[Casual Draft] charnel_mouse vs FrozenStorm

Don’t forget that Vandy has 1 damage.

P2T4


Tech StartingHand Workers

TECH
Rampaging Elephant
Barkcoat Bear


STARTING HAND
Young Treant
Forest’s Favor
Rampant Growth
Spore Shambler


WORKERS
Rich Earth
Playful Panda
Tiger Cub
Spore Shambler


NextHand

Huntress
Spirit of the Panda
Ironbark Treant
Barkcoat Bear
Bird’s Nest


Tech 2 card(s)
Get Paid + scavenger - ($9)
Technician draw
Worker - ($8)
Tower - ($5)
Maxband Argagarg, Water Elemental arrives - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental 3/3+1A
  • :psfist: Elite:
  • :ps_: Scavenger: Argagarg L5 1/5
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • :heart: Verdant Tree HP: 3 (healing 1, exhaust to build tech buildings instantly)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Drawing my recent techs would be bad right now, I’ll just get the Tower down to stop demon Vandy walking past everything, and get the Water Elemental out.

1 Like

Game 4, Player 1, Turn 5

P1 [Demon/Necro]/Finesse vs P2 [Feral/Growth]/Strength

Starting Hand

Dark Pact
Deteriorate
Shadow Blade
Summon Skeletons
Sacrifice The Weak

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Maestro, Star-Crossed Starlet
Maestro, Nimble Fencer
Nimble Fencer, Metamorphosis
Dark Pact, Shadow Blade


Main:

  • Dark Pact, base to 16 draw 1 rs draw 1
  • Pestering Haunt rises from the grave
  • Garth (6)
  • Make a skeleton (5)
  • Tech 2 Finesse (1)
  • Worker (0)
Workers

Summon Skeletons, Thieving Imp, Poisonblade Rogue, Jandra, the Negator, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton Javelineer (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Garth (1/3 lvl 1)
  • Vandy (4/4 lvl 5)
  • Pestering Haunt (1/1)
  • Graveyard (3hp, holding fencer)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Maestro
Maestro
Nimble Fencer
Star-Crossed Starlet
Metamorphosis

End of Turn Discard

Dark Pact
Sacrifice the Weak
Shadow Blade
Deteriorate

My Thoughts

I could ace the WE but I think the better play is simply to wall and tech up. He has no haste available, I’ll just bring Garth + a skeleton out and continue the gambit.


P2T5


Tech StartingHand Workers

TECH
Centaur
Ferocity


STARTING HAND
Bird’s Nest
Barkcoat Bear
Spirit of the Panda
Ironbark Treant
Huntress


WORKERS
Rich Earth
Playful Panda
Tiger Cub
Spore Shambler
Ironbark Treant


NextHand

Barkcoat Bear
Rampaging Elephant
Merfolk Prospector
Rampant Growth


Discard

Bird’s Nest
Barkcoat Bear
Centaur
Ferocity


Tech 2 card(s)
Get Paid + float - ($10)
Huntress - ($8)
Spirit of the Panda on Water Elemental - ($4)
Water Elemental kills SQL Skeleton, takes 1 damage, I get a gold - ($5)
Argagarg kills Skeleton Javelineer, you get a gold, takes 1 damage
Tech II Feral - ($1)
Worker - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress 3/3+1A (sparkshot, anti-air)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Argagarg L5 1/4 (1 damage)
  • Water Elemental 5/4 (Spirit of the Panda, anti-air, 1 damage)
  • Spirit of the Panda (attached to Water Elemental, healing 1)
  • :heart: Verdant Tree HP: 3 (healing 1, exhaust to build tech buildings instantly)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Spirit of the Panda comes out in time to afford Tech II and some defenders, even if I can’t get the Bear out then hopefully I can make it a struggle for FrozenStorm to destroy both the Tree and my Tech II, and not get hit back. If I can start getting Tech II units rolling out, I might be able to deal with Metamorphosis, but Finesse will still be a massive problem. Ferocity might help out. If I tech more I might want another Ferocity, maybe a Gigadon, worker out the Birds - I’ll need to focus on ground defenders against both Metamorphosis and fetched Virtuosos.

I’m on phone but tldr of my turn will be Haunt pings base and dies, River out, Meta from hand, Garth fetches Guide, Garth kills SQL, vandy breaks tech 2, fencer from graveyard trades with WE.

Guide in SQL, River in techn

About as expected… With the Verdant Tree still up, my Tech II will go straight back up, you fine with that?

Nope lol… I’ll break the tower instead with fencer, and have vandy limp away from the WE kill on 1hp

1 Like

Game 4, Player 1, Turn 6

P1 [Demon/Necro]/Finesse vs P2 [Feral/Growth]/Strength

Starting Hand

Maestro
Maestro
Nimble Fencer
Star-Crossed Starlet
Metamorphosis

Events of Turn:


Upkeep:

  • Get Gold (9+1scav)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Grounded Guide x2
Maestro, Star-Crossed Starlet
Maestro, Nimble Fencer
Nimble Fencer, Metamorphosis
Dark Pact, Shadow Blade


Main:

  • Haunt pings your base to 19
  • River (8)
  • Metamorphosis, heroes demonize, Garth fetches a Grounded Guide from Discard (2)
  • Fencer from Graveyard revives, kills Huntress (0)
  • Vandy breaks your tower, your base to 17
  • Garth kills WE, limps away on 1hp
Workers

Summon Skeletons, Thieving Imp, Poisonblade Rogue, Jandra, the Negator, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 4 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Grounded Guide (4/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: River (5/6 lvl 5)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Garth (5/1 lvl 7)
  • Vandy (6/5 lvl 5)
  • Nimble Fencer (4/1)
  • Graveyard (3hp, Haunt and Jav inside)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Maestro
Grounded Guide
Shadow Blade
Maestro
Nimble Fencer

End of Turn Discard
My Thoughts

Ok now we take stuff down Meta style, with the Finesse Engine online as well.


P2T6


Tech StartingHand Workers

TECH
Ferocity
Rampaging Elephant


STARTING HAND
Barkcoat Bear
Rampaging Elephant
Merfolk Prospector
Rampant Growth


WORKERS
Rich Earth
Playful Panda
Tiger Cub
Spore Shambler
Ironbark Treant


NextHand

Forest’s Favor
Young Treant
Huntress
Spirit of the Panda


Tech 2 card(s)
Get Paid - ($10)
Argagarg heals to 5
Tower - ($7)
Rampaging Elephant - ($1)
Merfolk Prospector - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rampaging Elephant 6/7+1A (can attack twice)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector 1/1
  • :pschip: Technician: Argagarg L5 1/5
  • :target: Lookout:

In Play:

  • :heart: Verdant Tree HP: 3 (healing 1, exhaust to build tech buildings instantly)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Unless I draw into a great Ferocity turn, that’s game.

On phone but I have lethal. Guide from hand + maestro + fencer

Limping Fencer hits SQL, revives and finishes him, vandy kills arg ss MP, that leaves Garth, River, fencer and guide to deal 21. GG WP!

Id play another if ya wanna, thoughts?

1 Like

GG WP! Wasn’t sure what to tech after the Rook kill, maybe I should have teched in another Spirit of the Panda or a Ferocity instead of one of the techs on Turn 4.

I’m up for another.

1 Like

I was fearing dinosize most.

Am I up for p2? I’ll try purple peace again

I wasn’t going to get units down in time to use it before Meta helped you keep my board clear, and it’s not that great on Water Elemental. I should probably just have put Argagarg in front and accepted him dying, so the units behind survived and he could summon again.

I’ll go for Neutral/Balance/Strength.

Truth + finesse to round me out

I’ll give Fire a go, will put up a turn when I can.

Thoughts

Choice was between Jaina’s 4-cost spell and Kidnapping to deal with Grounded Guide, I’m thinking Firebats could be useful insurance against Free Speech stopping the above / Thunderclap against Illusions.

GLHF

P1T1


StartingHand Workers

STARTING HAND
Wither
Tenderfoot
Bloom
Helpful Turtle
Brick Thief


WORKERS
Helpful Turtle


NextHand

Fruit Ninja
Granfalloon Flagbearer
Older Brother
Spark
Timely Messenger


Discard

Wither
Brick Thief
Bloom


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Tenderfoot - ($2)
Jaina Stormborne - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Tenderfoot 1/2

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Not a great starting hand for offense. I’ll open with Tenderfoot and Jaina, then I easily threaten 4 damage if Onimaru leads.

Finesse has anti-air if needed, so I’m leaning away from Birds, and towards opening with double Firebat and Jaina for a ton of targeted damage. Cheap Neutral units can block against hasted counterattacks to start with.

GL HF!

Game 5, Player 2, Turn 1

P1 [Neutral]/Strength/Balance/Fire vs P2 [Purple]/Finesse/Peace/Truth

Starting Hand

Plasmodium
Neo Plexus
Fading Argonaut
Tinkerer
Time Spiral

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Main:

  • Fading Argonaut (3)
  • Onimaru (1)
  • Worker (0)
Workers

Time Spiral

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Onimaru (2/3 lvl 1)

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Battle Suits
Forgotten Fighter
Temporal Research
Nullcraft
Hardened Mox

End of Turn Discard
My Thoughts

This works fine


P1T2


Tech StartingHand Workers

TECH
Lobber
Lobber


STARTING HAND
Fruit Ninja
Timely Messenger
Older Brother
Granfalloon Flagbearer
Spark


WORKERS
Helpful Turtle
Fruit Ninja


NextHand

Spark
Timely Messenger
Lobber
Bloom
Brick Thief


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Older Brother - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Older Brother 1+2/2
  • :ps_: Scavenger: Tenderfoot 1/2
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Jaina L1 2/3 (sparkshot)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Still on the slow start here. I think I’m going to open with Lobbers instead, then I can put the extra gold into Jaina to get some damage going. I’m expecting to have to block against Fencers pretty quickly, but if things go well I can have Jaina ping buildings and prepare for an Earthquake.

Game 5, Player 2, Turn 2

P1 [Neutral]/Strength/Balance/Fire vs P2 [Purple]/Finesse/Peace/Truth

Starting Hand

Battle Suits
Forgotten Fighter
Temporal Research
Nullcraft
Hardened Mox

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Boot camp x2


Main:

  • Battle Suits (4)
  • Hardened Mox (1)
  • Oni kills tenderfoot, you get 1g
  • Worker (0)
Workers

Forgotten Fighter, Time Spiral

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Hardened Mox (2/1)

In Play:

  • Battle Suits
  • Oni (2/2 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Temporal Research
Neo Plexus
Tinkerer
Plasmodium

End of Turn Discard
My Thoughts

Still fine, I’ll risk the wither

Wow, whiffd…


P1T3


Tech StartingHand Workers

TECH
Firebat
Ember Sparks


STARTING HAND
Lobber
Brick Thief
Timely Messenger
Spark
Bloom


WORKERS
Helpful Turtle
Fruit Ninja
Spark


NextHand

Granfalloon Flagbearer
Wither
Firebat
Lobber


Tech 2 card(s)
Get Paid + scavenger - ($7)
Worker - ($6)
Lobber - ($5)
Bloom - ($3)
Lobber suicides into Fading Argonaut for 1+1A damage
Jaina kills Fading Argonaut, takes 3 damage
Midband Jaina - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother 2/2+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Jaina L4 4/4 (+, sparkshot)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I could kill Onimaru this turn, but that leaves me with only a midband Jaina, facing a 2/1 Mox, so Nullcraft would kill her. I’ll just play it safe and kill the Argonaut. Onimaru can still kill Jaina, but it would be a trade at midband if he isn’t boosted.

Game 5, Player 2, Turn 3

P1 [Neutral]/Strength/Balance/Fire vs P2 [Purple]/Finesse/Peace/Truth

Starting Hand

Temporal Research
Neo Plexus
Tinkerer
Plasmodium

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

The Art of War x2
Boot Camp x2


Main:

  • Midband Oni (3)
  • Oni kills SQL
  • Maxband Oni (0)
  • Skip worker
Workers

Forgotten Fighter, Time Spiral

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 3 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Soldier (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Soldier (1/1)
  • :exhaust: Technician:
  • :target: Lookout: Hardened Mox (2/1)

In Play:

  • Battle Suits
  • Oni (4/5 lvl 8)
  • Soldier (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Boot Camp
Boot Camp
Nullcraft
Plasmodium
Neo Plexus

End of Turn Discard
My Thoughts

Don’t want to use an expensive draw 1 to maybe get to what I need. Instead I will skip worker and sprint to art of war, which he doesn’t have a strong counter for. Boot camp on the Mox is a natural way to cycle around for it, so hopefully it’ll work to my advantage. I’ll gamble he doesn’t have wither + spark + lobber + messenger (or ember sparks instead of the spark + messenger) and leave one soldier off patrol to avoid an easy sparkshot. If he does wither Mox so be it, it only spares him one small attack