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CAWS 2016: EricF ([Past]/Peace/Anarchy) vs. Mooseknuckles ([Growth]/Necro/Strength)


#1

@Mooseknuckles, good luck and have fun!

[details=P1, Turn 1]Time Spiral -> Worker
Hardened Mox
Neo Plexus
Fading Argonaut
Forgotten Fighter
[/details]
4 gold (4)
Hardened Mox (1)
Worker (0)
Discard 3, Draw 5

Lookout - Hardened Mox (1/1)

Base - 20

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

[details=Next Hand]Tinkerer
Plasmodium
Nullcraft
Battle Suits
Temporal Research[/details]


#2

glhf as always!

P2T1:

Starting Hand

Playful Panda Tiger Cub Young Treant Verdant Tree Merfolk Prospector

Gold (5)
Worker (4)
Rook (2)
Playful Panda (0)
Discard 3, Draw 5

Patrol:
Leader: Level 1 Rook (2/4 + a)
Elite:
Scavenger: wisp (0/1)
Technician:
Lookout:

Buildings:
Units/Heroes: Playful Panda (2/2)
Base: 20
Other:

Economy:

Workers: 6
Hand: 5
Deck: 0
Discard: 3

Worker

Verdant Tree

New Hand

Ironbark Treant Spore Shambler Rich Earth Forest’s Favor Rampant Growth


#3

[details=P1, Turn 2]Tinkerer -> Worker
Plasmodium
Nullcraft
Battle Suits
Temporal Research

Tech Boot Camp (card draw now to accelerate next turn’s tech and Gunpoint Taxman (so I can actually afford both Tech cards on Turn 3). Will follow up with Stewardess(es) later[/details]
5 gold (5)
Worker (4)
Tech I (2)
Battle Suits (0)
Discard 3, rs, Draw 5.

Elite - Hardened Mox (3/1)

Base - 20
Tech I - 5

Battle Suits
6 workers, 0 gold
Hand: 5
Deck: 3
Discard: 0

[details=Next Hand]Plasmodium
Nullcraft
Temporal Research
Neo Plexus
Forgotten Fighter

//amusing. Not. At least I’m continuing to build board presence?
[/details]


#4

P2T2:

Tech

Bird Nest, Bone Collector

Starting Hand

Ironbark Treant Spore Shambler Rich Earth Forest’s Favor Rampant Growth

Gold (6)
Rich Earth (3)
Worker (3)
Tier I (1)
Discard 3, rs, Draw 5

Patrol:
Leader: wisp (0/1 + a)
Elite:
Scavenger: Playful Panda (2/2)
Technician:
Lookout:

Buildings: Tier I - 5
Units/Heroes: Level 1 Rook (2/4)
Base: 20
Other: Rich Earth

Economy:

Workers: 7 + 1 float
Hand: 5
Deck: 3
Discard: 0

Worker

Ironbark Treant

New Hand

Spore Shambler Forest’s Favor Rampant Growth Tiger Cub Merfolk Prospector - this is the worst hand I could have drawn :frowning:


#5

[details=P1, Turn 3]Plasmodium -> Worker
Nullcraft
Temporal Research
Neo Plexus
Forgotten Fighter

Tech in Origin Story (since I’m leaving Zane wide open to enabling a Max Rook) and Stewardess (even if he never plays another Tech 0 unit, Arg makes Elementals, Garth makes Skeletons, and Rook might make Birds. All of which are worth excising).
[/details]
6 gold (6)
Zane (4)
Zane kills Wisp
Mox kills Panda
Neo Plexus (2)
Worker (1)
Discard 3, Draw 3, rs, Draw 2. Float 1 gold.

Elite - Neo Plexus (4/2)

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

Base - 20
Tech I - 5

Battle Suits
7 workers, 1 gold
Hand: 5
Deck: 3
Discard: 0

[details=Next Hand]Nullcraft
Stewardess of the Undone
Fading Argonaut
Boot Camp
Gunpoint Taxman
[/details]


#6

P2T3:

Thoughts

This is a pretty risky play, but I don’t have much choice. I doubt that he has origin story here, so I’m playing around Stewardess. Any other play that I make here is super weak to stewardess, so I’m going to roll the dice with this. If he wants to break my T2, he’ll have to use his Mox, meaning I can get some value out of Rook.

Tech

Lich’s Bargain, Blooming Ancient

Starting Hand

Spore Shambler Forest’s Favor Rampant Growth Tiger Cub Merfolk Prospector

Gold + f + scav (9)
Worker (9)
Rook to level 6 (4)
Tier II - Growth (0)
Rook runs past Plexus and kills Zane, maxbands
Discard 4, Draw 3, rs, Draw 2

Patrol:
Leader:
Elite:
Scavenger:
Technician:
Lookout:

Buildings: Tier I - 5, Tier II (Growth) - 5
Units/Heroes: Level 8 Rook w shell (4/6)
Base: 20
Other: Rich Earth

Economy:

Workers: 8
Hand: 5
Deck: 5
Discard: 0

Worker

Forest’s Favor

New Hand

Young Treant Bird Nest Bone Collector Merfolk Prospector Blooming Ancient


#7

[details=P1, Turn 4]Nullcraft
Stewardess of the Undone
Fading Argonaut
Boot Camp -> Worker
Gunpoint Taxman

Breaking one tech building. The question is, which one?
Tech I - likely to stop a Bone Collector from entering play
Tech II - prevents 2nd hero / if I can keep it down, will prevent Moose from getting much of anything going

Can’t plan to Boot Camp, since I really don’t want to draw Origin Story without the ability to summon Prynn.

Can’t afford to build Tech II right this moment, since I kind of need to get two patrollers down. Just floating all the gold, since I can’t risk having Prynn killed / stuck in Command Zone next turn. Regardless, it’s paying 2 gold and a card to soak up a Rook attack, and getting one gold/card back from the patrol bonus.

Even though I’m floating 3 gold here, I probably won’t be able to build my Tech II next turn either (although I do get to build my board out some more). For sure grabbing an Overeager Cadet, which means my next turn hand will be:
Research, Fighter, Origin Story, and one of 4 cards - I guess I want another unit, then. Probably just the second Overeager Cadet, and plan to:
8 gold (11)
Prynn (9)
Origin Story (6)
Worker (5)
Research for Cadets OR Fighter (3)
Stewardess/Nullcraft (0)
or just Tech II (anything) and play a Cadet, float 1 gold, and then discard 1, draw the other 3 units. Plus I get to either draw 2 with the scavenger gold, or draw 1 extra from Technician, so it all works out.

Tech 2x Cadet - Final Answer
[/details]
7 gold (8)
Plexus and Mox casually break Tech II
Worker (7)
Gunpoint Taxman (5)
Fading Argo (3)
Discard 2, Draw 3, rs, Draw 1. Float 3 gold.

Scavenger - Fading Argo (3/3) [3]
Tech - Gunpoint Taxman (3/3)

Neo Plexus (3/2)
Hardened Mox (2/1)

Base - 20
Tech I - 5

Battle Suits
8 workers, 3 gold
Hand: 4
Deck: 3
Discard: 0

[details=Next Hand]Temporal Research
Forgotten Fighter
Origin Story
Overeager Cadet
[/details]


#8

P2T4:

Tech

Blooming Ancient, Might of Leaf and Claw

Starting Hand

Young Treant Bird Nest Bone Collector Merfolk Prospector Blooming Ancient -> Spore Shambler

Gold, rebuild T2 (8)
Young Treant (6)
Bird Nest (4)
Bone Collector (2)
Worker (2)
Rook kills Taxman, you draw
Discard 2, Draw 4

Patrol:
Leader: Bone Collector (3/3 + a)
Elite:
Scavenger:
Technician: Young Treant (0/2)
Lookout:

Buildings: Tier I - 5, Tier II (Growth) - 5
Units/Heroes: Level 8 Rook w shell (4/3), Bird #1 (1/1), Bird #2 (1/1)
Base: 18
Other: Rich Earth, Bird Nest

Economy:

Workers: 9 + 2 float
Hand: 4
Deck: 0
Discard: 4

Worker

Spore Shambler

New Hand

Playful Panda Lich’s Bargain Tiger Cub Rampant Growth


#9

@Mooseknuckles You have 2 birds too - are they patrolling?


#10

Woops, they’re hanging on the sidelines. I’ll edit.


#11

[details=P1, Turn 5]Temporal Research
Forgotten Fighter
Origin Story
Overeager Cadet
Overeager Cadet

Tech in Garrison and (must be a unit of some sort to help jump-start Garrison in this deck of all spells) Seer (Prynn is about 50% likely to survive forever here, so giving her extra runes might be my end-game)
[/details]

[details=The Road not taken]8 gold (11)
Prynn (9)
Temporal Research (7)
Origin Story Rook (4)
Nullcraft (2)
Forgotten Fighter the Treant (0)
Nullcraft and Fading Argo kill Bone Collector
Mox and Plexus break your Tech II, again
Skip worker, have Nullcraft in play instead of Fading Argo. And be able, theoretically, to summon Zane next turn (not that I would want to)
Discard 1, rs, Draw 3

Another option would be the actual turn, but worker the Temporal Research. That seems bad, though.
[/details]

8 gold (11)
Zane (9)
Zane and Mox trade with Bone Collector, Rook stays at max level
Prynn (7)
Origin Story Rook (4)
Forgotten Fighter, bounce Treant (2) #card_advantage
Argo and Plexus break your Tech II, again
Overeager Cadet (2)
Overeager Cadet (2)
Discard 1, Draw 2, rs, Draw 1. Float 2 gold.

Scavenger - Overeager Cadet (3/2)
Tech - Overeager Cadet (3/2)

Fading Argo (3/3) [2]
Neo Plexus (3/2)
Hardened Mox (2/1)
L1 Prynn (1/3) [4]

Base - 20
Tech I - 5

Battle Suits
8 workers, 2 gold
Hand: 3
Deck: 5
Discard: 0

[details=Next Hand]Stewardess of the Undone
Nullcraft
Seer[/details]


#12

P2T5:

Thoughts

maxbanding another Rook is really tempting here, since I would force him to trade and get a ton of value out of him. Unfortunately, there’s a good chance he has teched in boot camp, and I lose the game if he has it. He’s low on cards, so I don’t feel pressured enough to have to do that. I think he’s going to run out of resources with his current plan, but we’ll see.

Tech

Lich’s Bargain, Doom Grasp

Starting Hand

Playful Panda Lich’s Bargain Tiger Cub Rampant Growth Young Treant -> Doom Grasp

Gold + f, rebuild T2 (11)
Young Treant (9)
Garth (7)
Lich’s Bargain (5)
Tower (2)
Skeleton (1)
Worker (1)
Birds kills Neo Plexus
Discard 3, Draw 5

Patrol:
Leader: skeleton#1 (1/1 + a)
Elite: Young Treant (1/2)
Scavenger: Zombie (2/2)
Technician: Horror (3/3)
Lookout: skeleton #2 (1/1)

Buildings: Tier I - 5, Tier II (Growth) - 5, Tower - 4
Units/Heroes: Level 1 Garth (1/3), Bird #1 (1/1), Bird #2 (1/1)
Base: 12
Other: Rich Earth

Economy:

Workers: 9 + 1 float
Hand: 5
Deck: 2
Discard: 4

Worker

Tiger Cub

New Hand

Might of Leaf and Claw Blooming Ancient Bird Nest Bone Collector Lich’s Bargain


#13

[details=P1, Turn 6]Nullcraft
Stewardess
Seer

Defense: 2, 2, 2, 3, 1 // (12), 3, 1, 1, 5
Attack: 3, 3, 3, 2, 1
And 10 gold to spend on:
Nullcraft: 1 for 2
Stewardess: 3 for 3
Seer: ?
Level Prynn: 1 for 3 x2. If max (6 gold), up to 4 more

So, going for pure base damage:
Max Prynn (4)
Stewardess, bounce Horror (1)
Seer (0)
Banish Zombie and Skeleton
Mox on Treant
Attacker on other skeleton
Cadet, Cadet and Prynn hit base for 9. That isn’t exactly lethal, but it’s close enough. For full lethal I would need to attack base with everything but Mox, including max Prynn, so I would need to remove 5 blockers with 10 gold:
Nullcraft (8)
Max Prynn (2)
Seer (1)
Mox attacks (1)
… and I still have one blocker remaining. Note that if I do try to lethal, he can max Garth and get back the Base Healing Guy, so let’s avoid that.

Still grabbing double Shark Attack though, to sneak in lethal later. [/details]

The aggressive line

8 gold (10)
Stewardess, bounce the Horror (7)
Seer, add a rune to Prynn (6)
Max Prynn (0)
Prynn banishes SQL skeleton, goes to 2 runes
Prynn attacks and kills Young Treant, goes to 3 runes
Prynn banishes Zombie, goes to 1 rune
Mox kills lookout Skeleton
2x Overeager Cadet break your Tech 2
Fading Argo kills Garth
Discard 1, Draw 3

Scavenger - Stewardess (3/3)
Tech - Seer (3/1)

Overeager Cadet (3/1)
Overeager Cadet (3/1)
Fading Argo (3/1) [1]
Hardened Mox (2/1)
L7 Prynn (3/3) [1] [/details]

The less aggressive line

8 gold (10)
Tech II Peace (6)
Stewardess, bounce Horror (3)
Seer, add rune to Fading Argo (2)
Worker (1)
Mox kills SQL
Prynn kills Lookout
Fading Argo kills Treant
Cadet trades with Zombie
Cadet trades with Garth
Prynn to L4 (0)
Discard 0, Draw 2 (or skip worker to Discard 1, Draw 3. Float 1)

Scavenger - Stewardess (3/3)
Tech - Seer (3/1)

Fading Argo (3/1) [2]
Hardened Mox (2/1)
L4 Prynn (2/4) [4]

Tech II built, opponent keeps Tech II. As an alternate plan, I could Max Prynn here and kill off both Birds, having Prynn die.

The question is, what will work better against an Elemental + Max Arg + Wisp + whatever else comes out + bird attacks

[details=Pause for Thought]The key question is, can I win if I break Tech II this turn. If I can’t, then I need to just kill Garth and hope he doesn’t have Blooming Ancient currently in hand. If I break Tech II, I will have:
4x 3/1 guy
Mox (2/1)
L7 Prynn (3/5) [2]
Stewardess (3/3)
And 3 cards in hand out of {Temporal Research, Gunpoint Taxman, Forgotten Fighter, Origin Story, Flagstone Garrison}
Plus 8 gold next turn.

Moose will have 1 bird surviving, along with his Garth. Garth can suicide on something to replenish Birds, or just max for a 3/3 blocker. He’ll have 10-11 gold to spend, which could be
Spore Shambler (7)
Skeleton (6)
Buff Bird?
Suicide Garth
Arg, to Max (0)
Kill 1 thing with bird
Patrol 1/5 Arg, 3/3 +1 Elemental, Wisp, Spore Shambler/other random guy with 3 hp, Skeleton = 14 hp
I get to throw 17 ATK, poorly distributed into that, although maybe I can line up Zane in some way:
Prynn + Mox on Elemental
Prynn Banishes skeleton/wisp, dies
Zane (6)
Zane & 1st 3/1 kill Arg
Max Zane (3), push other of skeleton/wisp out of lookout and into scavenger
2nd 3/1 trades with 3 hp guy
3rd 3/1 died to bird
Stewardess and 4th 3/1 (or, I guess, Zane as a 4/4) attack Tech II or Base or Tower
3 gold left over to Forgotten Fighter the skeleton/wisp, move Prynn’s Banish to the 3 hp warm body, and be able to attack for 10 or:

Prynn + Mox on Elemental
Origin Story Arg (5)
Banish 3 hp guy
Zane (3), kill a patroller
Stewardess kills other patroller
1st 3/1, 2nd, and 3rd 3/1 Break Tech II and put base at 5?

If he maxes Garth instead, I don’t see things going any better, so let’s go with the Break Tech II plan.

Writing it out, I see that I miscalculated somewhere, and can’t banish a bird, which means I’m down a 3/1, and have a slightly fewer draws that get me to lethal. But I’ll still get some base damage in regardless, and be working towards lethal. I think the FF line is still:

Prynn + Mox on SQL
FF Lookout
Banish Elite
2 of 3 attackers on Hero
Max Zane on Tech
Zane + 3rd attacker deal 7 to base, leaving it at 3
Discard 2, Draw 2, rs 12 and draw 2 looking for some sort of burn / haste. I think that’s my best shot.

[details=P1, Turn 6, final answer]Tech in 2 Surprise Attack

Hand:
Nullcraft
Stewardess of the Undone
Seer

[/details]
8 gold (10)

Prynn to L4 (7)
Prynn kills SQL Skeleton
Fading Argo kills Elite Treant
Max Prynn (4)
Prynn banishes scavenger Zombie, now at 2 runes
Stewardess of the Undone, bounce tech Horror (1)
Mox kills lookout skeleton
2x Overeager Cadet break Tech II
Seer, add a rune to Fading Argo (0)
Discard 1, Draw 3

SQL - Stewardess of the Undone (3/3 +1)
Tech - Seer (3/1)

Overeager Cadet (3/1)
Overeager Cadet (3/1)
Fading Argo (3/1) [2]
Hardened Mox (2/1)
L7 Prynn (3/5) [2]

Base - 20
Tech I - 5

Battle Suits
8 workers, 0 gold
Hand: 3
Deck: 2
Discard: 4


#14

Looking like the end for me…

P2T6:

Tech

Artisan Mantis, Ardra’s Boulder

Starting Hand

Might of Leaf and Claw Blooming Ancient Bird Nest Bone Collector Lich’s Bargain

Gold + f, rebuild T2 (10)
Lich’s Bargain (8)
Bone Collector (6)
Maxband Garth, grab Ardra’s Boulder from GY (0)
Worker (0)
Birds kill Fading Argonaut and an OE Cadet
Discard 2, Draw 2, rs, Draw 2

Patrol:
Leader: Ardra’s Boulder (0/6 + a)
Elite: Skeleton (2/1)
Scavenger: Zombie (2/2)
Technician: Bone Collector (3/3)
Lookout: Level 7 Garth (3/4)

Buildings: Tier I - 5, Tier II (Growth) - 5, Tower - 4
Units/Heroes: Horror (3/3), Bird #1 (1/1), Bird #2 (1/1)
Base: 6
Other: Rich Earth

Economy:

Workers: 9
Hand: 4
Deck: 7
Discard: 0

Worker

Bird Nest

New Hand

Blooming Ancient Merfolk Prospector Blooming Ancient Artisan Mantis


#15

[details=P1, Turn 7]Temporal Research
Forgotten Fighter
Flagstone Garrison
[/details]

Yep. Intense game, though.

8 gold (8)
Forgotten Fighter, the blast from the past, bounces the Boulder (6)
Prynn hits Garth for 3 damage, takes 4, gets a 2nd rune
Prynn banishes the Zombie, and dies
Zane (4)
Mox kills Garth, Zane to L3
Max Zane (1), shove Skeleton to Lookout and kill it
Overeager Cadet trades with Bone Collector
Seer, Stewardess, and Zane hit your base for 10, gg!


#16

gg, well played!


#17

I’m not really sure what I would change about my play here. Part of me thinks that I should have been more aggressive on turn 2, but Rich Earth does a lot of work for me…

Not drawing my techs on turn 3 made it harder, but neither did you. Any thoughts?


#18

I think going for Max Rook would have been better than Lich’s Bargain. I was unlikely to be able to push through 13 hp and have enough left over to break the Tech II. That would have allowed you to get to the your Tech II vs. my Tech II stage of the game, where Growth generally does better than Peace (or whatever else I might have gone for).


#19

Unless you hit an Origin Story :wink:


#20

Yeah, you might be right. Obviously if you had the origin story I just lose the game, but I may have been better off taking that risk.