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CAMS 2017: Eijolend ([Finesse]/Discipline/Disease) vs. Bob199 ([Past]/Strength/Growth)


#1

Hello, @Bob199 !
Gl & hf!

P1T1


StartingHand Workers

STARTING HAND
Timely Messenger
Bloom
Brick Thief
Older Brother
Wither


WORKERS
Older Brother


NextHand

Fruit Ninja
Spark
Tenderfoot
Granfalloon Flagbearer
Helpful Turtle


Discard

Wither
Brick Thief
Bloom


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Timely Messenger - ($2)
Grave - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Grave Lvl.1 (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Timely Messenger (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[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: 5
Thoughts

The Growth/Strength Combo is well known… Not sure what synergies Past will bring to the table here - most likely just Utility in the form of Stewardess and Origin Story. Nullcraft and Mox certainly sound annoying enough to hold the early game in order to bring Tech II online. I’m also a bit worried about the possibility of a Birds + Nullcraft opener, which can exploit my spec combination’s weak anti-air options early on. Still going to open with Grave instead of Orpal + Sickness to at least look a bit threatening.


#2

glhf

T1:

Gold (5)
Worker (4)
Nullcraft > Messenger (2)

dc3 d5

Patrol:
Leader:
Elite:
Scavenger:
Technician:
Lookout:

Other - 1/1 Nullcraft

Buildings:
Base: 20

Economy:
Workers: 6
Spare gold: 2
Hand: 5
Deck: 0
Discard: 3

Summary

H: playd / mox suits spiral reseach
W: mox
T:


#3

P1T2


Tech StartingHand Workers

TECH
Plague Spitter
Plague Spitter


STARTING HAND
Helpful Turtle
Spark
Granfalloon Flagbearer
Fruit Ninja
Tenderfoot


WORKERS
Older Brother
Fruit Ninja


NextHand

Brick Thief
Granfalloon Flagbearer
Bloom
Tenderfoot
Plague Spitter


Tech 2 card(s)
Get Paid + Scavenger - ($6)
Worker - ($5)
Helpful Turtle - ($3)
Tech I - ($1)
Grave attacks your base for 2 damage.

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


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

  • :psblueshield: [I]Squad Leader[/I]: Helpful Turtle (1/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave Lvl.1 (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

And there’s the Nullcraft. That’s exactly why I patrolled the Timely Messenger - 1 gold is worth much more to me than 1 damage on the base.
I’m teching Plague Spitters because they are good against air and Rook even though they are underwhelming Tech I units otherwise.


#4

T2:

Gold +F (8)
Worker (7)
Arg, +Wisp , (5)
Fargo (3)
Neo (1)
Nullcraft pew pews your base to 19

dc4 rs d5

Patrol:
Leader: 2/3A Fargo %3
Elite:
Scavenger: 2/2 Neo
Technician:
Lookout:

Other - 1/1 Nullcraft , 0/1 Wisp , 1/3 L1 Arg

Buildings:
Base: 20

Economy:
Workers: 7
Spare gold: 1
Hand: 4
Deck: 3
Discard: 0

Summary

H: playd / ff / tink / plas
W: mox plas
T: overrunz


#5

Your base should be at 18 health because Grave attacked it.

P1T3


Tech StartingHand Workers

TECH
Versatile Style
Nimble Fencer


STARTING HAND
Brick Thief
Plague Spitter
Tenderfoot
Granfalloon Flagbearer
Bloom


WORKERS
Older Brother
Fruit Ninja
Granfalloon Flagbearer


NextHand

Plague Spitter
Timely Messenger
Spark
Wither


Discard

Bloom
Brick Thief
Versatile Style
Nimble Fencer


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Plague Spitter - ($3)
Tenderfoot - ($2)

Float ($2)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Plague Spitter (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Helpful Turtle (1/2)
  • :pschip: [I]Technician[/I]: Tenderfoot (1/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave Lvl.1 (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 7
Thoughts

Well that surely is some board presence - but I’m confused, no Tech I? no Heroes’ Hall? Is this a Stampede Rush … with purple starter? Wat?

Anyhow, the two Plague Spitters were probably an overinvestment seeing that no birds are coming. I’m teching in a Versatile Style as it helps against both Mythmaking and MoLaC. I think I can afford to go down a card as he did so as well and I can avoid cycling my deck for one more turn. Dinosize is a serious problem when calculating what he can do next turn, but I don’t think he can do anything that is cost effective with it. On the flip side, there is nothing cost effective I can do to get rid of the Fading Argonaut.
Tentative plan for next turn: Tech II and either midbanding Grave + Wither on something, or another Plague Spitter. If Tenderfoot is killed, I can maybe put off building Tech II for another turn as it cycles my deck.

Let’s talk about spec choice for a bit. I still expect Strength Tech II from him, since Versatile Style messes with MoLaC, so something that trades well with doubling Barbarians would be appreciated. Gorgons come to mind, but the rest of Disease are not really up to the challenge of maintaining board control. Discipline’s Vigor Adept and Young Lightning Dragon seem quite capable of contesting Barbarians though. So I will most likely go for Tech II Discipline - the hero focus of that spec is not something I will pursue though, since Origin Story exists.


#6

T3:

Gold +F (8)
Worker (7)
Tech I (5)
Maxband Arg, +Elemental (1)

dc3 d3 rs d2

Patrol:
Leader: 3/3A Water Elemental
Elite:
Scavenger: 2/2 Neo
Technician: 2/3A Fargo %2
Lookout:

Other - 1/1 Nullcraft , 0/1 Wisp , 1/5 Max Arg

Buildings:
Base: 20
Tech I: 5

Economy:
Workers: 8
Spare gold: 1
Hand: 5
Deck: 3
Discard: 0

Summary

H: playd / spiral suits ff research
W: mox plas ff
T: pandaz


#7

Your base is still at 18.

P1T4


Tech StartingHand Workers

TECH
Young Lightning Dragon
Young Lightning Dragon


STARTING HAND
Timely Messenger
Wither
Plague Spitter
Spark


WORKERS
Older Brother
Fruit Ninja
Granfalloon Flagbearer
Timely Messenger


NextHand

Bloom
Young Lightning Dragon
Wither


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Grave casts Wither on Water Elemental. - ($6)
Plague Spitter kills Water Elemental taking 2 damage in return.
Grave kills Neo Plexus taking 2 damage. You get 1 gold.
Grave 1->3, heals. - ($4)
Plague Spitter - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Plague Spitter B (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Tenderfoot (1/2)
  • :pschip: [I]Technician[/I]: Helpful Turtle (1/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave Lvl.3 (3/4)
  • Plague Spitter A (3/1) xx
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Ok… so he’s just sitting back and building up. I still suspect Stampede, so I should reduce the amount of units he has drastically this turn… which might be difficult.

This is a really bad situation for me to be in - because if I build Tech II and he has Stampede I instantly lose the game. If I don’t build Tech II he can do so and my early tech advantage is completely gone.


#8

T3:

Gold +F +SCV (10)
Overrun!!! (4)
Fargo > Spitter B, overruns your base to 19
Wisp > Turtle, overruns your base to 18
Nullcraft > Grave
Growth II ()

dc3 d3 rs d2

Patrol:
Leader: 1/5A Max Arg
Elite:
Scavenger:
Technician:
Lookout:

Other - 1/1 Nullcraft , 0/1 Wisp , 2/3 Fargo %1

Buildings:
Base: 18
Tech I: 5
Growth II: 5

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

Summary

H: playd / overrun suits tink
W: mox plas ff
T: ancientz


#9

P1T5


Tech StartingHand Workers

TECH
Vigor Adept
Sickness


STARTING HAND
Young Lightning Dragon
Wither
Bloom
Nimble Fencer


WORKERS
Older Brother
Fruit Ninja
Granfalloon Flagbearer
Timely Messenger
Wither


NextHand

Versatile Style
Spark
Brick Thief
Young Lightning Dragon


Discard

Plague Spitter
Helpful Turtle
Plague Spitter
Bloom
Young Lightning Dragon
Vigor Adept
Sickness


Tech 2 card(s)
Draw a card from Technician
Get Paid + float - ($9)
Worker - ($8)
Orpal - ($6)
Plague Spitter suicides into Argagarg, removing the armor and putting 2 -1/-1 on him, while taking 1 damage in return.
Tenderfoot attacks Argagarg for 1 damage.
Nimble Fencer - ($4)
Nimble Fencer kills Argagarg, Orpal 1->3
Tech II (Discipline) - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Orpal Lvl.3 (1/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nimble Fencer (2/3)
  • Tenderfoot (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)

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

  • Hand: 4
  • Deck: 0
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Ok… this is bad but I think it is possible to recover. Nimble Fencer Technician Draw to the rescue! The more I play this spec combination the more I feel like a Nimble Fencer or two are pretty much essential to maintain any kind of board control.

Plan for next turn: YLD and hope that whatever Tech II unit he fields is not too horrible.


#10

I think you forgot to pay for Bloom, so I don’t think you’ll be able to build that tech 2 if you still want to kill Arg


#11

You’re right, I messed something up.
Sorry about that - I shouldn’t have rushed posting that turn at the last minute… I’ll correct the turn first thing tomorrow.


#12

I edited my post to something legal without casting Bloom. The Plague Spitter doesn’t survive and the Tenderfoot can’t patrol.


#13

T4:

Gold (8)
Ancient (4)
Panda, +Wisp, Ancient++ (1)
Move Ancient runes to Nullcraft
Nullcraft > Fencer
Worker ()

dc2 d4

Patrol:
Leader: 0/1A Wisp
Elite:
Scavenger:
Technician: 0/1 Wisp
Lookout:

Other - 3/3 Nullcraft , 2/4 Panda , 2/4 Ancient

Buildings:
Base: 18
Tech I: 5
Growth II: 5

Economy:
Workers: 9

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

Summary

H: playd / Neo spiral research
W: mox plas ff spiral
T: elm nest


#14

Sorry for the delay, I had a busy weekend.

P1T6


Tech StartingHand Workers

TECH
Death and Decay
Death and Decay


STARTING HAND
Versatile Style
Brick Thief
Spark
Young Lightning Dragon


WORKERS
Older Brother
Fruit Ninja
Granfalloon Flagbearer
Timely Messenger
Wither


NextHand

Spark
Nimble Fencer
Brick Thief
Plague Spitter
Tenderfoot


Tech 2 card(s)
Get Paid - ($9)
Orpal 3->6 - ($6)
Orpal sacrifices Tenderfoot to put a - rune on the Squad Leader Wisp, killing it. maxband puts a - rune on the Technician Wisp (killing it too) and Blooming Ancient. You draw a card.
Orpal attacks Blooming Ancient to put two more - runes on Blooming Ancient (Ancient—) taking 1 damage in return.
River - ($4)
Young Lightning Dragon - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Young Lightning Dragon (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: River Lvl.1 (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Orpal Lvl.6 (2/4) x
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)

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

  • Hand: 5
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

Ok, I spent a long time thinking about this and I just see no way to kill the Blooming. That second Wisp that is still around for some reason is very very annoying. This means that this game is most likely just lost as his next turn will be a max arg for 3 + runes and he probably has a unit in his hand, which will kill my YLD and River, so the only way out that I see is hoping I draw Death and Decay (Increasing that chance is why I’m skipping the worker.). Orpal should be able to survive and if my math is correct, he shouldn’t be able to max Arg and Origin Story me in the same turn.

Update after drawing next hand: nope, doesn’t look good.


#15

No worries

T5:

Gold +TCN (9)
Ancient B , Ancient A+ (5)
Panda , +Wisp, Ancients++ (2)
Arg , +Wisp, Ancients++ ()
Ancient A > River, Arg to L3
Move Ancient A runes to active Panda
Panda > Orpal, Arg maxbands, +elemental, Ancients +
Move Ancient A rune to Nullcraft
Nullcraft > YLD

dc3 d1 rs d4

Patrol:
Leader: 3/3A Elemental
Elite:
Scavenger: 0/1 Wisp
Technician: 0/1 Wisp
Lookout:

Other - 4/1 Nullcraft , 2/4 Panda , 2/2 Ancient , 7/9 Ancient#5 , 2/4 Panda, 1/5 Max Arg

Buildings:
Base: 18
Tech I: 5
Growth II: 5

Economy:
Workers: 9
Spare gold: 0
Hand: 5
Deck: 5
Discard:

Summary

H: playd / overrunz suits
W: mox plas ff spiral
T: elm clap


#16

GG, I concede! @EricF

I was wondering what you are planning to do with the purple starter - turns out Blooming Ancient and Nullcraft is a really good combination. Also great to see Giant Panda is seeing some play.