[CAWS18] EricF [Discipline]/Strength/Finesse vs FrozenStorm [Anarchy]/Necro/Growth

@FrozenStorm good luck!

Player 1, Turn 1
  1. Smoker — Tech 0
  2. Fox Primus — Tech 0 -> Worker
  3. Snapback — Magic
  4. Grappling Hook — Magic
  5. Savior Monk — Tech 0

4 gold (4)
Grave (2)
Worker (1)
Smoker (0)
Discard 3, Draw 5

SQL - L1 Grave (2/3 +1)
Scavenger - Smoker (1/1)

Base - 20

5 workers, 0 gold
Hand: 5
Deck: 0
Discard: 3

Next Hand
  1. Fox Viper — Tech 0
  2. Aged Sensei — Tech 0
  3. Safe Attacking — Tech 0
  4. Morningstar Flagbearer — Tech 0
  5. Sensei’s Advice — Magic
1 Like

Thanks @EricF, I feel like imma need some luck :wink: GL HF!

CAWS18 Round 6, Player 2, Turn 1

P2 SkeleGrow, 3-2 vs P1 [Discipline]/Strength/Finesse, ??

Starting Hand

Nautical Dog
Bombaster
Makeshift Rambaster
Charge
Mad Man

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Main:

  • Nautical Dog (4)
  • Bombaster (2)
  • Worker (1)
Workers

Mad Man

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Pillage
Bloodburn
Bloodrage Ogre
Careless Musketeer

End of Turn Discard
My Thoughts

Well I’ve seen enough of this White Finesse deck to know I can’t let him own the board early for free (otherwise he can hero’s hall and bring river to this hellish pressure), but I also can’t give away levels. So I think I will try to get him investing into Grave (where he has to put damage on him after leveling up) so that I can keep some Zane threat, and go either for Surprise Attack, SotP, or Hoodies to help turn the pressure over to my side. Fencers will be annoying, but if I can get past the first four turns roughly even, I think I can wear him out at tech 2. We shall see though, discord is a pain in the side of BA plans, and all eggs in the MoLaC is a tough sell against Versatile Style. Might be a good game to try Anarchy T2.

None of my obvious workers in this hand but I prefer keeping Rambaster to Mad Man, so mad man is the reluctant choice.


P1, Turn 2
  1. Fox Viper — Tech 0 -> Worker
  2. Aged Sensei — Tech 0
  3. Safe Attacking — Tech 0
  4. Morningstar Flagbearer — Tech 0
  5. Sensei’s Advice — Magic

Tech Rambassa Twins (need defenders because Haste is a pain) + Sparring Partner

5 gold (5)
Worker (4)
Tech I (3)
Level Grave to 3 (1)
Grave kills Bombaster
Safe Attacking (0)
Smoker safely kills the Naughty Dog
Discard 3, rs, Draw 5

SQL - L3 Grave (3/2 +1)

Smoker (1/1)

Safe Attacking
Base - 20
Tech I - 5

6 workers, 0 gold
Hand: 5
Deck: 3
Discard: 0

Next Hand
  1. Morningstar Flagbearer — Tech 0
  2. Aged Sensei — Tech 0
  3. Savior Monk — Tech 0
  4. Sparring Partner
  5. Grappling Hook — Magic

CAWS18 Round 6, Player 2, Turn 2

P2 SkeleGrow, 3-2 vs P1 [Discipline]/Strength/Finesse, ??

Starting Hand

Pillage
Bloodburn
Bloodrage Ogre
Careless Musketeer
Scorch (techn)

Events of Turn:


Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Surprise Attack, Hooded Executioner


Main:

  • Bloodrage Ogre (5)
  • Tech 1 (3)
  • Worker (2)
Workers

Bloodburn, Mad Man

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7

End of Turn Hand

Bombaster
Charge
Nautical Dog
Scorch
Pillage

End of Turn Discard
My Thoughts

I’m expecting Fencers, , which makes Surprise Attack less appealing, but I don’t feel like I’ll be able to stick much of anything otherwise. Grabbing Sharks and a Hoodie, and we’ll see what he makes of some float. I should be safe to tech up next turn if not much else

Woof, I whiffed… Bad luck, brian. He’ll probably end up having gone bird’s nest and I’ll feel like a fool for not grabbing Taxman…


#braceforimpact

P1, Turn 3
  1. Morningstar Flagbearer — Tech 0 //keeping this as anti Blooming Ancient tech
  2. Aged Sensei — Tech 0 -> Worker
  3. Savior Monk — Tech 0
  4. Sparring Partner
  5. Grappling Hook — Magic

Tech in Nimble Fencer + Birds Nest

6 gold (6)
Worker (5)
Sparring Partner (4)
Grave trades with Ogre, levels fizzle
Rook (2)
Smoker pings Tech 1 for a point
Savior Monk (0)
Discard 2, Draw 3, rs, Draw 1

SQL - L1 Rook (2/4 +1)
Technician - Savior Monk (2/2)

Sparring Partner (2/2)
Smoker (1/1)

Safe Attacking
Base - 20
Tech I - 5

7 workers, 0 gold
Hand: 4
Deck: 3
Discard: 0

Next Hand

Nimble Fencer
Snapback — Magic
Sensei’s Advice — Magic
Rambassa Twin

CAWS18 Round 6, Player 2, Turn 3

P2 SkeleGrow, 3-2 vs P1 [Discipline]/Strength/Finesse, ??

Starting Hand

Bombaster
Charge
Nautical Dog
Scorch
Pillage

Events of Turn:


Upkeep:

  • Get Gold (7+2float)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Steam Tank, Gunpoint Taxman
Surprise Attack, Hooded Executioner


Main:

  • Zane + Maxband, shove Rook to scavenger (2)
  • Zane kills Rook, takes 2, we each get a gold (3)
  • Bombaster (1)
  • Pillage, I steal your gold and hit your base to 18
  • Worker (0)
Workers

Scorch, Bloodburn, Mad Man

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Zane (4/2 lvl 7)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Surprise Attack
Hooded Executioner
Careless Musketeer
Makeshift Rambaster

End of Turn Discard

Steam Tank
Marauder
Bloodrage Ogre
Pillage
Nautical Dog
Charge

My Thoughts

So I think I want rook dead, as birds are just a mess for me in so many ways, and any pressure I can buy off the board is a big plus. Probably that means shoving him to scav, grabbing the gold then pillaging it away, and dropping Bombaster to force him to come at me with everything if he wants the kill on Zane. Either way, I probably drop Hoodie + tech up next turn. That makes me feel like I’ve bought enough space to run Anarchy, so lets tech a Steam Tank, but just in case I’ll probably want a GPT anyway, so we’ll have the other tech go that way for now.


I guess you meant Scavenger. Good job Rook, taking one for the team!

P1, Turn 4

Nimble Fencer
Snapback — Magic -> Worker //Sensei’s Advice will likely be more useful going forward, and I think I would rather delay cycling for a turn, to get more information.
Sensei’s Advice — Magic
Rambassa Twin

Attacks: 2, 2, 1, ++ for 3, + for 2, 2 for 2 = 5-11 total … except I can’t play Grave this turn
Defense: 3 / 2, 4 … and I could actually keep Nimble Fencer alive through it
Or, leave Zane alive, let him trade off with another 2 gold, but put him out of commission for turn 5.

Planning on Bird summoning next turn, so let’s get set up to take down Tokens / Buildings:
Tech in 2-step and Discord

7 gold (7)
Nimble Fencer (5)
Spar with Fencer
Fencer kills Bombaster
Smoker pings your Base for 1
Savior Monk hits Tech I for 2 more
Rambassa Twins (1)
Worker (0)
Discard 1, Draw 3

SQL - Mario (3/2 +1)
Technician - Luigi (3/2)

Nimble Fencer+ (3/3)
Savior Monk (2/2)
Sparring Partner (2/2)
Smoker (1/1)

Safe Attacking
Base - 18
Tech I - 5

8 workers, 0 gold
Hand: 3
Deck: 0
Discard: 3

Next Hand

Grappling Hook — Magic
Morningstar Flagbearer — Tech 0
Bird’s Nest

Indeed, scavenger, sorry for the typo there.

Man, this is obnoxious Tech 1 Pressure…

CAWS18 Round 6, Player 2, Turn 4

P2 SkeleGrow, 3-2 vs P1 [Discipline]/Strength/Finesse, ??

Starting Hand

Surprise Attack
Hooded Executioner
Careless Musketeer
Makeshift Rambaster
Surprise Attack (rs techn)

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Hooded Executioner, Spirit of the Panda
Steam Tank, Gunpoint Taxman
Surprise Attack, Hooded Executioner


Main:

  • Surprise Attack, sharks arrive (3)
  • Shark trades with SQL
  • Zane trades with techn, we both rs draw1
  • Other shark takes down Fencer
  • Hooded Executioner (1)
  • Worker (0)
Workers

Careless Musketeer, Scorch, Bloodburn, Mad Man

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 2

In Patrol:

  • :psblueshield: Squad Leader: Hooded Executioner (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Bloodrage Ogre
Gunpoint Taxman
Nautical Dog
Hooded Executioner

End of Turn Discard
My Thoughts

Can’t tech up with a board that big… I have to try and shell up. Discord is a concern, no doubt, so I don’t feel super comfortable relying on LB. I am grabbing SotP for some extra heft to offer a WE or Brogre if I can manage to combo draw (though I do need to be careful of Vines as well.) Really anything I can do to stop the onslaught. Hopefully another Hoodie can help with that as well. Dropping Hoodie in my hand if I don’t draw the GPT to block, he’ll need the other Fencer (which he almost certainly has) to break my tech 1).

RS draw Surprise Attack, that’s okay I spose, since Zane is taking a day off anyway


Honestly, I wasn’t expecting you to have Sharks even in your deck. At least it wasn’t Maximum Anarchy!

P1, Turn 5

Grappling Hook — Magic
Morningstar Flagbearer — Tech 0
Bird’s Nest

  • 2-Step

Defense: 4 / 2, 19
Attack: 2, 2, 1
+1 for 2-3
+4 for 4 - so, the choice is between Pressure and Birds. Toughie.
I think I just go for the birds, though.

Tech in 2x Grounded Guide (If I can redraw into one of these, it should be approximately lethal with 2 birds and a Smoker getting in and busting stuff up)

RS and Draw, then tech 2 cards.
8 gold (8)
Rook (6)
Bird’s Nest (4)
Grappling Hook the Executioner to Lookout
Mentor the Savior Monk
Savior Monk semi-safely kills Executioner
Smoker pings your Base for another point
Tech II Finesse (0)
Discard 2, Draw 3, rs, Draw 1

Technician - L1 Rook (2/4) w/ Bird’s Nest

Savior Monk+ (3/1)
Sparring Partner (2/2)
Smoker (1/1)
Tweety Bird (1/1)
Big Bird (1/1)

Safe Attacking
Base - 18
Tech I - 5
Tech II - 5

8 workers, 0 gold
Hand: 4
Deck: 5
Discard: 0

Next Hand

Sensei’s Advice — Magic
Discord
Rambassa Twin
Nimble Fencer

Max Anarchy would have been galaxy brain of me, no doubt about it lol

CAWS18 Round 6, Player 2, Turn 5

P2 SkeleGrow, 3-2 vs P1 [Discipline]/Strength/Finesse, ??

Starting Hand

Bloodrage Ogre
Gunpoint Taxman
Nautical Dog
Hooded Executioner

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Surprise Attack, Disguised Monkey
Hooded Executioner, Spirit of the Panda
Steam Tank, Gunpoint Taxman
Surprise Attack, Hooded Executioner


Main:

  • Gunpoint Taxman (7)
  • Tech 2 Anarchy (3)
  • Worker (2)
Workers

Nautical Dog, Careless Musketeer, Scorch, Bloodburn, Mad Man

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 2
  • Tech2 HP: 5 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 2
  • Workers: 10

End of Turn Hand

Bombaster
Charge
Steam Tank
Spirit of the Panda

End of Turn Discard
My Thoughts

Well I feel like I better tech up now while I have a chance, despite the likely double tech kill incoming. I could drop Brogre in addition… But I think I would rather have extra float and the card to throw attacks out next turn? Idk tbh, I just can’t keep up without sharks… Who knows, maybe I get to keep my tech 2, and I can go like Zane + Arg + Charge + Steam Tank next turn, and cause some havoc? Wishful thinking most likely, but gotta try…


P1, Turn 6

Sensei’s Advice — Magic
Discord
Rambassa Twin
Nimble Fencer

Defense: 4 / 5, 2, 18
Attack: 2+, 3, 2, 1, 1, 1 = 10 plus 6 … clearly not Actual Lethal
Pay 2 for +1 any amount
Pay 2 for +2
Pay 1 for +2
Pay 4 for discord //nope, not this

Tech in Nimble Fencer and Maestro //probably won’t matter, but this should clean things up if it does.

Monk heals
8 gold (8)
Nimble Fencer (6)
Sensei’s Advice on Savior Monk and Nimble Fencer (5)
Savior Monk (4/2+2) semi-safely kills Taxman (Safe Attacking MVP)
Nimble Fencer and Sparring Partner break Tech II
Birds break Tech I
Rambassa Twins (1)
Smoker and Rook hit your base, leaving it at 11 hp.
Discard 1, Draw 3. Float 1 gold.

SQL - Mario (3/2)
Technician - Luigi (3/2)

L1 Rook (2/4) w/ Bird’s Nest
Savior Monk+ (3/1)
Sparring Partner (2/2)
Smoker (1/1)
Tweety Bird (1/1)
Big Bird (1/1)

Safe Attacking
Base - 18
Tech I - 5
Tech II - 5

8 workers, 1 gold
Hand: 3
Deck: 2
Discard: 4

Next Hand
  1. 2-Step
  2. Grappling Hook — Magic
  3. Grounded Guide

Safe attacking MVP indeed lol… I don’t really actually feel like I’m playing, feels more like EricF attacks solitaire

CAWS18 Round 6, Player 2, Turn 6

P2 SkeleGrow, 3-2 vs P1 [Discipline]/Strength/Finesse, ??

Starting Hand

Bombaster
Charge
Steam Tank
Spirit of the Panda

Events of Turn:


Upkeep:

  • Get Gold (10+2float)
  • No techs
All Teched Cards

Surprise Attack, Disguised Monkey
Hooded Executioner, Spirit of the Panda
Steam Tank, Gunpoint Taxman
Surprise Attack, Hooded Executioner


Main:

  • Arg + Maxband (6)
  • Spirit of the Panda to Water Elemental (2)
  • Hero’s Hall (0)
Workers

Nautical Dog, Careless Musketeer, Scorch, Bloodburn, Mad Man

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 11
  • Tech1 HP: 5
  • Tech2 HP: DOWN ANARCHY
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Water Elemental (5/5+1armor, Spirit of the Panda attached)
  • :psfist: Elite: Argagarg (1+1/5 lvl 5)
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Pillage
Surprise Attack
Bombaster
Hooded Executioner
Gunpoint Taxman

End of Turn Discard
My Thoughts

Insert “Guess I’ll Die” meme here…


Yeah, White starter as P1 is very, very good. Especially with a little bit of haste & pump

P1, Turn 7 -
8 gold (9)
River (7)
2-step on Mario and the Nimble Fencer that got left off my backline status (5)
Grounded Guide (0)
Nimble Fencer (6/6 +1) kills Water Elemental
Mario (5/4) kills Arg
Smoker kills the Wisp
Sparring Partner (3) + Bird break Tech 1. Base to 9
Savior Monk (4), Tweety Bird (2), Smoker (2), Luigi (4), Rook (2) attack Base for 14 more.

gg! @zhavier

1 Like

Lol 14 more, GG WP @EricF!

I guess perhaps I could have gotten away with LB, I figured you’d have Discord laying in wait.

GL in your triumphant return here Eric, I’ll be spectating the rest of the tourney!