CAMS 2017: EricF ([Future]/Peace/Necro) vs. Shadow-Night-Black ([Feral]/Present/Truth)

Good luck @Shadow_Night_Black

Player 1, Turn 1:
4 gold (4)
Worker (3)
Plasmodium (1)
Discard 3, Draw 5. Float 1 gold.

No Patrol

Forecast Plasmodium (4/4) %3

Base - 20

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

[details=Summary]Fading Argonaut
Battle Suits
Temporal Research
Tinkerer -> Worker
Plasmodium[/details]

GL HF! Lets see if I can stop the mighty peace engine from rolling on.

P2T1


StartingHand Workers

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


WORKERS
Spore Shambler


NextHand

Verdant Tree
Rich Earth
Young Treant
Ironbark Treant
Playful Panda


Discard

Forest’s Favor
Tiger Cub
Rampant Growth


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Prospector - ($3)
Cal - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Merfolk Prospector (1/1 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal (2/3, lvl 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

With Boot camp, and the aggresive Plasmodium down, Tech 2 Truth rush looks off the cards, as I wnt be able to keep it up. Plan 2 of Immortals for days could work, but they wont break through his peace engine, and they can only defend or attack. Aggresive Feral play seems good, Centaurs, Huntress, Hounds, Argonauts with Ferocity and Behind the ferns to keep Tech 2 / garrisons down until I can kill him.

1 Like

P1, Turn 2
5 gold (6)
Worker (5)
Mox (2)
Tech I (0)
Discard 3, rs, Draw 5

Elite - Mox (2/1)

Forecast Plasmodium (4/4) %2

Base - 20
Tech I - 5

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

[details=Summary]Neo Plexus -> Worker
Hardened Mox
Time Spiral
Nullcraft
Forgotten Fighter

Tech in Cadet + Bone Collector
[/details]

P2T2


Tech StartingHand Workers

TECH
Reteller of Truths
Reteller of Truths


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


WORKERS
Spore Shambler
Rich Earth


NextHand

Reteller of Truths
Forest’s Favor
Young Treant
Tiger Cub


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Prospector goes mining - ($7)
Tech 1 - ($5)
Verdent Tree - ($3)
Playful Panda - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Cal (2/3, lvl 1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Verdant Tree (-/3, Healing 1)
  • Playful Panda (2/2)
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7

P1, Turn 3:
6 gold (6)
Nullcraft (4), kills Prospector
Worker (3)
Bone Collector (1)
Overeager Cadet (1)
Discard 1, Draw 3. Float 1 gold.

Elite - Mox (2/1)
Tech - Overeager Cadet (2/2)

Bone Collector (3/3)

Nullcraft (1/1)
Forecast Plasmodium (4/4) %1

Base - 20
Tech I - 5

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

[details=Summary]Nullcraft
Battle Suits
Fading Argonaut -> Worker
Overeager Cadet
Bone Collector

Defense: 2, 3 // 3, 2, 1, 5
Attack: 1, +1, 1f

Tech in Boot Camp x2, in case of mass Illusions (also, no real answer to Mox, so camping that is fine)
[/details]

P2T3


Tech StartingHand Workers

TECH
Macciatus
Macciatus


STARTING HAND
Young Treant
Forest’s Favor
Tiger Cub
Reteller of Truths


WORKERS
Spore Shambler
Rich Earth
Forest’s Favor


NextHand

Rampant Growth
Ironbark Treant
Reteller of Truths
Tiger Cub


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tap Tree
Tech 2 (Truth) - ($3)
Reteller of Truths - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Reteller of Truths (3/3 + A)
  • :psfist: [I]Elite[/I]: Playful Panda (2/2)
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Cal (2/3, lvl 1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Verdant Tree (-/3, Healing 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)

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

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

He only has starter cards next turn. With Battlesuits (the only remaining “haste” card), he can break my patrol and deal 3 to my base/Tech 2.

P1, turn 4:
7 gold (8)
Plasmodium arrives
Worker (7)
Tech 2 Peace (3)
Garth (1)
Skeleton (0)

Plasmodium kills Reteller
Mox and Nullcraft kill Panda
Cadet kills Wisp
Bone Collector kills Cal, Garth to L3

Discard 2, rs, draw 4

Scavenger - Skeleton (1/1)
Tech - Skeleton (1/1)

Mox (1/1)
Overeager Cadet (2/2)
Bone Collector (3/1)
Nullcraft (1/1)
Plasmodium (4/1)
L3 Garth (1/3)

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

8 workers, 0 gold
Hand: 4
Deck: 3
Discard: 0

[details=Summary]time Spiral
Forgotten Fighter
Temporal Research -> Worker

Tech in 2nd Cadet and Drill Sergeant

Starting with Sergeant over Garrison to optimise for killing Macciatus with Nullcraft. I can use Garth to make up the card advantage. Also, my reshuffle here is very character light, but if I draw both guys (using Garth?) I can generate 3 runes and a strong board presence.If I don’t, then I can trade off a bunch and start Garrisoning next turn.[/details]

Next Hand

Cadet
Forgotten Fighter
Battle Suits
Boot Camp

I have a feeling this is game to you. Maybe the Heavy tech 1 play was the way to go, or mass immortals to hold back the tide.

P2T4


Tech StartingHand Workers

TECH
Ferocity
Spectral Rook


STARTING HAND
Reteller of Truths
Ironbark Treant
Rampant Growth
Tiger Cub
Macciatus


WORKERS
Spore Shambler
Rich Earth
Forest’s Favor
Ironbark Treant


NextHand

Merfolk Prospector (1/1 + A)
Macciatus
Tiger Cub
Young Treant (0/2)


Tech 2 card(s)
Get Paid + float - ($9)
Scav + Draw - ($10)
Worker - ($9)
Reteller of Truths - ($7)
Reteller of Truths - ($5)
Macciatus - ($3)
Quince - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Reteller of Truths #1 (4/4 + A)
  • :psfist: [I]Elite[/I]: Mirror (1/2)
  • :ps_: [I]Scavenger[/I]: Reteller of Truths #2 (4/4)
  • :pschip: [I]Technician[/I]: Quince (1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Verdant Tree (-/3, Healing 1)
  • Macciatus (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

Again, with battlesuits he can break my Tree, but not my Tech 2. Ferocity going in to give me an good defender against small unit spam (until his drill sargents start rolling). Dreamscape can prevent him fom buffing his own units, but I want to rook to kill Drill Sargents/Break Tech 2 and stop the drill sargent flood. I expect Garth to resurrect a drill sarget this turn, and then it just depends on how many units he has in hand. If he can play 3 as well as Max Garth, this will be game as he can then break my Tech 2 and Tree, and I have no comeback.

1 Like

I think your overall plan was fine, but you just needed to tech in and/or draw a different mix of Tech II units.

Attack analysis

Defense: 5*, 2*, 4*, 3 // 3, 3, 5 = 14 / 6
Attack: 1, 1, 1, 2, 3, 4, 1f, 1+ = 14 + 2 + 3

Hand:
Cadet
Forgotten Fighter -not worth it just to kill a wisp
Battle Suits - +2 for 2
Boot Camp - +? for 3, allows for 2nd boot camp to be played

Deck (not in order):
Drill Sergeant
Boot Camp
Time Spiral

One Option:
8 gold (8)
Mox and Plasmodium kill SQL
Garth and Cadet kill Quince, Garth L5
Max Garth for a DS (6)
Make and sac a skeleton (5)
Maybe sac up to the other two skeletons
Drill Sergeant (2)
Cadet
Move 2 runes to Nullcraft, kill Macciatus
3rd rune kills Reteller
Hopefully have a surviving skeleton to kill Mirror
BC breaks Tree
Retroactively play Battle Suits, allowing for:

8 gold (8)
Battle Suits (6)
Mox and Bone Collector kill SQL
Cadet kills Quince, Garth L5
Max Garth for a DS (4)
Sac fresh skeleton to draw
Make and sac a skeleton, if needed, otherwise can Worker (3)
Sac a third skeleton, but hopefully not
Drill Sergeant (0)
Cadet
Move 2 runes to Nullcraft, kill Macciatus
3rd rune kills Reteller
Skeleton kills Mirror
Garth breaks Tree
Plasmodium, and hopefully surviving skeleton break Tech II. Otherwise, just hit Tech II for 4, and my board is still HUGE

Boot Camp alternative:
8 gold (8)
Onimaru (6)
Boot Camp SQL (5)
Mox and Cadet kill Quince, Garth to L5
Max Garth for DS (3)
Sac Skeletons to draw
DS + Cadet (0)
Nullcraft kills Macciatus
Target Camped Reteller with extra rune
Garth + Skeleton? kill Reteller and Mirror
BC hits Tree
Plasmo is only thing left
So… this line isn’t as good. Garth ends up with a bunch of damage, and my board is somewhat worse.

P1, Turn 5:
8 gold (8)
Battle Suits (6)
Mox and Bone Collector kill SQL, make fresh skeleton
Cadet kills Quince, Garth L5
Max Garth, retrieving a Drill Sergeant (4)
Sac fresh skeleton to draw
Drill Sergeant (1), 1 rune
Overeager Cadet (1), 3 runes
Move 2 runes to Nullcraft, kill Macciatus
Use 3rd rune to target and kill Reteller
One Skeleton trades with Mirror
Skeleton and Plasmodium break Tech I - no Flagbearer for you!
Garth breaks Verdant Tree
Sac Skeleton to draw a card
Worker (0)
Discard 2, Draw 1, rs, Draw 3

Scavenger - Overeager Cadet (3/2)

Overeager Cadet (3/1)
Nullcraft++ (3/3)
Plasmodium (4/1)
L7 Garth (3/4)
Drill Sergeant (4/3)
Drill Sergeant (4/3)

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

Battle Suits
9 workers, 0 gold
Hand: 4
Deck: 1
Discard: 0

[details=Summary]Hand:
Cadet
Forgotten Fighter
Battle Suits
Boot Camp

Tech in Drill Sergeant (for immediate use) and one of:

Unphase (because if I don’t get to break Tech II this turn, I might be facing Macciatus + Bird and need alternative evasion. Still doesn’t help against Flagbearer, but I think I have enough ATK power to get through double Reteller if he goes 2x Reteller, Macciatus, Bird, Flagbearer
A unit (to be able to play 2x unit without a reshuffle. I’m likely ending this turn with 5 in hand, 1 in deck. But with 2x boot camp, I can probably just plan on reshuffling my Cadets et. al.)
Garrison (to reshuffle Cadets and play out +10 runes next turn, likely resulting in an easy win through any non-Flagbearer resistance. Yeah, let’s go with this one.

2nd tech: Garrison

Deck (In order):
Drill Sergeant
Time Spiral -> Worker
Boot Camp
[/details]

[details=Next Hand]Forgotten Fighter
Boot Camp
Bone Collector
Boot Camp

Deck: Flagstone Garrison
[/details]

GG! I have the Ferocity/Rook I need (off a young Treant Draw), but not enough gold to play that with the macciatus/Retellers to keep macciatus safe. It was seeing the T1 Plasmodium that I knew I was going to have trouble. It has enough health to ruin the Argonaut Ferocity tech plan, and enough attack that getting aggressive with Cal was not a good plan. Present was proberbly the better plan, but with no battlesuits of my own, Hyperons struggle to break Tech 2. Truth didnt have the units I needed to win. Spectral Rook early on means I loose my Tech 2 + Tree and hence I can’t fight back quickly enough, Tiger would have been a better plan but I was afraid of Bootcamp just deleting him for free. I think my best bet was the Tech 1 BtF/Ferocity play backed up Argonauts + Huntress play, and just deny you tech 2/Garrisons

Very well played though!

1 Like

That was fast :slight_smile:

1 Like

@Shadow_Night_Black I was interested to see how consistently you made the Verdant Tree -> T3 Tech II unit work. I’ve pretty much always auto-workered VT. If you don’t mind my picking your brain:

  • Do you think it’s a viable strategy, or does it just require too many sacrifices to be worth it?
  • Is it something you have to go into the game planning to do, or can you switch to it on T2 after seeing a weak T1/2 from your opponent?
  • If you think it’s viable as P2, do you think it works as P2 also?

Sure!

Given that two of the three times I attempted it the tournament (I haven’t tried it before this) I won of the back of it, yes it is a viable strategy. I would say you need a T2 with cheep units (Truth/Finesse are the ones that come to mind), as the aim is to drop 2x units on T3 (7 gold workers + 2 Float/Prospector/Scav for 1 worker, 4 Tech 2, 2x 2 Drop), but you could get away with a good defensive 3 drop (voidblocker, Gorgon, Steam tanks).

Against Ericf and Bob199, I swaped to it on T2 (for Bob199, it was me noticing that he couldn’t do anything about it, and what put it as a possibility for the rest of the tournement, this (like most the strats I ended up winning with this tournement) was not somethng I had thought about when crafting my deck (see my first game for why I built this deck :stuck_out_tongue: ).

Against Pirate I committed T1 (which is the problem drawing tree in your opening hand). I defineatly think that it’s stronger if you don’t choose until T2, and it means that they can’t tech knowing what your going for. Do they go hyper aggresivie with spells/haste to punish a tree? or they go for a more normal game.

I’m gonna assume your asking if it’s viable as P1 here.

I think it might be viable, but only against a P2 whos trying to be very passive and out tech you. I would wait to drop the tree T3, as you need to early gold/cards to put pressure on a P2 opponent, and in this case I think blood etc might be a better choice (now there’s an idea, T3 crash barrows anyone? Growth/ Blood/?)

2 Likes

I want to say I might have tried verdant tree with a growth blood disease deck and had it work out alright.

3 Likes