Casual zango vs dwarddd

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