Random Map/Deck Bonanza: YoungBuck and FrozenStorm

#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.

GG bro, this is by far the wackiest map yet.

Definitely easily exploitable and would lead to some dead match ups. Just read about the Shadow Lord/Zzarra combo, nuts.

Lots of cool things that could be done, like getting Hotter Fire out early. But overall, just seems silly. The broken Ulti spells and T3 units would just be harsh!

I’ll draw the next one shortly

Yea I missed recording the dark pact and pillage damage, my base is at 16. What a bonkers map… I didn’t even consider Charge

Feral and Anarchy feel like they’d be WAY too strong on this map. Gunships OP like woah

Anarchy is probably the worst offender, but then you have to consider the relatively low damage of the gunship, you need a way to get another 8 damage on base, which probably isnt too hard, but still. But Past is also pretty bonkers.

True Power of Storms seems like the most broken thing, especially out of the Green starter (for Young Treant). Combine with Morningstar Pass or Moment’s Peace to absorb attack(s).