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CAPS 2017: zhavier ([Anarchy]/Strength/Growth) vs. EricF ([Peace]/Balance/Anarchy)


#1

@EricF GLHF! You have a very interesting deck there.

P1T1


StartingHand Workers

STARTING HAND
Bloodburn
Careless Musketeer
Bombaster
Nautical Dog
Makeshift Rambaster


WORKERS
Bloodburn


NextHand

Mad Man
Scorch
Charge
Bloodrage Ogre
Pillage


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Rook - ($1)
Nautical Dog - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Rook 2/4+A, lvl 1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog 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

#2

glhf2u2

[details=P2, Turn 1]Building Inspector
Traffic Director
Lawful Search
Jail -> Worker
Reputable Newsman[/details]
5 gold (5)
Worker (4)
Traffic Director (3)
Building Inspector (2)
Tech I (0)
Discard 2, Draw 4.

Scavenger - Traffic Director (1/1) untargetable
Tech - Building Inspector (1/1)

Base - 20
Tech I - 5

6 workers, 0 gold
Hand: 4
Deck: 1
Discard: 2

[details=Next Hand]Spectral Aven
Porkhand Magistrate
Arrest
Manufactured Truth
[/details]

[details=Notes]I was considering just TD and floating 3 gold, but Pillage would probably be worth it, even with the multi-color penalty. Summoning a hero instead of Tech 1 would open up the risk of Rook going insta-max-band (skipping a worker), which is not something I would have an easy time dealing with so early.

I’ll be looking to leverage Basilisks (can’t be birded) and other effects to build into gunships. Hopefully just the thread of Nature Reclaims keeps him off of MoLaC, and I can develop unmolested.[/details]


#3

P1T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Gunpoint Taxman


STARTING HAND
Bloodrage Ogre
Charge
Pillage
Mad Man
Scorch


WORKERS
Bloodburn
Pillage


NextHand

Bloodrage Ogre
Bombaster
Charge
Gunpoint Taxman
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Mad Man trades with Building Inspector - ($3)
Tech 1 - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Rook 2/4+A, lvl 1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog 1/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[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

#4

[details=P2, Turn 2]Spectral Aven
Porkhand Magistrate
Arrest
Manufactured Truth
Bluecoat Musketeer - Worker

Tech in Basilisk + Taxman

Then, I have a couple of options for my 5 additional gold. One is to play a Hero, Aven, and MT, kill the Dog, and patrol as a 2/4 vs Rook & possible Haste (from mad man or rambaster or Scorch). The other is to play Porkhand or Musketeer as a chump blocker who doesn’t give up free levels. If I play Musketeer, I could also nab a Tower. On the other, other hand, I could also just make a back-line (or patrolling) 3/4 hero (nah, I do want to get something in play). Unfortunately I can’t go Aven + Tower, due to the threat of Rambaster.

[/details]
6 gold (6)
Worker (5)
Spectral Aven (3)
Porkhand Magistrate (0)
Discard 2, rs, Draw 4

SQL - Traffic Director (1/1 +1) untargetable
Tech - Porkhand Magistrate (2/3)

Spectral Aven (2/2)

Base - 20
Tech I - 5

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

[details=Next Hand]Building Inspector
Lawful Search
Gunpoint Taxman
Arrest[/details]


#5

P1T3


Tech StartingHand Workers

TECH
Marauder
Marauder


STARTING HAND
Charge
Makeshift Rambaster
Bombaster
Bloodrage Ogre
Gunpoint Taxman


WORKERS
Bloodburn
Pillage
Bombaster


NextHand

Scorch
Careless Musketeer
Makeshift Rambaster
Gunpoint Taxman
Mad Man


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Dog trades with TD
Gunpoint Taxman - ($4)
Rook Midband, kills Porkhand - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Gunpoint Taxman 3/3
    [B]In Play:[/B]
  • Rook 3/3, lvl 5
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

#6

[details=P2, Turn 3]Building Inspector
Arrest -> Worker
Lawful Search
Gunpoint Taxman
Manufactured Truth

So, I think I can use Newsman next turn to block out Earthquake, if that looks likely, and just tech directly to Gunships while continuing to hold off agression. Going to Tech II right now, and bringing in a Steam Tank and a spell of some kind… let’s say Chaos Mirror, which should be good with the planned Newsman or a surviving Aven.
[/details]
7 gold (7)
Worker (6)
Tech II (2)
Gunpoint Taxman (0)
Discard 3, Draw 2, rs, Draw 3

Elite - Spectral Aven (3/2)
Tech - Gunpoint Taxman (3/3)

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

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

[details=Next Hand]Traffic Director
Chaos Mirror
Building Inspector
Tiny Basilisk
Reputable Newsman[/details]


#7

"P1T4


Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Careless Musketeer
Mad Man
Gunpoint Taxman
Scorch
Makeshift Rambaster


WORKERS
Bloodburn
Pillage
Bombaster
Careless Musketeer


NextHand

Charge
Nautical Dog
Bloodrage Ogre
Marauder
Marauder


Discard

Gunpoint Taxman
Mad Man
Makeshift Rambaster
Scorch
Pirate Gunship
Pirate Gunship


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 Anarchy - ($2)
Gunpoint Taxman trades with your taxman
New Taxman - ($0)
Rook deals 3 to tech 2

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Gunpoint Taxman 3/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rook 3/3, lvl 5
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

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

  • Hand: 5
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

#8

And here I thought tax season was over starting today.


#9

[details=P2, Turn 4]Traffic Director
Building Inspector -> Worker
Chaos Mirror
Reputable Newsman
Tiny Basilisk
+Manufactured Truth

If he was planning on going Tech II here, he could easily have stealth+Haste stuff lined up. My most likely line involves clearing both boards, and leaving me with a clean max-band Zane and a 1/1 blocker.

Since I’m almost certainly losing my Tech II here, I’ll need to transition to the anti-gunship plan of teching in Moment’s Peace first, and using that to establish my Tech III and/or win the Gunship fights.

My other possible line is “let Rook hit max-band” while keeping my stuff, but that just looks worse. So, I’ll still build Tech III next turn if possible, even though I won’t have any Gunships “in deck” - I will have a Lawful Search to cycle through my deck, and set up for a clean T6 gunship draw.

Tech in 2x Moment’s Peace

Patrolling in Elite since that’s the best place against anything except Mad Man, and Mad Man is only a 50/50 chance (if not workered)
[/details]
8 gold (8)
Worker (7)
Zane (5)
Chaos Mirror, swap Taxman and Aven ATK (3)
Aven kills Rook, dies to Taxman, Zane to L3
Level Zane to 4 (2)
Zane bashes Taxman for 3
Max Zane (0), shoving Taxman to Scavenger & killing it, we both get a gold (1)
Traffic Director (0)
Discard 3, Draw 3, rs, Draw 2

Elite - Traffic Director (2/1)

L6 Zane (4/4)

Base - 20
Tech I - 5
Tech II - 2
Spec: Anarchy

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

[details=Next Hand]Manufactured Truth
Moment’s Peace
Porkhand Magistrate
Lawful Search
Steam Tank
[/details]


#10

"P1T5


Tech StartingHand Workers

TECH
Dinosize
Steam Tank


STARTING HAND
Marauder
Marauder
Nautical Dog
Bloodrage Ogre
Charge


WORKERS
Bloodburn
Pillage
Bombaster
Careless Musketeer
Nautical Dog


NextHand

Bloodrage Ogre
Scorch
Steam Tank
Mad Man


Tech 2 card(s)
Get Paid + scav - ($9)
Worker - ($8)
Marauder 1 and 2 - ($2)
Zane - ($0)
Marauder kills TD
Marauder 2 trades with your zane, my Zane to 3
Zane breaks tech 2

Float ($0)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Marauder 4/1
  • Zane 2/2, lvl 3
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

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

  • Hand: 4
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

#11

[details=P2, Turn 5]Manufactured Truth
Moment’s Peace
Porkhand Magistrate
Lawful Search
Steam Tank

Tech in 2x Gunship

Hold off on Moment’s Peace - save it for next turn

Draw: Tiny Basilisk
Worker: Steam Tank[/details]

9 gold (9)
Onimaru (7)
Lawful Search your hand (6)
Worker (5)
Rebuild Tech II

[details=Playing out zhavier’s next turn]Bloodrage Ogre
Scorch
Steam Tank
Mad Man

In play: 4/1 attacker, L3 Zane, 9 gold (+2 from killing Oni?)

Total possible gold that could be spent: 12 (plus more if he wants to bring out and/or level another hero)

Defense: 3, 2?, 3? // 5, 4?
Attack: 4, 2-4, 1, 1*, 2

If I put only Basilisk into play, my Tech II gets broken. So, I have to play Proky.

Putting a 3 hp guy in SQL is mostly a waste, as marauder takes it out cleanly.

Plausible turn:
Max Zane (6), shove Basilisk
Zane eats a patroller, +card/gold
L3 Arg (2)
Marauder = Oni, Max Arg
Scorch Basilisk

So, Elite does nothing against any of those attacks.
Lookout would just have things target something else, and soak the Marauder attack
Zane can get either card or gold (or 2x of one with Marauder = basilisk, zane eats Oni (8), scorch + shove the other (5). Then play stuff of some sort, like a Steam Tank.

I kind of do need the +card, though.

What about this:
SQL - L1 Onimaru (2/3 +1)
Elite - Porkhand Magistrate (3/3)
Tech - Tiny Basilisk (1/2)

This assures that Zane has to max before attacking (and will therefore have damage on himself on my turn, making him easier to kill off, as well as using up his max-band), or he could use Mad Man (7), then Arg (5), Steam Tank/Scorch (2), max Arg (0). Or he has to leave stuff in play to get to Tech III. And I’d rather have Porky than Oni.

And, taking the Mad Man out of his hand is a bit of a win - fewer cards = more likely to have a poor draw later.
[/details]

Tiny Basilisk (3)
Porkhand Magistrate (0)
Discard 2, Draw 4.

SQL - L1 Onimaru (2/3 +1)
Elite - Porkhand Magistrate (3/3)
Tech - Tiny Basilisk (1/2)

Base - 18
Tech I - 5
Tech II - 5
Spec: Anarchy

10 workers, 0 gold
Hand: 4
Deck: 1
Discard: 6

[details=Next Hand]Spectral Aven
Gunpoint Taxman
Chaos Mirror
Reputable Newsman
Moment’s Peace

(if my tech doesn’t die, one of those at random goes back into my deck)
[/details]


#12

"P1T6


StartingHand Workers

STARTING HAND
Steam Tank
Mad Man
Bloodrage Ogre
Scorch
Dinosize


WORKERS
Bloodburn
Pillage
Bombaster
Careless Musketeer
Nautical Dog
Bloodrage Ogre


NextHand

Gunpoint Taxman
Pirate Gunship
Gunpoint Taxman
Marauder
Charge


Discard

Marauder
Scorch
Dinosize
Mad Man
Steam Tank


Tech 0 card(s)
Get Paid - ($9)
Worker - ($8)
Scorch Magistrate - ($5)
Marauder kills Oni, Zane to lvl 5
Max Zane, moves magistrate to Scav, we both get 1g
Zane kills Basilisk, we both draw
Tech 3 - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5

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

  • Hand: 5
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

#13

[details=P2, Turn 6]Fascinating. I wasn’t expecting him to give up Zane, but I guess my patrol choices were just perfect here. Now I have an extra gold to wreak havoc with, I guess?

Spectral Aven
Gunpoint Taxman
Chaos Mirror
Reputable Newsman
Moment’s Peace

Quick check… nope, no way to break Tech III, even with Chaos Mirror.

So, the toughest question is what to play with my extra 2 gold. I’m going to be drawing 5 out of 12 cards, one of which cycles. There aren’t any spells I’m worried about at the moment (maybe Bird’s Nest?) so I think a potential Chaos Mirror target is my best bet. Let’s go with Gunpoint Taxman, since that trades with all the units I know are in zhavier’s deck.
[/details]
10 gold (11)
Tech nothing
Midori (9)
Moment’s Peace (7)
Tech III (2)
Gunpoint Taxman (0)
Discard 3, Draw 5

Moment’s Peace in effect

Tech - L1 Midori (2/3) //pretty sure this doesn’t matter, but just in case

Gunpoint Taxman (3/3)

Base - 18
Tech I - 5
Tech II - 5
Tech III - 5
Spec: Anarchy

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

[details=Next Hand]Pirate Gunship
Moment’s Peace
Spectral Aven
Pirate Gunship
Moment’s Peace … that actually isn’t optimal - my next turn (if it happens) is going to be quite anemic. I suppose it’s infinitely better than the alternative of having those be the bottom 5 cards, which would probably be an immediate loss.[/details]


#14

P1T7


Tech StartingHand Workers

TECH
Polymorph: Squirrel
Bird’s Nest


STARTING HAND
Pirate Gunship
Gunpoint Taxman
Marauder
Charge
Gunpoint Taxman


WORKERS
Bloodburn
Pillage
Bombaster
Careless Musketeer
Nautical Dog
Bloodrage Ogre


NextHand

Makeshift Rambaster
Pirate Gunship
Bird’s Nest
Dinosize
Polymorph: Squirrel


Tech 2 card(s)
Get Paid - ($10)
Argagarg at lvl 3 - ($6)
Gunpoint Taxman - ($4)
Gunpoint Taxman - ($2)
Rook - ($0)

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Rook 2/4+A, lvl 1
  • :psfist: [I]Elite[/I]: Gunpoint Taxman 4/3
  • :ps_: [I]Scavenger[/I]: Argagarg 1/4, lvl 3
  • :pschip: [I]Technician[/I]: Gunpoint Taxman 3/3
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Wisp 0/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

So, is there any arrangement that has my tech 3 live. Gunship in front, he can easily kill enough to get through with obliterate.

Arg in front, he can gunship arg and then just walk into my tech 3. This one at least leaves me a gunship. Actually, this would be the result of any patrol without gunship in SQL.

Gunship in front, Arg in middle, units in the back… nope, still has a dead gunship and broken tech 3…

What does 2 taxman result in? Nothing good, they still get obliterated, and probably lose the gunship.

And damnit, thats before I even considered zane. zane + midori kill arg, and gunpoint kills wisp and steals 1g, and gunship still obliterates everything. I am thinking my tech 3 play last turn was ill advised.

So, I dont bother playing my own gunship. If by some miracle he doesn’t cast moments peace again, I could try it again next turn. And then there’s the fact that he will have a gunship that I can’t remove, probably.


#15

[details=P2, Turn 7]Pirate Gunship
Moment’s Peace
Spectral Aven
Pirate Gunship
Moment’s Peace

Defense: 5, 3, 4, 3 // 5, 5, 5, 1 [20]
Attack: 2, 3, 7, *, *, 2?

So, absolutely no way to hit the Wisp before attacking with gunship, so the actual Defense is:
5, 3, 4 // 5, 5, 5 [20] - total of 11
total attack if gunship breaks Tech III - 7-8

Let’s see… gunship kills Rook, Midori + Zane kill Arg, Taxmen trade. Peace out, and Zane gets to pick off any one hero, but leave only 5 gold leftover

My remaining board could be either:
L5 Midori (3/1)
L1 Zane (2/1)
Gunpoint Taxman (3/2)
Pirate Gunship (7/6)
1 floating gold

OR

…Zane to L3
Midori pokes Arg
Taxman kills Arg, Zane to L5, steal the scavenger gold (3)
Max Zane, moving Taxman to Scavenger (2)
Zane kills Taxman, we both get a gold (3)
…
leaving:
L1 Midori (2/2)
L6 Zane (4/1)
Taxman (3/2)
Gunship (7/6)
1 floating gold

3rd option:

…Zane to L4 (1)
Zane and Midori kill Arg, we both get 1 gold, shove Taxman out of tech (2)
Taxmen trade, I steal the scav gold (3)
…
leaving:
L6 Zane (4/3)
L1 Midori (2/3)
Gunship (7/6)
No taxman

Or, as I actual do… I can patrol Midori to block or force Zane to manually max (or Chaos Mirror), leaving the anemic Taxman alive (makes my next Obliterate weaker, but I “should” draw Chaos Mirror here to manually kill a Gunship if needed.
[/details]
Tech nothing
10 gold (10)
Pirate Gunship (4)
Zane (2)
Gunship kills Rook, Obliterating the Wisp and the Elite Taxman, Zane to L3
Zane pokes Arg
Taxman kills Arg, Zane to L5, steal the scavenger gold (3)
Moment’s Peace (1)
Discard 3, Draw 5. Float 1 gold.

Moment’s Peace in effect
SQL - L1 Midori (2/3 +1)

Gunpoint Taxman (3/2)
L5 Zane (3/3)
Pirate Gunship (7/6)

Base - 18
Tech I - 5
Tech II - 5
Tech III - 5
Spec: Anarchy

10 workers, 1 gold
Hand: 5
Deck: 2
Discard: 4

[details=Next Hand]Lawful Search
Porkhand Magistrate
Reputable Newsman
Chaos Mirror
Tiny Basilisk[/details]


#16

yea, GG! I was afraid of that. I am thinking it was a bad call for me to build my tech 3 the turn I did, but I was thinking I could get out a gunship the next turn. In retrospect, moment’s peace needed more heroes to help answer it, and I just didnt have what was needed.

Also gunship race as player 1 is really tough.