zango
January 13, 2024, 4:50pm
59
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
dwarddd
January 15, 2024, 8:46pm
60
Thanks for patience :)), let’s see where this goes!
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)
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
→ 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:
Squad Leader : Ardra’s Boulder(2/5a)
Elite :
Scavenger : L1 Rook(2/3)
Technician :
Lookout :
In Play:
Merfolk Prospector(1/1)
Mythmaking
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Economy Info:
Cards:
Gold:
1 Like
zango
January 16, 2024, 2:12pm
61
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:
Gold:
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
dwarddd
January 16, 2024, 3:03pm
62
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)
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
→ 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:
Squad Leader : Doubling Barbarbarian(7/9AA) (pandaed)
Elite :
Scavenger :
Technician : Wisp(0/1)
Lookout :
In Play:
Spirit of the Panda(barb) healing 1
Mythmaking
Arg(1/3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
Tower HP: 4
Economy Info:
Cards:
Gold:
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
zango
January 16, 2024, 7:43pm
63
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:
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:
Gold:
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
dwarddd
January 16, 2024, 9:30pm
64
Drakk time is here, o no
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)
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
→ 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:
Squad Leader : Doubling Barbarbarian(3/5aa)
Elite :
Scavenger : Ardra’s Boulder(2/8)
Technician : Wisp(0/1)
Lookout :
In Play:
Spirit of the Panda(barb) healing 1
Mythmaking
Arg(1/3)
Doubling Barbarbarian(7/9) (pandaed)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
Tower HP: 4
Economy Info:
Cards:
Gold:
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
zango
January 16, 2024, 10:06pm
65
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:
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:
Gold:
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
dwarddd
January 16, 2024, 10:39pm
66
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)
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
→ 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
Tech StartingHand Workers
TECH
Doom Grasp
Polymorph: Squirrel
STARTING HAND
Forest’s Favor
Entangling Vines
Merfolk Prospector(1/1)
Spirit of the Panda
WORKERS
Verdant Tree
Rich Earth
Tiger Cub
Spore Shambler
Ironbark Treant
Forest’s Favor
NextHand
Young Treant(0/2)
Polymorph: Squirrel
Polymorph: Squirrel
Rampant Growth
Tech 2 card(s)
Get Paid + float + scav - ($11)
Worker - ($10)
max rook - ($1)
MP - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
Squad Leader : L8 Rook(4/6a)
Elite :
Scavenger :
Technician : Merfolk Prospector(1/1)
Lookout :
In Play:
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Strength)
Economy Info:
Cards:
Gold:
zango
January 16, 2024, 11:22pm
67
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
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Kidnapping
Huntress (3/1)
Huntress (3/3)
Crashbarrow (6/2)
Charge
WORKERS
Careless Musketeer (2/1)
Bloodburn
Scorch
Pillage
Nautical Dog (1/1)
Huntress (3/1)
NextHand
Gigadon (8/8)
Crashbarrow (6/2)
Makeshift Rambaster (1/2)
Mad Man (1/1)
Feral Strike
Discard
Crashbarrow (6/2)
Huntress (3/3)
Charge
Kidnapping
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)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader :
Elite :
Scavenger :
Technician :
Lookout :
In Play:
Cal (4/2, lvl5)
Drakk (3/4, lvl6)
Gigadon (8/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech III HP: 5
Tech Lab HP: 4 (Feral)
Economy Info:
Cards:
Gold:
dwarddd
January 16, 2024, 11:50pm
68
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
1 Like
zango
January 17, 2024, 9:54am
69
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
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Pillage
Scorch
Charge
Mad Man (1/1)
Bloodrage Ogre (3/2)
WORKERS
Charge
NextHand
Careless Musketeer (2/1)
Nautical Dog (1/1)
Bloodburn
Makeshift Rambaster (1/2)
Bombaster (2/2)
Discard
Bloodrage Ogre (3/2)
Scorch
Pillage
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
mm pings your base - ($2)
Cal - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader :
Elite :
Scavenger :
Technician :
Lookout :
In Play:
Mad Man (1/1)
Cal (2/3, lvl1)
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
what a horrible split… no power! but at least a one drop in my first hand
dwarddd
January 17, 2024, 12:23pm
70
Growth/Necro/Strength achieved some success, but I don’t think it ever was as inherently powerful as some of the other decks. I think I added it on a whim because it had done well in a tournament while I was making that part of the sheet. The other 3 multicolor were definitely established decks though.
I just found out what i was basing this codex on (as well as personally thinking it looked fun)
Also, that’s probably the least scary start i can imagine from you - unlucky draw, edit nvm red starter != Zane, so i guess just madman + hero > brogre on it’s own, but still, it’s nice to see madman over dog
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)
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
→ 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
StartingHand Workers
STARTING HAND
Spore Shambler
Rich Earth
Ironbark Treant
Playful Panda
Young Treant
WORKERS
Rich Earth
NextHand
Tiger Cub
Verdant Tree
Merfolk Prospector
Forest’s Favor
Rampant Growth
Discard
Ironbark Treant
Young Treant
Spore Shambler
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Panda - ($2)
Arg - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader : Wisp(0/1a)
Elite :
Scavenger : Wisp(0/1)
Technician :
Lookout :
In Play:
Playful Panda(2/2)
L1 Arg(1/3)
Buildings:
Base HP: 19
Economy Info:
Cards:
Gold:
zango
January 17, 2024, 1:49pm
71
Well it gets worse: I didn’t have dog in my starting five and I don’t have bogre in T2, but what can you do?
casual zango vs dwarddd game 5 P1T2
P1 [Blood]/Feral/Peace vs. P2 [Growth]/Necromancy/Strength
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Crash Bomber (2/2)
Crash Bomber (2/2)
STARTING HAND
Careless Musketeer (2/1)
Nautical Dog (1/1)
Bloodburn
Bombaster (2/2)
Makeshift Rambaster (1/2)
WORKERS
Charge
Bloodburn
NextHand
Crash Bomber (2/2)
Makeshift Rambaster (1/2)
Bloodrage Ogre (3/2)
Careless Musketeer (2/1)
Nautical Dog (1/1)
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Cal kills SL
Bombaster - ($2)
tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader : Mad Man (1/1)
Elite :
Scavenger :
Technician : Bombaster (2/2)
Lookout :
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Panda is so heavily underrated, it’s the best card in the green starter deck
dwarddd
January 17, 2024, 3:40pm
72
Edit as had previously discarded rampant growth into worker pile
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)
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
→ 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 StartingHand Workers
TECH
Bone Collector
Bone Collector
STARTING HAND
Merfolk Prospector
Forest’s Favor
Rampant Growth
Tiger Cub
Verdant Tree
WORKERS
Rich Earth
Verdant Tree
NextHand
Bone Collector
Bone Collector
Rampant Growth
Tiger Cub
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Panda kills madman
Rampant growth arg - ($3)
Arg kills bombaster
tech 1 - ($1)
MP - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
Squad Leader : Wisp(0/1a)
Elite :
Scavenger :
Technician : Merfolk Prospector(1/1)
Lookout :
In Play:
Playful Panda(2/1)
L1 Arg(1/3)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
zango
January 17, 2024, 7:39pm
73
casual zango vs dwarddd game 5 P1T3
P1 [Blood]/Feral/Peace vs. P2 [Growth]/Necromancy/Strength
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Captured Bugblatter (4/2)
Captured Bugblatter (4/2)
STARTING HAND
Makeshift Rambaster (1/2)
Careless Musketeer (2/1)
Bloodrage Ogre (3/2)
Crash Bomber (2/2)
Nautical Dog (1/1)
Crash Bomber (2/2)
WORKERS
Charge
Bloodburn
Careless Musketeer (2/1)
NextHand
Pillage
Scorch
Bloodrage Ogre (3/2)
Nautical Dog (1/1)
Tech 2 card(s)
technician draw
Get Paid - ($6)
Worker - ($5)
crash bomber x2 - ($3)
Cal kills SL
MSR kills technician - ($1)
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
Squad Leader : Crash Bomber (2/2)
Elite :
Scavenger :
Technician : Crash Bomber (2/2)
Lookout :
In Play:
Cal (2/3, lvl1)
Makeshift Rambaster (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
oh man, last turn bogre instead of Bombaster would have changed A LOT… but well, what can you do…
dwarddd
January 18, 2024, 9:17am
74
My luck continues in this game
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)
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
→ 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 StartingHand Workers
TECH
Blooming Ancient
Blooming Ancient
STARTING HAND
Bone Collector
Tiger Cub
Bone Collector
Rampant Growth
Ironbark Treant
WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
NextHand
Spore Shambler
Forest’s Favor
Young Treant
Discard
Merfolk Prospector(1/1)
Rampant Growth
Tiger Cub
Blooming Ancient
Blooming Ancient
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Rampant Growth arg (he’s hooked on this now), kills sql - ($4)
panda trades Technician, my base to 17
Bone Collector x2 - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
Squad Leader : Bone Collector(3/3a)
Elite :
Scavenger :
Technician : Bone Collector(3/3)
Lookout :
In Play:
Buildings:
Base HP: 17
Tech I HP: 5
Economy Info:
Cards:
Gold:
zango
January 18, 2024, 3:22pm
75
Lol, P2T3 and this game is already over unless I’m going to be extreeeemely lucky… But well, that does show again how devastating a bad opening split turns out to be if the opponent does not whiff somewhen early…
casual zango vs dwarddd game 5 P1T4
P1 [Blood]/Feral/Peace vs. P2 [Growth]/Necromancy/Strength
Link to all relevant rule changes
Tech StartingHand Workers
TECH
General’s Hammer
General’s Hammer
STARTING HAND
Scorch
Pillage
Bloodrage Ogre (3/2)
Nautical Dog (1/1)
Mad Man (1/1)
WORKERS
Charge
Bloodburn
Careless Musketeer (2/1)
Bloodrage Ogre (3/2)
NextHand
Bombaster (2/2)
Captured Bugblatter (4/2)
Captured Bugblatter (4/2)
Discard
Crash Bomber (2/2)
Crash Bomber (2/2)
Scorch
Mad Man (1/1)
Pillage
General’s Hammer
General’s Hammer
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
dog - ($6)
tech 2 - ($2)
midband Cal stealthily kills arg - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
Squad Leader :
Elite :
Scavenger :
Technician : Nautical Dog (1/1)
Lookout :
In Play:
Cal (4/5, lvl5)
Makeshift Rambaster (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info:
Cards:
Gold:
Thoughts
it’s a lost cause after this bad opening split this lucky draw of his was sufficiently devastating. Now the only question is: do I go for a technician drawn 2/7 feral strike or do I try the base race?
dwarddd
January 18, 2024, 6:16pm
76
Pls no feral strike
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)
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
→ 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 StartingHand Workers
TECH
Nether Drain
Bird’s Nest
STARTING HAND
Forest’s Favor
Spore Shambler
Young Treant
WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
Forest’s Favor
NextHand
Young Treant
Bird’s Nest
Tiger Cub
Rampant Growth
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
bone collectors kill technician and rambaster, collect their bones
Tech 2 Growth - ($3)
Garth - ($1)
Skele - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
Squad Leader : Skele(1/1a)
Elite :
Scavenger : Skele(1/1)
Technician : Skele(1/1)
Lookout :
In Play:
Bone Collector(3/2)
Bone Collector(3/2)
L1 Garth(1/3)
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info:
Cards:
Gold:
zango
January 18, 2024, 7:44pm
77
yeah, that’s what I feared. If you have a BA in hand that’s probably game…
casual zango vs dwarddd game 5 P1T5
P1 [Blood]/Feral/Peace vs. P2 [Growth]/Necromancy/Strength
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Desperation
Crashbarrow (6/2)
STARTING HAND
Captured Bugblatter (4/2)
Bombaster (2/2)
Captured Bugblatter (4/2)
Crash Bomber (2/2)
WORKERS
Charge
Bloodburn
Careless Musketeer (2/1)
Bloodrage Ogre (3/2)
NextHand
General’s Hammer
Pillage
General’s Hammer
Discard
Nautical Dog (1/1)
Makeshift Rambaster (1/1)
Bombaster (2/2)
Desperation
Crashbarrow (6/2)
Tech 2 card(s)
Get Paid - ($8)
Worker skip
crash bomber - ($7)
Bugblatter x2 - ($1)
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
Squad Leader : Cal (4/5, lvl5)
Elite :
Scavenger :
Technician : Crash Bomber (2/2)
Lookout :
In Play:
Captured Bugblatter (4/2)
Captured Bugblatter (4/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info:
Cards:
Gold:
Thoughts
now it’s about time for a hail mary