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[CAMS20] ROUND2 charnel_mouse [Necromancy]/Anarchy/Blood vs Bomber678 [Discipline/Strength]/Finesse

Well, here we are again. @Bomber678

P1T1

Starting hand: 5

Skeleton Javelineer
Poisonblade Rogue
Thieving Imp
Graveyard
Skeletal Archery

Thoughts

Openings are Garth + Skeleton Javelineer, Zane + Skeleton Javelineer, or Thieving Imp. I think Garth is best, given I have both spells in hand next turn.


Get paid - ($4)
Worker - ($3)
Garth Torken - ($1)
Skeleton Javelineer - ($0)
Discard 3, draw 5


Garth L1 1/3
Skeleton Javelineer 1/1 (javelin, use javelin to get long range that turn)

:heart: Base HP: 20


Hand: 5

Pestering Haunt
Jandra, the Negator
Deteriorate
Summon Skeletons
Sacrifice the Weak

Deck: 0
Discard: 3

Thieving Imp
Graveyard
Skeletal Archery

Card-count check (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers
Total: 10


Gold: 0
Workers: 5

4 x start
T1: Poisonblade Rogue

Ah yes, necromancy again.


Turn 1

Hand: Fox Viper, Safe Attacking, Fox Primus, Grappling Hook, Saviour Monk
Workers: Fox Primus


  1. Get paid (+$5, $5)
  2. Hire a worker ($4)
  3. Summon Grave Stormborne ($2)
  4. Summon Saviour Monk ($0)
  5. Discard 3, draw 5

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger: Saviour Monk (2/2)
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
  • Units/Heroes:
    Grave Stormborne (2/3)
  • Base: 20
  • Other:

Economy:

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

Hand

Sensei’s Advice, Aged Sensei, Smoker, Snapback, Morningstar Flagbearer

Discard

Fox Viper, Safe Attacking, Grappling Hook

Think

Gotta threaten grapple hook even if I don’t have it. I have to not lose board or I lose the game super hard here.

At least you’re not playing against Vandy umpteen times :wink: Can’t say I’m ecstatic about facing Daymare here.

P1T2

Starting hand: 5

Pestering Haunt
Jandra, the Negator
Deteriorate
Summon Skeletons
Sacrifice the Weak

Thoughts

River is scary, especially early on against Skeletons. Snapback is really scary with my hero loadout, no easy getting around it with Blackhand Resurrector either. Looking through Jadiel’s old games, he teched in Hooded Executioner + Lich’s Bargain instead of Bone Collectors when playing against a Discipline/Finesse deck. Lich’s Bargain I can get behind, since it’ll be good against Daymare pressure. I’m not so sure about Executioner over Taxman, but its ability will be useful later if we get into an aggressive late game. I’ll give it a go.

Options for this turn:

  1. Deteriorate Monk, kill with Javelineer / Garth, Tech I, Skeleton, Pestering Haunt. Killing Monk with Garth leaves the Skeletons to block, ripe for Grappling Hook + sparkshot. Killing it with the Javlineer leaves a lone Skeleton in patrol, if I don’t want Garth in there too. Hook means that I definitely don’t. Depends on how safe I think Garth is on 2 health, I’m pretty sure he’s safe this turn.
  2. Deteriorate Monk, kill with Garth, midband Garth, Skeleton, Pestering Haunt. Skeleton in patrol, Javelineer can hit the base instead so Grave can’t Hook + sparkshot. Delaying Tech I, so no Executioner if I draw it next turn.

I think Garth is safe for a turn without healing, I’ll go with the former so I can tech up.

Teched cards: 2

T2: Hooded Executioner, Lich’s Bargain


Get paid - ($5)
Worker - ($4)
Tech I - ($2)
Deteriorate, Saviour Monk is 1/1 this turn
Garth kills Saviour Monk, you get a gold, takes 1 damage
Skeleton Javelineer hits your base to 19
Garth raises a Skeleton - ($1)
Pestering Haunt
Discard 2, reshuffle, draw 4


:exhaust: Technician: Skeleton 1/1

Garth L1 1/2 (1 damage)
Skeleton Javelineer 1/1 (javelin, use javelin to get long range that turn)
Pestering Haunt 1/1 (unstoppable, can’t be sacrificed or patrol, attack capped at 1)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 4

Thieving Imp
Graveyard
Skeletal Archery
Hooded Executioner

Deck: 4

Lich’s Bargain
Deteriorate
Summon Skeletons
Sacrifice the Weak

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 2 teched = 12
2 on board
4 in hand
4 in deck
0 in discard
2 in workers
Total: 12


Gold: 1
Workers: 6

4 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator

Turn 2

Hand: Sensei’s Advice, Aged Sensei, Smoker, Snapback, Morningstar Flagbearer
Tech: Nimble Fencer, Sparring Partner
Workers: Fox Primus, Sensei’s Advice


  1. Tech 2 cards
  2. Get paid (+$6, $6)
  3. Hire a worker ($5)
  4. Build Tech 1 ($4)
  5. Summon Aged Sensei ($3)
  6. Summon Morningstar Flagbearer ($0)
  7. Grave kills Skeleton, you draw
  8. Discard 2, reshuffle, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Aged Sensei (1/1+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Morningstar Flagbearer (2/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Grave Stormborne (2/2)
  • Base: 19
  • Other:

Economy:

  • Workers: 7
  • Gold: 0
  • Hand: 4
  • Deck: 4
  • Discard: 0

Hand

Saviour Monk, Smoker, Grappling Hook, Sparring Partner

Discard

Thinking

Bad start here. Not sure how I’m going to regain control. Probably need discord quickly.

P1T3

Starting hand: 4

Thieving Imp
Graveyard
Skeletal Archery
Hooded Executioner

Technician draw: 1

Lich’s Bargain

Thoughts

Interesting technician draw, I’d have preferred it next turn so I could play it while teching up.

I’m wondering if it’s worth trying to draw something else in the deck here, worker + midband + Skeleton leaves me 2 gold to play Sacrifice the Weak, Lich’s Bargain, or Hooded Executioner, depending on what I draw. That’s about what I’m planning to do anyway, I’ll give it a go. Teching in a Bone Collector, in case I draw well and want to maxband Garth instead of getting a worker.

Teched cards: 2

T2: Hooded Executioner, Lich’s Bargain
T3: Bone Collector, Crashbarrow


Get paid + float - ($7)
Midband Garth - ($4)
Garth raises a Skeleton - ($3)

Garth sacrifices Skeleton, I draw

Sacrifice the Weak

Skeleton Javelineer throws javelin at Aged Sensei to do 1A damage

Garth sacrifices Skeleton Javelineer, I draw

Summon Skeletons

Pestering Haunt trades with Aged Sensei
Sacrifice the Weak, Morningstar Flagbearer dies, you draw - ($1)
Garth kills Grave, takes 2 damage, hits level 6
Maxband Garth, Bone Collector arrives - ($0)
Skip worker!
Discard 6, draw 1, reshuffle, draw 4


:psblueshield: Squad Leader: Bone Collector 3/3+1A

Garth L7 3/4

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 5

Deteriorate
Skeleton Javelineer
Pestering Haunt
Hooded Executioner
Summon Skeletons

Deck: 6

Crashbarrow
Sacrifice the Weak
Thieving Imp
Graveyard
Skeletal Archery
Lich’s Bargain

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 4 teched = 14
1 on board
5 in hand
6 in deck
0 in discard
2 in workers
Total: 14


Gold: 0
Workers: 6

4 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator

It’s ok, I don’t know how to play this deck


Turn 3

Hand: Saviour Monk, Smoker, Grappling Hook, Sparring Partner, Snapback
Tech: Discord, Nimble Fencer
Workers: Fox Primus, Sensei’s Advice, Smoker


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$7, $7)
  4. Hire a worker ($6)
  5. Summon Garus Rook ($4)
  6. Summon Sparring Partner ($3)
  7. Cast Snapback on Garth, bringing in Zane ($0)
  8. Discard 2, draw 3, reshuffle, draw 1

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite: Sparring Partner (3/2)
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Garus Rook (2/4)
  • Base: 19
  • Other:

Economy:

  • Workers: 8
  • Gold: 0
  • Hand: 4
  • Deck: 6
  • Discard: 0

Hand

Fox Viper, Safe Attacking, Nimble Fencer, Discord

Discard

Thank

This was a pretty tough turn, but I think I’m ok with this setup. Even if he has surprise attack here (which I wouldn’t be surprised if he did) he can’t kill both Rook and Tech 1, so I’m still kind of ok afterwards, and can probably kill Zane back.

you forgot your scav gold here

1 Like

Anything you want to do this turn with the extra gold, or are you happy to float?

I think floating is fine. Please don’t prove me wrong

1 Like

P1T4

Starting hand: 5

Deteriorate
Skeleton Javelineer
Pestering Haunt
Hooded Executioner
Summon Skeletons

Thoughts

I could use Deteriorate + maxband Zane here to blast through the Sparring Partner and Rook / Tech I and still worker, but it leaves me with only a Skeleton on patrol. Pretty risky, I’d have to kill Rook and hope to not face double Fencer / Fencer + Discord. Destroying Tech I lets midband Rook walk past the Skeleton to kill Zane, and give Bomber an easy maxband Rook. If Bomber has teched some mixture of Fencer + Discord, he’s got a good chance of drawing something to kill Zane here, I don’t think it’s worth the risk.

Alternative plan: worker, Deteriorate, BC kills SP and lives, Zane hits Tech I to 3, Hooded Executioner, float 2 gold to try for Tech II + Lich’s Bargain next turn. I have 2/3 chance of drawing the Bargain, 1/2 if I also play Pestering Haunt, before accounting for Technician draws. If I don’t draw it, I have 4 for maxband Zane if I can kill a Scavenger. Putting Executioner in SQL gives me a patrol that’s much more robust against Fencers, and River can’t turn up for Discord with Rook still alive. I risk not drawing Bargain, and Bomber can just tech up first, but it’s a plan I’m far more comfortable with. I need to plan for facing Birds, though, maybe Bloodlust will be good enough.

Teched cards: 2

T2: Hooded Executioner, Lich’s Bargain
T3: Bone Collector, Crashbarrow
T4: Crashbarrow, Shoddy Glider


Get paid - ($6)
Worker - ($5)
Expensive Deteriorate, Sparring Partner is 2/1 - ($4)
Bone Collector kills Sparring Partner, takes 2 damage, Skeleton arrives
Zane hits Tech I to 3
Hooded Executioner - ($2)
Discard 2, draw 4


:psblueshield: Squad Leader: Hooded Executioner 3/3+1A
:exhaust: Technician: Skeleton 1/1

Zane L1 2/2
Bone Collector 3/1 (2 damage)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 4

Crashbarrow
Sacrifice the Weak
Thieving Imp
Skeletal Archery

Deck: 2

Graveyard
Lich’s Bargain

Discard: 5

Crashbarrow
Shoddy Glider
Deteriorate
Skeleton Javelineer
Pestering Haunt

Card-count check (opponent-viewable)

Expected: 10 + 6 teched = 16
2 on board
4 in hand
2 in deck
5 in discard
3 in workers
Total: 16


Gold: 2
Workers: 7

4 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T4: Summon Skeletons

I said don’t


Turn 4

Hand: Fox Viper, Safe Attacking, Nimble Fencer, Discord
Tech: Leaping Lizard, Maestro
Workers: Fox Primus, Sensei’s Advice, Smoker, Discord


  1. Tech 2 cards
  2. Get paid (+$8, $9)
  3. Hire a worker ($8)
  4. Build Tech 2 Finesse ($4)
  5. Summon Nimble Fencer ($2)
  6. Summon Fox Viper ($0)
  7. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Nimble Fencer (2/3+A)
    :psfist:Elite:
    :ps_:Scavenger: Fox Viper (2/1)
    :pschip:Technician: Garus Rook (2/4)
    :target:Lookout:

  • Buildings:
    Tech 1: 3
    Tech 2: 5
  • Units/Heroes:
  • Base: 19
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 3
  • Deck: 3
  • Discard: 4

Hand

Grappling Hook, Aged Sensei, Nimble Fencer

Discard

Leaping Lizard, Maestro, Sparring Partner, Safe Attacking

Thenk

This is not a great situation. I’m ahead in econ and now buildings, but not preteching tech 2s puts me behind. He can still easily destroy my tech 1 but my tech 2 might safe, which means I can put up a good hero response next turn, or just head straight to tech 3. Just need to stay alive long enough to put beefy things on the board and outvalue him.

Sorry, thought I hadn’t. Is this any better?

P1T5

Starting hand: 4

Crashbarrow
Sacrifice the Weak
Thieving Imp
Skeletal Archery

Thoughts

With two 4-health patrollers, shame I can’t bring out Drakk here. Or maybe I can? Sacrifice Zane, then midband Drakk, Skeleton kills Fencer, Necro I unit kills Rook, Drakk maxbands, Thieving Imp kills Fox Viper, other Necro I unit destroys Tech I. Destroying Tech II would be nice, but I’m more worried about Tech I if I’m fighting against Finesse. Teching in Bloodlusts to speed up my attacks here. If I get blown up, then I can do Tech II + Lich’s Bargain.

Teched cards: 2

T2: Hooded Executioner, Lich’s Bargain
T3: Bone Collector, Crashbarrow
T4: Crashbarrow, Shoddy Glider
T5: 2 x Bloodlust


Get paid + float - ($9)
Worker - ($8)
Zane suicides into Nimble Fencer for 1+1A damage, Rook hits level 3
Drakk Ramhorn - ($6)
Midband Drakk - ($3)
Skeleton trades with Nimble Fencer
Hooded Executioner kills Rook, you draw, takes 2 damage, Drakk hits level 6 (maxband)
Thieving Imp, Drakk gives it haste, you discard card #2 of 4 - ($0)
Thieving Imp trades with Fox Viper, you get a gold
Bone Collector destroys Tech I, your base to 17, Skeleton arrives
Discard 2, draw 2, reshuffle, draw 2


:psblueshield: Squad Leader: Drakk L6 3/4+1A (dies: 1 to your base)
:ps_: Scavenger: Skeleton 1/1

Bone Collector 3/1 (2 damage)
Hooded Executioner 3/1 (2 damage)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 4

Graveyard
Lich’s Bargain
Skeleton Javelineer
Thieving Imp

Deck: 8

Crashbarrow
Shoddy Glider
Deteriorate
Pestering Haunt
Bloodlust
Bloodlust
Crashbarrow
Sacrifice the Weak

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
2 on board
4 in hand
8 in deck
0 in discard
4 in workers
Total: 18


Gold: 0
Workers: 8

4 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T4: Summon Skeletons
T5: Skeletal Archery

(post withdrawn by author, will be automatically deleted in 24 hours unless flagged)

You’ve really put me in quite a bind here.


Turn 5

Hand: Grappling Hook, Aged Sensei (discarded), Nimble Fencer, Saviour Monk
Tech: Discord, Leaping Lizard
Workers: Fox Primus, Sensei’s Advice, Smoker, Discord


  1. Technician draw
  2. Discard
  3. Tech 2 cards
  4. Get paid (+$9, $10)
  5. Rebuild Tech 1 ($10)
  6. Build a Tower ($7)
  7. Summon Grave Stormborne ($5)
  8. Summon River Montoya ($3)
  9. Midband Grave ($1)
  10. Discard 3, draw 2, reshuffle, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Grave Stormborne (3/4+A)
    :psfist:Elite:
    :ps_:Scavenger: River Montoya (2/3)
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
  • Base: 17
  • Other:

Economy:

  • Workers: 9
  • Gold: 1
  • Hand: 5
  • Deck: 9
  • Discard: 0

Hand

Snapback, Morningstar Flagbearer, Leaping Lizard, Nimble Fencer, Nimble Fencer

Discard

Thonk

The tech 1 break was inevitable, but damn he kept all his material. This is really bad. I’m almost guaranteed losing tech 2 here, but hopefully tech 1 stays up. Good redraw if I keep either building.

That Tower’s going to loosen it a bit. Don’t forget to mark it on your board.

P1T6

Starting hand: 4

Graveyard
Lich’s Bargain
Skeleton Javelineer
Thieving Imp

Thoughts

Hmm, no Tech II + Bargain for me. If I do build Tech II, then I’ll have a pretty limited board next turn, but I have several Tech II units in the deck. If I don’t, then I can keep efficiently bullying Bomber, but any Tech II units I draw are dead cards: I’d be relying on Bloodlust cast on units coming out of the Graveyard. Only way I can get Lich’s Bargain down is by sacrificing Drakk, but I’d be doing that before attacking with most of my units: hasted Thieving Imp, and attacking with Skeleton before Drakk, just gets me to enough attack to destroy the Tech II.

  1. Worker, Tech II, Thieving Imp, 16 attack versus 8 HP on defence. Skeleton + Necro I kill Grave, other Necro I kills River, Drakk + Imp destroy Tech building. I’m left with a Skeleton in patrol, 3 HP Drakk and 1 HP Imp in backline. 4-card hand, drawing from an 8-card with 3 Tech II units in it, including 2 Crashbarrows. That’s 13/14 chance to draw at least one Tech II unit, and 11/14 chance to draw at least one Crashbarrow. If I don’t draw one next turn then I won’t have much to attack with, but I look those odds.
  2. Worker, Thieving Imp, Skeleton hits Grave, Drakk trades with Grave. I end up with 13 attack versus 9 HP due to River levelling. If I attack with Drakk before the Skeleton, it’s 12 versus 8, so no Tech break that way either. No good, I need to break something.
  3. Worker, Graveyard, Thieving Imp, maybe Heroes’ Hall or Javelineer. I still break Tech II, have an addition Skeleton in patrol when River’s dead and can’t cast Discord, so can block two Virtuosos, and my Necro I units are in Graveyard instead of discard. However, I have no Tech II. At most I draw 3 cards, there are 3 Tech II units in my 8-card deck, so chances are very high (23/28) that I draw at least one of them. That’s a real problem in a hand size that small.

I don’t think I can risk playing the Graveyard here, unfortunately. Going with option 1, teching up. Destroying the Tech I again, because if I’m relying on Blood II units next turn I’d prefer to be attacking a few big units in patrol instead of lots of small ones.

For tech choices, I need to look at cards that deal with Grounded Guide, and Blademaster just in case. Guide is easily dealt with by Kidnapping or Doom Grasp if I need to get rid if him right now. I think my only good option against Blademaster would be Chaos Mirror, plus Kidnapping if there are other units in front of him. Air units can also help out. Going with Kidnapping to start with, plus the other Glider.

Teched cards: 2

T2: Hooded Executioner, Lich’s Bargain
T3: Bone Collector, Crashbarrow
T4: Crashbarrow, Shoddy Glider
T5: 2 x Bloodlust
T6: Kidnapping, Shoddy Glider


Get paid - ($8)
Worker - ($7)
Tech II Blood - ($3)
Skeleton and Hooded Executioner trade with Grave, levels fizzle
Bone Collector trades with River, you get a gold, Skeleton arrives, levels fizzle
Thieving Imp, Drakk gives it haste, you discard card #1 of 5 - ($0)
Drakk and Thieving Imp destroy Tech I, your base to 15, take 1 damage each
Discard 2, draw 4


:exhaust: Technician: Skeleton 1/1

Drakk L6 3/3 (dies: 1 to your base, 1 damage)
Thieving Imp 2/1 (haste, 1 damage)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Blood)


Hand: 4

Crashbarrow
Shoddy Glider
Bloodlust
Crashbarrow

Deck: 4

Deteriorate
Pestering Haunt
Bloodlust
Sacrifice the Weak

Discard: 6

Kidnapping
Shoddy Glider
Bone Collector
Hooded Executioner
Graveyard
Lich’s Bargain

Card-count check (opponent-viewable)

Expected: 10 + 10 teched = 20
1 on board
4 in hand
4 in deck
6 in discard
5 in workers
Total: 20


Gold: 0
Workers: 9

4 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T4: Summon Skeletons
T5: Skeletal Archery
T6: Skeleton Javelineer