[CAWS18] Nekoatl [Discipline]/Past/Law vs FrozenStorm [Anarchy]/Necro/Growth

GL HF @FrozenStorm

P1T1


StartingHand Workers

STARTING HAND
Snapback
Savior Monk
Smoker
Grappling Hook
Sensei’s Advice


WORKERS
Savior Monk


NextHand

Morningstar Flagbearer
Aged Sensei
Fox Primus
Fox Viper
Safe Attacking


Discard

Sensei’s Advice
Snapback
Grappling Hook


Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Smoker - ($2)
Grave Stormborne - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Grave Stormborne (2/3A) Sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Smoker (1/1) Stealth, resist 1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

GL HF @Nekoatl!

CAWS18 Round 5, Player 2, Turn 1

P2 SkeleGrow, 2-2 vs P1 [Discipline]/Past/Law, ??

Starting Hand

Careless Musketeer
Mad Man
Bloodrage Ogre
Scorch
Nautical Dog

Events of Turn:


Upkeep:

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

Main:

  • Bloodrage Ogre (3)
  • Garth (1)
  • Worker (0)
Workers

Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • Garth (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Makeshift Rambaster
Mad Man
Bombaster
Nautical Dog
Bloodrage Ogre

End of Turn Discard
My Thoughts

Much better start to this game than last, though I don’t think I want to drop dog + Brogre for fear of Grappling hook or smoker trading off favorably with Safe Attacking. I want a hero down so Grave can’t get rid of Brogre trivially. So let’s go with Garth to pair, and next turn Skele + Bombaster + tech up can be the play, followed by LB if desired.


I’m so used to you playing Black that I have to keep stopping myself from worrying about Garth casting Deteriorate.

P1T2


Tech StartingHand Workers

TECH
Martial Mastery
Tax Collector


STARTING HAND
Fox Viper
Safe Attacking
Morningstar Flagbearer
Fox Primus
Aged Sensei


WORKERS
Savior Monk
Fox Viper


NextHand

Snapback
Martial Mastery
Tax Collector
Grappling Hook
Fox Primus


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Midband Grave - ($2)
Grave kills Bloodrage Ogre
Aged Sensei - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Smoker (1/1A) Stealth
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Grave Stormborne (3/1) Sparkshot, readiness [3 damage]

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

Thoughts

If he’s committing to Garth, I don’t need to worry about Pillage. I’ll try opening with Martial Mastery and Tax Collector, in hopes of selecting priority workers and/or facilitating combos.

Haha yea, I get mixed up thinking I have black and red starter sometimes, which would be something very scary indeed :slight_smile:

CAWS18 Round 5, Player 2, Turn 2

P2 SkeleGrow, 2-2 vs P1 [Discipline]/Past/Law, ??

Starting Hand

Bombaster
Pillage
Bloodburn
Charge
Makeshift Rambaster

Events of Turn:


Upkeep:

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

Lich’s Bargain x2


Main:

  • Make a skeleton (5)
  • Bombaster (3)
  • Tech 1 (1)
  • Worker (0)
Workers

Bloodburn, Scorch

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

In Play:

  • Garth (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Lich's Bargain
Lich's Bargain
Careless Musketeer
Bloodrage Ogre
Nautical Dog

End of Turn Discard
My Thoughts

Hmm, I’m not terribly fearful here… Either he spends a lot to kill Garth and doesn’t get free levels off it, or I can pretty safely roll forward with LB + Tech up. Feels like a win/win, so let’s do it

Drew both LB, that’s unfortunate but fine.


P1T3


Tech StartingHand Workers

TECH
Martial Mastery
Sparring Partner


STARTING HAND
Grappling Hook
Martial Mastery
Fox Primus
Tax Collector
Snapback
Safe Attacking
Morningstar Flagbearer


WORKERS
Savior Monk
Fox Viper
Fox Primus


NextHand

Grappling Hook
Martial Mastery
Sensei’s Advice
Tax Collector
Safe Attacking


Tech 2 card(s)
Get Paid + float - ($7)
Martial Mastery - ($6)
Worker - ($5)
Grappling Hook Skeleton to Elite
Maxband Grave - ($1)
Aged Sensei advises Grave
Grave kills Bombaster, sparkshots Skeleton
Grave throws his sword at Garth (no Bargain for you!)

Float ($1)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Smoker (2/1) Stealth
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L7 Grave Stormborne (4/4) Sparkshot, readiness [1 damage]
  • Aged Sensei (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

Thoughts

Wow, I’m out of it. I completely forgot that I need a Tech I building to play Tech I units, heh. May as well swap out this Tax Collector and check for Doom Grasp… Eww, double Bargain; Garth has to go. At least the rest of his hand isn’t an immediate threat, and the Smoker can deter Zane.

Thas coo

CAWS18 Round 5, Player 2, Turn 3

P2 SkeleGrow, 2-2 vs P1 [Discipline]/Past/Law, ??

Starting Hand

Lich's Bargain
Lich's Bargain
Careless Musketeer
Bloodrage Ogre
Nautical Dog

Events of Turn:


Upkeep:

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

Nether Drain, Blooming Ancient
Lich’s Bargain x2


Main:

  • Bloodrage Ogre (6)
  • Nautical Dog (5)
  • Worker (4)
  • Tech 2 Growth (0)
Workers

Careless Musketeer, Bloodburn, Scorch

  • :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
  • Tech2 HP: 5 GROWTH

In Patrol:

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

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Charge
Pillage
Mad Man
Makeshift Rambaster

End of Turn Discard

Bombaster
Blooming Ancient
Nether Drain
Lich's Bargain
Lich's Bargain

My Thoughts

Yeah that doesn’t seem terribly worth for him, kind of a stall… I suppose with MM he’s thinking to go TPOS? If so, no sweat, I can tech a Doom Grasp or Surprise Attack if I feel its needed. I considered T2 Anarchy here instead of Growth, but I don’t see that working out for me any better than growth will.


P1T4


Tech StartingHand Workers

TECH
Insurance Agent
Jurisdiction


STARTING HAND
Sensei’s Advice
Tax Collector
Martial Mastery
Safe Attacking
Grappling Hook
Snapback
Morningstar Flagbearer


WORKERS
Savior Monk
Fox Viper
Fox Primus
Safe Attacking


NextHand

Martial Mastery
Insurance Agent
Sparring Partner
Tax Collector


Tech 2 card(s)
Get Paid + float - ($8)
Martial Mastery - ($7)
Worker - ($6)
Grappling Hook Nautical Dog to Elite
Aged Sensei advises Grave
Grave kills Bloodrage Ogre, sparkshots Dog
Tech I - ($4)
Morningstar Flagbearer - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 Grave Stormborne (4/2A) Sparkshot, readiness [3 damage]
  • :psfist: Elite:
  • :ps_: Scavenger: Smoker (1/1) Stealth
  • :pschip: Technician: Morningstar Flagbearer (2/2) Tempting Target
  • :target: Lookout:

In Play:

  • Aged Sensei (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

Thoughts

Can’t delay my Tech I any longer. Not sure how I should patrol, so I’ll peek again… and wow, that’s a lot of haste. Pretty sure MoLaC is incoming. Better drop the Flagbearer to protect my Tech I.

You want me to kill Grave…?

CAWS18 Round 5, Player 2, Turn 4

P2 SkeleGrow, 2-2 vs P1 [Discipline]/Past/Law, ??

Starting Hand

Charge
Pillage
Mad Man
Makeshift Rambaster

Events of Turn:


Upkeep:

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

Blooming Elm, Bone Collector
Nether Drain, Blooming Ancient
Lich’s Bargain x2


Main:

  • Garth (6)
  • Zane, smacks into Grave, levels fizzle (4)
  • Mad Man, kills Grave, Garth to level 3 (3)
  • Make a skeleton (2)
  • Garth to midband (1)
  • Worker (0)
Workers

Pillage, Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

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

In Play:

  • Garth (2/4 lvl 4)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Blooming Ancient
Lich's Bargain
Mad Man
Charge

End of Turn Discard
My Thoughts

I mean I can just kill Grave? Just like that? Sure, okay :slight_smile: Not sure why he’d want to give grave up like that, but I’ll take the free shot. Going to tech Blooming Elm and Bone Collector, and get Garth midbanded so it would take Hook + Advice to kill him, which is at least an unlikely draw. Arguably I should get Arg maxbanded off all this instead, but I kinda wanna go for the greedy play, so… yeah, Garth free levels #winning


Did I give that impression? :wink:

P1T5


Tech StartingHand Workers

TECH
Insurance Agent
Judgment Day


STARTING HAND
Martial Mastery
Sparring Partner
Insurance Agent
Tax Collector


WORKERS
Savior Monk
Fox Viper
Fox Primus
Safe Attacking
Smoker


NextHand

Grappling Hook
Sensei’s Advice
Martial Mastery
Snapback
Jurisdiction


Discard

Tax Collector
Insurance Agent
Martial Mastery
Insurance Agent
Judgment Day


Tech 2 card(s)
Get Paid + float - ($9)
Tech II: Past - ($5)
Morningstar Flagbearer kills Skeleton
Aged Sensei dismisses Smoker
Worker - ($3)
Sparring Partner - ($4)
Prynn Pasternaak - ($1)
Tech Lab: Law - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Prynn Pasternaak (1/3A) [4 time]
  • :psfist: Elite:
  • :ps_: Scavenger: Sparring Partner (2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Aged Sensei (1/1)
  • Morningstar Flagbearer (2/1) Tempting Target [1 damage]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech Lab HP: 4 (Law)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

CAWS18 Round 5, Player 2, Turn 4

P2 SkeleGrow, 2-2 vs P1 [Discipline]/Past/Law, ??

Starting Hand

Bombaster
Bone Collector
Makeshift Rambaster

Events of Turn:


Upkeep:

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

Blooming Ancient, Surprise Attack
Blooming Elm, Bone Collector
Nether Drain, Blooming Ancient
Lich’s Bargain x2


Main:

  • Blooming Ancient (5)
  • Mad Man, +1rune (4)
  • Charge Ancient, it kills Prynn, Garth to level 6 (1)
  • Garth kills partner, you get a gold
  • Mad Man trades with Flagbearer
  • Make a skeleton, give it +2/2 from runes (0)
Workers

Pillage, Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

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

In Play:

  • Garth (2/2 lvl 6)
  • Blooming Ancient (2/3)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Bombaster
Bone Collector
Makeshift Rambaster

End of Turn Discard

Mad Man
Charge
Blooming Ancient
Surprise Attack
Lich's Bargain

My Thoughts

I get to kill Prynn too? What is going on? I hope this isn’t a bait or something… Going to keep Garth level 6 for hopefully a big splash of double-ancient rune-making next turn. I could have gone LB this turn, but I’m kind of expecting Judgment day or something


P1T6


Tech StartingHand Workers

TECH
Rememberer
Seer


STARTING HAND
Grappling Hook
Sensei’s Advice
Jurisdiction
Martial Mastery
Snapback


WORKERS
Savior Monk
Fox Viper
Fox Primus
Safe Attacking
Smoker
Sensei’s Advice


NextHand

Seer
Judgment Day
Martial Mastery
Snapback
Martial Mastery


Tech 2 card(s)
Get Paid + Scavenger - ($10)
Worker - ($9)
Tech III - ($4)
Grave Stormborne - ($2)
Bigby Hayes - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Aged Sensei (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Bigby Hayes (2/3)
  • :pschip: Technician: L1 Grave Stormborne (2/3) Sparkshot
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Law)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

Well, I managed to protect my infrastructure long enough to get my infrastructure in place, but the way I did it makes drawing my combo next turn rather iffy. Still, I have to take the chance.

CAWS18 Round 5, Player 2, Turn 6

P2 SkeleGrow, 2-2 vs P1 [Discipline]/Past/Law, ??

Starting Hand

Bombaster
Bone Collector
Makeshift Rambaster

Events of Turn:


Upkeep:

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

Surprise Attack, Hooded Executioner
Blooming Ancient, Surprise Attack
Blooming Elm, Bone Collector
Nether Drain, Blooming Ancient
Lich’s Bargain x2


Main:

  • Maxband Garth, fetching the other Ancient, +1 rune (8)
  • Zane, +2 runes, kill SQL (6)
  • Skeleton kills scav, you get a gold, Zane to level 3
  • Garth kills technician, you get a card, Zane to level 5
  • Makeshift Rambaster, +2 runes, give fresh BA2’s 2 runes to him, he breaks your tech 3, your base to 18 (4)
  • BA1, now having 3 runes of his own, breaks your tech 2, your base to 16
  • Make a skeleton, +2 runes (3)
  • Hero’s Hall (1)
  • BA1 moves a rune to skeleton and another to BA2
  • Worker (0)
Workers

Pillage, Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (2/2)
  • :exhaust: Technician: Blooming Ancient (4/6)
  • :target: Lookout:

In Play:

  • Garth (3/2 lvl 7)
  • Zane (3/3 lvl 5)
  • Blooming Ancient (4/5)
  • Makeshift Rambaster (3/4)
  • Skeleton (3/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Nether Drain
Lich's Bargain
Blooming Elm

End of Turn Discard

Mad Man
Charge
Surprise Attack
Surprise Attack
Lich's Bargain
Dinosize
Bone Collector

My Thoughts

Huh, trying to tech 3 rush? Don’t think that’s going to go over well. Looks over to me


1 Like

@FrozenStorm
While your runes account looks OK, it’d be nice if you could detail a little bit for spectators (ie when you move all runes on BA 1 before breaking Tech III, or one rune on patrolling skeleton).
Thanks :slight_smile:

Pulled Judgment Day on my technician draw, completely derailing my plan to have Prynn slow you down and then Bigby clear the board next turn to buy time for me to recover. Workering Savior Monk on T1 was a mistake… I placed too much emphasis on getting a unit in play alongside Grave. GG WP. @zhavier

1 Like

@Marto I can definitely do that

@Nekoatl I figured some board clear stallage was imminent, bummer to draw them slightly out of sequence. GG WP!