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CAMS 2017: Bob199 ([Past]/Strength/Growth) vs. EricF ([Future]/Peace/Necro)


#1

Glhf and thanks as always for running these @EricF

T1:

Gold (4)
Worker (3)
Rook (1)

dc4, d5

Patrol:
Leader: 2/4A L1 Rook
Elite:
Scavenger:
Technician:
Lookout:

Other -

Buildings:
Base: 20

Economy:
Workers: 5
Spare gold: 1
Hand: 5
Deck: 0
Discard: 4

Summary

H: playd / plas / null / neo / suits / research
W: plas
T:


#2

Good luck and have fun to you too!

Player 2, Turn 1:

5 gold (5)
Worker (4)
Battle Suits (2)
Garth (0)
Discard 3, Draw 5

SQL - L1 Garth (1/3 +1)

Battle Suits
Base - 20

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

[details=Summary]
I’ll need to skip Hardened Mox against Past, bring in Assimilate on T3 or T4, depending on the probable direction of things. Also can’t rely on a max-band hero.
Kind of a mediocre start here. Rook backed by Nullcraft and 4 gold could (skipping a worker) deal 4 and kill a hero, but no other attack boosts available.
Planning ahead, the only anti-bird stuff in my Codex is Nullcraft and Elite Training, or just going under them with a board.
Purple starter doesn’t have any targets for Nullcraft, so let’s just stay passive.
If I play a hero here, it’s likely to end up dead on T3, granting free levels to Rook, but not playing one just leads to my Tech 1 getting broken, and that’s just worse.

Starting Hand:
Nullcraft
Battle Suits
Tinkerer
Temporal Research -> Worker //without prynn, this is inconsistent to bad, and I have plenty of other ways to draw cards. For example, playing Tinkerer with a Garrison in play.
Time Spiral[/details]


#3

T2:

Gold +F (6)
Worker (5)
Mox (2)
Tech I ()

dc3, rs, d5

Patrol:
Leader: 1/1A Mox
Elite:
Scavenger:
Technician:
Lookout:

Other - 2/4 L1 Rook

Buildings:
Base: 20
Tehc I: 5

Economy:
Workers: 6
Spare gold: 0
Hand: 5
Deck: 4
Discard: 0

Summary

H: playd / other 1/2
W: plas tink
T: nest , stewardess


#4

Player 2, Turn 2

6 gold (6)
Worker (5)
Tech I (3)
Fading Argo (1)
Skeleton (0)
Discard 3, rs, Draw 5

Technician - Skeleton (1/1)
Lookout - Fading Argo (3/3) [3]

L1 Garth (1/3)

Battle Suits
Base - 20
Tech I - 5

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

Summary

Most likely card for Bob to have is Stewardess or Birds. Putting FArgo in lookout best plays around Stewardess, and I don’t really care about anything else that might happen. I’ll see if I can get a 1 card compensation for the free skeleton kill that I can’t avoid, and go from there. Likely to plant a Tech II next turn.

Forgotten Fighter
Neo Plexus
Hardened Mox -> Worker
Plasmodium
Fading Argonaut

Tech in 2x Overeager Cadet


#5

T3:

Gold (6)
Worker (5)
Nest , Pinky and the Brain arrive (3)
Nullcraft > Skele, you +card (1)

dc2, d4

Patrol:
Leader: 1/1A Mox
Elite:
Scavenger: 1/1 Pinky
Technician: 2/4 +nest L1 Rook
Lookout: 1/1 Brain

Other - 1/1 Nullcraft

Buildings:
Base: 20
Tehc I: 5

Economy:
Workers: 7
Spare gold: 1
Hand: 4
Deck: 0
Discard: 4

Summary

H: playd / Neo / Research / Spiral
W: plas tink spiral
T: stampede , stewardess


#6

Don’t forget that you still have a Nullcraft

Player 2, Turn 3
7 gold, draw for tech (7)
Tower (4)
Worker (3)
Skeleton (2)
Overeager Cadet (2)
Overeager Cadet (2)
Discard 3, Draw 2, rs, Draw 3. Float 2 gold.

SQL - Overeager Cadet (3/2 +1)
Scavenger - Skeleton (1/1)
Tech - Overeager Cadet (3/2)
Lookout - Fading Argo (3/3) [2]

L1 Garth (1/3)

Battle Suits
Base - 20
Tech I - 5
Tower - 4

8 workers, 2 gold
Hand: 5
Deck: 2
Discard: 0

[details=Summary]I could FF here, delaying my Tech II to clean up the board and get some presence. Need to bring in some answers to clean up this budding Air Force. However, even one turn of unimpeded attacks by those fliers is going to wreck my ability to keep pressure up, so I need a Tower as priority number 1.
Then, the choice is among:

  1. FF, Kill Rook, Level Garth to 4, no Worker
  2. FF, Kill Rook, Worker, let a flier trade with Garth
  3. No FF, Worker, Skeleton, Float 2

I actually like the third option best, as I can answer a potential max Rook, I’m leaving no good attacks, and fliers are pretty bad on defense.

Forgotten Fighter
Neo Plexus
Time Spiral -> Worker
Tinkerer
Overeager Cadet
+Overeager Cadet

Tech in Elite Training and Nether Drain

…
Next Hand:
Plasmodium
Nullcraft
Tinkerer
Elite Training
Nether Drain

[/details]


#7

T4:

Gold +F (8)
Heroes Hall (6)
Fargo (4)
Stewardess, bounce your Fargo ()
Pinky & Brain & Mox = SQL

dc2, rs, d4

Patrol:
Leader: 1/1A Nullcraft
Elite:
Scavenger: 2/3 Fargo %3
Technician: 2/3 Stewardess
Lookout:

Other - 1/1 Mox , 2/4 +nest L1 Rook

Buildings:
Base: 20
Tehc I: 5
Heroes Hall: 4

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

Summary

H: playd / ff / suits
W: plas tink spiral
T: stampede , dinosize


#8

Player 2, Turn 4:
8 gold (10)
Worker (9)
Tech II Peace (5)
Cadet trades for Fargo
Skeleton (4)
Fading Argonaut (2)
Nullcraft (0)
Discard 3, Draw 2, rs, Draw 3.

SQL - Fading Argo (3/3 +1) [3]
Scavenger - Skeleton (1/1)
Technician - Skeleton (1/1)
Lookout - Nullcraft (1/1)

L1 Garth (1/3)

Battle Suits
Base - 20
Tech I - 5
Tech II - 5
Spec: Peace
Tower - 4

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

[details=Summary]Not getting to use either spell this turn, but I do get my Tech II up, and continue to have board presence, a thin deck, and lots of good things.

Plasmodium -> Worker
Nullcraft
Tinkerer
Elite Training
Nether Drain
+Fargo

Tech in Drill Sergeant + Garrison

… next hand:
Forgotten Fighter
Neo Plexus
Overeager Cadet
Tinkerer
Flagstone Garrison
-that’s just about perfect.
[/details]


#9

T4:

Gold +SCV +Pinky +Brain (8)
Worker (7)
Maxband Arg, +Wisp, +Elemental (1)

dc3, d4, rs, d1

Patrol:
Leader: 1/1A Nullcraft
Elite: 2/1 Mox
Scavenger: 2/3 Stewardess
Technician: 3/3 Elemental
Lookout: 0/1 Wisp

Other - 2/4 L1 +nest Rook , 1/5 Max Arg , 1/1 Pinky , 1/1 Brain

Buildings:
Base: 20
Tehc I: 5
Heroes Hall: 4

Economy:
Workers: 8
Spare gold: 1
Hand: 5
Deck: 5
Discard: 0

Summary

H: playd / research / stewardess / Neo / stamp
W: plas tink spiral research
T: Dino , clap


#10

[details=Status review]Defense Power:
2f; 1^, 3, 3, 1 // 4, 5, 1f, 1f

Attacking Power:
3, 1, 1, 1f, 1-3

Plus maybe Elite Training and/or Nether Drain and/or DS runes

Sparkshot would cost effectively 4 gold, leveling (after draining Arg) would cost 2 gold, or 4 if I can’t kill Arg. Bouncing something costs 3-4 gold as well.

Doing math indicates that I can reach ~14 to 15 total attack, but would have to waste one point somewhere, so I can’t get Arg. I do still want to Nether Drain Arg, because I can beat another 3/3, but 2 4/4 birds attacking next turn would be overwhelming. My 9 gold would then go for:
3 to draw a card (in various ways)
1 to Nether Drain
1 to level Garth to the next applicable band
and then 1 for a Worker and 3 for a Garrison seems like the best mix of board position and future potential. So, let’s do that!
[/details]
9 gold (9)
Level Garth to 4 (6)
First Skeleton kills Wisp
Sac First Skeleton to draw
Sac 2nd Skeleton to draw
Flagstone Garrison (3)
Overeager Cadet, draw
Nether Drain Arg, Garth to L6 (2)
Garth deals 2 damage to the Elemental
Max Garth (1), putting a Drill Sergeant into play from the discard
Overeager Cadet, draw, 1 rune
Worker (0)
Move rune to Nullcraft, MyCraft kills YourCraft
Fading Argo kills Stewardess
Discard 4, rs, Draw 5

SQL - Overeager Cadet (3/2 +1)
Scavenger - Drill Sergeant (4/3)
Technician - Overeager Cadet (3/2)

Fading Argo (3/1) [2]
Nullcraft+ (2/1)
L7 Garth (3/4)

Battle Suits
Base - 20
Tech I - 5
Tech II - 5
Spec: Peace
Tower - 4
Flagstone Garrison - 4

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

[details=Summary]Tech in Drill Sergeant and Knight of the Conclave

Hand:
Forgotten Fighter
Neo Plexus
Overeager Cadet
Tinkerer
Flagstone Garrison

Deck/draws (in order):
Overeager Cadet
Elite Training
Nether Drain
Drill Sergeant

Worker Tinkerer (Elite Training might still prove useful, and I can always tech in more & better units)

Next Hand:
Forgotten Fighter
Elite Training
Drill Sergeant
Nether Drain
Knight of the Conclave

Deck: Neo Plexus
[/details]


#11

T5:

Gold +SCV +F (10)
Re-Maxband Arg, +Elemental (8)
Dinosized + Arg midbanded Pinky hits your base to 12 (4)
Stewardess, bounce Fargo (1)
Hurt Elemental = SQL

dc3, d5

Patrol:
Leader: 1/1A Mox
Elite: 3/3 Stewardess
Scavenger: 3/3 Elemental
Technician: 2/4 L1 +nest Rook
Lookout: 1/1 Brain

Other - , 1/5 Max Arg , 1/1 Pinky ,

Buildings:
Base: 20
Tehc I: 5
Heroes Hall: 4

Economy:
Workers: 8
Spare gold: 1
Hand: 5
Deck: 0
Discard: 8

Summary

H: playd / ff / suit / over
W: plas tink spiral research
T: emblem , spirit


#12

P2, t6;
If it’s a base race you want…
Tech 2 cards (knight #2 and unphase)
Nullcraft trades with patrol bird
Garth moves mox
Cadet trades with elemental
Drill Sergeant (7) [1 rune], draw
Knight of the Conclave, [3], rs 5 and draw
Vir (5)
Make a skeleton and sac to draw 2nd of 5 (4)
Cadet x2 and knight, drawing last 3 cards [9 runes]
Nullcraft (2) [11] (these 4 units can come in any order, so I didn’t randomize it)
Unphase the active Drill Sergeant, and give him all runes
Attack your base for 15
Move 11 runes to Nullcraft
Attack your base for another 12

GG!


#13

Well then, gg indeed


#14

This is insane, Unphase’d Sarges and KotCs for pure cycling… I am already very afraid