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.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
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
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
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
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
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.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
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)
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
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.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
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
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
(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
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.