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

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, 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 :arrow_heading_down: → 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:

  • :psblueshield: Squad Leader: Doubling Barbarbarian(7/9AA) (pandaed)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp(0/1)
  • :target: Lookout:

In Play:

  • Spirit of the Panda(barb) healing 1
  • Mythmaking
  • Arg(1/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
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

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:

  • :psblueshield: Squad Leader: Huntress (3/1)
  • :psfist: Elite:
  • :ps_: Scavenger: Gigadon (8/8)
  • :pschip: Technician: Gigadon (8/8)
  • :target: Lookout:

In Play:

  • Cal (4/2, lvl5)
  • Drakkk (1/3, lvl1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: 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

Drakk time is here, o no

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, 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 :arrow_heading_down: → 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:

  • :psblueshield: Squad Leader: Doubling Barbarbarian(3/5aa)
  • :psfist: Elite:
  • :ps_: Scavenger: Ardra’s Boulder(2/8)
  • :pschip: Technician: Wisp(0/1)
  • :target: Lookout:

In Play:

  • Spirit of the Panda(barb) healing 1
  • Mythmaking
  • Arg(1/3)
  • Doubling Barbarbarian(7/9) (pandaed)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 9
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

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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cal (4/2, lvl5)
  • Drakk (2/1, lvl4)
  • Gigadon (8/6)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: 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 :slight_smile:

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, 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 :arrow_heading_down: → 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:

  • :psblueshield: Squad Leader: L8 Rook(4/6a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Merfolk Prospector(1/1)
  • :target: Lookout:

In Play:

  • Mythmaking

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

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 :wink:

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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cal (4/2, lvl5)
  • Drakk (3/4, lvl6)
  • Gigadon (8/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Feral)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 11

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

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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Mad Man (1/1)
  • Cal (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

what a horrible split… no power! but at least a one drop in my first hand

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, :arrow_heading_down:, 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 :arrow_heading_down: → 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:

  • :psblueshield: Squad Leader: Wisp(0/1a)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp(0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Playful Panda(2/2)
  • L1 Arg(1/3)

Buildings:

  • :heart: Base HP: 19

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

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? :man_shrugging:

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:

  • :psblueshield: Squad Leader: Mad Man (1/1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bombaster (2/2)
  • :target: Lookout:

In Play:

  • Cal (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Panda is so heavily underrated, it’s the best card in the green starter deck

Edit as had previously discarded rampant growth into worker pile

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, 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 :arrow_heading_down: → 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:

  • :psblueshield: Squad Leader: Wisp(0/1a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Merfolk Prospector(1/1)
  • :target: Lookout:

In Play:

  • Playful Panda(2/1)
  • L1 Arg(1/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

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:

  • :psblueshield: Squad Leader: Crash Bomber (2/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Crash Bomber (2/2)
  • :target: Lookout:

In Play:

  • Cal (2/3, lvl1)
  • Makeshift Rambaster (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

oh man, last turn bogre instead of Bombaster would have changed A LOT… but well, what can you do…

My luck continues in this game

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, 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 :arrow_heading_down: → 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:

  • :psblueshield: Squad Leader: Bone Collector(3/3a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bone Collector(3/3)
  • :target: Lookout:

In Play:

  • L1 Arg(1/3)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8

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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Cal (4/5, lvl5)
  • Makeshift Rambaster (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8
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?

Pls no feral strike

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, 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 :arrow_heading_down: → 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:

  • :psblueshield: Squad Leader: Skele(1/1a)
  • :psfist: Elite:
  • :ps_: Scavenger: Skele(1/1)
  • :pschip: Technician: Skele(1/1)
  • :target: Lookout:

In Play:

  • Bone Collector(3/2)
  • Bone Collector(3/2)
  • L1 Garth(1/3)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

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:

  • :psblueshield: Squad Leader: Cal (4/5, lvl5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Crash Bomber (2/2)
  • :target: Lookout:

In Play:

  • Captured Bugblatter (4/2)
  • Captured Bugblatter (4/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

now it’s about time for a hail mary

Am i missing a thing with bugblatters this felt very bad XD

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, 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 :arrow_heading_down: → 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
Artisan Mantis
Artisan Mantis


STARTING HAND
Rampant Growth
Tiger Cub
Young Treant
Bird’s Nest
Merfolk Prospector(1/1)
Blooming Ancient


WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
Forest’s Favor


NextHand

Nether Drain
Young Treant
Spore Shambler
Blooming Ancient
Playful Panda(2/1)


Tech 2 card(s)
Get Paid - ($9)
midband garth - ($6)
sac skele draw
again
BA - ($2)
Bone Collectors trade with Cal, two skeles and two runes, garth to lvl 6, 4 dmg to my base
Garth kills bomber, you draw, 3 dmg
Maxband Garth, get mantis, heal 3, get rune - ($1)
Play merfolk prospector, get rune - ($0)
Move one rune to final skele from last turn, he trades bugblatter, i take 4 more dmg
move other runes to mantis

Float ($0)
Discard 4, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Artisan Mantis(7/8a) 3(+)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Skele(1/1)
  • Skele(1/1a)
  • L7 Garth(3/4)
  • Blooming Ancient(2/4)
  • Merfolk Prospector(1/1)

Buildings:

  • :heart: Base HP: 9
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

actually it turns out that indeed those two bugblatters were enough!
I have two General’s Hammer in hand and you missed out the four base damage from sacrrificing the two skels.

GG!

tbh: I wrote that statement without looking at my next hand. I was just completely conviced that you have a BA in hand and with Arg at the ready and any other unit to play you would have been able to clear my board with loosing maybe a single unit. In hindsight I do realize that even a split of the two Hammers still might have been enough as I still have Drakk, the second crash bomber, pillage and scorch for the base race. This game just felt unwinable after your double BCs in T3. I do tend to evaluate my own position in a more negative light than it actually is. Ask moby, he is the one who has to repeatedly drag me out of the holes that I’m putting myself into thought-wise again and again :wink:

phew, that was a close one, but a fun one! Are you up for another one?

after I juust started the next tournament round, I just wanted to mention, that I’m still open to continue this fun round, but obviously the tournament takes precedence.
Are you interested in continuing?