Casual zango vs dwarddd

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
1 Like

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.

1 Like

Thanks for bearing with me, let’s see how this does!

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


WORKERS
Rich Earth


NextHand

Ironbark Treant
Rampant Growth
Tiger Cub
Merfolk Prospector
Forest’s Favor


Discard

Spore Shambler
Verdant Tree
Young Treant


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Midori - ($2)
Panda - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Midori(2/3a)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp(0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Playful Panda(2/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

You got me into pondering more about that possible rich earth float 2 start of yours. In retrospect I think doing exactly that and following it up with maxband arg + MP could indeed turn into a favorable game for you under one condition: sacrifice arg immediately and place him in SL (or maybe even elite to kill brother and tenderfoot) in order to save your units for a counter punch. The elemental will do some overtime work and you will have enough gold to go for centaurs into feral biggies with an instantly maxbanded Cal in between… We should try this out some time - it sounds interesting!

casual zango vs dwarddd game 3 P1T2

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Inverse Power Ninja (6/6)
Inverse Power Ninja (6/6)


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


WORKERS
Fruit Ninja (2/2)
Spark


NextHand

Helpful Turtle (1/2)
Timely Messenger (1/1)
Older Brother (2/2)
Brick Thief (2/1)


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
messenger runs into SL - ($3)
bloomed grave kills Midori - ($1)
tech 1 - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Grave (4/5, lvl3)+

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

IPN were the main reason behind this deck choice. finally there’s the opportunity to actually play them :man_dancing:

Post draw: :man_facepalming:

That would be fun, i must admit i had not considered arg SQL but can what you mean… something to try next time

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
Murkwood Allies
Galina Glimmer


STARTING HAND
Merfolk Prospector
Forest’s Favor
Rampant Growth
Ironbark Treant
Tiger Cub


WORKERS
Rich Earth
Ironbark Treant


NextHand

Forest’s Favor
Murkwood Allies
Verdant Tree
Rampant Growth
Merfolk Prospector


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Panda kills tenderfoot
Calamandra - ($3)
Tiger cub - ($1)
tech 1 - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

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

In Play:

  • Playful Panda(2/1)
  • L1 Calamandra(2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

I lucked out on that technician draw as I had whiffed before

casual zango vs dwarddd game 3 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
Timely Messenger (1/1)
Helpful Turtle (1/2)
Brick Thief (2/1)
Older Brother (2/2)
Inverse Power Ninja (6/6)


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


NextHand

Tenderfoot (1/2)
Inverse Power Ninja (6/6)
Bloom
Granfalloon Flagbearer (2/2)
Wither


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
IPN - ($2)
grave readily kills SL

Float ($2)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Inverse Power Ninja (5/5)
  • :psfist: Elite:
  • :ps_: Scavenger: Grave (4/5, lvl3)+
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7

Ooh nice! I don’t mind helping a less-seen card come out :wink:
Also i find IPN vs a hoard of frogs quite funny

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
Blooming Ancient
Blooming Ancient


STARTING HAND
Rampant Growth
Merfolk Prospector
Verdant Tree
Murkwood Allies
Forest’s Favor


WORKERS
Rich Earth
Ironbark Treant
Verdant Tree


NextHand

Young Treant
Galina Glimmer
Rampant Growth
Spore Shambler


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
murkwood allies frogs - ($1)
merfolk prospector - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ribbit(1/1a)
  • :psfist: Elite:
  • :ps_: Scavenger: Tiger Cub(2/2)
  • :pschip: Technician:
  • :target: Lookout: Reddit(1/1) + r1

In Play:

  • Playful Panda(2/1)
  • L1 Calamandra(2/3)
  • Merfolk Prospector(1/1)
  • Robbert(1/1)
  • Croak(1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

well this is fun

I love my IPNs but again it seems like you chose your counter tech wisely - now suprise me again with your tech 2 choice :sunglasses:

casual zango vs dwarddd game 3 P1T4

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Shuriken Hail
Young Lightning Dragon (3/3)


STARTING HAND
Bloom
Granfalloon Flagbearer (2/2)
Wither
Inverse Power Ninja (6/6)
Tenderfoot (1/2)


WORKERS
Fruit Ninja (2/2)
Spark
Brick Thief (2/1)
Inverse Power Ninja (6/6)


NextHand

Older Brother (2/2)
Timely Messenger (1/1)
Helpful Turtle (1/2)
Training Grounds (4)
Training Grounds (4)


Discard

Wither
Granfalloon Flagbearer (2/2)
Bloom
Tenderfoot (1/2)
Shuriken Hail
Young Lightning Dragon (3/3)


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
grave readily kills SL
wither MP (I really really don’t like that guy) - ($6)
tech 2 - ($2)
hh - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Inverse Power Ninja (5/5)
  • :psfist: Elite: Grave (4/4, lvl3)+
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

that line up nicely. I’m a bit afraid of his synergy plan for the frogs unless he just used them for stalling so let’s try to reduce his gold count. the patrol is chosen sich that he can’t attack anything with Cal and let her survive AND build tech 2

Lol if you didn’t like merfolk you’re really not gonna like this one

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
Oversized Rhinoceros


STARTING HAND
Spore Shambler
Young Treant
Galina Glimmer
Rampant Growth


WORKERS
Rich Earth
Ironbark Treant
Verdant Tree
Spore Shambler


NextHand

Blooming Ancient
Forest’s Favor
Murkwood Allies
Blooming Ancient


Discard

Merfolk Prospector(1/1)
Rampant Growth
Young Treant
Nature Reclaims
Oversized Rhinoceros


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Galina Glimmer - ($6)
tech 2 growth - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Robbert(1/1a)
  • :psfist: Elite:
  • :ps_: Scavenger: Croak(1/1)
  • :pschip: Technician: Reddit(1/1)
  • :target: Lookout: Tiger Cub(2/2) +r1

In Play:

  • Playful Panda(2/1)
  • L1 Calamandra(2/3)
  • Galina Glimmer(2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 9
1 Like

Didn’t see that option of yours clearly enough last turn. I considered shortly the relevant synergies with frogs, but galina plus a 60% probability to pair this with double BA or alternatively at least a guaranteed combination of a single BA together with again frogs is just awesome. I don’t see any possibility to get myself out of this hole that my way too greedy and passive last turn got me into… But I’ll give it a shot, even if it’s just in order to give you the honors to play it through. I’m betting everything on your 40% chance to have prematurely drawn a BA, so I’m neglecting you another call for frogs. :crossed_fingers:

Either way: congratulations to this perfect execution of a good strategy that I didn’t have on my radar!

casual zango vs dwarddd game 3 P1T5

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Speed of the Fox
Shuriken Hail


STARTING HAND
Helpful Turtle (1/2)
Timely Messenger (1/1)
Older Brother (2/2)
Training Grounds (4)
Training Grounds (4)


WORKERS
Fruit Ninja (2/2)
Spark
Brick Thief (2/1)
Inverse Power Ninja (6/6)


NextHand

Training Grounds (4)
Granfalloon Flagbearer (2/2)
Bloom
Shuriken Hail
Wither


Tech 2 card(s)
Get Paid - ($8)
messenger - ($7)
ipn kills SL
grave kills lookout & sparkshots technician
troq - ($5)
maxband grave swords Cal - ($1)
TG - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Troq (4/4, lvl3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Timely Messenger (1/1)
  • :target: Lookout:

In Play:

  • Inverse Power Ninja (3/2)
  • Grave (6/6, lvl7)+
  • Training Grounds (4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

this is a lost cause

Im afraid my reshuffle last time was nice with the BAs both in deck; it definitely took a bit of luck for this to line up as it did but yeah was pretty happy with the line in general, thanks man!

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
Blooming Elm
Nature Reclaims


STARTING HAND
Murkwood Allies
Blooming Ancient
Forest’s Favor
Blooming Ancient
Rampant Growth


WORKERS
Rich Earth
Ironbark Treant
Verdant Tree
Spore Shambler


NextHand

Young Treant
Tiger Cub(2/2) +r1
Nature Reclaims
Merfolk Prospector(1/1)
Oversized Rhinoceros


Discard

Playful Panda
Rampant Growth
Murkwood Allies
Forest’s Favor
Blooming Elm
Nature Reclaims


Tech 2 card(s)
Technician draw, Get Paid + float - ($11)
Galina produces 3 // 2 = 1g - ($12)
Blooming Ancient - ($8)
Blooming Ancient, rune - ($4)
Arg + wisp, 2x2 runes - ($2)
4 runes to Panda (6/6 with 1 dmg), it kills Troq takes 4
Frog trades Messenger, you draw
Maxband Arg get elemental, 1x2 runes - ($0)
3 runes to Galina, she destroys your tech 2

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L5 Arg(1/5a)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp(0/1)
  • :pschip: Technician:
  • :target: Lookout: Elemental(3/3) anti-air, +r1

In Play:

  • Galina Glimmer(5/5) 3(+)
  • Playful Panda(6/1) 4(+)
  • Blooming Ancient(2/4)
  • Blooming Ancient(2/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9

Edit: rune i forgot from BA #2 entering, put it on the panda so it survives, next hand was draw 5 from 5 so no need to redraw

That’s GG, my technician draw (older brother) didn’t safe me this time.
Had I drawn my speed of the Fox I could have killed at least one BA as well as the panda and a grave with only one damage in SL for defense, but no such luck this time.
Very well played and definitely a fun game.
Are you up for another one?