Casual zango vs dwarddd

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

out of curiosity, will jade ever get a buff? she and daigo are among (but not the most) underwhelming and useless t3.

1 Like

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:

  • :psblueshield: Squad Leader: grave 2/3
  • :psfist: Elite:
  • :ps_: Scavenger: troq 2/3
  • :pschip: Technician:
  • :target: Lookout: Tenderfoot (1/2)

In Play:
*

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)
  • :heart: 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 :+1:

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

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:

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

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 2

Gold:

  • Gold: 4
  • Workers: 10
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GG! No chance on my side with my strategy and well executed on your’s :+1:

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:

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

In Play:

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

Buildings:

  • :heart: 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

Sorry this is taking a while, it’s because i am struggling to see how to do anything but offer up trades in your favour…

Current top running start for me is Rich Earth + float 2 :man_shrugging:

(Arg/panda) + tiger cub I end with just Arg/panda and unable to retaliate, and you still build tech 1.
Cala + tiger cub is free levels for you if you miss tech 1, but green really has no strong hero counter and grave will continue wrecking. As P1 you can still tech 2 in normal time

Any thoughts?

Well, the choose-your-split modus obviously favors P1 a lot more than P2, so I think you have to aim for a lesser outcome than what you have to aim for in a normal game.

And you can always aim for counter punches or to force me into hero kill variants where I’m going down on cards too early with a bigger next cycle than I would prefer. I think a T2 hero kill is always less dramatic than a T3 one, if you have good follow up. Yes, I do then get free levels and grave will be a pita for you, but it will come at the cost for me to have a reduced quality for my first tech 2 cycle.

Some thoughts on your options (but without guarantees that there is no blunder included as I haven’t thought everything properly through)

What would I do if I were in your shoes?
FF Cal in elite (as I just love my own bloomed combat heroes)

What do I think might also end in okayish scenarios?
Midori SL (!) plus Panda with RG & FF in your next hand
Panda+Cal with wisp in SL and Cal elite might also work
Tiger SL + Panda with wisp in technician
Ironbark SL + MP (either technician or backline) will force me into either going down on cards early to kill ironbark (but MP survives) or to kill MP with card/cost disadvantage for me

I think Rich Earth puts you even more on the back foot as your initial problem is just shifted. But yes, maybe in a few turns your tremendous gold advantage might bring you out of the hole, especially as maxband arg plus MP seems like a pretty good follow up for that line.

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