As I "have to require permission", tell me why you claimed this opening was off.
Player 2 + Feral Warden.
- DA (P1 may build Attacker, float 2)
- DA + Feral
- Feral Warden + Shadowfang
(13 Drones, can go Shadowfang + F)
188.8.131.52 01:04, 25 November 2018 (UTC)User SSP
Sorry I'm late responding. It's not that the opening leaves you overteched or anything, but that in games where Feral Warden is the best absorber, damage ramps extra fast for both sides since absorbing rewards you with +1 constant attacker instead of +2 defense, and defending gets hard much faster since you have 3 less defense to start with each turn. This has the effect that a second Animus for Shadowfangs will rarely if ever be a good investment in those games, since you won't be able to get more than 2 Shadowfangs before you have to devote more resources to defense, wasting the 3rd and 4th red. Basically, as the page mentions, Shadowfang is a long-term unit that's best suited to high-econ and/or punishing turtle strategies, like Savior, Zemora, etc. Feral Warden games are the opposite type of situation. Yujiri (talk) 02:13, 28 November 2018 (UTC)Yujiri
Update: I see you added the Mobile Animus rush opening. Didn't you already start a discussion on reddit about this a while ago where literally every experienced player on the thread told you it was a bad opening and explained why? Also, I'm quite sure the page itself adequately explains why this is a bad idea. I'm going to remove this. Yujiri (talk) 02:16, 28 November 2018 (UTC)Yujiri
The Feral Warden pacing is fast, but as you get 3 fast Attack for early turns vs enemy Feral + Tarsier, it's stronger before defend. You're not supposed to waste most Red, but buy Sfa and enough soak. Although it could break still.
The Player 2 Rush is natural at least, may beat weaker builds.
184.108.40.206 03:31, 28 November 2018 (UTC)User SSP