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
casual zango vs dwarddd game 4 P2T1
P1 [Growth]/Necromancy/Strength vs. P2 [Blood]/Feral/Peace
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:
Squad Leader: Bloodrage Ogre (3/2)
Elite:
Scavenger: Cal (2/3, lvl1)
Technician:
Lookout:
In Play:
*
Buildings:
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.
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:
Squad Leader: Huntress (3/3)
Elite:
Scavenger:
Technician: Huntress (3/3)
Lookout:
In Play:
Bloodrage Ogre (3/1)
Cal (4/5, lvl5)
Buildings:
Base HP: 20
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.
lol true answer is im not up to much the last few turns i took kinda rushed
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!)
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!
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:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Cal (4/2, lvl5)
Huntress (3/1)
Buildings:
Base HP: 20
Tech I HP: 5
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
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
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:
Squad Leader: Huntress (3/1)
Elite:
Scavenger: Gigadon (8/8)
Technician: Gigadon (8/8)
Lookout:
In Play:
Cal (4/2, lvl5)
Drakkk (1/3, lvl1)
Buildings:
Base HP: 20
Tech I HP: 5
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
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
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:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Cal (4/2, lvl5)
Drakk (2/1, lvl4)
Gigadon (8/6)
Buildings:
Base HP: 20
Tech I HP: 5
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
Crashbarrow and any other unit or another feral strike is double tech break - happy to call it if so!
I need to go look at games using this deck but definitely want another try
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, I do have the CB and a huntress and I do see the line but I prefer the 73% chance of a tech 3 feral strike combined with a tech 2 break over the double tech break
If you want to stop here, I’m happy to go for another round, do you want to be P1 or P2? I’ll stay with this covered codex.
casual zango vs dwarddd game 4 P2T7
P1 [Growth]/Necromancy/Strength vs. P2 [Blood]/Feral/Peace
Tech 0 card(s)
Get Paid - ($10)
giga puts a crumbling rune on rook, OP to MP
CB kills rook, OP one damage to tech 2, drakk to maxband - ($7)
tech 3 - ($2)
Cal breaks tech 2, your base to 16
drakk attacks your base down to 13
worker - ($1)
tech lab - ($0)
bahaha, cool stuff! even with technician and young treant draws i get neither of nether drain or doom grasp as the only things that could delay my demise even a turn, GG WP
while i fear it’ll only help the red starter, let’s reverse order - you go first and i’ll go read up how to drive this deck
Hehe, yeah, that lined up nicely. But facing that Barbarbara was way more scary than when I first thought about that option of yours. Those green starter buffs really do make a difference with this strategy compared to standard miracle growth. WP
Now let’s go for the next round, GL & HF
casual zango vs dwarddd game 5 P1T1
P1 [Blood]/Feral/Peace vs. P2 [Growth]/Necromancy/Strength