0:45 would love to see ocean into livestock because when jorbs played it he bricked when flooding just didn't kill towns, really want to see how you'd adapt to that.
I'm only 2 minutes in and I can actually follow your thought process and your choices without needing to slow the playback speed . So thank you for slowing down a bit.
Nice game! Why don’t you get two fear when an invader is drowned in a coastal land, is pushed into the ocean where it drowns again, and is then pushed onto a coastal land? (34:40, and little after with poisonous dew) Sense of impending disaster saves it twice, so shouldn’t it be two fear as well?
I think I have found a bug in Spirit Island, I was playing Shroud and Ocean and it's possible to move Shroud's presences into the ocean, which I don't think it's allowed by the rules... Anyway, great match, I which I could win at least half of the times I play against Level 6 Adversaries :D
@RedReVenge007 correct me if I'm wrong here but: isolating the ocean to drown explorers also gives energy. In fact, more than constancy does: the power gathers which pays for itself, so the cost is equal, and call is +2 already, plus one for every explorer that dies on the coast that turn. It's more energy, deals with explorers permanently, and it would've solved a land on the turn you picked goc.
You’re the GOAT, Red. I couldn’t win this matchup even if my life were at stake.
Ocean Solo is just power card roulette😂
I do like the interaction between Russian explorers and the ocean though. Fun and challenging!
I agree. Ocean matchups feel so lopsided
0:45 would love to see ocean into livestock because when jorbs played it he bricked when flooding just didn't kill towns, really want to see how you'd adapt to that.
Livestock with Ocean is just a miserable experience. I doubt ill play it unless MP.
@@RedReVenge007 fair, that ruling still puzzles me to this day cuz it's like "ok so ocean is just invalidated by this adversary???"
At least let me get the energy even if the town isn't destroyed...
I'm only 2 minutes in and I can actually follow your thought process and your choices without needing to slow the playback speed
. So thank you for slowing down a bit.
Nice game!
Why don’t you get two fear when an invader is drowned in a coastal land, is pushed into the ocean where it drowns again, and is then pushed onto a coastal land?
(34:40, and little after with poisonous dew)
Sense of impending disaster saves it twice, so shouldn’t it be two fear as well?
i wish we had deeps online. it’s the only way i like to play ocean tbh especially with teammates
Rush B! This was beyond absurd!
GG, lots of useful and interesting decision points.
I thought voice of command at thresh might have been able to do more, since it fast moves dahan?
@@sarahsloot2290 requires Dahan though? I don’t remember when I saw the card
@@RedReVenge007at 26:00, and yes you’re right, it still requires the Dahan in the target land before the threshold could gather more
@ that would be issue, I knew I was missing something! Thanks for clearing that up.
Is digital bugged or are you not supposed to get a second fear when drowning an explorer twice?
Like at 10:20
I think I have found a bug in Spirit Island, I was playing Shroud and Ocean and it's possible to move Shroud's presences into the ocean, which I don't think it's allowed by the rules... Anyway, great match, I which I could win at least half of the times I play against Level 6 Adversaries :D
@@antoniogutierrez7218 it is allowed if the Ocean is in play.
41:42 dont understand why 2 defenses can hold 2 explorers.
Fear card caused it to skip
I kind of feel like you sometimes wait a bit too long before taking majors with Ocean.
Constancy was a mistake here. You didn't need energy and you were going to reclaim loop anyway, so Constancy did nothing. It's not always the pick!
The purpose of GoC this game wasn’t to avoid reclaims it was to pad the energy economy. I think it was very relevant this game.
@RedReVenge007 correct me if I'm wrong here but: isolating the ocean to drown explorers also gives energy. In fact, more than constancy does: the power gathers which pays for itself, so the cost is equal, and call is +2 already, plus one for every explorer that dies on the coast that turn. It's more energy, deals with explorers permanently, and it would've solved a land on the turn you picked goc.