[Casual Draft] charnel_mouse vs FrozenStorm

P1T4


Tech StartingHand Workers

TECH
Firebat
Flame Arrow


STARTING HAND
Granfalloon Flagbearer
Wither
Lobber
Firebat


WORKERS
Helpful Turtle
Fruit Ninja
Spark
Granfalloon Flagbearer


NextHand

Brick Thief
Lobber


Discard

Older Brother
Wither
Firebat
Flame Arrow


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Expensive Wither, Hardened Mox gets a - rune on goes on strike - ($3)
Firebat - ($1)
Jaina shoots the Scavenger Soldier, you get a gold
Lobber - ($0)
Lobber kills SQL Soldier, takes 1 damage

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Firebat 3/3
  • :target: Lookout:

In Play:

  • Jaina L4 4/4 (+, sparkshot)
  • Lobber 2/1 (haste, 1 damage)

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Not the start I was hoping for… I didn’t notice FrozenStorm had delayed Tech I, otherwise I might have taken a Tiny Basilisk.

dude, jaina cannot target heroes
Level 7: :arrow_heading_down: → Deal 3 damage to a unit or building. ◎ •
Edit: Otherwise she would be super op, since she could safely snipe any startband hero, no matter if patrolling or not, making summoning one super expensive.

1 Like

Hadn’t thought of it like that. Thanks Legion, fixed.

2 Likes

Game 5, Player 2, Turn 4

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

Starting Hand

Boot Camp
Boot Camp
Nullcraft
Plasmodium
Neo Plexus
Fading Argonaut (bc1)
The Art of War (bc2)

Events of Turn:


Upkeep:

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

Overeager Cadet, Flagstone Garrison
The Art of War x2
Boot Camp x2


Main:

  • Boot Camp Mox back to health, draw 1 (7)
  • Boot Camp Mox back to health, draw 1 (6)
  • The Art of War, Oni strikes down Jaina with great vengeance for his fallen warriors, levels fizzle (3)
  • Tech 1 (2)
  • Worker (1)
Workers

Plasmodium, Forgotten Fighter, Time Spiral

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Onimaru (6/5+3a lvl 8)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • Soldier (1/1)
  • Hardened Mox (3/2 +)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

The Art of War
Temporal Research
Tinkerer
Overeager Cadet
Boot Camp

End of Turn Discard
My Thoughts

Wither on the Mox makes it a little less sweet but nbd, I’ll take care of Jaina and probably destroy a tech 2 building next turn. He doesn’t have enough to max out Rook, and most likely I can make it to a Free Speech by the time he can. He’s deep on a cycle and way down on cards, I don’t have to worry about Nature Reclaims for a little while either.


P1T5


Tech StartingHand Workers

TECH
Doubleshot Archer
Doubleshot Archer


STARTING HAND
Lobber
Brick Thief


WORKERS
Helpful Turtle
Fruit Ninja
Spark
Granfalloon Flagbearer
Brick Thief


NextHand

Bloom
Timely Messenger
Ember Sparks


Discard

Older Brother
Wither
Firebat
Flame Arrow
Lobber
Doubleshot Archer
Doubleshot Archer


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Surplus - ($2)
Garus Rook - ($0)
Lobber hits your Tech I down to 4

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook L1 2/4+1A
  • :psfist: Elite:
  • :ps_: Scavenger: Firebat 3/3
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Lobber 2/1 (haste, 1 damage)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Yikes. I forgot about Juggermox. Think I’ll have to tech up to deal with that, but first I need to get my hand size back up. I’m thinking Archers to help block and to get some damage against Onimaru if he loops Art of War, plus I can try to get his base health down before the Mox gets out of control.

Game 5, Player 2, Turn 5

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

Starting Hand

The Art of War
Temporal Research
Tinkerer
Overeager Cadet
Boot Camp
Nullcraft (bc)

Events of Turn:


Upkeep:

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

Overeager Cadet, Flagstone Garrison
The Art of War x2
Boot Camp x2


Main:

  • The Art of War, Oni strikes down Rook, levels fizzle (6)
  • Mox kills Firebat, you get 1g
  • Soldier trades with Lobber
  • Boot Camp mox, draw 1 (5)
  • Overeager Cadet
  • Tech 2 Peace (1)
  • Worker (0)
Workers

Temporal Research, Plasmodium, Forgotten Fighter, Time Spiral

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 4
  • Tech2 HP: 5 PEACE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Onimaru (6/5+2a lvl 8)

In Play:

  • Battle Suits
  • Overeager Cadet (3/2)
  • Hardened Mox (4/3 ++)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

The Art of War
Neo Plexus
Boot Camp
Fading Argonaut

End of Turn Discard
My Thoughts

I still get to own the board for 3g, well worth it IMO. Surplus is an interesting pick for him, almost worth just bludgeoning down but better to wipe down units. I won’t be able to Garrison draw forever with Nature Reclaims but I can still get enough out of it to hit tech 3 or just win via AoW I think. I pivot well to a Finesse plan anyway.


I’ll call it there, GG! Was planning for lots of targeted damage to deal with cheap Peace units or illusions, but completely forgot about Juggermox. Should’ve teched a Tiny Basilisk.

GGWP! I thought I was cooked after whiffing both BCs but the worker skip for Maxband Oni play works out way more often than I think It should lol

Want to play another or drafted out?

I’m happy to go again if you are! I’ll open with Black/Necromancy.

Thoughts

Going to see if I can grab Past and try out the Blackhand Resurrector + Second Chances combo again. Maybe Anarchy as third spec.

I’m game to try a few more, though I do feel like there’s almost fewer viable strats in draft than in blind pick (or maybe I’m just not creative enough lol)

So I’m p1 eh? I’ll take [finesse]/demonz

I think it might help weaken some of the stronger decks, e.g. Nightmare, if they have a strong counterpick, e.g. partial Miracle Grow, but the variety of specs chosen might generally be smaller. I’m not at the skill level where I’m sure on that. Changing decks each game is good for me learning new specs.

I’ll finish up with Anarchy and Past for [Necromancy]/Anarchy/Past, back to you!

Thoughts

Not sure how this will do against FrozenStorm’s picks, but I want to see if running this deck with Zane has more legs than with Grave. If I get the opportunity, I want to see how viable Maximum Anarchy into Resurrector + Second Chances is, but I’ll need to set up with Taxmen or Necromancy I units first.

@FrozenStorm Hope you had a good weekend! Ready whenever you are.

I did, thanks! Was out of town for a wedding, ended up being a very full and fun weekend :slight_smile:

I’ll bring Rook along for [Finesse]/Demon/Strength, GL HF!

Game 6, Player 1, Turn 1

P1 [Finesse]/Demon/Strength vs P2 [Necro]/Anarchy/Past

Starting Hand

Tenderfoot
Helpful Turtle
Older Brother
Bloom
Fruit Ninja

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Main:

  • Vandy (2)
  • Tenderfoot (1)
  • Worker (0)
Workers

Fruit Ninja

  • :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: Vandy (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Tenderfoot (1/2)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Timely Messenger
Brick Thief
Wither
Granfalloon Flagbearer
Spark

End of Turn Discard
My Thoughts

shrug? I’m thinking all-in on early game


Sounds fun! We had a quiet weekend at home nursing a sick daughter.

GLHF!

P2T1


StartingHand Workers

STARTING HAND
Graveyard
Summon Skeletons
Pestering Haunt
Thieving Imp
Deteriorate


WORKERS
Summon Skeletons


NextHand

Jandra, the Negator
Skeleton Javelineer
Sacrifice the Weak
Skeletal Archery


Discard

Deteriorate
Graveyard


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Pestering Haunt
Thieving Imp, you discard card #1 of 5 - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Pestering Haunt 1/1 (unstoppable)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Apart from the Meta + Finesse nonsense from last game, I now also need to worry about Meta + Rook, or max Rook in general. Going to be leaning on Nether Drain and Doom Grasp pretty heavily here, I suspect.

OK, things my deck can do if allowed:

  • Permanent banish, due to Prynn + Nether drain. Not limited by unit tech level, could be great against Finesse if I can pull it off.
  • Second Chances + Blackhand Resurrector for a lot of cheap maxed heroes. Requires the hero to die first, but Zane is expected to suicide at some point anyway, so I can at least keep spamming him, if not Prynn and Garth’s excellent maxband abilities. SC sort of works with Sharks too, if I want to go for those, but makes Chameleon Lizzo a bad idea.
  • Skeleton Lord to pull out a cheap Tech III, when I have access to both Gunships and Ebbflow Archons. Probably not viable this game, due to Discord, Thunderclap, and DeGrey.
  • Slow Time Generator might be decent if FrozenStorm doesn’t go with Finesse for Maestros.
  • Maximum Anarchy gives me another decent option to deal with Tech IIIs and heroes, while also getting Zane killed for resurrection later.
  • Lich’s Bargain / Skeletons and Chaos Mirror could be decent? Discord is still a problem, though.

I’ll want to open my techs with at least one Taxman, in case of Birds/Gargoyles later.

I think set up without a hero for now, they’d probably just get killed by Vandy, and I want to think more about who to open with.

Sorry she isn’t feeling well, hope she feels better soon.

Game 6, Player 1, Turn 2

P1 [Finesse]/Demon/Strength vs P2 [Necro]/Anarchy/Past

Starting Hand

Timely Messenger (dc)
Brick Thief
Wither
Granfalloon Flagbearer
Spark

Events of Turn:


Upkeep:

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

Dark Pact, Gargoyle


Main:

  • Mid Vandy, suplex Imp (3)
  • Worker (2)
  • Tech 1 (0)
Workers

Spark, Fruit Ninja

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

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

In Play:

  • Vandy (3/2 lvl 3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Helpful Turtle
Timely Messenger
Dark Pact
Bloom
Granfalloon Flagbearer

End of Turn Discard
My Thoughts

shrug? I’m thinking all-in on early game


Thanks, fingers crossed.

P2T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Gunpoint Taxman


STARTING HAND
Skeleton Javelineer
Jandra, the Negator
Skeletal Archery
Sacrifice the Weak


WORKERS
Summon Skeletons
Skeletal Archery


NextHand

Sacrifice the Weak
Poisonblade Rogue
Deteriorate
Thieving Imp


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech I - ($4)
Skeleton Javelineer - ($3)
Garth Torken - ($1)
Garth raises a Skeleton - ($0)
Pestering Haunt hits your Tech I down to 4

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton 1/1+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton Javelineer 1/1 (javelin rune)
  • :target: Lookout:

In Play:

  • Garth L1 1/3
  • Pestering Haunt 1/1 (unstoppable)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Too early for a Zane attack to do much, so I’ll open with Garth ready for hitting Vandy with a Nether Drain or a Doom Grasp. In the meantime, I can put some Skeletons up for defence, if I’m lucky it’ll make FrozenStorm go for weenie counters.

… Hmm, no Taxman in my hand. I might need to make use of some spells if I have a chance of keeping Vandy in check.

Game 6, Player 1, Turn 3

P1 [Finesse]/Demon/Strength vs P2 [Necro]/Anarchy/Past

Starting Hand

Timely Messenger (dc)
Brick Thief
Wither
Granfalloon Flagbearer
Spark

Events of Turn:


Upkeep:

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

Soul Stone, Gargoyle
Dark Pact, Gargoyle


Main:

  • Dark Pact, base to 18 draw 2
  • Timely Messenger (5)
  • Bloom Messenger, ice SQL (3)
  • Tenderfoot kills techn, you get a card
  • Vandy kills Garth, maxbands and dooms Haunt and Tenderfoot
  • Helpful Turtle (1)
  • Worker (0)
Workers

Brick Thief, Spark, Fruit Ninja

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Helpful Turtle (1/2)
  • :target: Lookout:

In Play:

  • Vandy (4/5 lvl 5)
  • Tenderfoot (3/3 doomed)
  • Timely Messenger (2/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Older Brother
Gargoyle
Dark Pact
Granfalloon Flagbearer

End of Turn Discard
My Thoughts

Well I got Vandy to maxband, so that’s a plus I guess. Let’s see if I get Gargoyle. Going to tech the other one and a Soul Stone (so DG and StW can’t just ice them). I suppose Past makes them kind of bad though…? Idk we have vandy threat possible with what’s in hand too, so they compliment that plan well


I assume the Tenderfoot is also doomed?

Oh ya huh lol. In that case, I will Bloom the Messenger, and doom tenderfoot after. Gimme a minute and I’ll redo stuff

EDIT Okay, redrew the rs cards since Messenger is on the board, Tenderfoot doomed and Messenger waiting for Haunt to trade with him. Back to you, sorry about that

No worries.

P2T3


Tech StartingHand Workers

TECH
Doom Grasp
Nether Drain


STARTING HAND
Poisonblade Rogue
Sacrifice the Weak
Thieving Imp
Deteriorate
Gunpoint Taxman


WORKERS
Summon Skeletons
Skeletal Archery
Thieving Imp


NextHand

Gunpoint Taxman
Jandra, the Negator
Graveyard
Doom Grasp


Tech 2 card(s)
Get Paid - ($7)
Technician draw
Gunpoint Taxman - ($5)
Worker - ($4)
Pestering Haunt kills Timely Messenger, takes 2 damage
Captain Zane - ($2)
Heroes’ Hall - ($0)
Zane kills Helpful Turtle, you draw, takes 1 damage

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


Board Info:
In Patrol:

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

In Play:

  • Zane L1 2/1 (haste, 1 damage)
  • Pestering Haunt 1/1 (doomed, unstoppable, 2 damage)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Eh. At least I drew into a Taxman. With Vandy at maxband, I might as well bring out Zane here for some quick damage, it gives FrozenStorm a card but Dark Pact means he’ll have good draw regardless. Sticking to the plan, Heroes’ Hall should ensure I can get Garth back out.

Teching Doom Grasp and Nether Drain as planned. Or do I put in Origin Story and Undo/Emblem to speed up the process of getting all my heroes killed? No, let’s get the Nether Drain in, and then I’m better set up for perma-banish.