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:
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