Re-Studying the Verdance decks before proquests.
Hero / Weapon / Equipment
1x Alluvion Constellas
1x Barkskin of the Millennium Tree
1x Stonewall Gauntlet
1x Storm Striders
1x Waning Moon
Pitch 0 x3
3x Burn Bare
Pitch 1 x28
2x Command and Conquer (red)
2x Cadaverous Tilling (red)
2x Channel the Millennium Tree
3x Enlightened Strike (red)
3x Felling of the Crown (red)
3x Light Up the Leaves (red)
3x Pulsing Aether||Life (red)
3x Rootbound Carapace (red)
3x Shelter from the Storm (red)
3x Sink Below (red)
1x Summer's Fall (red)
Pitch 2 x8
3x Plow Under (yel)
3x Rampant Growth||Life (yel)
1x Ring of Roses (yel)
1x Rootbound Carapace (yel)
Pitch 3 x21
3x Autumn's Touch (blu)
3x Everbloom||Life (blu)
3x Fruits of the Forest (blu)
3x Heartbeat of Candlehold
3x Mental Block (blu)
3x Scour (blu)
3x Sirens of Safe Harbor (blu)
I use Arthur Truhets deck and selected a sensible 60 for analysis:
Rough sense of Verdance deck structure:
4 cards x 0 block
8 cards x 2 block
39 cards x 3 block
9 cards x 4 block
Average block = 2.81
34 earth cards/26 non earth
Defense:
10 defense reaction
Spells:
6 cards 6-arcane
3 cards 4-arcane
10 spell related
Attacks:
8 big attacks
6 Earths
Average pitch curve:
3(zero pitch)
28r
8y
21b
Quick notes on Verdance:
Life:
Verdance have 40 life + 5-6(BOJ) + ~5(barkskin) + 2 arm. That is roughly 52 effective life. Them going first they might ping you for 2-4 or/and heal for 2-4. That will increase the spread. Need to consider that if you are second and be aware how much you are “behind” and try to reclaim the difference by setting up big attacks.
Pitch curve: 2R 0.5Y 1.5B
Types of cards: 0.75 defense reaction + 1 big spell + 1 big attack/earth attack + 1.25 a blue pitch sth
Half earth/half non earth
Every turn they will either cast a spell on you for 8 or an attack for 6-8 (with/without disruption)
for rhinar playing against Verdance, we get the privilege to intimidate them 1-4 times. They NEED to block generally so they resort to whatever 1-3 hands is left. The best case is when you intimidated their block cards and they need to either take damage or block with the spell or attack card. This is one weakness. The other part is they quad red or quad blue. Roughly 5-10% - they might just try to block out whatever they can.
BOJ seems to be just one extra card draw and they usually can’t do more than 8 damage to you per turn unless amped.
The game plan is usually to dish out 55-60! (Intimidated) damage in maybe 8-10 turns.
It seems best to set up big attacks for 2-3 times to ko Verdance.
Cheetah 12 damage (3 or 6 through)
Blood rush bellow (18-20 and intimidate 1)
Tear limb from limb (12-18 intimidate 1-2)
Usually involves creating an agility token or rum and arsenal a card.
Having 3 sigil of cycles helps to increase the consistency. Skullhorn is a life saver if you have a brick hand - use it earlier and don’t worry being burned by arcane. You usually don’t want to block anyways. Need to go full aggro and full intimidate as she is actually very tanky.
At us having low life, need to think about the chance of Verdance instant speed you with magic. The chance is roughly 35% for 6-arcane cards drawing 4(6 outs). Around 50% for 4-arcane plus (9 outs)