zango
January 8, 2024, 3:17pm
41
I lucked out on that technician draw as I had whiffed before
casual zango vs dwarddd game 3 P1T3
P1 [Bashing]/Discipline/Ninjutsu vs. P2 [Balance]/Feral/Growth
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Training Grounds (4)
Training Grounds (4)
STARTING HAND
Timely Messenger (1/1)
Helpful Turtle (1/2)
Brick Thief (2/1)
Older Brother (2/2)
Inverse Power Ninja (6/6)
WORKERS
Fruit Ninja (2/2)
Spark
Brick Thief (2/1)
NextHand
Tenderfoot (1/2)
Inverse Power Ninja (6/6)
Bloom
Granfalloon Flagbearer (2/2)
Wither
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
IPN - ($2)
grave readily kills SL
Float ($2)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader : Inverse Power Ninja (5/5)
Elite :
Scavenger : Grave (4/5, lvl3)+
Technician :
Lookout :
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
Ooh nice! I don’t mind helping a less-seen card come out
Also i find IPN vs a hoard of frogs quite funny
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
Rampant Growth
Merfolk Prospector
Verdant Tree
Murkwood Allies
Forest’s Favor
WORKERS
Rich Earth
Ironbark Treant
Verdant Tree
NextHand
Young Treant
Galina Glimmer
Rampant Growth
Spore Shambler
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
murkwood allies frogs - ($1)
merfolk prospector - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader : Ribbit(1/1a)
Elite :
Scavenger : Tiger Cub(2/2)
Technician :
Lookout : Reddit(1/1) + r1
In Play:
Playful Panda(2/1)
L1 Calamandra(2/3)
Merfolk Prospector(1/1)
Robbert(1/1)
Croak(1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
well this is fun
zango
January 8, 2024, 9:20pm
43
I love my IPNs but again it seems like you chose your counter tech wisely - now suprise me again with your tech 2 choice
casual zango vs dwarddd game 3 P1T4
P1 [Bashing]/Discipline/Ninjutsu vs. P2 [Balance]/Feral/Growth
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Shuriken Hail
Young Lightning Dragon (3/3)
STARTING HAND
Bloom
Granfalloon Flagbearer (2/2)
Wither
Inverse Power Ninja (6/6)
Tenderfoot (1/2)
WORKERS
Fruit Ninja (2/2)
Spark
Brick Thief (2/1)
Inverse Power Ninja (6/6)
NextHand
Older Brother (2/2)
Timely Messenger (1/1)
Helpful Turtle (1/2)
Training Grounds (4)
Training Grounds (4)
Discard
Wither
Granfalloon Flagbearer (2/2)
Bloom
Tenderfoot (1/2)
Shuriken Hail
Young Lightning Dragon (3/3)
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
grave readily kills SL
wither MP (I really really don’t like that guy) - ($6)
tech 2 - ($2)
hh - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader : Inverse Power Ninja (5/5)
Elite : Grave (4/4, lvl3)+
Scavenger :
Technician :
Lookout :
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
that line up nicely. I’m a bit afraid of his synergy plan for the frogs unless he just used them for stalling so let’s try to reduce his gold count. the patrol is chosen sich that he can’t attack anything with Cal and let her survive AND build tech 2
dwarddd
January 9, 2024, 10:05am
44
Lol if you didn’t like merfolk you’re really not gonna like this one
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
Nature Reclaims
Oversized Rhinoceros
STARTING HAND
Spore Shambler
Young Treant
Galina Glimmer
Rampant Growth
WORKERS
Rich Earth
Ironbark Treant
Verdant Tree
Spore Shambler
NextHand
Blooming Ancient
Forest’s Favor
Murkwood Allies
Blooming Ancient
Discard
Merfolk Prospector(1/1)
Rampant Growth
Young Treant
Nature Reclaims
Oversized Rhinoceros
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Galina Glimmer - ($6)
tech 2 growth - ($2)
Float ($2)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader : Robbert(1/1a)
Elite :
Scavenger : Croak(1/1)
Technician : Reddit(1/1)
Lookout : Tiger Cub(2/2) +r1
In Play:
Playful Panda(2/1)
L1 Calamandra(2/3)
Galina Glimmer(2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info:
Cards:
Gold:
1 Like
zango
January 9, 2024, 2:06pm
45
Didn’t see that option of yours clearly enough last turn. I considered shortly the relevant synergies with frogs, but galina plus a 60% probability to pair this with double BA or alternatively at least a guaranteed combination of a single BA together with again frogs is just awesome. I don’t see any possibility to get myself out of this hole that my way too greedy and passive last turn got me into… But I’ll give it a shot, even if it’s just in order to give you the honors to play it through. I’m betting everything on your 40% chance to have prematurely drawn a BA, so I’m neglecting you another call for frogs.
Either way: congratulations to this perfect execution of a good strategy that I didn’t have on my radar!
casual zango vs dwarddd game 3 P1T5
P1 [Bashing]/Discipline/Ninjutsu vs. P2 [Balance]/Feral/Growth
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Speed of the Fox
Shuriken Hail
STARTING HAND
Helpful Turtle (1/2)
Timely Messenger (1/1)
Older Brother (2/2)
Training Grounds (4)
Training Grounds (4)
WORKERS
Fruit Ninja (2/2)
Spark
Brick Thief (2/1)
Inverse Power Ninja (6/6)
NextHand
Training Grounds (4)
Granfalloon Flagbearer (2/2)
Bloom
Shuriken Hail
Wither
Tech 2 card(s)
Get Paid - ($8)
messenger - ($7)
ipn kills SL
grave kills lookout & sparkshots technician
troq - ($5)
maxband grave swords Cal - ($1)
TG - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader : Troq (4/4, lvl3)
Elite :
Scavenger :
Technician : Timely Messenger (1/1)
Lookout :
In Play:
Inverse Power Ninja (3/2)
Grave (6/6, lvl7)+
Training Grounds (4)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
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, , 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
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:
Squad Leader : L5 Arg(1/5a)
Elite :
Scavenger : Wisp(0/1)
Technician :
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:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info:
Cards:
Gold:
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
zango
January 9, 2024, 7:20pm
47
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?
dwarddd
January 10, 2024, 12:13pm
48
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
zango
January 10, 2024, 1:41pm
49
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
dwarddd
January 10, 2024, 3:43pm
50
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, , 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
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:
Squad Leader : L1 Rook(2/4a)
Elite :
Scavenger : Merfolk Prospector(1/1)
Technician :
Lookout :
In Play:
*
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
zango
January 10, 2024, 10:11pm
51
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
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:
Squad Leader : Bloodrage Ogre (3/2)
Elite :
Scavenger : Cal (2/3, lvl1)
Technician :
Lookout :
In Play:
*
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
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
dwarddd
January 11, 2024, 11:58am
52
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
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:
Squad Leader : Ironbark Treant(1/2AAA)
Elite :
Scavenger :
Technician : L1 Rook(2/4)
Lookout :
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
zango
January 11, 2024, 12:14pm
53
Lust time I checked, rook didn’t have armor piercing
1 Like
dwarddd
January 11, 2024, 12:34pm
54
duh, total brain glitch, edited turn above^
1 Like
zango
January 11, 2024, 3:12pm
55
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:
Squad Leader : Nautical Dog (1/1)
Elite :
Scavenger :
Technician :
Lookout :
In Play:
Bloodrage Ogre (3/1)
Cal (3/4, lvl3)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
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
dwarddd
January 11, 2024, 4:00pm
56
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
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:
Squad Leader : Young Treant(0/2a)
Elite :
Scavenger :
Technician : Ardra’s Boulder(2/8)
Lookout :
In Play:
Merfolk Prospector(1/1)
L1 Rook(2/3)
Mythmaking
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
zango
January 11, 2024, 10:09pm
57
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:
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:
Gold:
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.
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