GL HF @Dreamfire!
CAMS21 Round5: Player 1, Turn 1
P1 [Anarchy]/Strength/Growth vs P2 Discipline/Strength/Finesse
Starting Hand
Makeshift Rambaster
Bloodrage Ogre
Scorch
Nautical Dog
Bombaster
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Nautical Dog (3)
- Bloodrage Ogre (1)
- Worker (0)
Workers
-
-
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Bloodrage Ogre (3/2+1armor)
-
Elite:
-
Scavenger:
-
Technician: Nautical Dog (1/1)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Careless Musketeer
Pillage
Mad Man
Charge
End of Turn Discard
My Thoughts
Happy to be P1 against this nasty daymare deck! Like my chances ok
GL HF!
P2T1
StartingHand Workers
STARTING HAND
Fox Viper
Snapback
Sensei’s Advice
Fox Primus
Aged Sensei
WORKERS
Fox Primus
NextHand
Smoker
Morningstar Flagbearer
Safe Attacking
Savior Monk
Discard
Sensei’s Advice
Snapback
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Fox Viper - ($2)
Aged Sensei - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Aged Sensei (2/1)
-
Scavenger:
-
Technician: Fox Viper (2/1)
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Another tough matchup as P2. At least I have upgrade hate.
CAMS21 Round5: Player 1, Turn 2
P1 [Anarchy]/Strength/Growth vs P2 Discipline/Strength/Finesse
Starting Hand
Careless Musketeer
Pillage
Mad Man
Charge
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Gunpoint Taxman, Bird’s Nest
Main:
-
Zane, trades Viper, you draw (3)
- Dog trades Sensei
- Brogre hits your base to 17
- Worker (2)
- Tech 1 (0)
Workers
Careless Musketeer, Scorch
-
-
Patrol as below
- Discard 3 Draw 1 rs Draw 4
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Bloodburn
Mad Man
Charge
Bombaster
Nautical Dog
End of Turn Discard
My Thoughts
Huh, okay, so seeing if I wanna trade cards for gold. Zane is fine to just keep parity, I’ll keep my big bad of Ogre on the board so I can defo threaten a hero kill, we’ll go from there!
…
WHAT ARE THESE WHIFFS AAGHGHGH
P2T2
Tech StartingHand Workers
TECH
Nimble Fencer
Discord
STARTING HAND
Smoker
Savior Monk
Morningstar Flagbearer
Safe Attacking
Grappling Hook
WORKERS
Fox Primus
Grappling Hook
NextHand
Discord
Sensei’s Advice
Safe Attacking
Nimble Fencer
Tech 2 card(s)
Get Paid + float - ($7)
Technician draw
Worker - ($6)
Tech 1 - ($5)
Smoker - ($4)
Savior Monk - ($2)
River - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Smoker (2/1)
-
Scavenger:
-
Technician: Savior Monk (2/2)
-
Lookout:
In Play:
Buildings:
-
Base HP: 17
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Past games suggest Frozen teched GPT+birds, so Discord should be good. I think I add Fencer now to punish aggression, and Rambasa next to keep up with sharks. Flagbearer will be key later to deal with Bloomers.
Since Zane is spent, River should be safe from anything but Mad Man + Scorch / Bombaster, which sounds inefficient.
CAMS21 Round5: Player 1, Turn 3
P1 [Anarchy]/Strength/Growth vs P2 Discipline/Strength/Finesse
Starting Hand
Bloodburn
Mad Man
Charge
Bombaster
Nautical Dog
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest
Main:
- Rook (4)
-
Mad Man, trades with smoker (3)
- Brogre trades with Monk, you draw 1
- Worker (2)
Workers
Bloodburn, Careless Musketeer, Scorch
-
-
Patrol as below
- Discard 3 Draw 4 rs Draw 1
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Rook (2/4+1armor lvl 1)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Pillage
Bird’s Nest
Makeshift Rambaster
Gunpoint Taxman
Surprise Attack
End of Turn Discard
My Thoughts
Arright, do the best we can with what we got. DF seems content to keep the board quiet, okay, I think I win at Tech2 so that’s fine. Gonna float to try to play both next turn, I guess if I get hit with Hook + Fencer or Snapback, so be it. Hoping the River bring is a sign of Discord tech
P2T3
Tech StartingHand Workers
TECH
Maestro
Grounded Guide
STARTING HAND
Nimble Fencer
Sensei’s Advice
Discord
Safe Attacking
Fox Viper
WORKERS
Fox Primus
Grappling Hook
Safe Attacking
NextHand
Aged Sensei
Snapback
Morningstar Flagbearer
Discard
Smoker
Savior Monk
Sensei’s Advice
Discord
Maestro
Grounded Guide
Tech 2 card(s)
Get Paid - ($7)
Technician draw
Worker - ($6)
Nimble Fencer - ($4)
Sensei’s Advice on Fencer - ($2)
River and Fencer kill Rook, River to midband
Fox Viper - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Fox Viper (2/1)
-
Lookout:
In Play:
- River lvl 3 (2/4)
- Nimble Fencer (2/2)
Buildings:
-
Base HP: 17
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Is Rook out here as bait before Zane+sharks, or just setting up for GPT+birds+tech 2? I think the latter is more likely, so I’ll kill Rook and prepare for my own tech 2. Virtuoso rush seems appropriate.
CAMS21 Round5: Player 1, Turn 4
P1 [Anarchy]/Strength/Growth vs P2 Discipline/Strength/Finesse
Starting Hand
Pillage
Bird’s Nest
Makeshift Rambaster
Gunpoint Taxman
Surprise Attack
Events of Turn:
Upkeep:
- Get Gold (7+2float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Blooming Ancient, Surprise Attack
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest
Main:
- Gunpoint Taxman (7)
- Worker (6)
- Tech 2 Growth (2)
Workers
Pillage, Bloodburn, Careless Musketeer, Scorch
-
-
Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
In Patrol:
-
Squad Leader: Gunpoint Taxman (3/3+1armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Charge
Nautical Dog
Bloodrage Ogre
Blooming Ancient
Bombaster
End of Turn Discard
My Thoughts
Oh well, that’s a bummer cost cards for sure though. Let’s hope Tech 2 lives! If not I spose we’ll run Arg or Zane shenanigans, too bad I drew Sharks this turn though. Mad Man would have been nice to eliminate that viper
P2T4
Tech StartingHand Workers
TECH
Versatile Style
Nimble Fencer
STARTING HAND
Snapback
Morningstar Flagbearer
Aged Sensei
WORKERS
Fox Primus
Grappling Hook
Safe Attacking
NextHand
Savior Monk
Sensei’s Advice
Smoker
Grounded Guide
Tech 2 card(s)
Get Paid - ($8)
Skip worker
Tech 2 (Finesse) - ($4)
River to maxband - ($2)
Morningstar Flagbearer - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: River lvl 5 (3/4A)
-
Elite:
-
Scavenger: Fox Viper (2/1)
-
Technician: Nimble Fencer (2/2)
-
Lookout:
In Play:
- Morningstar Flagbearer (2/2)
Buildings:
-
Base HP: 17
-
Tech I HP: 5
-
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
Gold:
Thoughts
I’m tempted to build a tower to let my units trade with GPT and rebuild hand size, but Flagbearer is too important against probable Bloomers. Hmm, what if I skip worker and maxband River? I won’t be able to instamax Rook next turn, but if I want to do that I’m in trouble anyway.
Big swing coming ^ _ ^
CAMS21 Round5: Player 1, Turn 5
P1 [Anarchy]/Strength/Growth vs P2 Discipline/Strength/Finesse
Starting Hand
Charge
Nautical Dog
Bloodrage Ogre
Blooming Ancient
Bombaster
Events of Turn:
Upkeep:
- Get Gold (8+2float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Might of Leaf and Claw x2
Blooming Ancient, Surprise Attack
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest
Main:
- Blooming Ancient (6)
- Arg, +2 runes (4)
- Zane, +1 rune (2)
-
Charge BA, kills River, Zane to level 3 (0)
-
GPT kills Viper, steals your scav (1)
-
Midband Zane, kill techn, we both draw 1 (0)
Workers
Pillage, Bloodburn, Careless Musketeer, Scorch
-
-
Patrol as below
- Discard 4 rs Draw 5
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
In Patrol:
-
Squad Leader: Arg (1/3+1armor lvl 1)
-
Elite:
-
Scavenger:
-
Technician: Wisp (0/1)
-
Lookout:
In Play:
- Blooming Ancient (5/4, +++)
- Gunpoint Taxman (3/1)
- Zane (3/1 lvl 4)
Economy Info:
Cards:
Gold:
End of Turn Hand
Might of Leaf and Claw
Charge
Bombaster
Bird’s Nest
Blooming Ancient
End of Turn Discard
My Thoughts
Big swing here, gonna go for MoLaC b/c seems likely I can get high value from it by charging it same turn
Growth engine is online, no way for me to stop it. GG WP!
2 Likes
Tough to stop the Growth engine, have to be able to keep a tech 2 down which is hard to keep up.
GG WP! White P2 is a struggle for sure, GL next round!
1 Like