)
  • :target: Lookout:

In Play:

  • Rich Earth
  • L5 Arg(1/4)
  • Huntress(3/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 3
  • Workers: 9

Huntress lacks one damage to do that, he has 3/4A, huntress with boost only is 4/3A

Uhhh, that’s why the armour piercing is needed? But ferocity provides that as well as swift strike

2 Likes

Now that’s been the most useless GN in my history of playing with ninjas :sweat_smile:

casual zango vs dwarddd game 2 P2T5

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
The Boot
The Boot


STARTING HAND
Porcupine (2/6)
Wither
Timely Messenger (1/1)
Older Brother (2/2)
Tenderfoot (1/2)


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


NextHand

Timely Messenger (1/1)
Jade Fox, Den’s Headmistress (4/6)
The Boot
Tenderfoot (1/2)
Porcupine (2/6)


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
porcupine - ($5)
tech 3 - ($0)

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Porcupine (2/6)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I lost so much money to bad trades, GN is almost useless against his big guys, that’s probably game over unless his reduced hand size gives him two dead hands in a row, which is unlikely with him probably whiffing on tech 2 units this turn

Isn’t it just a sign of a great card that if you have and play a Jade Fox next turn you won’t be able to block any attackers with the little ninjas :man_facepalming: oh and it costs 8…

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

P1T6


Tech StartingHand Workers

TECH
Stampede
Moss Ancient


STARTING HAND
Rampaging Elephant
Merfolk Prospector(1/1)
Barkcoat Bear


WORKERS
Spore Shambler
Verdant Tree
Ironbark Treant
Forest’s Favor
Rampant Growth
Merfolk Prospector(1/1)


NextHand

Playful Panda
Spirit of the Panda


Discard

Tiger Cub(2/2a)
Ferocity
Young Treant
Barkcoat Bear
Ferocity
Tiny Basilisk(1/2a) (swift strike till upkeep)
Stampede
Moss Ancient


Tech 2 card(s)
Get Paid + float - ($12)
Worker
Tiny B trades with porcupine
Cala and huntress take out tech 2
Arg hits your base to 17
Barkcoat bear - ($8)
Rampaging elephant - ($2)

Float ($2)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Barkcoat Bear(5/5a) resist 2 (+ 1 more, from cala), overpower
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rampaging Elephant(6/7)
  • :target: Lookout:

In Play:

  • Rich Earth
  • L5 Arg(1/4)
  • Huntress(3/3)
  • L3 Calamandra(3/4) +r1 to my units

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 2
  • Workers: 10

Or it’s just a sign how powerful a 6g unit is that singlehandedly can do 12 base damage in one turn such that my tech 3 unit is unplayable.

But well, that game has been over with our tech choice combined with this perfectly timed ferocity of yours. Let’s get it over with!

PS: I’m up for another one as soon you’ve overwhelmed me completely - do you want to start again or do you prefer p2 in case we still have time and you’re interested in continuing?

Edit: here was a turn where I forgot the resist ability of Cal midband

Cool boot! However:

Sorry for not writing it on, honestly id forgotten too until i saw your turn, but calamandra is granting my units resist 1

Edited above to note that and fix bear’s resist too

I’ve played what feels like a hundred games with Cal on my side and I keep forgetting her basics like midband or armor piercing of ferocity… :man_facepalming:

Edit: I’ll need to rethink a bit