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, thatâs the weakest of the standard miracle growth strategies, not what I was expecting in this MU, as it just ignores necro, but well⌠Iâll take it! have a nice chance of 74% to follow up my feral strike with a feral strike as I donât see him being able to break through my expected two gigas next turn
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 itâs GG if they do
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:
Hand: 5
Deck: 1
Disc: 6
Gold:
Gold: 1
Workers: 10
Thoughts
I was kind of expecting this worker skip, but itâs 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
so another feral strike, but need to try to make sure drakk canât also maxband, so unfortunately give them that card over the gold so even with a glider theyd be one short by my quick maths
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:
Hand: 5
Deck: 11
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
thatâs a nice board clear in front of me, Iâll definitely take that! I prefer my giga to be left quite alive over doing 4 extra damage to tech 2, hope Iâm 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
RuleChanges
Nerfs
Vandy
Remove resist 1 at midband
Midband changes to ââ , , Discard a card â Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.â
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
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, Iâm happy to go for another round, do you want to be P1 or P2? Iâll stay with this covered codex.
casual zango vs dwarddd game 4 P2T7
P1 [Growth]/Necromancy/Strength vs. P2 [Blood]/Feral/Peace
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)
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 itâll only help the red starter, letâs reverse order - you go first and iâll go read up how to drive this deck
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 letâs go for the next round, GL & HF
casual zango vs dwarddd game 5 P1T1
P1 [Blood]/Feral/Peace vs. P2 [Growth]/Necromancy/Strength
I just found out what i was basing this codex on (as well as personally thinking it looked fun)
Also, thatâs 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 itâs own, but still, itâs nice to see madman over dog
RuleChanges
Nerfs
Vandy
Remove resist 1 at midband
Midband changes to ââ , , Discard a card â Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.â
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
STARTING HAND
Bone Collector
Tiger Cub
Bone Collector
Rampant Growth
Ironbark Treant
WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
NextHand
Spore Shambler
Forestâs 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 (heâs hooked on this now), kills sql - ($4)
panda trades Technician, my base to 17
Bone Collector x2 - ($0)
Lol, P2T3 and this game is already over unless Iâm 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 earlyâŚ
casual zango vs dwarddd game 5 P1T4
P1 [Blood]/Feral/Peace vs. P2 [Growth]/Necromancy/Strength
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:
Hand: 3
Deck: 0
Disc: 7
Gold:
Gold: 0
Workers: 8
Thoughts
itâs 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?
STARTING HAND
Rampant Growth
Tiger Cub
Young Treant
Birdâs Nest
Merfolk Prospector(1/1)
Blooming Ancient
WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
Forestâs 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
actually it turns out that indeed those two bugblatters were enough!
I have two Generalâs 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 Iâm putting myself into thought-wise again and again
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 Iâm still open to continue this fun round, but obviously the tournament takes precedence.
Are you interested in continuing?