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

Ill finish up with Anarchy to make it [growth]/Demonology/Anarchy. However, it is late so first turn to come tomorrow :smiley:

Sounds good!

Thoughts

Hmm, Anarchy’s an interesting wrinkle. I can sort of work around big Zane plays if I can get a Tax Collector in the Graveyard to punish float, but the main problems are going to be Zane and his sharks allowing rapid MoLaC activation or Ancient rune accumulation. Chaos Mirror is also very dangerous if I go for Abominations. I’ll probably be opening with Orpal, and hoping to get an early board advantage with Black spells against the Green board.

P1T1


StartingHand Workers

STARTING HAND
Young Treant
Spore Shambler
Rich Earth
Forest’s Favor
Playful Panda


WORKERS
Young Treant


NextHand

Rampant Growth
Verdant Tree
Tiger Cub
Merfolk Prospector
Ironbark Treant


Discard

Spore Shambler
Forest’s Favor
Playful Panda


Tech 0 card(s)
Get Paid - ($4)
Rich Earth - ($1)
Worker

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

OK, so he is going to probably play Grave T1, or maybe an Imp. An Argagarg’s Riches opening should’d go down too hard, with a Spirit of the Panda follow up if I can get it. Alternatively, a weak start from him could mean a T2 max Vandy into a meta. Basically, cheap heroes, level fast.

P2T1


StartingHand Workers

STARTING HAND
Poisonblade Rogue
Skeleton Javelineer
Sacrifice the Weak
Pestering Haunt
Skeletal Archery


WORKERS
Skeletal Archery


NextHand

Thieving Imp
Deteriorate
Jandra, the Negator
Sacrifice the Weak
Summon Skeletons


Discard

Skeleton Javelineer
Poisonblade Rogue


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bigby Hayes - ($2)
Pestering Haunt
Stash a card
Tech I - ($0)

Float ($0)
Stash 1, Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bigby L1 2/3+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt 1/1 (unstoppable, can’t be sacrificed)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I’m guessing James is going for the Argagarg’s Riches opening here, so I can expect a 3/3 Water Elemental, or a 1/6 maxband Argagarg, to be sitting in Squad Leader, with a Wisp accompanying them.

Deteriorating the Wisp and casting Sacrifice the Weak to kill the Water Elemental costs 4 gold on turn 2, so if I float 1 gold this turn, and stash StW with Bigby, I can leave Argagarg on his own and still tech up, in exchange for going down on cards a bit. Might need an extra gold if he puts the Wisp in Lookout, so I’d need to play Bigby and float the remaining two, or just tech up this turn. Oh, and I can put the Haunt out. If he’s not doing this opening, I might be able to fit in Thieving Imp next turn, or the Graveyard in preparation for Tax Collector.

… Phew, drew Deteriorate.

P1T2


Tech StartingHand Workers

TECH
Metamorphosis
Metamorphosis


STARTING HAND
Verdant Tree
Ironbark Treant
Merfolk Prospector
Tiger Cub
Rampant Growth


WORKERS
Young Treant
Ironbark Treant


NextHand

Playful Panda
Tiger Cub
Forest’s Favor
Metamorphosis
Merfolk Prospector


Tech 2 card(s)
Get Paid + float - ($6)
Worker
Max Vandy - Haunt now has 3 defense, but it can’t have more than 1 atk so still only has 1 atk. It dies horribly at my next upkeep. - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy L5 (4/5A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

If I riches here - Wisp dies to Haunt (or deteriorate!), Ele dies to StW, Arg ain’t that great on his own. Time for the Sell My Soul riches opening instead >:) Vandy - max or midband? Midband = 3/5 if SQL. On his turn 2 as a black starter, he will have no buffs, The max damage he could deal to a hero next turn is 4 (with a Max Bigby plus haunt), so I could garuantee having Vandy ready to swing next turn, and have two gold for… what? A tech and prospector? Into… not much special. Shall I risk it all with a max Vandy tech double Meta? There is nothing he can do about it next turn except play an imp and hope that scuppers me by making me discard a meta. Alt: Tree and Mid Vandy Can’t be killed, heals, insta tech 1 next turn. The haunt will eventually kill my tree though, unless I deal with it. Man, I am just so tempted byt the max Vandy cheese. OK if I try it now I promise I will make more sensible plays in the tournament…!

P2T2


Tech StartingHand Workers

TECH
Plague Spitter
Carrion Curse


STARTING HANDSacrifice the Weak
Jandra, the Negator
Summon Skeletons
Thieving Imp
Deteriorate


WORKERS
Skeletal Archery
Summon Skeletons


NextHand

Thieving Imp
Graveyard
Carrion Curse
Skeleton Javelineer
Plague Spitter


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Pestering Haunt hits your base to 19
Jandra, the Negator - ($2)
Heroes’ Hall - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator 3/3+1A (overpower, my non-demon units die on death)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bigby L1 2/3
  • :target: Lookout:

In Play:

  • Pestering Haunt 1/3 (doomed, unstoppable, can’t be sacrificed)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Hmm, not what I expected at all. Assuming James isn’t going for a Turn 3 Metamorphosis like a madman, I’m expecting Shadow Blades and Soul Stones. Shadow Blade I can work around next turn by teching in 3-health units to stick in SQL. Soul Stone could maybe be worked around with Carrion Curse, but I’d have to use a Jurisdiction to get that out, unless I build a Heroes’ Hall this turn. Maybe tech in a Carrion Curse instead of the Tax Collector, Dark Pact will allow James to stay pretty lean on float for the next few turns.

3 gold for a unit if I build a Heroes’ Hall. Do I want Jandra or the Thieving Imp? Jandra could be worth a punt, given the 3-health requirements I mentioned above. On the other hand, the Imp might discard one of his new spells. That’s more risky, though. Going for Jandra.

If I buy a Heroes’ Hall, I can’t level up Bigby to stop him being killed by Shadow Blade. An alternative could be to run him and the Haunt into Vandy, and replace him with Orpal this turn. Nah, still has the same weakness to Shadow Blade, I’ll just build the Hall.

P1T3


Tech StartingHand Workers

TECH
Soul Stone
Soul Stone


STARTING HAND
Metamorphosis
Playful Panda
Tiger Cub
Merfolk Prospector
Forest’s Favor


WORKERS
Young Treant
Ironbark Treant
Tiger Cub


NextHand

Soul Stone
Spore Shambler
Verdant Tree
Rampant Growth
Metamorphosis


Tech 2 card(s)
Get Paid - ($6)
Your Haunt haunts no more
Worker
Metamorphosis - ($0)
Vandy does 6 damage to your base, on 14

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • Vandy L5 (6/7) Invisible, readiness [2+]

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Hmm. A Heroes’ Hall and Jandra, and Tech I up. My most greedy play here is my own Heroes’ Hall save g into Zane Meta next turn, but that relies on Vandy not dieing and having the Meta in hand - which I will, unless he makes me discard it. So waht am I scared of? Black starter - Imp. 1/5 chance. Law - Jurisdiction I guess? Tech I units underwhelming. Disease - Carrion Curse would be a bummer. He won’t have enough for sickness + plague. Discipline - the sword eventually, reversal. My defense, using 4 gold - Panda and Tiger I guess, with the wisp in Scav. Vulnerable to sac the weakand deteriorate, or him not just killing the wisp. Tiger and merfolk - - he deteriorates by merfolk, plays a unit, sac the weaks tiger, and kills Vandy with hero and Jandra. Square 1, but he has tech I up and I do not. I could tech Spirit of the Panda or Surprise Attack for this eventuality, as I could swap in a new hero and cast. But I might not draw it, so requires luck. If I meta up - 5 damage, either to my Demon Vandy or to my base. Follow up next turn: Spore shambler, can make Vandy an 8 attack and threaten death in 2 turns. Can I survive three turns without much defense? yes, should be able to, especially if I defend with Demon Vandy this turn - though I am afraid of missing something there, letting him deal 8 damage would end my game (and reversal would do just that). If I don’t patrol - I put him on 14, he puts me on 14, I put him on 7, can he do 14 damage? No. So unless he switches to a tower to detect, I should win the base race. I also take damage to Versatile Style, but hopefully not teched yet? OK Leeeeerooooy - I mean Vaaaaaaaandy Aaaaaaanadroooooose.

1 Like

Holy crap, you actually did it

P2T3


Tech StartingHand Workers

TECH
Sickness
Tax Collector


STARTING HAND
Graveyard
Carrion Curse
Thieving Imp
Skeleton Javelineer
Plague Spitter


WORKERS
Skeletal Archery
Summon Skeletons
Skeleton Javelineer


NextHand

Poisonblade Rogue
Sacrifice the Weak
Deteriorate
Carrion Curse
Sickness


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Thieving Imp, you discard card #4 of 5 - ($3)
Tower, my base to 12 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator 3/3+1A (overpower, my non-demon units die on death)
  • :psfist: Elite:
  • :ps_: Scavenger: Bigby L1 2/3
  • :pschip: Technician: Thieving Imp 2/2 (demon)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Wow, he actually went for it. I going to just try and get Vandy’s health down as quickly as possible. I want Poison Spitter up to put some - runes on Vandy, but having Jandra out means he can just Shadow Blade everything to death, so Thieving Imp it is.

dude, vandy is invisible. no attacking without tower, unless she is patrolling, afaik

1 Like

Good point, Jandra sticks around for a while longer.

Of course! How could I resist? :wink: P1T4


StartingHand Workers

STARTING HAND
Verdant Tree
Metamorphosis
Spore Shambler
Rampant Growth
Soul Stone


WORKERS
Young Treant
Ironbark Treant
Tiger Cub
Metamorphosis


NextHand

Playful Panda
Soul Stone
Metamorphosis


Discard

Rampant Growth
Verdant Tree


Tech 2 card(s)
Get Paid - ($7)
Worker
Heroes’ Hall - (5)
Spore Shambler - (2)
Soul Stone - (0)
Vandy kills Jandra, takes 4 damage

Float (0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Soul Shambler (3/4) Extra Life from Soul Stone
  • :target: Lookout:

In Play:

  • Rich Earth
  • The Demon Vandy L5 (6/3) Invisible, readiness [2+]

Buildings:

  • :heart: Base HP: 19

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Towers are a thing, of course, and I didn’t really want to lose that RG. OK now I prep for the Demon Zane to arrive. I think this is adequate defence - my Soul Shambler has enough health to survive both attacks and then a Sac the Weak if need be. Just need the Meta in this draw…!

1 Like

Something’s up with your float, I’m guessing some cut + paste moved the cell formulas around.

Mmm not sure why, manually fixed for now and will see if it persists!

P2T4


Tech StartingHand Workers

TECH
Gorgon
Sickness


STARTING HAND
Deteriorate
Sacrifice the Weak
Poisonblade Rogue
Carrion Curse
Sickness


WORKERS
Skeletal Archery
Summon Skeletons
Skeleton Javelineer
Sickness


NextHand

Plague Spitter
Pestering Haunt
Graveyard
Tax Collector


Discard

Jandra, the Negator
Deteriorate
Carrion Curse
Sacrifice the Weak
Gorgon
Sickness


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Maxband Bigby - ($3)
Deteriorate, Spore Shambler is -1/-1 this turn - ($2)
Bigby kills Spore Shamber, it gets revived by Soul Stone, takes 2 damage
Thieving Imp kills Spore Shambler, you draw, takes 1 damage
Poisonblade Rogue - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Poisonblade Rogue 2/1
  • :target: Lookout:

In Play:

  • Bigby L5 3/2 (2 damage)
  • Thieving Imp 2/1 (1 damage)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Ehh. I don’t have enough units in hand to just block and tech up, so I’ll have to keep the Rogue and worker the Sickness instead. This is leaving me open to a quick Zane, but I think it’s the best I can do.

How do you play Orpal? You don’t have a Heroes’ Hall any more

1 Like

Good point, I’ll have to settle for only killing the Shambler.

Also note your base was on 12 after taking two from trading your Hall for a Tower! Which means…

P1T5


StartingHand Workers

STARTING HAND
Playful Panda
Metamorphosis
Soul Stone
Forest’s Favor


WORKERS
Young Treant
Ironbark Treant
Tiger Cub
Metamorphosis
Forest’s Favor


NextHand

Rampant Growth
Spore Shambler
Merfolk Prospector
Soul Stone


Tech 0 card(s)
Get Paid - ($8)
Worker
Zane - ($6)
Metamorphosis - ($0)
Zane max levels, shunts your Rogue into scav, we both get gold - ($1)
My Demons kill your base
GG!

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • The Demon Vandy L5 (6/3) Invisible, readiness [2+]
  • The Demon Zane (6/6) Readiness, Invisible [2+]

Buildings:

  • :heart: Base HP: 19
  • :heart: Heroes’ Hall HP: 4HP

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Well that went well!

1 Like

Wow, nicely done! Playing Jandra turned out to be a horrible mistake, it stopped me blocking with a Plague Spitter to slow Vandy down.

Thanks! I gambled hard and rolled high :laughing: Jandra did make me play the meta T3 rather than Heroes’ Hall that turn with a Merfolk Prospector in Scav for an earlier Demon Zane the next turn (when I was bound to have a second meta, as I thought a kill on my Vandy was possible at which point I would have lost! So hard to know how it would have went

Though I see now you did tech Carrion Curse, which I was worried about making me discard my meta if I had waited a turn too!