CAFS 2016: EricF ([Past]/Peace/Anarchy) vs. Anemone (Mono Black)

@Anemone - good luck & have fun!

[details=Player 1, Turn 1]So, Disease has partial answers to Hardened Mox, so I don’t want to try that plan. I didn’t draw it anyway, so no harm/foul. Looks like a Plasmodium opening again, this time with no annoying Past stuff to mess it up. Still workering the super slow Tinkerer, though.

Hand:
Nullcraft
Tinkerer -> Worker
Temporal Research
Plasmodium
Forgotten Fighter[/details]
4 gold (4)
Worker (3)
Plasmodium (1)
Discard 3, Draw 5. Float 1 gold.

No Patrol

Future Plasmodium (4/4) [3]

Base - 20

5 workers, 1 gold
Hand: 5
Deck: 0
Discard: 3

Aand I’m deeply concerned about this matchup. GLHF!

[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Sacrifice the Weak
Thieving Imp
Skeletal Archery
Skeleton Javelineer
Poisonblade Rogue


WORKERS
Skeletal Archery


NextHand

Jandra, the Negator
Summon Skeletons
Deteriorate
Graveyard
Pestering Haunt


Discard

Thieving Imp
Sacrifice the Weak
Poisonblade Rogue


Tech 0 card(s)
Collect 5 gold - ($5)
Worker - ($4)
Garth - ($2)
Skeleton Javelineer - ($1)
Garth makes a Skeleton - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Skeleton Javelineer (1/1+1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Garth (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Player 1, Turn 2]I have a couple of options here. I can play a Unit, or I can play Prynn + Time Spiral and assure myself a Plasmodium next turn (and a dead Prynn + 2 free levels at the cost of his Javelin Rune & Skeleton.
As an alternative, I could Zane something and skip Tech I. Or, since he started with Garth, I could play Hardened Mox and trust it to survive long enough to get me 3 gold worth of value before it dies.

Actually, he didn’t build Tech I, so a SQL Prynn would require:
6 gold
Level Garth to 4 (3)
Kill Prynn, leveling Garth to 6 (but no need to max-band)
Worker (2)
Skeleton (1)
Tech I (0) - leaving just the single skeleton as a blocker, which Zane kills cleanly (and then Plasmoid kills Garth)
Or he “wastes” the Garth max-band, and still dies to Plasmoid. This is actually looking just fine. It also means I don’t have to waste tech slots on Seers, and can go straight to Stewardess (good here even if all it kills is a skeleton token, and I need them in-deck as a hedge against Lich’s Bargain)

Hand:
Hardened Mox -> Worker
Neo Plexus
Time Spiral
Fading Argonaut
Battle Suits

Tech: Stewardess, Overeager Cadet (since I’m not seeing a new tech card until turn 5, and those will be Garrison + Overeager + Drill Sergeant, I need to get my set of prescriptive answers into the deck now. Taxman is a hedge against Gargoyles, but he’s also just good at applying pressure by preventing scavenger patrols (and I don’t want to get stuck with 2x Stewardess). However, I anticipate spending a lot of gold on Zane + Tech II + all my good Tech 0 stuff over the next two turns, so I’m just grabbing a 0-coster.
[/details]
5 gold (6)
Worker (5)
Tech I (3)
Prynn (1)
Time Spiral (0), remove a rune from Plasmodium
Discard 3, rs, Draw 5

SQL - L1 Prynn (1/3 +1) [4]

Future Plasmodium (4/4) [1]

Base - 20
Tech I - 5

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

[b]P2T2[/b]
Tech StartingHand Workers

TECH
Gargoyle
Twilight Baron


STARTING HAND
Graveyard
Deteriorate
Jandra, the Negator
Pestering Haunt
Summon Skeletons


WORKERS
Skeletal Archery
Jandra, the Negator


NextHand

Graveyard
Gargoyle
Thieving Imp
Summon Skeletons
Poisonblade Rogue


Tech 2 card(s)
Collect 6 gold - ($6)
Worker - ($5)
Tech 1 - ($4)
Garth makes a Skeleton - ($3)
Build a Tower - ($0)
Pestering Haunt

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Skeleton (2/1)
  • :ps_: [I]Scavenger[/I]: Skeleton Javelineer (1/1)
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Garth (1/3)
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Summary]Neo Plexus
Battle Suits
Forgotten Fighter
Temporal Research -> Worker (with assured Garrisons coming down against Black (who can’t answer them directly), I don’t need the backup draw spell
Overeager Cadet

2 options: suicide Prynn, play Zane, clear the board and leave me with L6 Zane, 4/2 Plasmoid, Overeager, and Anemone with +2 gold and a haunt
OR: leave Garth alive, and have 4/2 Plasmoid, Overeager, and 5 gold worth of other stuff (could be leveled Prynn, suicided or L4 3/1 Zane, or something else. Drawing more cards doesn’t really help at the moment.

I think the first plan, where I keep a full hand and wind up with Zane vs. Nothing is going to serve me best going forward.

My next turn looks like: 7 gold, worker TS, Tech II Peace, play Fading Argo (or Nullcraft if it’s somehow worth it - maybe to block Gargoyle?). If I (1/5) draw the Garrison, then I could skip the Tech II and get a Stewardess, which isn’t that great, so maybe I want 2x Garrison just to guarantee that I have one Turn 5. The problem is that the rest of my hand will be Neo Plexus, Battle Suits, and Forgotten Fighter, plus a random re-draw, which has a high chance of leaving me with zero units in hand anyway. So, I’ll hedge with one Garrison, one Sergeant. Next turn grab the second Overeager, and either the second Sergeant (or second Garrison if it hit the 1/5) or an applicable spell.

Tech in Garrison + Drill Sergeant
[/details]

Note that you forgot to list your Tech I in the summary
Plasmodium arrives
6 gold (6)
Prynn trades with Elite Skeleton (Garth to L3)
Zane (4)
Zane to L4 (1)
Zane kills Javelineer, we both get a gold (2)
Max Zane (0), pushing skeleton to Scavenger, we both get another gold (1)
Worker (0)
Plasmodium kills Garth
Overeager Cadet (0)
Discard 3, Draw 4, rs, Draw 1.

Scavenger - Overeager Cadet (2/2)

L6 Zane (4/4)
Plasmodium (4/2)

Base - 20
Tech I - 5

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

Well, this is looking like a painful lesson in how not to play against this deck.

[b]P2T3[/b]
Tech StartingHand Workers

TECH
Gargoyle
Nether Drain


STARTING HAND
Graveyard
Poisonblade Rogue
Thieving Imp
Gargoyle
Summon Skeletons


WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue


NextHand

Deteriorate
Twilight Baron
Nether Drain
Sacrifice the Weak


Tech 2 card(s)
Collect 7 gold + 2 Scavengers - ($9)
Worker - ($8)
Gargoyle - ($5)
Thieving Imp - discard a random card - ($2)
Vandy - ($0)
Pestering Haunt pings your base for 1 damage

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: L1 Vandy (2/3)
  • :target: [I]Lookout[/I]: Thieving Imp (2/2)
    [B]In Play:[/B]
  • Pestering Haunt (1/1)
  • Gargoyle (0/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

This combination is just full of surprises.

[details=Player 1, Turn 4]Time Spiral -> Worker
Fading Argonaut
Nullcraft -> Discarded
Stewardess of the Undone
Forgotten Fighter

hmm… no Battle Suits. And a Gargoyle I have to worry about, having just lost my Nullcraft. If I use Zane on Vandy (risking drawing my Garrison), I could Stewardess instead of Tech II if it doesn’t work out, and leave myself with:
Overeager, L6 Zane, and Plasmoid vs. Gargoyle that can kill any one of them. Plus a Stewardess. If I do this, I’ll be drawing Battle Suits, Neo Plexus, Drill Sergeant, and 2 other cards, so I could bring in a Taxman to be anti-Gargoyle. This seems fine, since I’ll want a Taxman anyway.

The other option is to just attack with stuff, losing Plasmodium and still leaving Zane vulnerable to Gargoyle, but be assured of my Tech II plan.

Tech in 2nd Overeager Cadet, and Gunpoint Taxman

Bonus Draw is… Battle Suits. Looks like I get to go Tech II.

Given that, I guess my Zane is just dead to Pestering Haunt. That’s fine.
[/details]
Discard a card
7 gold (7)
Worker (6)
Zane kills Vandy, we both draw a card
Tech II Peace (2)
Overeager Cadet trades with Imp
Plasmodium breaks the Tower, your base to 18
Fading Argo (0)
Discard 3, Draw 3, rs, Draw 2.

SQL - Fading Argo (2/3 +1) [3]

L6 Zane (4/1)
Plasmodium (4/1)

Base - 20
Tech I - 5
Tech II - 5
Spec: Peace

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

I suppose my game plan now is ‘pray that the Peace engine doesn’t quite go off.’ :V

[b]P2T4[/b]
Tech StartingHand Workers

TECH
Blackhand Dozer
Voidblocker


STARTING HAND
Deteriorate
Sacrifice the Weak
Twilight Baron
Skeleton Javelineer

+Technician: Graveyard


WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Graveyard


NextHand

Twilight Baron
Skeleton Javelineer
Nether Drain
Summon Skeletons
Gargoyle


Note: Your base is at 19, from the Haunt attack last turn.
Draw a card off Technician
Tech 2 cards
Collect 8 gold - ($8)
Worker - ($7)
Garth - ($5)
Nether Drain Zane to L4, killing him. Garth levels to 5. - ($4)
Tech 2 (Demonology) - ($0)
Pestering Haunt trades with Plasmodium

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: L5 Garth (2/4+1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
    [B]Economy Info:[/B]
    [B]Cards:[/B]
  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Summary]drill sergeany
Garrison
Nullcraft
Forgotten fighter
Neo plexus

Tech 2nd drill sergeant and chaos mirror

Draws:
Overeager Cadet
Taxman
Stewardess
[/details]
8 gold (8)
Garrison (5)
Drill sergeant (2), draw
Overeager Cadet (2), draw, {1 Rune}
Nullcraft (0), draw {2 Runes}
Move 1 rune to Nullcraft, and 1 to fading argo
Nullcraft and fading argo kill Garth
Discard 4, draw 2, rs, draw 3.

Sql - Drill Sergeant (3/3 +1)
Scavenger - Overeager Cadet (2/2)

Nullcraft (2/2)
Fading Argo (3/2) [2] {1 Rune}

Base - 19
Tech 1 - 5
Tech 2 - 5
Spec: Peace
Garrison - 4

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

This might not be relevant, but if you play Sacrifice The Weak while your only unit is an indestructible Gargoyle, you do not exhaust the Gargoyle.

That’s probably obvious, but I wanted to clarify just in case

It’s not, in this case, but that is good to keep in mind. Probably I’m going to explode in a spray of tokens pretty soon, but this has been a pretty educational disaster - let’s see where the rest of it goes.

[b]P2T5[/b]
Tech StartingHand Workers

This was a super unfortunate hand that gave me not much at all to work with. Twilight Baron is probably way too slow here, on reflection.

TECH
Zarramonde the Obliterator
Voidblocker


STARTING HAND
Gargoyle
Summon Skeletons
Skeleton Javelineer
Nether Drain
Twilight Baron


WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Graveyard
Summon Skeletons


NextHand

Thieving Imp
Deteriorate
Pestering Haunt
Voidblocker


Discard

Nether Drain
Skeleton Javelineer
Zarramonde the Obliterator
Voidblocker


Tech 2 cards
Collect 9 gold - ($9)
Worker - ($8)
Activate Gargoyle - ($7)
Gargoyle attacks Garrison for 3 damage
Gargoyle - ($4)
Twilight Baron - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Twilight Baron (4/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Gargoyle (3/2)
  • Gargoyle (0/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tech III HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

Before seeing what I draw, I calculate that I’m 90% likely to deal 18 base damage this turn. Let’s see how the draws go…

[details=Player 1, Turn 6]Last 2 cards from deck:
Battle Suits
Overeager Cadet
Reshuffle and draw 3:
Forgotten Fighter
Neo Plexus
Plasmodium

Add Boot Camp and Calypso as backup tech cards.

I have 8 gold, and 10 atk. I need to hit for a total of 22 to end things, and I can spend gold on:
Zane: 2 for 2
Chaos Mirror: 3 for 2, after Zane
Battle Suits: 3 for 2
A 2 cost unit (any): 2 for 2
Drill Sergeant: 2 for 3, but future units are 4 for 2, so it’s worth it if played with at least 4 leftover gold

Draw order:

  1. Stewardess of the Undone -> Worker
  2. Gunpoint Taxman
  3. Drill Sergeant
    last card: Chaos Mirror

and… that’s the 10% miss chance. I’m probably fine anyway, just need to worker something and blow up some Tech buildings.

[/details]
Tech 2 cards
8 gold (8)
Overeager Cadet, draw, {1} rune on Drill Sergeant
Neo Plexus (6), draw, {2} runes
Battle Suits (4)
Gunpoint Taxman (2), draw, {3} runes
Worker (1)
Fading Argo trades with Twilight Baron
Drill Sergeant hits your base for 7 (to 11)
Nullcraft trades with active Gargoyle
Move 2 runes to Overeager Cadet, who breaks your Tech II (base to 9)
Discard 3, Draw 1, rs, Draw 4. Float 1 gold.

SQL - Gunpoint Taxman (3/3 +1)
Scavenger - Neo Plexus (3/2)
Tech - Overeager Cadet (3/2)

Drill Sergeant (5/4) {1 rune}
Overeager Cadet (5/4)

Base - 19
Tech 1 - 5
Tech 2 - 5
Spec: Peace
Garrison - 1

Battle Suits
9 workers, 1 gold
Hand: 5
Deck: 3
Discard: 0

Well, things I learned: Baron probably doesn’t work here. Pretech better in races like this. As P2, Zane can probably always find a way to murder your heroes for free levels.

It looks like about time to scoop, in any case. Well played!

Yeah, Zane’s pretty great, although he didn’t get to take advantage of any free levels from killing heroes, Zane does come with his own brand of free leveling against 1hp patrollers.

Good luck theough your next rounds.

EricF seems to be on a fairly lengthy winning streak :smiley:

He’s kind of good at this game :wink: