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CAWS 2016: cstick ([Demon]/Balance/Fire) vs. EricF ([Past]/Peace/Anarchy)


#1

@EricF

A couple of days ago, after losing to Zhavier, I actually thought “Wow, I bet that next round I’ll get paired against EricF and drop out of the tournament.” What a tough bracket…

GL;HF

P1T1


StartingHand Workers

STARTING HAND
Summon Skeletons
Jandra, the Negator
Poisonblade Rogue
Pestering Haunt
Skeletal Archery


WORKERS
Skeletal Archery


NextHand

Deteriorate
Sacrifice the Weak
Graveyard
Skeleton Javelineer
Thieving Imp


Discard

Summon Skeletons
Poisonblade Rogue
Jandra, the Negator


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Vandy - ($1)
Play Pestering Haunt

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: L1 Vandy (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5

#2

[details=P2, Turn 1]Battle Suits
Fading Argonaut
Plasmodium -> Worker
Hardened Mox
Temporal Research[/details]

Hey, I’m right down here with you. Good luck, have fun!

5 gold (5)
Worker (4)
Hardened Mox (1)
Discard 3, Draw 5

Lookout - Hardened Mox (1/1)

Base - 20

6 workers, 1 gold
Hand: 5
Deck: 0
Discard: 3


#3

P1T2


Tech StartingHand Workers

TECH
Shadow Blade
Firebat


STARTING HAND
Deteriorate
Sacrifice the Weak
Skeleton Javelineer
Graveyard
Thieving Imp


WORKERS
Skeletal Archery
Graveyard


NextHand

Shadow Blade
Sacrifice the Weak
Skeleton Javelineer
Summon Skeletons
Firebat


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Play Thieving Imp. You discard (Random.org 4) - ($2)
Build Tech 1 - ($0)
Pestering Haunt pings your base

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


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

  • :psblueshield: [I]Squad Leader[/I]: Thieving Imp (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: L1 Vandy (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

I’m trying something different with my teched cards this game. Shadow Blade is good for sniping things behind Mox, especially for something like Oni coming out to try and set up Boot Camp. Also, it helps me pressure his hand more after playing Imp this turn. I teched Firebat because I think I want a 3/3 more than Lobber (who can have a hard time against Mox and Cadets) or Tiny Basilisk (which also isn’t good against Cadets). I’m not happy to worker Graveyard, but all of my good cards were in this hand, so I had to worker something.


#4

[details=P2, Turn 2]Time Spiral
Forgotten Fighter
Tinkerer -> Worker
Neo Plexus -> Discarded
Nullcraft

Zane + FF + Level to 4 = 8 gold, I only have 7. Heh.

Bring in a Stewardess and Boot Camp
[/details]
6 gold (7)
Worker (6)
Tech I (4)
Nullcraft (2), kill Haunt
Discard 2, rs, Draw 4. Float 2 gold.

Lookout - Hardened Mox (1/1)

Nullcraft (1/1)

Base - 19
Tech I - 5

7 workers, 2 gold
Hand: 4
Deck: 4
Discard: 0


#5

P1T3


Tech StartingHand Workers

TECH
Dark Pact
Firebat


STARTING HAND
Skeleton Javelineer
Shadow Blade
Firebat
Sacrifice the Weak
Summon Skeletons


WORKERS
Skeletal Archery
Graveyard
Summon Skeletons


NextHand

Poisonblade Rogue
Firebat
Deteriorate
Jandra, the Negator
Skeleton Javelineer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Play Firebat - ($3)
Vandy hits Mox
Imp hits your base for 2
Midband Vandy - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Firebat (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Thieving Imp (2/2)
  • L3 Vandy (3/4)
    [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: 7
Thoughts

With no Shadow Blade target, this hand isn’t as great. At least he doesn’t have much of a board. I attacked here because I wanted to midband Vandy anyway to dodge Chaos Mirror, so I might as well get in some free damage. I attacked his base instead of his tech 1 because I don’t think this is going to be a game I win because I dominate the board. Next turn I should be safe to build Tech 2 and play another Firebat, with a gold left to maybe activate my current one. I think I want to go for Fire this game. The usual Balance plan isn’t great without having Lobbers in the deck already, and Molting Firebird could be good for hitting his buildings and board at the same time. Alternatively, I could go for Demonology for Voidblockers to try and set up Metamorphosis.


#6
P2, Turn 3

Tech Origin Story and Overeager Cadet

Time Spiral -> Worker
Temporal Research
Stewardess of the Undone
Boot Camp
+Fading Argo

7 gold (9)
Stewardess of the Undone, bounce the Imp (6)
Zane (4)
Zane, Mox, and Nullcraft team up to kill Firebat. Vandy goes to Max Band, but can’t trigger since it’s not your turn.
Onimaru (2)
Boot Camp Mox (1), draw
Worker (0)
Discard 2, Draw 3, rs, Draw 1

SQL - Stewardess (2/3 +1)
Tech - L1 Onimaru (2/3)

Hardened Mox (2/2)
Nullcraft (1/1)

Base - 17
Tech I - 5

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

[details=Next hand]Temporal Research
Forgotten Fighter
Neo Plexus
Battle Suits
[/details]


#7

@EricF I re-did my turn.

P1T4


Tech StartingHand Workers

TECH
Ember Sparks
Metamorphosis


STARTING HAND
Deteriorate
Jandra, the Negator
Poisonblade Rogue
Firebat
Skeleton Javelineer


WORKERS
Skeletal Archery
Graveyard
Summon Skeletons
Poisonblade Rogue


NextHand

Pestering Haunt
Shadow Blade
Sacrifice the Weak
Dark Pact
Skeleton Javelineer


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Play Thieving Imp. You discard (Random.org 2) - ($4)
Play Firebat - ($2)
Build Heroes’ Hall - ($0)
Vandy kills Stewardess

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


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

  • :psblueshield: [I]Squad Leader[/I]: Firebat (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Thieving Imp (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Vandy (4/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

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

#8

Oh shoot, I just realized that I accidentally put the Imp in my discard rather than adding it back into my hand. That actually changes my turn. I’ll go and edit my turn now.


#9

[details=P2, Turn 4]Temporal Research
Forgotten Fighter -> Discarded
Neo Plexus
Battle Suits

8 gold (8)
Worker (7)
Battle Suits (5)
Mox and Craft kill Firebat
Oni kills Imp
Tower, I guess?

Alternate line:
Suicide Oni on something
Prynn (6)
Reserach, draw 2 (4)
Origin Story? (0) … ok, that’s just pretty bad, let’s not do that one.

Tech in Garrison + Cadet, I suppose!

After proper reflection, I will go with the second plan instead, going second, and abusing Mox + Nullcraft means the longer things take, the better they are for me.
Given that, the actual Tech choices will be:
Tech Cadet + Chaos Mirror
Draw 2: Fading Argonaut + Boot Camp (of course, I draw 0/2 of the things I want, and 2/2 of the things I don’t)
Worker Neo Plexus
[/details]
8 gold (8)
Oni suicides on Firebat (no-one to gain levels)
Prynn (6)
Temporal Research, I draw 2 (4)
Worker (3)
Nullcraft kills Firebat
Tower (0)
Discard 3, Draw 2, rs, Draw 2.

SQL - Hardened Mox (2/2 +1)
Tech - L1 Prynn (1/3) [4]

Nullcraft (1/1)

Base - 17
Tech I - 5
Tower - 4

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


#10

P1T5


Tech StartingHand Workers

TECH
Molting Firebird
Molting Firebird


STARTING HAND
Sacrifice the Weak
Shadow Blade
Pestering Haunt
Dark Pact
Skeleton Javelineer
Jandra, the Negator
Metamorphosis


WORKERS
Skeletal Archery
Graveyard
Summon Skeletons
Poisonblade Rogue


NextHand

Firebat
Deteriorate
Molting Firebird
Ember Sparks
Shadow Blade


Tech 2 card(s)
Get Paid - ($8)
Dark Pact
Play Midori - ($6)
Play Metamorphosis - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: L5 Demon Vandy (6/5+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: L8 Demon Midori (6/7)
    [B]In Play:[/B]
  • Pestering Haunt
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

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

#11

[details=P2, Turn 5]Stewardess of the Undone -> Worker
Battle Suits
Chaos Mirror
Overeager Cadet
Origin Story

Tech in Rememberer + Brave Knight //rememberer to go Tech II Past and play around Moment’s Peace & Nature Reclaims. Knight just to keep my unit density up, and recover some cards.
[/details]
Thank the sweet baby jebus and all the angles that I already have my Tower built
Note that you didn’t list Pestering Haunt in your actions, but since your eot Hand Size lines up with playing it, I’ll go with it being in play.
collect 9 gold (9)
Detect with Tower, and Origin Story Demon Midori (5)
Prynn joins the Suicide Squad to remove Vandy’s Armor. Vandy collects yet another 2 levels on my turn.
Zane (3)
Chaos Mirror, swap Vandy’s 4 ATK with Mox’s 1 ATK (1)
Mox kills Vandy, Zane to L3
Overeager Cadet (1)
Worker (0)
Zane and Nullcraft deal 3 to your Tech 1
Discard 1, Draw 3

Tech - Overeager Cadet (2/2)

Hardened Mox (2/2)
Nullcraft (1/1)
L3 Zane (2/2)

Base - 17
Tech I - 5
Tower - 4

10 workers, 0 gold
Hand: 3
Deck: 2
Discard: 5

[details=Next Hand]Temporal Research
Forgotten Fighter
Fading Argonaut

Deck order (in case of Technician):
Boot Camp
Overeager Cadet
[/details]


#13

EDIT: Hold on, forgot to tech…

EDIT 2: Okay, I teched cards. I also re-randomized my next hand.

P1T6


Tech StartingHand Workers

TECH
Moment’s Peace
Moment’s Peace


STARTING HAND
Firebat
Deteriorate
Ember Sparks
Molting Firebird
Shadow Blade


WORKERS
Skeletal Archery
Graveyard
Summon Skeletons
Poisonblade Rogue
Deteriorate


NextHand

Jandra, the Negator
Molting Firebird
Firebat
Thieving Imp


Discard

Ember Sparks
Shadow Blade
Molting Firebird
Moment’s Peace
Moment’s Peace


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Play Firebat - ($5)
Play Jaina - ($3)
Play Ember Sparks, killing Cadet and dealing 1 to your base - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Firebat (3/3+A)
  • :psfist: [I]Elite[/I]: L1 Jaina (3/3)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 2
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 4
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

#14

[details=P2, turn 6]Temporal Research
Forgotten Fighter -> Worker
Fading Argonaut
+
Boot Camp
Overeager Cadet[/details]
Tech nothing
10 gold (10)
Mox and Nullcraft reduce Firebat to 1 hp
Max Zane (7), shoving bat to Tech. We both draw.
Zane kills Jaina
Worker (6)
Tech 2 Past (2). That’s right, no Garrisons this game.
Fading Argo (0)
Overeager Cadet (0)
Discard 2, rs, draw 4

SQL - Fading Argo (2/3 +1) [3]
Tech - Overeager Cadet (2/2)

Hardened Mox (2/2)
Nullcraft (1/1)
L6 Zane (4/1)

Base - 16
Tech I - 5
Tech II - 5
Spec: Past
Tower - 4

11 workers, 0 gold
Hand: 4
Deck: 4
Discard: 0


#15

Alright, I’ll concede. GG. You were able to get way too much value with Mox and Nullcraft, and there wasn’t really anything I could do about it.

I think where things first went wrong was when I teched Shadow Blade on my first cycle, and then didn’t have any targets for it on turn 3. If I had teched another unit instead, I think I could have mounted enough defense to safely go to Tech 2.


#16

Yeah, missing uses of early tech cards is deadly.

I’m surprised you threw in the towel, though, as it seems like you’re still keeping parity, and could squeak through enough base damage?