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
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
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)
Glorious Ninja (4/3)
Glorious Ninja (4/3)
Helpful Turtle (1/2)
Jade Fox, Den’s Headmistress (4/6)
Wither
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:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
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
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
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)
Young Treant
Tiny Basilisk(1/2a) (swift strike till upkeep)
Barkcoat Bear
Stampede
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:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
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
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)
Timely Messenger (1/1)
Wither
Bloom
Older Brother (2/2)
Spark
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:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
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
(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.
Thanks for bearing with me, let’s see how this does!
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 |
P2T1
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
Ironbark Treant
Rampant Growth
Tiger Cub
Merfolk Prospector
Forest’s Favor
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:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
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
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
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:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
IPN were the main reason behind this deck choice. finally there’s the opportunity to actually play them
Post draw:
That would be fun, i must admit i had not considered arg SQL but can what you mean… something to try next time
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 |
P2T2
TECH
Murkwood Allies
Galina Glimmer
STARTING HAND
Merfolk Prospector
Forest’s Favor
Rampant Growth
Ironbark Treant
Tiger Cub
WORKERS
Rich Earth
Ironbark Treant
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:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
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
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)
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:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
Ooh nice! I don’t mind helping a less-seen card come out
Also i find IPN vs a hoard of frogs quite funny
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 |
P2T3
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
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:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
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
casual zango vs dwarddd game 3 P1T4
P1 [Bashing]/Discipline/Ninjutsu vs. P2 [Balance]/Feral/Growth
Link to all relevant rule changes
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)
Older Brother (2/2)
Timely Messenger (1/1)
Helpful Turtle (1/2)
Training Grounds (4)
Training Grounds (4)
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:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
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
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 |
P2T4
TECH
Nature Reclaims
Oversized Rhinoceros
STARTING HAND
Spore Shambler
Young Treant
Galina Glimmer
Rampant Growth
WORKERS
Rich Earth
Ironbark Treant
Verdant Tree
Spore Shambler
Blooming Ancient
Forest’s Favor
Murkwood Allies
Blooming Ancient
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:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
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.
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
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)
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:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
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!
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 |
P2T5
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
Young Treant
Tiger Cub(2/2) +r1
Nature Reclaims
Merfolk Prospector(1/1)
Oversized Rhinoceros
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:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
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?
Yep, looks like we’ll have time
I think i’ve had enough mono green though…
I might try the ‘named’ Skelegrow as I’ve never been in a game with it involved, [Growth]/Necro/Strength - let me know what you’ll use and I’ll do a turn 1. I’d probably choose to play a normal game, starting hand-wise, but honestly don’t mind much if you have something you want to try in more controlled conditions!
Also on your strategy with this deck - it was fun and that first game was v scary, thanks for playing! Grave+neutral starter pressure through onto a monster Setsuki - the biggest lull on the receiving end seemed to be tech 1 units (although I guess my counter to IPN was hella lucky i definitely wasn’t thinking about that specifically), hmm and maybe also the ability to force bad trades with neutral starter actually
Awesome, then I’ll change my codes as well. I also have a ton of stuff I want to test with [Blood]/Feral/Peace so I’ll take that one.
So clarification on the rules: balance changes as in your sheet specified and linked in mine, but opposed to the previous games this time with random opening split