@thehug0naut good luck and a lot of fun to you too. I think it definitely is a good choice to pick P1…
Let’s go for something unconventional:
[green]/Finesse
@thehug0naut good luck and a lot of fun to you too. I think it definitely is a good choice to pick P1…
Let’s go for something unconventional:
[green]/Finesse
@thehug0naut : sorry but I just changed my mind - hope that does not completely throw you off and that you are fine with me changing
@zango Absolutely not a problem, you can always change your mind. The very best of luck to you too, we all need a little bit in codex!
Thanks for bearing with me on this one, I had a full on day so just getting round to actually thinking about what I want to do for this game. @dwarddd will be happy I’ve written my musings down, though after a bunch of deliberating I ended up coming back full circle.
As P1 I’ll choose the very conventional Black Starter, Demonology and Necromancy
Very interested to see how you round your deck out.
Green starter with Finesse makes me think we’re going to see Feral/Growth here to stay monocoloured. That gives him Cala for aggro, Arg to spam units without cards, Fencers for haste and Finesse Tech II as a really strong default game plan. He could be doing something very off piste instead though, perhaps with another pseudo mono deck. Blood+Anarchy and both pretty good with Green starter, but he’d be lacking a combat hero. Rook is great as P2 but less so with Green starter I would have thought, and he could have chosen Neutral if he was trying daymare again.
Green starter usually doesn’t enjoy facing Black starter, given the hand destruction and unit removal. I think I still want Vandy and Garth so I have my early game sorted, good Tech Is and great transition to whatever Tech II I add to that. The only issue is that I have to choose Disease or Bashing as my last spec to stay monocoloured. Bashing isn’t actually too terrible, given that meta makes Troq Overpower pretty scary and Bashing Tech II offers a variety of units to Garth in, though only Pig and Stomper have any instant impact.
Splashing multicolour leaves me a ton of good options; Present, Anarchy, Blood, or even Balance (to use his haste against him, and give me a stupidly good meta target). Fire is the other great combo for early aggro and meta but doesn’t offer much at Tech II, so I’d be trying to win with Meta in that instance. I suppose I could maybe think about pivoting away from Necro, but I don’t want him able to focus on his early game and still Garth in a Guide at Tech II. Finesse + Necro are just so strong together.
Outside of Black starter, Red would let me run [Fire]/Demonology which is a very strong combination, but I haven’t really much experience with that deck and I know Zango plays with Moby a lot so he’ll have plenty of practice defending it. Again, that would let him take Finesse+Necro which I don’t like much, even if he’s multicoloured and with Green Starter.
Hmmm I think I’m overthinking now, will go with my initial gut reaction and see what comes my way
Edit: clearly I was tired when I wrote my thoughts edited for clarity and typos
Well, let’s say I want to stick to unconventional:
Law & Peace are my other picks
Then I shall finish with Anarchy for a deck of [Demonology/Necromancy]/Anarchy
The main thing I’m puzzling over is why he chose Green instead of Neutral. I suppose the main benefits I see are access to Panda and Spore Shambler, so extra bodies and runes for units. Boot Camp would be even more runes as well as card draw. Panda, Fencers and Justice Juggernauts are all pretty great as runes targets and Oni loves card draw to get to AoW. Speaking of AoW, if you’re doing a big Oni line then you might be fine going Rich Earth early for bump economy or Tree for healing. Either early is risky if I get a good P1T1 hand though.
JJ is also very resistant to unit removal and he’ll have Cadets and Scribe to help with cheap extra bodies. Censorship council is very good vs Black as it really stops my card draw accomplishing much while Insurance Agents are pretty great with most decks. I definitely feel like I’m leaning Law but he does have a very good Tech II in Finesse so it wouldn’t surprise me at all if chooses it instead.
So what do I do for my final spec? I think it needs to be a strong Tech II (likely my primary Tech II choice) and the hero needs to make meta a very credible threat, while I could benefit from some some anti-building as well as good disruption of AoW and/or unit spam. Anarchy is my first thought, definitely skewing more to Meta threat and anti-AoW but Zane and his spells are just helluva disruptive and the Tech II plan helps with Meta stealthing. Balance, Future and Fire also come to mind but I think this time Zane is the choice.
And so we begin our series of face-offs! GL and HF as always @zango
Though I regret to inform you that the god hand is with me this P1T1
Card | Change |
---|---|
Vandy | Remove resist 1 at midband |
Midband changes to “①, ![]() |
|
Garth | Reduce midband stats to 2/3 |
Deteriorate | Increase cost to 1; cannot target illusions |
Dark Pact | Increase cost to 1 |
Lich’s Bargain | Base damage increased from 4 to 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 |
General’s Hammer | Cost reduced to 2 |
P1T1
STARTING HAND
Jandra, the Negator → Worker
Skeleton Javelineer
Pestering Haunt
Summon Skeletons
Sacrifice the Weak
WORKERS
Jandra, the Negator
Graveyard
Skeletal Archery
Deteriorate
Poisonblade Rogue
Summon Skeletons
Sacrifice the Weak
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Jav - ($0)
Haunt
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Have god hand, play god hand. If his plan was to do something strange with Rich Earth, presumably this should push him off of it.
Edit: Added Changes
Well, I also have something like the green god hand… or maybe not…
GL & fun to you too!
XCAFS24 FINALS part1 P2T1
P1 [Demonology]/Anarchy/Necromancy vs. P2 [Finesse]/Peace/Truth
Link to all relevant rule changes
STARTING HAND
Rich Earth
Forest’s Favor
Verdant Tree (3)
Rampant Growth
Spore Shambler (2/3)++
WORKERS
Rampant Growth
Young Treant (0/2)
Playful Panda (2/2)
Merfolk Prospector (1/1)
Tiger Cub (2/2)
Ironbark Treant (3/2)
Spore Shambler (2/3)++
Verdant Tree (3)
Forest’s Favor
Tech 0 card(s)
Get Paid - ($5)
rich earth - ($2)
worker
Float ($2)
Discard 3, draw 5
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
LOL, what a split. But you have to work with what you’ve got.
My whole game plan just went down the drain against black god hand and with this weird split.