Casual zango vs dwarddd

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?

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 :+1:

Yep confirmed on rules

And nice, looking forward to seeing what you are going to do!

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

P1T1


StartingHand Workers

STARTING HAND


WORKERS
Verdant Tree


NextHand

Forest’s Favor
Rich Earth
Ironbark Treant
Spore Shambler
Playful Panda


Discard

Rampant Growth
Young Treant
Tiger Cub


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Garus - ($1)
MP - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Rook(2/4a)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector(1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

GL & HF then again!

So far nothing fancy, and tbh: when shortly discussing the deck, moby came up with 5 different (partially intervining) strategies (nothing too fancy) and I still have to decide which road to take… Let’s see where this game goes and take it from there :sunglasses:

casual zango vs dwarddd game 4 P2T1

P1 [Growth]/Necromancy/Strength vs. P2 [Blood]/Feral/Peace

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Mad Man (1/1)
Charge
Pillage
Careless Musketeer (2/1)
Bloodrage Ogre (3/2)


WORKERS
Careless Musketeer (2/1)


NextHand

Bloodburn
Nautical Dog (1/1)
Makeshift Rambaster (1/2)
Bombaster (2/2)
Scorch


Discard

Pillage
Mad Man (1/1)
Charge


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
bogre - ($2)
Cal - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2)
  • :psfist: Elite:
  • :ps_: Scavenger: Cal (2/3, lvl1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Didn’t think it would be such a huge thing to go back to standard random split. Would have loved my messenger in my second hand, but can’t complain. The split this is pretty awesome.

1 Like
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
Mythmaking
Ardra’s Boulder


STARTING HAND
Playful Panda
Forest’s Favor
Ironbark Treant
Rich Earth
Spore Shambler


WORKERS
Verdant Tree
Rich Earth


NextHand

Tiger Cub
Mythmaking
Ardra’s Boulder
Young Treant
Rampant Growth


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
prospector digs - ($5)
Tech 1 - ($3)
Ironbark Treant - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant(1/2AAA)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Rook(2/4)
  • :target: Lookout:

In Play:

  • Merfolk Prospector(1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Lust time I checked, rook didn’t have armor piercing :wink:

1 Like

duh, :man_facepalming: total brain glitch, edited turn above^

1 Like

casual zango vs dwarddd game 4 P2T2

P1 [Growth]/Necromancy/Strength vs. P2 [Blood]/Feral/Peace

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Huntress (3/3)
Huntress (3/3)


STARTING HAND
Bloodburn
Scorch
Nautical Dog (1/1)
Makeshift Rambaster (1/2)
Bombaster (2/2)


WORKERS
Careless Musketeer (2/1)
Bloodburn


NextHand

Huntress (3/3)
Scorch
Mad Man (1/1)
Huntress (3/3)
Charge


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Cal & bogre kill SL
midband Cal - ($3)
dog - ($2)
tech 1 - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Bloodrage Ogre (3/1)
  • Cal (3/4, lvl3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

nothing unexpected so far, unfortunately against the expected birds plus BAs I have to tech huntresses which don’t do that well with peace plans

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
Spirit of the Panda
Spirit of the Panda


STARTING HAND
Young Treant
Rampant Growth
Ardra’s Boulder
Mythmaking
Tiger Cub
Forest’s Favor


WORKERS
Verdant Tree
Rich Earth
Tiger Cub


NextHand

Ironbark Treant
Rampant Growth
Playful Panda
Spore Shambler


Tech 2 card(s)
Get Paid - ($6)
Young treant, draw - ($4)
Worker - ($3)
Propspector digs - ($4)
Rook kills Nautical Dog
Mythmaking - ($2)
Ardra’s Boulder - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant(0/2a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Ardra’s Boulder(2/8)
  • :target: Lookout:

In Play:

  • Merfolk Prospector(1/1)
  • L1 Rook(2/3)
  • Mythmaking

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Now that’s a very big surprise for me… I’m just too curious what you’re up to!

casual zango vs dwarddd game 4 P2T3

P1 [Growth]/Necromancy/Strength vs. P2 [Blood]/Feral/Peace

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Feral Strike
Feral Strike


STARTING HAND
Charge
Huntress (3/3)
Scorch
Mad Man (1/1)
Huntress (3/3)


WORKERS
Careless Musketeer (2/1)
Bloodburn
Scorch


NextHand

Pillage
Makeshift Rambaster (1/2)
Bombaster (2/2)
Feral Strike


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
bogre kills SL
Cal runs into boulder, maxband heals - ($4)
huntress x2 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress (3/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Huntress (3/3)
  • :target: Lookout:

In Play:

  • Bloodrage Ogre (3/1)
  • Cal (4/5, lvl5)

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

okay, that’s a BIG surprise (not only the tech choice but also the patrol choice)
But concerning the tech choice: I don’t see any good synergies with these two teched cards from that board state onwards and it was kind of lucky to draw both. if he had drawn only mythmaking and not boulder it probably already would have been game. but well, I won’t complain as this is a nice guaranteed feral strike setup for turn 5 while already putting quite some pressure on the board. So he basically made the decision for me about my strategy.

  1. lol true answer is im not up to much the last few turns i took kinda rushed
  2. just warning ahead: unlikely to get a turn out here till Monday sorry, i think this game is not lost so hard that i can’t at least be good target practice for you then (and enjoy seeing what comes out!)

Busy times

Don’t you worry! I really enjoy these casual games with you. Take however long it takes and if you feel uncomfortable with a game situation, we can always directly skip to a new game (not necessarily with reversed p1/p2 roles). Although I’m obviously keen on continuing the games as fast as possible, I don’t want them to be a reason for stress on your side!

1 Like

Thanks for patience :)), let’s see where this goes!

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
Doubling Barbarbarian
Doubling Barbarbarian


STARTING HAND
Playful Panda
Spore Shambler
Ironbark Treant
Rampant Growth


WORKERS
Verdant Tree
Rich Earth
Tiger Cub
Spore Shambler


NextHand

Spirit of the Panda
Doubling Barbarbarian
Spirit of the Panda
Forest’s Favor
Young Treant(0/2)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
prospector digs - ($7)
tower - ($4)
Tech 2 strength - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ardra’s Boulder(2/5a)
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Rook(2/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Merfolk Prospector(1/1)
  • Mythmaking

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
1 Like

casual zango vs dwarddd game 4 P2T4

P1 [Growth]/Necromancy/Strength vs. P2 [Blood]/Feral/Peace

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Shoddy Glider (3/1)
Shoddy Glider (3/1)


STARTING HAND
Makeshift Rambaster (1/2)
Pillage
Bombaster (2/2)
Feral Strike


WORKERS
Careless Musketeer (2/1)
Bloodburn
Scorch
Pillage


NextHand

Nautical Dog (1/1)
Feral Strike
Mad Man (1/1)
Charge
Huntress (3/3)


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
huntress & bogre trade rock
Cal kills Rook, lvl fizzle
huntress kills MP
tech 2 - ($3)

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


Board Info:
In Patrol:

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

In Play:

  • Cal (4/2, lvl5)
  • Huntress (3/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 9
Thoughts

strength+growth, that’s the weakest of the standard miracle growth strategies, not what I was expecting in this MU, as it just ignores necro, but well… I’ll take it! have a nice chance of 74% to follow up my feral strike with a feral strike as I don’t see him being able to break through my expected two gigas next turn

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
Polymorph: Squirrel
Entangling Vines


STARTING HAND
Forest’s Favor
Spirit of the Panda
Spirit of the Panda
Young Treant(0/2)
Doubling Barbarbarian


WORKERS
Verdant Tree
Rich Earth
Tiger Cub
Spore Shambler


NextHand

Ardra’s Boulder(2/5a)
Rampant Growth
Playful Panda
Ironbark Treant
Doubling Barbarbarian


Tech 2 card(s)
Get Paid + scav - ($9)
Arg - ($7)
Barbarbarian - ($4)
SotP - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Doubling Barbarbarian(7/9AA) (pandaed)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp(0/1)
  • :target: Lookout:

In Play:

  • Spirit of the Panda(barb) healing 1
  • Mythmaking
  • Arg(1/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

even with tech 2 blood, surely they have a feral strike coming this turn? their draws line up for it… i think i gotta tech for that or it’s GG if they do

that barbarbara indeed is scary, let’s see whether this worker skip really will be worth it!

casual zango vs dwarddd game 4 P2T5

P1 [Growth]/Necromancy/Strength vs. P2 [Blood]/Feral/Peace

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Kidnapping
Kidnapping


STARTING HAND
Feral Strike
Charge
Nautical Dog (1/1)
Mad Man (1/1)
Huntress (3/3)


WORKERS
Careless Musketeer (2/1)
Bloodburn
Scorch
Pillage
Nautical Dog (1/1)


NextHand

Shoddy Glider (3/1)
Shoddy Glider (3/1)
Bloodrage Ogre (3/1)
Feral Strike
Makeshift Rambaster (1/2)


Discard

Feral Strike
Huntress (3/3)
Charge
Mad Man (1/1)
Kidnapping
Kidnapping


Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
feral strike boosted brings two gigas from codex - ($3)
drakk - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress (3/1)
  • :psfist: Elite:
  • :ps_: Scavenger: Gigadon (8/8)
  • :pschip: Technician: Gigadon (8/8)
  • :target: Lookout:

In Play:

  • Cal (4/2, lvl5)
  • Drakkk (1/3, lvl1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

I was kind of expecting this worker skip, but it’s still a mess. Those boosted barbarbaras together with the ultra cheap boulder are going to make this way more complicated than I was expecting when I thought about this turn before I actually got there. But well, worker skip, going down with cards, this should work in my favor

Drakk time is here, o no

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
Nether Drain
Morningstar Pass


STARTING HAND
Doubling Barbarbarian
Playful Panda
Ironbark Treant
Rampant Growth
Ardra’s Boulder(2/5a)


WORKERS
Verdant Tree
Rich Earth
Tiger Cub
Spore Shambler
Ironbark Treant


NextHand

Forest’s Favor
Entangling Vines
Merfolk Prospector(1/1)


Discard

Rampant Growth
Playful Panda
Nether Drain
Morningstar Pass


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Rampant growth on barb - ($5)
11/9aaaa barbarian kills huntress overpower kills technician gigadon - ($6)
Boulder - ($4)
barbarbarbarian - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Doubling Barbarbarian(3/5aa)
  • :psfist: Elite:
  • :ps_: Scavenger: Ardra’s Boulder(2/8)
  • :pschip: Technician: Wisp(0/1)
  • :target: Lookout:

In Play:

  • Spirit of the Panda(barb) healing 1
  • Mythmaking
  • Arg(1/3)
  • Doubling Barbarbarian(7/9) (pandaed)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

so another feral strike, but need to try to make sure drakk can’t also maxband, so unfortunately give them that card over the gold so even with a glider theyd be one short by my quick maths

It turns out I have just the right hand for this board state

casual zango vs dwarddd game 4 P2T6

P1 [Growth]/Necromancy/Strength vs. P2 [Blood]/Feral/Peace

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Shoddy Glider (3/1)
Feral Strike
Bloodrage Ogre (3/1)
Makeshift Rambaster (1/2)
Shoddy Glider (3/1)
Bombaster (2/2)


WORKERS
Careless Musketeer (2/1)
Bloodburn
Scorch
Pillage
Nautical Dog (1/1)


NextHand

Crashbarrow (6/2)
Kidnapping
Charge
Huntress (3/3)
Huntress (3/1)


Tech 0 card(s)
technician draw
Get Paid + float - ($11)
shoddy glider kills arg, dies to tower, drakk to lvl 3 - ($10)
drakk to midband - ($9)
second glider trades tower - ($8)
boosted feral strike brings two crash barrows from codex - ($0)
CB trades SL
drakk attacks boulder, barely survives
Cal kills wisp
giga kills boulder, OP 3 damage to backline Barbarbara
second CB trades Barbarbara

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


Board Info:
In Patrol:

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

In Play:

  • Cal (4/2, lvl5)
  • Drakk (2/1, lvl4)
  • Gigadon (8/6)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

that’s a nice board clear in front of me, I’ll definitely take that! I prefer my giga to be left quite alive over doing 4 extra damage to tech 2, hope I’m not regretting this soon