[Casual][Draft] charnel_mouse [Peace/Truth]/Discipline vs. James [Peace/Truth]/Finesse

Pfft, who needs cards?

P1T5


Tech StartingHand Workers

TECH
Stampede
Blooming Ancient


STARTING HAND
Nautical Dog
Bombaster
Charge


WORKERS
Scorch
Bloodburn
Careless Musketeer
Bloodrage Ogre
Bombaster


NextHand

Makeshift Rambaster
Might of Leaf and Claw


Tech 2 card(s)
Get Paid + float - ($10)
Technician draw
Worker - ($9)
Argagarg Garg, Wisp arrives - ($7)
Captain Zane - ($5)
Nautical Dog - ($4)
Charge, Dog gets haste and +1 attack - ($2)
Nautical Dog and Zane trade with Vandy, Argagarg hits level 3 (midband)
Maxband Argargarg, Water Elemental arrives - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental 3/3+1A (anti-air)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Argagarg L5 1/5
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Mmph, couldā€™ve done without that. I could kill Vandy this turn if I trade Zane and a Charged Dog into her, for 5 gold. Thatā€™s going to leave me down on cards again, though. However, I can then afford to worker, and get out Argagarg to be maxbanded. Thatā€™s compared to just hitting the base with Zane and ending my turn with 2 cards instead of none. Given I havenā€™t seen any Fencers yet, I think Metamorphosis is pretty likely, so I think itā€™s worth the card loss. Might as well see if I can pull off a Stampede, given how much Iā€™ve taken off of Jamesā€™s base already.

ā€¦ Lucky draw on MoLaC, hope James hasnā€™t drawn back into that Imp.

EDIT: Oh, he might also be going for Terras Q + Discord. Going to need to urgently tech Polymorph Chaos Mirror next turn.

P2T5


Tech StartingHand Workers

TECH
Blackhand Dozer


STARTING HAND
Skeleton Javelineer (1/1)
Poisonblade Rogue (2/1) Poison
Thieving Imp (2/2A)
Bone Collector


WORKERS
Jandra, the Negator
Summon Skeletons
Pestering Haunt
Deteriorate
Poisonblade Rogue (2/1) Poison


NextHand

Skeletal Archery
Graveyard
Blackhand Dozer
Metamorphosis
Sacrifice the Weak


Discard

Skeleton Javelineer (1/1)
Thieving Imp (2/2A)
Bone Collector
Blackhand Dozer


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Garth - ($6)
Max Garth - ($0)
Ressurect a Voidblocker from my discard

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Voidblocker (2/6A) Exhausts a second unit or hero when attacked
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Garth Torken L7 (3/4)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Oh dear, those metamoprhoses seem like a bad investment now. My goals now: Tech III to win I guess. Threats: Stampede, MoLaC. Options this turn: Tech III and three cards to defend. Not worth it, as no way Iā€™ll draw into it. Defence in its various forms: dump my hand on him, or Garth and ressurect something I tech (Either a Dozer or a Voidblocker). I like the latter better as it means a good draw next turn, and closes down both Stampede and MoLaC a lot. Tech up next turn, destroy his heroes or MoLaC with Zarramonde, win.

P1T6


Tech StartingHand Workers

TECH
Chaos Mirror
Giant Panda


STARTING HAND
Might of Leaf and Claw
Makeshift Rambaster


WORKERS
Scorch
Bloodburn
Careless Musketeer
Bloodrage Ogre
Bombaster


NextHand

Blooming Ancient
Blooming Ancient
Gunpoint Taxman


Discard

Makeshift Rambaster
Chaos Mirror
Giant Panda


Tech 2 card(s)
Get Paid - ($9)
Skip worker!
Might of Leaf and Claw - ($5)
Surplus - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental 3/3 (anti-air)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Argagarg L5 1/5
  • :target: Lookout:

In Play:

  • Might of Leaf and Claw

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Chaos Mirror in case of Terras Q / Zarramonde, Giant Panda for more bodies, and more card-efficient bodies while I get my hand size back up. Skipping a worker to get up a surplus, Iā€™d rather take the time to set up activating MoLaC while thereā€™s nothing with obliterate on Jamesā€™s board.

P2T6


Tech StartingHand Workers

TECH
Zarramonde, the Obliterator
Zarramonde, the Obliterator


STARTING HAND
Blackhand Dozer
Graveyard
Metamorphosis
Skeletal Archery
Sacrifice the Weak


WORKERS
Jandra, the Negator
Summon Skeletons
Pestering Haunt
Deteriorate
Poisonblade Rogue (2/1) Poison


NextHand

Skeleton Javelineer (1/1)
Skeletal Archery
Metamorphosis
Nimble Fencer
Shadow Blade


Tech 2 card(s)
Get Paid - ($10)
Tech III - ($5)
Blackhand Dozer - ($1)
Garth summons a skeleton - ($0)

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Voidblocker (2/6) Exhausts a second unit or hero when attacked
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Blackhand Dozer (7/6) - Dies, active player destroys a lowest tech unit of mine
  • :target: Lookout:

In Play:

  • Garth L7 (3/4)
  • Skeleton (1/1)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

ANd thereā€™s the MoLaC. Eep. But the plan holds, my Blocker will delay him setting it off! Tech up. Now what else? I need more defense, a stampede big Zane shift or something could take out my Blocker fairly fast. A Dozer with a backline skeleton would be fine. Alts - heores? I canā€™t quite max Vandy again, so sheā€™s out really for now. Skele and sac - a wisp. Nah man. Keep it simple, dozer up.

Uh, I just realised Iā€™ve teched in three copies of the same card, starting on Turn 5. I could swap it out for something else, and redo my draw?

Yeah go for it :slight_smile:

1 Like
details on tech swaps

I switched a Blooming Ancient out for a Chaos Mirror, on top of the one I teched on Turn 6. Thatā€¦ is a card I really need in response to Jamesā€™s Turn 6, but it was legitimately a card I thought about teching at the time.

P1T7


Tech StartingHand Workers

TECH
Might of Leaf and Claw
Surprise Attack


STARTING HAND
Pillage
Chaos Mirror
Birdā€™s Nest
Stampede
Gunpoint Taxman


WORKERS
Scorch
Bloodburn
Careless Musketeer
Bloodrage Ogre
Bombaster


NextHand

Blooming Ancient
Nautical Dog
Blooming Ancient
Mad Man
Charge


Discard

Makeshift Rambaster
Chaos Mirror
Giant Panda
Might of Leaf and Claw
Surprise Attack
Chaos Mirror
Stampede
Birdā€™s Nest
Pillage


Tech 2 card(s)
Get Paid - ($9)
Surplus draw
Captain Zane - ($7)
Chaos Mirror, attack values on Wisp and Blackhand Dozer are swapped - ($5)
Wisp trades with Voidblocker, Argagarg is exhausted, MoLaC gets a rune
Midband Zane - ($2)
Water Elemental and Zane kill Blackhand Dozer, we draw, Skeleton dies, MoLaC gets 2 runes
Gunpoint Taxman - ($0)
Skip worker!

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman 3/3+1A (steals gold on patroller kills)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Might of Leaf and Claw (3 rune)
  • Zane L4 3/3 (haste, copies patrol death bonuses)
  • Water Elemental 3/3 (anti-air)
  • Argagarg L5 1/5

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Teching up makes sense for James here, Iā€™d forgotten Zarramonde can destroy upgrades. Better tech another one! Iā€™m also adding a Surprise Attack to get those runes coming in more quickly.

ā€¦ Well. Thatā€™s quite a hand. I donā€™t have Ancients any more, but I can blow through the current patrol a bit. 4 gold gets me Zane + Chaos Mirror on that Dozer and my Wisp. 1 gold off a Stampede too! Iā€™ll just midband Zane and share on that technician draw.

ā€¦ Drew a Taxman. Iā€™m skipping a worker to play it, but it adds some more buffer against Zarramonde.

ā€¦ Going to have a pretty sweet turn here if Zarramonde doesnā€™t appear. If he does, Iā€™ll be practically trading my whole board for himā€¦

P2T7


StartingHand Workers

STARTING HAND
Nimble Fencer
Metamorphosis
Shadow Blade
Skeleton Javelineer (1/1)
Skeletal Archery
Thieving Imp (2/2A)


WORKERS
Jandra, the Negator
Summon Skeletons
Pestering Haunt
Deteriorate
Poisonblade Rogue (2/1) Poison


NextHand

Bone Collector
Graveyard
Sacrifice the Weak
Metamorphosis
Blackhand Dozer


Discard

Voidblocker (2/6) Exhausts a second unit or hero when attacked
Blackhand Dozer (7/6) - Dies, active player destroys a lowest tech unit
Nimble Fencer
Shadow Blade
Thieving Imp (2/2A)
Skeleton Javelineer (1/1)
Skeletal Archery
Metamorphosis


Tech 0 card(s)
Get Paid - ($10)
Nimble Fencer - ($8)
Nimble fencer runs into Taxman and dies
Vandy - ($6)
Shadow Blade - Taxman dies, you discard #1 of 5 - ($3)
Garth kills the Elemental, takes 3 damage
Midband Vandy - ($1)
Garth Summons Skeleton - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Vandy L3 (3/4) Resist 1+1 = 2

In Play:

  • Garth L7 (3/1)
  • Skeleton (1/1)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Oh man, I forgot about chaos mirror. There is now a stampede coming, I can feel it - that Argagarg has been max level for too long. I need to defend my Tech III this turn for the Zarramonde next turn. That means bodies - it could also mean make him discard and hope he loses the Stampede if he has it (unless it is in his discard as a recent tech). OK, plays. Fencer and Blade kill that Taxman (-2),Garth kills the water Ele, patrol Vandy and then he has no units to benefit from a Stampede or MoLaC anyway. Seems good. Imp and skeletons alone - bad. Passivity --> MoLaC pops. it is time for action. What after the ele is dead? I need to worry about the Zane Shuffle - anything I patrol is liable to be shifted with 1 damage. A skeleton is actually just a pointless patrol then. I could Imp and low level Vandy - but the Imp is killed by Argagarg after shuffle, and Vandy easily by Zane. If I mid Vandy and put her in Lookout, however - shifitng her costs 2, and doing a shift is NOT optional on maxing Zane, so it increases the cost of Zaning. If he doesnā€™t level Zane, he canā€™t kill her without losing Zane - but if he does, he wastes gold and either has to damage his Argagarg by putting me in SQL, give me a gold or card (which he will aslo get admittedly), or lose Zane to Elite. Seems like an interesting less is more situation. Spam a skel at the back for a potential draw next turn too.

Wow. Cards in deck = 2, and they are both Zarramonde.

Argh, paid too much for my MoLaC! Adding 1 gold float to my next turn, if thatā€™s OK.

Oh yeah sorry I missed that too! Yeah sounds fair :slight_smile:

1 Like

P1T8


Tech StartingHand Workers

TECH
Dinosize
Dinosize


STARTING HAND
Nautical Dog
Charge
Mad Man
Blooming Ancient
Blooming Ancient
Gunpoint Taxman


WORKERS
Scorch
Bloodburn
Careless Musketeer
Bloodrage Ogre
Bombaster


NextHand

Nautical Dog
Stampede


Tech 2 card(s)
Get Paid + float from turn 6 overspend - ($10)
Surplus draw
Blooming Ancient - ($6)
Nautical Dog, Blooming Ancient gets a rune - ($5)
Charge, Nautical Dog gets haste and +1 attack - ($3)
Argagarg exhausts to boost Nautical Dog
Nautical Dog trades with Vandy, Zane maxbands, MoLaC gets a rune
Zane kills Garth, takes 3 damage, MoLaC gets a rune and activates
Mad Man, Blooming Ancient gets a rune - ($2)
Mad Man destroys your Tech III, your base to 12
Gunpoint Taxman, Blooming Ancient gets a rune - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Gunpoint Taxman 8/8 (anti-air, steals gold on patroller kills, MoLaC aura)
  • :target: Lookout: Blooming Ancient 10/12 (resist 0+1, +++, MoLaC aura)

In Play:

  • Might of Leaf and Claw (5+ runes, units and heroes have +5/+5)
  • Zane L6 9/6 (haste, copies patrol death bonuses, MoLaC bonus, 3 damage)
  • Argagarg L5 6/10 (MoLaC aura)
  • Mad Man 6/6 (haste, MoLaC aura)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 13
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Weā€™re coming to the end, but I want to see how this goes a little further :sweat_smile:

P2T8


Tech StartingHand Workers

TECH
Voidblocker
Soul Stone


STARTING HAND
Sacrifice the Weak
Graveyard
Metamorphosis
Bone Collector
Blackhand Dozer


WORKERS
Jandra, the Negator
Summon Skeletons
Pestering Haunt
Deteriorate
Poisonblade Rogue (2/1) Poison


NextHand

Voidblocker (2/6) Exhausts a second unit or hero when attacked
Zarramonde, the Obliterator
Zarramonde, the Obliterator
Soul Stone
Skeleton Javelineer (1/1)


Tech 2 card(s)
Get Paid - ($10)
Rebuild Tech III
Bone Collector - ($8)
Blackhand Dozer - ($4)
Summon Skeleton - ($3)
River - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1A)
  • :psfist: Elite: Bone Collector (4/3)
  • :ps_: Scavenger: Blackhand Dozer (
  • :pschip: Technician: Garth L7 (3/1)
  • :target: Lookout: River (2/3)

In Play:

  • Skeleton (1/1)

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Well, I overthought that. If I had just patrolled my skeleton it might have protected me from hasty things which I knew he had. OOPS.I can get up five blockers though, so may be able to hold Tech III and Zarramonde that MoLaC next turn. The Skele goes in SQL so that he has to kill it to reach the Dozer, and then when the Dozer dies it is the backline skele that goes with it. Thatā€™s the theory, anyway.

1 Like

Hey, thatā€™s not a bad recovery! Unfortunately Iā€™m still getting lucky draws, GG!

P1T9


Tech StartingHand Workers

TECH
Stampede
Surprise Attack


STARTING HAND
Stampede
Nautical Dog
Chaos Mirror


WORKERS
Scorch
Bloodburn
Careless Musketeer
Bloodrage Ogre
Bombaster


Tech 2 card(s)
Get Paid - ($9)
Surplus draw
Nautical Dog, Blooming Ancient gets a rune - ($8)
Chaos Mirror, Mad Man and Blackhand Dozer swap base attack values, Mad Man is 12/6 this turn - ($6)
Stampede, Mad Man is now at 15/6+3A this turn - ($0)
Blooming Ancient gives all 4 runes to Mad Man, itā€™s now at 19/10+3A attack
Argagarg kills Skeleton, takes 1 damage
Mad Man kills Garth and single-handedly hits your base for 18, pow!

GG, what a finisher! I just could not draw my Zarramondes until it was too late :sob: but it was a fun game :smiley:

Well played! I got some really lucky draws for the low hand sizes I put myself at, those early MoLaC and Chaos Mirror draws were a deal-breaker.

Up for another, I start the draft?

Sure! go for it :slight_smile:

1 Like

OK, Iā€™ll start with Black/Discipline.

Thoughts

Going for [Disease]/Discipline/Law to see how it stands against other decks, pinching the more popular spec first.

Ok, green, demonology, growth

Then Iā€™ll go with [Disease]/Discipline/Law, back to you!

Thoughts

Grave for chucking a sword at Vandy, Injunction for dealing with lots of units coming out for Ancients, Versatile Style for MoLaC or Mythmaking. Probably not the latter, lack of black starter makes a legendary deck a bit less viable.