CAFS 2016: Mooseknuckles ([Growth]/Necro/Strength) vs. Marto ([Necro]/Blood/Truth)

glhf as always @Marto ! Wish I could start this off with an easier match :slight_smile:

P1T1:

Starting Hand

Merfolk Prospector Playful Panda Tiger Cub Rich Earth Rampant Growth

Gold (4)
Rich Earth (1)
Worker (1)
Merfolk Prospector (0)
Discard 2, Draw 4

Patrol:
Leader:
Elite:
Scavenger: Merfolk Prospector (1/1)
Technician:
Lookout:

Buildings:
Units/Heroes:
Base: 20
Other: Rich Earth

Economy:

Workers: 5
Hand: 4
Deck: 1
Discard: 2

Worker

Tiger Cub

New Hand

Young Treant Ironbark Treant Spore Shambler Forest’s Favor

Hi @Mooseknuckles ! Gl&hf , but do you really need that ? :wink:

T1:

Hand

Poisonblade Rogue, Jandra (W), Graveyard, Skeletal Archery, Deteriorate

Collect 5 gold (5)
Worker (4)
Summon Garth (2)
Skeleton token (1)
Deteriorate Prospector (1)

discard 3, draw 5

Patrol:
Leader: lvl 1 Garth 1/3+1
Elite:
Scavenger: Skeleton token 1/1
Technician:
Lookout:

Buildings:
Units/Heroes:
Base: 20
Other:

Economy:
Workers: 6
Spare gold: 1
Hand: 5
Deck: 0
Discard: 3

Redraw

Haunt, Javelineer, Imp, Sac the Weak, Summon Skeletons

note for observers

I was going to go for the @lettucemode opening(max Arg) but ended up chickening out. Normally here I’d try and rush birds, but I think he’s going to go for a skeletal archery counterplay, so I’m going the bone collector route. We’ll see if this works out.

P1T2:

Tech

Bone Collector x2

Starting Hand

Young Treant Ironbark Treant Spore Shambler Forest’s Favor

Gold + scav (6)
Young Treant (4)
Worker (4)
Tier I (2)
Rook (0)
Discard 3, rs, Draw 5

Patrol:
Leader: Level 1 Rook (2/4 + a)
Elite:
Scavenger: Young Treant (0/2)
Technician:
Lookout:

Buildings: Tier I - 5
Units/Heroes:
Base: 20
Other: Rich Earth

Economy:

Workers: 6
Hand: 5
Deck: 3
Discard: 0

Worker

Verdant Tree

New Hand

Bone Collector Ironbark Treant Forest’s Favor Playful Panda Merfolk Prospector

T2:

[details=Hand]Haunt, Javelineer, Imp, Sac the Weak, Summon Skeletons (W)
Tech 2x Lich’s Bargain[/details]

Collect 6 gold (7)
Worker (6)
Skeleton token (5)
Tech I (3)
Thieving Imp, you discard 1 (0)

discard 3, rs, draw 5

Patrol:
Leader:
Elite:
Scavenger: Skeleton token 1/1
Technician: Skeleton token 1/1
Lookout:

Buildings:
Units/Heroes: lvl 1 Garth 1/3, Thieving Imp 2/2
Base: 20
Other:

Economy:
Workers: 7
Spare gold: 0
Hand: 5
Deck: 4
Discard: 0

Redraw

Lich’s Bargain, Graveyard, Haunt, Javelineer, Skele archery

boy this is awkward…

P1T3:

Tech

Bird Nest, Lich’s Bargain

Starting Hand

Bone Collector Ironbark Treant Forest’s Favor Playful Panda(discarded) Merfolk Prospector

Gold (6)
Worker (6)
Bone Collector (4)
Rook kills technician skeleton
Discard 2, Draw 3, rs, Draw 1

Patrol:
Leader: Bone Collector (3/3 + a)
Elite:
Scavenger:
Technician: Young Treant (0/2)
Lookout:

Buildings: Tier I - 5
Units/Heroes: Level 1 Rook (2/3)
Base: 20
Other: Rich Earth

Economy:

Workers: 7 + 4 float
Hand: 4
Deck: 4
Discard: 0

Worker

Ironbark Treant

New Hand

Rampant Growth Spore Shambler Bone Collector Forest’s Favor

T3:

[details=Hand]Lich’s Bargain, Graveyard, Haunt, Javelineer, Skele archery, Sac the weak (techn) (W)
Tech 2x Nether Drain

I don’t see any anti-token plan for Gr/Ne/St except for Strength II and De Grey, meaning that the unstoppable Growth II should be delayed enough for my own late game plan to settle. Anyway DeGrey won’t hit the board before turn 6 (unless any maxband Garth is involved), so I should have some time to cleanse any board I should face. If needed I can midband Garth and turn my army into some draw. [/details]

Collect 7 gold (7)
Worker (6)
Skeleton token (5)
Skeletal Archery (3)
Lich’s Bargain (1)
Pestering Haunt (1)
Skeleton javelineer (0)

discard 1, draw 3

Patrol:
Leader:
Elite: Skeleton token 2/1
Scavenger: Zombie 2/2
Technician: Thieving Imp 2/2
Lookout:

Buildings: Tech I 5hp
Units/Heroes: lvl 1 Garth 1/3, Skeleton token 1/1, Skeleton token 1/1, Skeleton javelineer 1/1 (jav. rune), Pestering Haunt 1/1, Horror 3/3
Base: 16
Other: Skeletal Archery

Economy:
Workers: 7
Spare gold: 0
Hand: 3
Deck: 5
Discard: 0

Redraw

Lich’s Bargain, Deteriorate, Poisonblade Rogue

Edited - somehow I didn’t actually kill my technician skeleton. My turn doesn’t change much: no attack, changing patrol.

P1T4:

Tech

Blooming Ancient, Doom Grasp

Starting Hand

Rampant Growth Spore Shambler Bone Collector Forest’s Favor

Gold + f (11)
Worker (11)
Tower (8)
Bone Colletor (6)
Bone Collector kills Zombie, summons a skeleton
Rook kills thieving imp, you draw a card
Midband Rook (2)
Discard 2, Draw 4

Patrol:
Leader: Bone Collector (3/3 + a)
Elite:
Scavenger: skeleton (1/1)
Technician: Young Treant (0/2)
Lookout:

Buildings: Tier I - 5, Tower - 4
Units/Heroes: Level 5 Rook (3/5), Bone Collector (3/1)
Base: 20
Other: Rich Earth

Economy:

Workers: 8 + 2 float
Hand: 4
Deck: 0
Discard: 4

Worker

Forest’s Favor

New Hand

Bird Nest Lich’s Bargain Playful Panda Merfolk Prospector

T3:

[details=Hand]Lich’s Bargain, Deteriorate, Poisonblade Rogue
Tech 2x Pirate Gang Commander

I just pray I won’t face some trick I haven’t seen and lose my little token army. Now I know I’ll get double Drain on next turn, I’ll just have Garth maxband and summon a skeletal lord, so my skeleton army can join the fray and not die from tower. If needed, I may sac some tokens and draw into a Pirate Gang Commander, although that would require some luck and/or a third Lich’s Bargain (but well, why not ? Mooseknuckles’s deck has no way to deal direct damage). [/details]

Collect 7 gold + scav (8)
Worker (7)
Skeleton token (6)
Tech II - Necromancy (2)
Lich’s Bargain (0)
Horror trades with Bone Collector
Pestering Haunt trades with hidden Bone Collector
Garth kills Scav skeleton, taking 2 damage (1+1 from tower)

discard 2, draw 4

Patrol:
Leader: Zombie 2/2+1
Elite:
Scavenger:
Technician: Horror 3/3
Lookout:

Buildings: Tech I 5hp, Tech II Necromancy 5hp
Units/Heroes: lvl 1 Garth 1/1, Skeleton token 1/1, Skeleton token 1/1, Skeleton javelineer 1/1 (jav. rune), Skeleton token 1/1, Skeleton token 1/1, Skeleton token 1/1
Base: 12
Other: Skeletal Archery

Economy:
Workers: 7
Spare gold: 0
Hand: 4
Deck: 0
Discard: 6

Redraw

Lich’s Bargain, Nether Drain, Nether Drain, Thieving Imp

P1T5:

Note to observers

I made a mistake here by teching double DeGrey. I should have left one available for Garth to maxband in, but I realized this after I had drawn. Even though I got lucky and drew DeGrey, I think I’m still screwed. He’s likely going to play skeletal lord, break my T2, and leave nothing but skeletons for my Rook to go against. My path to a comeback involves being able to buff birds enough that they can kill the skeletal lord, but I didn’t draw spore shambler or rampant growth.

Tech

DeGrey x2

Starting Hand

See last turn, forgot to copy

Gold + f + scav (11)
Worker (11)
Tech II - Strength (7)
Bird Nest (5)
Playful Panda (3)
Rook kills Zombie
Discard 1, rs, Draw 3

Patrol:
Leader: Young Treant (0/2 + a)
Elite:
Scavenger: Bird #1 (1/1)
Technician: wisp (0/1)
Lookout: Bird #2 (1/1)

Buildings: Tier I - 5, Tier II(Strength) - 5, Tower - 4
Units/Heroes: Level 5 Rook (3/3), Playful Panda (2/2)
Base: 20
Other: Rich Earth, Bird Nest

Economy:

Workers: 9 + 3 float
Hand: 3
Deck: 6
Discard: 0

Worker

Merfolk Prospector

New Hand

DeGrey Bone Collector Lich’s Bargain

T5:

[details=Hand]Lich’s Bargain, Deteriorate, Poisonblade Rogue
Tech 2x Skeletal Lord

I must protect myself against Doom Grasp hitting Skeletal Lord, so I favor breaking the Tower instead of killing Bird and Panda, even if that means a potential buffed bird hitting Skeletal Lord. At least I’d keep 4 skeletons. [/details]

Collect 7 gold (7)
Skeleton token (6)
2x Nether Drain from Rook to Garth, (4) Rook is now 2/2 and lvl 1. Garth lvl 5
Garth maxbands, bringing a Skeletal Lord from discard (2)
Summon Quince (0)
Garth kills Young Treant, taking 1 damage from tower
1 skeletons kills wisp, taking 1 damage from tower
2 other skeletons destroy tower, taking 1 damage back
a 4th skeleton kills Rook, while a 5th kills lookout bird, Quince ups to lvl 3
Horror and the 6th skeleton destroy your tech II

discard 2, rs, draw 4

Patrol:
Leader: Skeleton token 2/2+1
Elite:
Scavenger: mirror 0/1
Technician: lvl 3 Quince 1/4
Lookout: Skeletal Lord 3/3

Buildings: Tech I 5hp, Tech II Necromancy 5hp
Units/Heroes: lvl 7 Garth 3/3, Skeleton token 2/1, Skeleton token 2/1, Skeleton token 2/1, Skeleton javelineer 2/2 (jav. rune), Skeleton token 2/2, Skeleton token 2/2, Horror 3/3
Base: 12
Other: Skeletal Archery

Economy:
Workers: 7
Spare gold: 0
Hand: 4
Deck: 7
Discard: 0

Redraw

Pirate Commander, Haunt, Nether Drain, Lich’s Bargain

1 skeleton can kill 1 bird, or one wisp, they don’t have sparkshot or overpower, unless I missed something.

Some edition failed. This skeleton only kills the wisp

nice game - really well played! @EricF

I wanted to try going for the maxband Arg on turn 2, but lost my nerve. That allowed you to build up too many skeletons for me to come back.

Aye, thar be Pirates on the horizon!

GG :slight_smile:
I’m just really sad not to have finished the game with a Pirate Gang Commander !

I felt like, just as you predicted, my best option was to build my own token army with Skeletal Archery. After I saw you followed another option, I realized you had no real option to counter a legion of tiny skeletons, except tower. So I made an exception to my usual Blood tech II route and went for Skeletal Lord. Seems it worked !