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Random Map/Deck Bonanza: YoungBuck and FrozenStorm

Ok, next roll below (wtf no tech or spell reqs??! I think Feral Strike and Burning Volley will end this quick?)

Player 1, Turn 1 (Random Bonanza! Game 4)

P1 [Necro]/Demonz/Feral vs P2 [Fire]/Growth/Bashing

Map: Lost Temple: Players Ignore all tech building requirements and hero requirements to cast spells

[details=Starting Hand]
Thieving Imp
Jandra, the Negator
Skeletal Archery
Sacrifice the Weak
Poisonblade Rogue
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • no techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Thieving Imp, dc 2 of 5 (1)
  • Worker Up (0)

[details=Workers]
Skeletal Archery
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Imp (2/2)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 5

[details=End of Turn Hand]
Deteriorate
Skeleton Javelineer
Pestering Haunt
Summon Skeletons
Graveyard
[/details]

[details=End of Turn Discard]
Poisonblade Rogue
Sacrifice the Weak
Jandra, the Negator
[/details]

[details=My Thoughts]
Need to float 2g next turn to get a Feral Strike off, against red that be dangerous but what can ya do? Hoping he has pillage in hand this turn :slight_smile:
[/details]

#Player 2, Turn 1 (Random Bonanza! Game 2)
P1 [Fire]/Growth/Bashing vs P2 [Necro]/Demonology/Feral

Map: Lost Temple: No tech requirements, spells don’t need heroes.

Starting Hand
Events of Turn:

[details=Starting Hand]
Bombaster
Scorch
Charge
Brogre
Mad Mad - DC
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)

###Main:

  • Worker (4)
  • Arg (2) + Wisp

[details=Workers]
Scorch
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Arg (1/3 L1)
####Economy Info:

#####Cards:
Hand: 5
Deck: 3
Disc: 0

#####Gold:
Gold: 2
Workers: 6


[details=End of Turn Hand]
Rambaster
Musk
Pillage
Bloodburn
Naughty Dog
[/details]


[details=My Thoughts]
Welp think I gotta try to rush Fire spells yeah?
[/details]

Players, don't read this until after the game

Frozenstorm seems to have a megabroken combo here. Feral Strike --> Zarramonde + Lord of Shadows gives him 19 invisible damage. If he adds a Haunt or any other black unit that’s 20. He can swing with that on T4 or T5, depending when he draws Feral Strike.

I think YoungBuck’s deck has literally zero answers to that, other than base racing with Burning Volleys and Ember Sparks. I haven’t done the math to see if he can play enough before frozenstorm can do a 20 damage attack, but as P2 it’s going to be hard. This map is bonkers.

Player 1, Turn 2 (Random Bonanza! Game 4)

P1 [Necro]/Demonz/Feral vs P2 [Fire]/Growth/Bashing

Map: Lost Temple: Players Ignore all tech building requirements and hero requirements to cast spells

[details=Starting Hand]
Deteriorate
Skeleton Javelineer
Pestering Haunt
Summon Skeletons
Graveyard
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2 cards from codex

[details=All Teched Cards]
Feral Strike, Dark Pact
[/details]


###Main:

  • Pestering Haunt (5)
  • Worker Up (4)

[details=Workers]
Summon Skeletons, Skeletal Archery
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Imp (2/2)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 4
  • Workers: 6

[details=End of Turn Hand]
Feral Strike
Dark Pact
Skeleton Javelineer
Jandra, the Negator
Graveyard
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
I’m dumb, I don’t need to build tech buildings lmao… Why risk it when I can just float enough gold to feral strike even with a pirate pillage!
[/details]

#Player 2, Turn 1 (Random Bonanza! Game 2)
P1 [Fire]/Growth/Bashing vs P2 [Necro]/Demonology/Feral

Map: Lost Temple: No tech requirements, spells don’t need heroes.

Starting Hand
Events of Turn:

[details=Starting Hand]
Musk
Pillage
Rambaster
Pillage
Bloodburn
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+2 float)

###Main:

  • Worker (7)
  • Careless Muskater (5)
  • Pillage (4), your base to 18 hp, I get 2 g from you (6)

[details=Workers]
Scorch
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 RS Draw 4
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Arg (1/3 L1)
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician: Muskateer (2/1)
  • :target: Lookout:

####In Play:

####Economy Info:

#####Cards:
Hand: 4
Deck: 6
Disc: 0

#####Gold:
Gold: 6
Workers: 7


[details=End of Turn Hand]
Rambaster
Musk
Pillage
Bloodburn
Naughty Dog
[/details]


[details=My Thoughts]
Welp think I gotta try to rush Fire spells yeah?
[/details]

Player 1, Turn 3 (Random Bonanza! Game 4)

P1 [Necro]/Demonz/Feral vs P2 [Fire]/Growth/Bashing

Map: Lost Temple: Players Ignore all tech building requirements and hero requirements to cast spells

[details=Starting Hand]
Feral Strike
Dark Pact
Skeleton Javelineer
Jandra, the Negator
Graveyard
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+2float)
  • Tech 2 cards from codex

[details=All Teched Cards]
Barkcoat Bear, Dark Pact
Feral Strike, Dark Pact
[/details]


###Main:

  • Feral Strike boosted, bring in Zzaramonde (no arrives trigger) and a Moss Ancient w/ 3 Squirrels (0)
  • Dark Pact, my base takes 2, draw 2 (0)
  • Deteriorate Musketeer, you get a card (0)
  • Two squirrels and Imp kill Arg
  • Last Squirrel and Haunt hit your base for 2

[details=Workers]
Summon Skeletons, Skeletal Archery
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 1 rs Draw 4
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Zzaramonde (11/11 obliterate 4 untargetable)
  • :psfist: Elite:
  • :pspig: Scavenger: Moss Ancient (8/9 untargetable)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Pestering Haunt (1/1)
  • Imp (2/1 from 1 damage)
  • 1x Squirrel (1/1 invisible haste)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Poisonblade Rogue
Deteriorate
Feral Strike
Dark Pact
Sacrifice the Weak
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Yeap there’s the pillage and I’m sittin’ here DGAF, I don’t think there’s any way I don’t win next turn… I think these map cards might actually warrant a draft mode. Deal a map card, take turns pick/ban-ing? Might be a fun house-rule XD
[/details]

Also read this after the game

Troq ultimate with no troq?! That’s just great right next to burning volley+hotter fire, or MoLC and murkwood. I do agree feral strike is most bonkers though.

You listed pillage twice.

Haha well I knew thatFeral Strike had to be coming, but perhaps I have a trick up my sleeve as well?

#Player 2, Turn 1 (Random Bonanza! Game 2)
P1 [Fire]/Growth/Bashing vs P2 [Necro]/Demonology/Feral

Map: Lost Temple: No tech requirements, spells don’t need heroes.

Starting Hand
Events of Turn:

[details=Starting Hand]
Sentential
Harge
Mad Man
Dog
Dinosize
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+6 float+1 scvn)

###Main:

  • Guargum, Eternal Sentinel (4)
  • Charge (2) Guargum gets Hast
  • Dinosize Fo Free, Guargum gets +6/+6a
  • Guargum flexes, Obliterates everyone but ZZarramonde, but kills Zzara, taking 5 dmg thru 6 armor

[details=Workers]
BB, Scorch
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Guargum, Sasquatch (12/8 from 5 dmg, Resist 2, Obliterate 4)
####Economy Info:

#####Cards:
Hand: 4
Deck: 0
Disc: 7

#####Gold:
Gold: 2
Workers: 7


[details=End of Turn Hand]
Rambaster
Pilage
Brogre
Bombaster
[/details]


[details=My Thoughts]
Ahahahahahaha get to kill 2 Tech 3 units?!
[/details]

2 Likes

Obliterate 4 actually skips the Pestering Haunt, at least by the current rulings. So you obliterated 2 Tech 3 units, well done.

1 Like

Oh for real? Obliterate works the same as Sac the Weak?

Current ruling is that all those destroy the weakest unit effects are errata’d to sacrifice the weakest, to more clearly skip indestructible units, with the side effect that pestering haunt is now skipped.

By those same rules though, would Judgement Day and Maximum Anarchy NOT kill P.Haunt? Those cards read “Destroy” as well

Is it only “Destroy weakest units” that are equivalent to “Sacrifice”?

I am curious about this as well for competitive purposes, I applaud the charge’d Guargum win if it’s legit!

Only stuff that affects weakest / lowest tech level.

ie, stuff that would say “opponent sacrifices a unit of their choice” except Codex is fully asynchronous, so we have to decide which thing dies algorithmically.

So is this to say that I could NOT boost a hooded exec to sideline an immortal, if it were the lone unit for a present tech 2 player? And same for obliterating it? Hardened Mox = Obliterate-proof wall?

As it stands, yes, indestructible is obliterate and hooded executioner proof.

It is only “destroy weakest units” that are effected to now read “sacrifice weakest units”

DAYUMN! I will make sure to keep that in mind :slight_smile:

GG WP Charged forest sentinel! Guess I should have kept my squirrels and patrolled differently. I’ll remember that next time I WTF mode hahaha!

This might be the most bonkers map yet.

You aren’t actually dead, though? Guargum only dealt 19 damage, by my count, and you have a Sacrifice the Weak in hand…

Ah, I see, you didn’t record your Dark Pact damage last turn.