I don’t think you moved your worker to the worker column.
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:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Grave (2/3, lvl1)
Buildings:
- 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, , Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.” | |
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 |
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 | → 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:
- Squad Leader: Wisp(0/1a)
- Elite:
- Scavenger:
- Technician: Tiger Cub(2/2)
- Lookout:
In Play:
- Rich Earth
- L1 Arg(1/3)
Buildings:
- Base HP: 20
- 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:
- Squad Leader: Tenderfoot (1/2)
- Elite:
- Scavenger:
- Technician: Older Brother (2/2)
- Lookout:
In Play:
- Grave (2/3, lvl1)
Buildings:
- Base HP: 20
- 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, , Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.” | |
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 |
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 | → 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:
- Squad Leader: Tiny Basilisk(1/2a)
- Elite:
- Scavenger:
- Technician: Water Elemental(3/3)
- Lookout:
In Play:
- Rich Earth
- L5 Arg(1/5)
- Tiger Cub(2/2)
Buildings:
- Base HP: 20
- 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:
- Squad Leader: Older Brother (2/2)
- Elite: Grave (2/3, lvl1)
- Scavenger:
- Technician: Timely Messenger (1/1)
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
- 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, , Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.” | |
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 |
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 | → 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:
- Squad Leader: Tiger Cub(2/2a)
- Elite:
- Scavenger:
- Technician: Huntress(3/3)
- Lookout:
In Play:
- Rich Earth
- L5 Arg(1/4)
- Water Elemental(3/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
- 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:
- Squad Leader: Troq (3/4, lvl3)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Glorious Ninja (4/3)
Buildings:
- Base HP: 20
- Tech I HP: 5
- 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, , Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.” | |
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 |
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 | → 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:
- Squad Leader: Tiny Basilisk(1/2a) (swift strike and armour piercing till upkeep)
- Elite:
- Scavenger:
- Technician: L3 Calamandra(3/4)
- Lookout:
In Play:
- Rich Earth
- L5 Arg(1/4)
- Huntress(3/3)
Buildings:
- Base HP: 20
- Tech I HP: 5
- 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
Now that’s been the most useless GN in my history of playing with ninjas
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:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Porcupine (2/6)
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Ninjutsu)
- 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 oh and it costs 8…
RuleChanges
Nerfs | |
---|---|
Vandy | Remove resist 1 at midband |
Midband changes to “①, , Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.” | |
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 |
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 | → 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:
- Squad Leader: Barkcoat Bear(5/5a) resist 2 (+ 1 more, from cala), overpower
- Elite:
- Scavenger:
- Technician: Rampaging Elephant(6/7)
- Lookout:
In Play:
- Rich Earth
- L5 Arg(1/4)
- Huntress(3/3)
- L3 Calamandra(3/4) +r1 to my units
Buildings:
- Base HP: 20
- Tech I HP: 5
- 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…
Edit: I’ll need to rethink a bit
out of curiosity, will jade ever get a buff? she and daigo are among (but not the most) underwhelming and useless t3.
Fixed it - my only hope is that you don’t have a buff spell in your hand. In that case we can directly go to the next game.
casual zango vs dwarddd game 2 P2T6
P1 [Balance]/Feral/Growth vs. P2 [Bashing]/Discipline/Ninjutsu
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Wither
Helpful Turtle (1/2)
Jade Fox, Den’s Headmistress (4/6)
Glorious Ninja (4/3)
Glorious Ninja (4/3)
WORKERS
Fruit Ninja (2/2)
Spark
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
NextHand
Glorious Ninja (4/3)
Glorious Ninja (4/3)
Helpful Turtle (1/2)
Jade Fox, Den’s Headmistress (4/6)
Wither
Discard
Porcupine (2/6)
Porcupine (2/6)
The Boot
Timely Messenger (1/1)
Bloom
Jade Fox, Den’s Headmistress (4/6)
Tech 0 card(s)
technician draw
Get Paid - ($10)
rebuild tech 2
grave+troq - ($6)
the Boot elephant with resist, discard a card - ($2)
tenderfoot - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: grave 2/3
- Elite:
- Scavenger: troq 2/3
- Technician:
- Lookout: Tenderfoot (1/2)
In Play:
*
Buildings:
- Base HP: 17
- Tech I HP: 5
- Tech II HP: 5 (Ninjutsu)
- Tech III HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 6
Gold:
- Gold: 1
- Workers: 10
Thoughts
without being able to play my porcupine I don’t see a way back into the game
Post draw: lol, the same draw 5 out of 6 than before
Well, she is plain useless if you have no board presence. In case of an air fight or already two gn or 1-2 porcupines on the table I would disagree with her being useless.
I have a buff, choose to take out tech 2 in the hope i draw some extra damage to punish a jade fox…
post draw: i don’t think there’s a way you could kill arg and play a tech 3, so barring that would be happy to skip to next game lol, and also to be P2
RuleChanges
Nerfs | |
---|---|
Vandy | Remove resist 1 at midband |
Midband changes to “①, , Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.” | |
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 |
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 | → 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 |
P1T7
StartingHand Workers
STARTING HAND
Playful Panda
Spirit of the Panda
Tiger Cub(2/2a)
WORKERS
Spore Shambler
Verdant Tree
Ironbark Treant
Forest’s Favor
Rampant Growth
Merfolk Prospector(1/1)
NextHand
Young Treant
Tiny Basilisk(1/2a) (swift strike till upkeep)
Barkcoat Bear
Stampede
Discard
Tiger Cub(2/2a)
Playful Panda
Tech 0 card(s)
Get Paid + float - ($12)
spirit of the Panda my bear - ($8)
Panda bear kills grave and troq - ($9)
huntress kills tenderfoot
arg and cala destroy tech 2
tech 3 - ($4)
Float ($4)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Rich Earth
- L5 Arg(1/4)
- Huntress(3/3)
- L5 Calamandra(4/5) grants resist
- Barkcoat Bear(7/5) resist 2, overpower, attacks gain gold
- Spirit of the Panda(on bear) healing 1
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 2
Gold:
- Gold: 4
- Workers: 10
GG! No chance on my side with my strategy and well executed on your’s
GL & HF
casual zango vs dwarddd game 23 P1T1
P1 [Bashing]/Discipline/Ninjutsu vs. P2 [Balance]/Feral/Growth
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Tenderfoot (1/2)
Helpful Turtle (1/2)
Brick Thief (2/1)
WORKERS
Fruit Ninja (2/2)
NextHand
Timely Messenger (1/1)
Wither
Bloom
Older Brother (2/2)
Spark
Discard
Brick Thief (2/1)
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
tenderfoot - ($2)
grave - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Tenderfoot (1/2)
- Grave (2/3, lvl1)
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
Thoughts
well, rushing to tech 2 and to tech 3 in the same game was too much