[CAWS18] Marto [Discipline]/Strength/Finesse vs EricF [Discipline]/Strength/Finesse

@EricF GL HF !
I was told mirrors couldn’t be without Quince, but here we are.

P1T1


StartingHand Workers

STARTING HAND
Morningstar Flagbearer
Aged Sensei
Savior Monk
Fox Primus
Fox Viper


WORKERS
Fox Viper


NextHand

Safe Attacking
Grappling Hook
Snapback
Sensei's Advice
Smoker


Discard

Fox Primus
Savior Monk
Morningstar Flagbearer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Aged Sensei - ($2)
Summon Grave - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: lvl 1 Grave 2/3+A
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei 1/1
  • :pschip: Technician:
  • :target: Lookout:
    In Play:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3
    Gold:
  • Gold: 0
  • Workers: 5
Thoughts

Wow, good hands again; I'll miss bodies on next turn though, as Hook removes Smoker from patrol. Being P1, I must keep the pressure up, as I know very well what happens if this deck, with P2's eco advantage, manages to seize the initiative.

You too!

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

5 gold (5)
Worker (4)
Safe Attacking (3)
Discard 3, Draw 5. Float 3 gold.

No Patrol

Safe Attacking
Base - 20

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

Next Hand
  1. Savior Monk — Tech 0
  2. Snapback — Magic
  3. Smoker — Tech 0
  4. Grappling Hook — Magic
  5. Morningstar Flagbearer — Tech 0

P1T2


Tech StartingHand Workers

TECH
Sparring Partner
Bird's Nest


STARTING HAND
Sensei's Advice
Snapback
Smoker
Safe Attacking
Grappling Hook


WORKERS
Fox Viper
Safe Attacking


NextHand

Sparring Partner
Grappling Hook
Savior Monk
Snapback
Morningstar Flagbearer


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Smoker - ($3)
Tech 1 - ($2)
Heroes' Hall - ($0)
Sensei and Grave hit your base for 3 damage

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Smoker 1/1
    In Play:
  • lvl 1 Grave 2/3+A
  • Aged Sensei 1/1
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 6
Thoughts

Hmmm. Saving money for some big hero ? Strange, as I can snapback it immediately. Let's see what EricF has in mind. For now I favor Partner over Fencer(s), for snowball and/or synergy with birds.

Player 2, Turn 2

Morningstar Flagbearer — Tech 0 -> Worker
Smoker — Tech 0
Grappling Hook — Magic
Snapback — Magic
Savior Monk — Tech 0

Tech in Discord and Nimble Fencer

6 gold (9)
Worker (8)
Tech I (7)
Tower (4)
Savior Monk (2)
Rook (0)

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

Safe Attacking
Base - 17
Tech I - 5
Tower - 4

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

Next Hand
  1. Grappling Hook — Magic
  2. Aged Sensei — Tech 0
  3. Snapback — Magic
  4. Smoker — Tech 0
  5. Discord

P1T3


Tech StartingHand Workers

TECH
Nimble Fencer
Nimble Fencer


STARTING HAND
Sparring Partner
Savior Monk
Grappling Hook
Snapback
Morningstar Flagbearer


WORKERS
Fox Viper
Safe Attacking
Morningstar Flagbearer


NextHand

Fox Primus
Savior Monk
Sensei's Advice
Bird's Nest


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Sparring Partner - ($4)
Summon Rook - ($2)
Mid Grave - ($0)
Hook Rook onto Lookout
Sensei buffs Grave
Grave kills Rook, takes 2 dmg after armor. Grave lvl 5

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: lvl 1 Rook 2/4+A
  • :psfist: Elite:
  • :ps_: Scavenger: Sparring Partner 2/2
  • :pschip: Technician: Smoker 1/1
  • :target: Lookout:
    In Play:
  • lvl 5 Grave 3/2
  • Aged Sensei 1/1
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 7
Thoughts

I wonder whether giving levels to Rook or Grave. Snapbacking Grave would hurt, but that'd cost a probably-not-surviving-my-turn hero plus 3, while Rook can die to double Fencer, or Fencer + advice if I put it in SQL, Fencer + Hook otherwise. Moreover, my board gets crippled by Discord, and there is little I can do, save for putting Smoker in Techn/scav. Anyway I can't counter both Fencer + buff and Discord, so I guess I'll accept I may lose Rook. Having Grave snapbacked would be quite fine, to tell the truth.

Not patrolling Grave because of Reversal and Hook both offer free kill; else, Lookout would’ve been an option.

Player 2, Turn 3
  1. Grappling Hook — Magic
  2. Aged Sensei — Tech 0
  3. Snapback — Magic
  4. Smoker — Tech 0
  5. Discord

Tech Nimble Fencer & Martial Mastery

7 gold (7)
Worker (6)
River (4)
Discord (2)
Grapple Rook to Lookout (1)
Monk kills Sparring Partner
Aged Sensei (0)
Discard 1, Draw 3.

Elite - L1 River (3/3)
Tech - Aged Sensei (1/1)

Savior Monk (2/2)

Safe Attacking
Base - 17
Tech I - 5
Tower - 4

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

Next Hand

Nimble Fencer
Fox Primus — Tech 0
Sensei’s Advice — Magic

P1T4


Tech StartingHand Workers

TECH
Doubling Barbarian
Two step


STARTING HAND
Fox Primus
Sensei's Advice
Bird's Nest
Savior Monk
Grappling Hook


WORKERS
Fox Viper
Safe Attacking
Morningstar Flagbearer
Fox Primus


NextHand

Snapback
Nimble Fencer
Nimble Fencer


Discard

Sparring Partner 2/2
Smoker 1/1
Aged Sensei 1/1
Grappling Hook
Sensei's Advice
Doubling Barbarian
Two step


Tech 2 card(s)
Get Paid + scav - ($8)
Techn draw
Bird's Nest - ($6)
Hook Sensei to Scav
Maxband Grave - ($4)
Grave kills both River and Sensei, taking 4 damage back. Rook lvl 3
Rook kills Savior Monk
Savior Monk - ($2)
Worker - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk 2/2+A
  • :psfist: Elite:
  • :ps_: Scavenger: Bird 1/1
  • :pschip: Technician: Bird 1/1
  • :target: Lookout: lvl 7 Grave 4/1 [Sword]
    In Play:
  • Bird's Nest
  • lvl 3 Rook 2/1
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 7
    Gold:
  • Gold: 1
  • Workers: 8
Thoughts

No surprise, but it still hurts ! Grappling hook killing Partner no top of it doesn't help either. Advice won't be much useful this turn ! Now, I can either tech up and fetch some good guys (possibly Barbarians), or stick to Tech I for now and build on birds/Fencers. I favor this option, as I hope I won't face two hasty units this turn, so a clean boardsweep should be worth it. No Hook this time, so Grave in Lookout. I go down on cards so I can tech big guys and not reshuffle now.

Player 2, Turn 4

Nimble Fencer
Fox Primus — Tech 0
Sensei’s Advice — Magic

Tech 2nd Martial Mastery + Leaping Lizard

8 gold + scav (9)
Fencer (7)
Rook (5)
Sensei’s Advice (4)
Fencer safely kills Monk
Tech II Finesse (0)
Discard 1, rs, Draw 3

Technician - L1 Rook (2/4)

Nimble Fencer (2/3)

Safe Attacking
Base - 17
Tech I - 5
Tech II - 5
Tower - 4
Spec: Finesse

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

Next Hand
  1. Nimble Fencer
  2. Snapback — Magic
  3. Martial Mastery

P1T5


Tech StartingHand Workers

TECH
Doubling Barbarian
Earthquake


STARTING HAND
Nimble Fencer
Nimble Fencer
Snapback


WORKERS
Fox Viper
Safe Attacking
Morningstar Flagbearer
Fox Primus
Snapback


NextHand

Aged Sensei
Sparring Partner 2/2


Tech 2 card(s)
Get Paid + float - ($9)
Snapback Rook into River - ($6)
Nimble Fencer - ($4)
Nimble Fencer - ($2)
Fencers break Tower
Grave and bird break Tech I
Grave slays River with his sword, Rook midbands
Rook kills Fencer

Float ($2)
Discard 0, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Bird's Nest
  • lvl 5 Rook 3/3
  • Nimble Fencer 2/2
  • Nimble Fencer 2/2
  • Bird 1/1
  • Bird 1/1
  • lvl 7 Grave 4/1
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 8
  • Disc: 0
    Gold:
  • Gold: 2
  • Workers: 8
Thoughts

Skipping worker ? I guess that's always good news, but I must go down on cards all the same… AND I may skip worker as well. I favor breaking Tech I over Tech II as no Tech II has haste…

1 Like

That’ll do it! gg @zhavier

1 Like

Brutal game, well played to you both.

GG ! I missed my fencers on turn 4 but having both on turn 5 was just as fine.

1 Like

I don’t think it would have made a huge difference, but on Eric’s turn three he paid a gold to grapple rook to lookout from squad leader.

River does in fact have to pay the tax to cast a white spell, so ericf did it correctly.

3 Likes

Ah I am a dummy. I forgot that he had finesse