[CAWS21] Round2: P1 Nekoatl [Balance/Growth]/Strength vs P2 Bomber678 [Anarchy]/Strength/Growth

GL HF @Bryce_The_Rice

P1T1


StartingHand Workers

STARTING HAND
Spore Shambler
Tiger Cub
Rampant Growth
Merfolk Prospector
Forest’s Favor


WORKERS
Spore Shambler


NextHand

Verdant Tree
Young Treant
Playful Panda
Ironbark Treant
Rich Earth


Discard

Forest’s Favor
Rampant Growth
Tiger Cub


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Merfolk Prospector - ($2)
Master Midori - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Master Midori (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector (1/1) Gold
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Thoughts

Deja vu…

Turn 1

Hand: Charge, Bloodburn, Mad Man, Pillage, Makeshift Rambaster
Workers: Bloodburn

Techs

  1. Get paid (+$5, $5)
  2. Hire a worker ($4)
  3. Summon Mad Man ($3)
  4. Summon Garus Rook ($1)
  5. Discard 3, draw 5

  • Patrol:
    :psblueshield:Squad Leader: Mad Man (1/1+A)
    :psfist:Elite:
    :ps_:Scavenger: Garus Rook (2/4)
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 6
  • Gold: 1
  • Hand: 5
  • Deck: 0
  • Discard: 3

Hand

Scorch, Bombaster, Nautical Dog, Careless Musketeer, Bloodrage Ogre

Discard

Charge, Pillage, Makeshift Rambaster

Think

Strong opening there, going to be hard for me to punch through and stop the econ. Not sure if I should aim for growth or gunships here, but I think I’ll at least hit birds.

P1T2


Tech StartingHand Workers

TECH
Tiny Basilisk
Tiny Basilisk


STARTING HAND
Young Treant
Verdant Tree
Ironbark Treant
Rich Earth
Playful Panda


WORKERS
Spore Shambler
Rich Earth


NextHand

Verdant Tree
Young Treant
Tiger Cub
Forest’s Favor
Tiny Basilisk


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Find gold - ($5)
Ironbark Treant - ($2)
Tech I - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2AAA)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Master Midori (2/3)
  • :target: Lookout:

In Play:

  • Merfolk Prospector (1/1) Gold

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

Might be a good idea to try using feathered Tiny Basilisks; they could safely bypass Water Elemental since it’s tech 0… though, they would still die to a Tower, so maybe better not to… at least, not without dedicated support, such as Favor + Tree. More immediately… it’s tempting to have Midori take the kill on Mad Man, but that feels like a trap. I need to consider whether Rook would midband to walk past and take the hero kill to rush Earthquake. With $7… he can buy a worker, midband, take the kill, maxband, and still have $1 left over… so yeah, I can’t let that happen. I could take the kill then midband Midori, however, that would still be a problem if he had Rambaster… or he could just pay to maxband outright, though that’d mean skipping a worker. Another issue to consider is that if I do use Moment’s Peace, I’ll have to defend against Rook’s midband using only heroes, meaning I’ll want at least 2 of them. So, I should aim for Basilisks first regardless.

Turn 2

Hand: Scorch, Bombaster, Nautical Dog, Careless Musketeer, Bloodrage Ogre
Workers: Bloodburn, Careless Musketeer

Techs

Turn 2: Bird’s Nest, Gunpoint Taxman


  1. Tech 2 cards
  2. Get paid (+$6, $7)
  3. Hire a worker ($6)
  4. Build Tech 1 ($4)
  5. Summon Bloodrage Ogre ($2)
  6. Summon Nautical Dog ($1)
  7. Discard 2, reshuffle, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Bloodrage Ogre (3/2+A)
    :psfist:Elite: Nautical Dog (2/1)
    :ps_:Scavenger:
    :pschip:Technician: Mad Man (1/1)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Garus Rook (2/4)
  • Base: 20
  • Other:

Economy:

  • Workers: 7
  • Gold: 1
  • Hand: 4
  • Deck: 3
  • Discard: 0

Hand

Charge, Makeshift Rambaster, Scorch, Bombaster

Discard

Think

Pretty standard turn 2 here, develop my board, tech up, put good cards in my cycle. I think my aim is to hit tech 2 on curve and try to stick some stuff before he can respond properly.

P1T3


Tech StartingHand Workers

TECH
Fairie Dragon
Fairie Dragon


STARTING HAND
Verdant Tree
Young Treant
Forest’s Favor
Tiny Basilisk
Tiger Cub
Playful Panda


WORKERS
Spore Shambler
Rich Earth
Tiger Cub


NextHand

Verdant Tree
Forest’s Favor
Rampant Growth
Tiny Basilisk


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Find gold - ($6)
Forest’s Favor on Midori - ($4)
Tiny Basilisk - ($2)
Midori kills BRO
Young Treant - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk (1/2A) Deathtouch, aloof
  • :psfist: Elite: Young Treant (1/2) Defender
  • :ps_: Scavenger:
  • :pschip: Technician: Ironbark Treant (1/2AA)
  • :target: Lookout:

In Play:

  • L1 Master Midori (3/1) [1+, 3dmg]
  • Merfolk Prospector (1/1) Gold

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

Feels a bit risky, since Rook might have Thunderclap, but I think it’s an acceptable risk.

Turn 3

Hand: Charge, Makeshift Rambaster, Scorch, Bombaster
Workers: Bloodburn, Careless Musketeer, Scorch

Techs

Turn 2: Bird’s Nest, Gunpoint Taxman
Turn 3: Blooming Ancient, Blooming Ancient


  1. Tech 2 cards
  2. Get paid (+$7, $8)
  3. Hire a worker ($7)
  4. Build Tech 2 Growth ($3)
  5. Summon Bombaster ($1)
  6. Nautical Dog kills Young Treant
  7. Discard 2, draw 3, reshuffle, draw 1

  • Patrol:
    :psblueshield:Squad Leader: Bombaster (2/2+A)
    :psfist:Elite: Mad Man (2/1)
    :ps_:Scavenger:
    :pschip:Technician: Garus Rook (2/4)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2:5
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 8
  • Gold: 1
  • Hand: 4
  • Deck: 5
  • Discard: 0

Hand

Gunpoint Taxman, Bird’s Nest, Pillage, Charge

Discard

Think

Hmm, I literally cannot stop them from killing rook. How frustrating to whiff so poorly. Also, they can simply destroy my tech 2 with midori if they wish. However, if they do, I will play so much anti-air next turn that it would make a SAM site blush. And I will definitely have an ancient in my hand after that, so we’ll see what happens I suppose.

P1T4


Tech StartingHand Workers

TECH
Potent Basilisk
Potent Basilisk


STARTING HAND
Rampant Growth
Tiny Basilisk
Verdant Tree
Forest’s Favor


WORKERS
Spore Shambler
Rich Earth
Tiger Cub
Rampant Growth


NextHand

Fairie Dragon
Fairie Dragon
Playful Panda


Discard

Young Treant
Tiny Basilisk
Forest’s Favor
Potent Basilisk
Potent Basilisk


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Find Gold - ($7)
Tiny Basilisk trades with Rook
Midband Midori - ($5)
Tiny Basilisk - ($3)
Verdant Tree - ($1)
Midori kills Bombaster

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2AAA)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Verdant Tree (3) Healing 1, build
  • L5 Master Midori (4/3) [1+, 2dmg]
  • Tiny Basilisk (1/2) Deathtouch, aloof
  • Merfolk Prospector (1/1) Gold

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8

Thoughts

Growth, eh? I’ll tech Basilisks in case of MoLaC, and I’ll try to keep his board clear so he can’t charge it up immediately.

Turn 4

Hand: Gunpoint Taxman, Bird’s Nest, Pillage, Charge, Makeshift Rambaster
Workers: Bloodburn, Careless Musketeer, Scorch, Pillage

Techs

Turn 2: Bird’s Nest, Gunpoint Taxman
Turn 3: Blooming Ancient, Blooming Ancient
Turn 4: Surprise Attack, Calypso Vystari


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$8, $9)
  4. Hire a worker ($8)
  5. Summon Captain Zeno Zane ($6)
  6. Summon Gunpoint Taxman ($4)
  7. Cast Charge on Taxman ($2)
  8. Mad Man and Taxman kill Treant, I steal 1 gold ($3)
  9. Midband Zane ($0)
  10. Zane trades with Midori
  11. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
    Gunpoint Taxman (3/2)
  • Base: 20
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 4
  • Deck: 0
  • Discard: 7

Hand

Blooming Ancient, Bloodrage Ogre, Nautical Dog, Blooming Ancient

Discard

Makeshift Rambaster, Charge, Mad Man, Bird’s Nest, Bombaster, Surprise Attack, Calypso Vystari

Think

[spoiler]There were a lot of different potential lines for this turn.
I considered:
Walling with Arg
Moving treant with zane and stealing 2 gold
Killing verdant tree
Killing basilisk

Ultimately I decided that not giving away free levels while removing the very likely threat of moment’s peace was the best play I could make. I assume history will vindicate me.
Onwards, to growth.[/spoiler]

P1T5


Tech StartingHand Workers

TECH
Tyrannosaurus Rex
Tyrannosaurus Rex


STARTING HAND
Fairie Dragon
Playful Panda
Fairie Dragon


WORKERS
Spore Shambler
Rich Earth
Tiger Cub
Rampant Growth
Playful Panda


NextHand

Tyrannosaurus Rex
Potent Basilisk
Forest’s Favor
Potent Basilisk


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Find Gold - ($8)
Garus Rook - ($6)
Tech II: Balance - ($2)
Argagarg Garg - ($0)
Tiny Basilisk damages Tech II

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Garus Rook (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Verdant Tree (3) Healing 1, build
  • L1 Argagarg Garg (1/3)
  • Tiny Basilisk (1/2) Deathtouch, aloof
  • Merfolk Prospector (1/1) Gold

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

My cycle’s slowed, so I’ll tech in the T-Rexes now, while I have the chance.

Turn 5

Hand: Blooming Ancient, Bloodrage Ogre, Nautical Dog, Blooming Ancient
Workers: Bloodburn, Careless Musketeer, Scorch, Pillage

Techs

Turn 2: Bird’s Nest, Gunpoint Taxman
Turn 3: Blooming Ancient, Blooming Ancient
Turn 4: Surprise Attack, Calypso Vystari
Turn 5: Surprise Attack, Gunpoint Taxman


  1. Tech 2 cards
  2. Get paid (+$9, $9)
  3. Summon Blooming Ancient ($5)
  4. Summon Argagarg Garg, 2 runes ($3)
  5. Midband Arg ($1)
  6. Summon Nautical Dog, rune ($0)
  7. Pass two runes to Taxman
  8. Taxman kills Rook, Arg gains 2 levels, rune
  9. Pass out some runes
  10. Discard 2, reshuffle, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Water Elemental (3/3+A)
    :psfist:Elite: Wisp (2/2)
    :ps_:Scavenger: Nautical Dog (2/2)
    :pschip:Technician: Argagarg Garg lvl 5 (1/5)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 4
  • Units/Heroes:
    Gunpoint Taxman (5/2)
    Blooming Ancient (2/4)
  • Base: 20
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 4
  • Deck: 7
  • Discard: 0

Hand

Mad Man, Bombaster, Calypso Vystari, Gunpoint Taxman

Discard

Think

Walling up into balance. I don’t know what they’re going for, so I’ll just slap some stuff down to protect my ancient and prepare for a big swing. Moment’s peace could still be coming to ruin my day though.

P1T6


Tech StartingHand Workers

TECH
Spirit of the Panda
Spirit of the Panda


STARTING HAND
Potent Basilisk
Potent Basilisk
Tyrannosaurus Rex
Forest’s Favor


WORKERS
Spore Shambler
Rich Earth
Tiger Cub
Rampant Growth
Playful Panda
Forest’s Favor


NextHand

Tyrannosaurus Rex
Tiny Basilisk
Ironbark Treant
Young Treant


Discard

Potent Basilisk
Tyrannosaurus Rex
Spirit of the Panda
Spirit of the Panda


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tiny Basilisk kills Argagarg Garg
Find Gold - ($9)
Tech III - ($4)
Potent Basilisk - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Potent Basilisk (3/5A) Untargetable, deathtouch
  • :psfist: Elite: Wisp (1/1)
  • :ps_: Scavenger:
  • :pschip: Technician: L3 Argagarg Garg (1/4) Bless
  • :target: Lookout:

In Play:

  • Verdant Tree (3) Healing 1, build
  • Tiny Basilisk (1/1) Deathtouch, aloof [1dmg]
  • Merfolk Prospector (1/1) Gold

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

Well, at least I won the race to tech III; hopefully I can turn that into a win. Better kill Argagarg before he can Stampede, though.

Turn 6

Hand: Mad Man, Bombaster, Calypso Vystari, Gunpoint Taxman, Makeshift Rambaster
Workers: Bloodburn, Careless Musketeer, Scorch, Pillage, Bombaster

Techs

Turn 2: Bird’s Nest, Gunpoint Taxman
Turn 3: Blooming Ancient, Blooming Ancient
Turn 4: Surprise Attack, Calypso Vystari
Turn 5: Surprise Attack, Gunpoint Taxman
Turn 6: Blooming Elm, Chaos Mirror


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$9, $9)
  4. Hire a worker ($8)
  5. Summon Captain Zeno Zane, rune ($6)
  6. Summon Mad Man, rune ($5)
  7. Summon Makeshift Rambaster, rune ($3)
  8. Pass a rune to Taxman
  9. Taxman kills Potent Basilisk
  10. Ancient kills Arg, Zane gains 2 levels, you draw
  11. Maxband Zane, shove Wisp to lookout and kill it ($0)
  12. Dog kills Verdant Tree
  13. Mad Man kills Tiny Basilisk
  14. Wisp kills Prospector
  15. Ancient passes runes to Rambaster
  16. Rambaster destroys your Tech 3, your base takes 2
  17. Zane and Elemental destroy your Tech 2, your base takes 2
  18. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 4
  • Units/Heroes:
    Captain Zeno Zane lvl 6 (4/4)
    Blooming Ancient (2/3)
    Nautical Dog (2/2)
    Makeshift Rambaster (3/4)
    Water Elemental (3/3)
    Wisp (1/1)
  • Base: 20
  • Other:

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 4
  • Deck: 2
  • Discard: 6

Hand

Bloodrage Ogre, Surprise Attack, Surprise Attack, Blooming Ancient

Discard

Mad Man, Gunpoint Taxman, Gunpoint Taxman, Calypso Vystari, Chaos Mirror, Blooming Elm

Think

Well, I grow. I probably have this one handily wrapped up, as even a moment’s peace probably can’t stop me. Probably. There is still potential to lose here, but even with a moment’s peace I still get to develop my board a lot, so it’s not a great loss.

P1T7


Tech StartingHand Workers

TECH
Moment’s Peace
Moment’s Peace


STARTING HAND
Tyrannosaurus Rex
Young Treant
Ironbark Treant
Tiny Basilisk
Fairie Dragon
Fairie Dragon


WORKERS
Spore Shambler
Rich Earth
Tiger Cub
Rampant Growth
Playful Panda
Forest’s Favor
Young Treant


NextHand

Verdant Tree
Tyrannosaurus Rex
Ironbark Treant
Spirit of the Panda
Potent Basilisk


Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Rebuild Tech II
Garus Rook, maxband - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L8 Garus Rook (4/6) Overstep, two lives
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

Thoughts

This is getting way too hot, way too fast.

Turn 7

Hand: Bloodrage Ogre, Surprise Attack, Surprise Attack, Blooming Ancient
Workers: Bloodburn, Careless Musketeer, Scorch, Pillage, Bombaster

Techs

Turn 2: Bird’s Nest, Gunpoint Taxman
Turn 3: Blooming Ancient, Blooming Ancient
Turn 4: Surprise Attack, Calypso Vystari
Turn 5: Surprise Attack, Gunpoint Taxman
Turn 6: Blooming Elm, Chaos Mirror


  1. Tech 0 cards
  2. Get paid (+$10, $10)
  3. Cast Surprise Attack, 2 runes ($5)
  4. Cast Surprise Attack, 2 runes ($0)
  5. Sharks kill Rook (twice), you draw
  6. Ancient (6), Elemental (3), Wisp (1), Dog (3), Zane (4), and Rambaster (5) destroy your base

@FrozenStorm

I doubt it makes any difference, but Tiny Basilisk is unattackable by tech 0 units.

1 Like

Mmm, you’re right. That actually is important. Let me think.

Ok, I’ve looked it over. @Nekoatl, if instead of playing Mad Man to kill Basilisk, I instead play Calypso Vystari to patrol against Basilisk, would that change your turn 7? If yes, I’ll write out the full turn and hand redraw, etc.
Otherwise, we can assume I’ll still kill you on my turn 7, right?

Let me know.

If you’re killing the Basilisk, it doesn’t matter how you go about it. GG WP!

Well that doesn’t involve killing the basilisk, because the vystari does not have haste. In that scenario, the vystari is patrolling to prevent the basilisk from killing my important backline stuff.

Ah, I see… hmm, looks like it still wouldn’t matter, though.