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


#1

@petE congratulations on your undefeated run so far!

[details=P1, T1]Temporal Research
Hardened Mox
Tinkerer -> Worker
Battle Suits
Neo Plexus[/details]
4 gold (4)
Worker (3)
Mox (0)
Discard 3, Draw 5

SQL - Hardened Mox (1/1)

Base - 20

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


#2

Thanks – playing with a good anti-Black deck helps out a lot in tournaments.

GLHF !

P2 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Charge
Nautical Dog
Scorch
Mad Man
Bombaster


WORKERS
Scorch


[/spoiler][/details]

[details=NextHand][spoiler]
Bloodrage Ogre
Careless Musketeer
Bloodburn
Pillage
Makeshift Rambaster


[/spoiler][/details]

[details=Discard][spoiler]
Bombaster
Mad Man
Charge


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Rook - ($2)
Nautical Dog - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Rook lvl 1 (2/4 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[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: 6

[details=Thoughts][spoiler]


Go-to plan is hasted MoLac against decks without upgrade removal, so expect he’ll put me under a lot of pressure not to be able to play+defend Tech II. Opening with the cheaper unit (Dog rather than Bombaster) to keep $$ for an early Tower if I need it.

[/spoiler][/details]


#3

[details=Player 1, Turn 2]other 5 cards
Worker plasmoidium
Tech in Stewardess and Boot Camp
[/details]
5 gold (5)
Worker (4)
Nullcraft (2)
Nullcraft kills naughty dog
Tech 1 (0)
Discard 3, rs, Draw 5

SQL - Hardened Mox (1/1 +1)

Nullcraft - (1/1)

Base - 20
Tech 1 - 5

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


#4

P2 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Bird’s Nest
Gunpoint Taxman


STARTING HAND
Bloodburn
Bloodrage Ogre
Makeshift Rambaster
Pillage
Careless Musketeer


WORKERS
Scorch
Bloodburn


[/spoiler][/details]

[details=NextHand][spoiler]
Bloodrage Ogre
Pillage
Makeshift Rambaster
Charge
Bird’s Nest


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float + scav - ($8)
Worker - ($7)
Careless Musketeer - ($5)
Tower - ($2)
Tech I - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Rook lvl 1 (2/4 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Careless Musketeer (2/1)
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts][spoiler]


Unpleasant thought is Mox buffed by Battle Suits and Nullcraft buffed by Boot Camp, that’s 4 “free” attack per turn and/or a block to my Birds doing anything. So think Careless Musketeer + Tower is better for me in this situation than anything involving Ogre. Musketeer threatens to kill Nullcraft, and I’ve the choice of patrolling in Scavenger (so Nullcraft trades down $1) or Lookout (costs Stewardess to bounce, safer). Ogre would likely face a forced suicide into SQL Taxman or Fading Argonaut, and to finish the job I’d need either to add a Mad Mad (trading down a card and $1) or take damage to Rook leading me to level up when I don’t really want to.

Teching in Bird’s Nest + Taxman. (Thought for just a moment about teching 2 x Ancients and trying to build my Tech II next turn and defend with Rook + a unit. Might just work, though more likely he gets through by bouncing the unit with Forgotten Fighter or a Stewardess, or sidelines with Boot Camp.)


[/spoiler][/details]


#5

[details=P1 Turn 3]Forgotten Fighter
Fading Argonaut
Boot Camp
Stewardess of the Undone
Temporal Research

Tech in a Taxman and an Origin Story (Because Rook, as usual)

Draw: Time Spiral -> Worker
[/details]
6 gold (6)
Nullcraft trades with Musketeer #thanksTower
Onimaru (4)
Boot Camp Mox (3)
Worker (2)
Fading Argo (0)
Discard 3, Draw 2, rs, Draw 3.

SQL - Fading Argo (2/3 +1) [3]
Scavenger - L1 Onimaru (2/3)

Hardened Mox (2/2)

Base - 20
Tech 1 - 5

7 workers, 0 gold
Hand: 5
Deck: 4
Discard: 0

[details=Next Hand]Neo Plexus
Battle Suits
Nullcraft
Forgotten Fighter
Origin Story
[/details]


#6

[details=Question for petE][quote=“petE, post:4, topic:1992”]
Unpleasant thought is…Nullcraft buffed by Boot Camp.
[/quote]

I thought Nullcraft couldn’t be the :target: of Buffs or Debuffs? Unless I’m missing something, that’s a non-issue.[/details]


#7

[details=Reply to Hobusu]
You’re absolutely right, thanks for the reminder !
[/details]


#8

P2 Turn3


[details=Tech StartingHand Workers][spoiler]
TECH
Surprise Attack
Might of Leaf and Claw


STARTING HAND
Pillage
Bird’s Nest
Makeshift Rambaster
Charge
Bloodrage Ogre


WORKERS
Scorch
Bloodburn
Pillage


[/spoiler][/details]

[details=NextHand][spoiler]
Mad Man
Nautical Dog
Gunpoint Taxman
Bombaster


[/spoiler][/details]

[details=Discard][spoiler]
Careless Musketeer
Charge
Makeshift Rambaster
Surprise Attack
Might of Leaf and Claw


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bloodrage Ogre - ($4)
Bird’s Nest, summon Birds - ($2)

Float ($2)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Bird #1 (1/1)
  • :psfist: [I]Elite[/I]: Rook lvl 1 (3/4)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Bloodrage Ogre (3/2)
    [B]In Play:[/B]
  • Bird’s Nest
  • Bird #2 (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8

[details=Thoughts][spoiler]


This turn I’m bringing out Birds and Ogre. Question is how to patrol Rook and Ogre against his different options. He can make this a Tech II game or to try to keep at Tech I where he has great resources ( zero cost 3/2 Cadets, indestructable buffable Mox, etc). Liines I’m concerned about:

  1. Stewardess bounces Ogre, Mox and Fargo trade with Rook, Oni gains levels then midbands to destroy my Tower. Cadet too if lucky enough to have in hand or draw off Boot Camp. Preferred patrol against this is Elite Rook and Lookout Ogre, doesn’t prevent the line but adds to the Stewardess cost so can’t Book Camp.

  2. Boot Camp sidelines Rook, Mox kills Ogre, Oni + Fargo break Tech I, then either build Tech II (eg Anarchy for Gunship rush) or spend $4 on additional units or to midband Oni. This is a weird one, kills next turn with Birds, and could break a Tech II with Rook + Mad Man. He’d also need Origin Story coming up to stop Rook damage or even an Earthquake. But I’m at Tech O/I for a while, and spending resources each turn for the rest of the game breaking tech buildings to stop him winning with Gunships. SQL Ogre is better against this, so he needs Battle Suits too for the kill with Mox.

Decided for Lookout Ogre + Elite Rook. Quite likely he plays Battle Suits anyway, in which case Ogre is no better protected in SQL vs Loookout.


[/spoiler][/details]


#9

[details=P1, Turn 4]So, I can utilize any one of my heroes, but I think getting a Max zane out and using him to break the Tower is my best bet going forward. Then patrol the Neo Plexus to make petE’s Zane unattractive. I’m assuming he teched Nest + Tech 1 unit. If he grabbed Chaos Mirror or Panda instead, he can kill my Zane, but at least I have a Stewardess to bat cleanup.

If he goes Tech II I’ll want to react with my own Tech II, so I’ll just grab Cadet + Garrison this turn to be ready for that.

Neo Plexus
Battle Suits
Nullcraft
Forgotten Fighter
Origin Story -> Worker // Rook is dying this turn, and I still have a Boot Camp floating around to take care of him if he comes back maxxed on turn 6 (and I can always grab the second copy, if it looks necessary)

[/details]
7 gold (7)
Onimaru suicides on Rook
Zane (5)
Fading Argo trades with Rook, Zane to L3
Max Zane (2)
Shove bird to Scavenger, we both get a gold (3)
Mox kills Ogre
Zane breaks Tower
Worker (2)
Neo Plexus (0)
Discard 3, Draw 4, rs, Draw 1

Elite - Neo Plexus (3/2)

Hardened Mox (2/2)
L6 Zane (4/3)

Base - 20
Tech 1 - 5

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

[details=Next Hand]Temporal Research
Stewardess of the Undone
Boot Camp
Gunpoint Taxman
Forgotten Fighter
[/details]


#10

P2 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
Might of Leaf and Claw
Surprise Attack


STARTING HAND
Gunpoint Taxman
Bombaster
Mad Man
Nautical Dog


WORKERS
Scorch
Bloodburn
Pillage


[/spoiler][/details]

[details=NextHand][spoiler]
Might of Leaf and Claw
Gunpoint Taxman
Mad Man
Careless Musketeer
Bird’s Nest


[/spoiler][/details]
Discard Bird’s Nest
Tech 2 card(s)
Get Paid + float + scav - ($11)
Mad Man - ($10)
Zane to midband - ($5)
Bird and Mad Man kill Neo Plexus
Zanes trade
Tech II Growth - ($1)
Skip worker

Float ($1)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8

[details=Thoughts][spoiler]


$7 to spend after building Tech II, enough for mid Zane + Mad Man to clear his board except for Mox. Will skip a worker and float the $ to build the hand to 5, need the draws much more than long term economy.

Teching in MoLaC + Surprise Attack (second of each). Going into next cycle with a big 13-card deck, more draw variance than I’d like – but still 64% chance of drawing a MoLaC next turn and decent shot at full activation T6. Tech II building should be safe (unless he plays General’s Hammer, hats off bigtime if already teched!) and I can stop defending it once MoLaC’s played.

My guess is he’ll rush for Gunships (could play T7) and we get a base race down to luck of the draw. His advantage is he’ll obliterate through any Birds I block with, while my attacks have to go through his ground patrol (he can chump up with Oni’s max, I’ll want a Stampede). Big thing in my favour is the chance I activate MoLaC in time for a preemptive Tech III kill.

I could tech a Dinosize instead of the second Surprise Attack, lowers the chance of T6 MoLaC activation but gives an alternative way to break Tech II / III. Don’t like this so much – I may not have a Bird around to use, and if I do the activated MoLaC buff does the job just as well.

After the draw: drew a good hand with MoLaC and neither Surprise Attack. Also Bird’s Nest and Mad Man, both good cards for me though would rather have drawn in separate hands.


[/spoiler][/details]


#11

[details=P1, Turn 5]Temporal Research -> Worker
Stewardess of the Undone
Boot Camp
Gunpoint Taxman
Forgotten Fighter

//no possible Haste, so I can’t break the Tech II. I guess I just play my cards and continue on.

I want the 2nd Cadet for sure. I could grab an expensive spell of some kind, but I think I’m more likely to just want a Seer or Calypso floating around. Next turn I build out my board, and then the turn after I can go for tech lock/base damage. And I’m not reshuffling before I get new tech cards in, so I can always grab the needed spells next turn.

Tech: Cadet + Seer
[/details]
8 gold (8)
worker (7)
Tech II Peace (3)
Stewardess, bounce the Bird (0)
Mox pokes your Tech II for 2 damage.
Discard 3, Draw 5.

Scavenger - Stewardess of the Undone (2/3)

Hardened Mox (2/2)

Base - 20
Tech 1 - 5
Tech 2 - 5
Spec: Peace

9 workers, 0 gold
Hand: 5
Deck: 0
Discard: 6

[details=Next Hand]Fading Argonaut
Battle Suits
Nullcraft
Overeager Cadet
Flagstone Garrison
[/details]


#12

Mox appearing on your board, but should be gone.

P2 Turn5


[details=Tech StartingHand Workers][spoiler]
TECH
Disguised Monkey
Disguised Monkey


STARTING HAND
Bird’s Nest
Careless Musketeer
Might of Leaf and Claw
Gunpoint Taxman
Mad Man


WORKERS
Scorch
Bloodburn
Pillage


[/spoiler][/details]

[details=NextHand][spoiler]
Might of Leaf and Claw
Nautical Dog
Charge
Makeshift Rambaster
Surprise Attack


[/spoiler][/details]

[details=Discard][spoiler]
Careless Musketeer
Mad Man
Gunpoint Taxman
Disguised Monkey
Disguised Monkey


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($9)
Might of Leaf and Claw - ($6)
Argagarg, summon Wisp - ($4)
Rook - ($2)
Bird’s Nest, summon Birds - ($0)
Skip worker

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1 + 1)
  • :psfist: [I]Elite[/I]: Argagarg lvl 1 (2/3)
  • :ps_: [I]Scavenger[/I]: Rook lvl 1 (2/4)
  • :pschip: [I]Technician[/I]: Bird #1 (1/1)
  • :target: [I]Lookout[/I]: Bird #2 (1/1)
    [B]In Play:[/B]
  • Might of Leaf and Claw
  • Bird’s Nest
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Growth)

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

  • Hand: 5
  • Deck: 3
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]


Looking good, providing I don’t whiff the ~90% chance of drawing a Surprise Attack next hand. Teching in 2xDisguised Monkeys, as I should have a spare $1 next turn (after Zane + Surprise Attack) for a tech lab, and the haste/stealth will be good for a finish.

[/spoiler][/details]


#13

Mox isn’t gone until he plays a tech 2 unit.


#14

Quite right, thanks !


#15
Player 1, Turn 6

Fading Argonaut
Battle Suits
Nullcraft
Overeager Cadet
Flagstone Garrison

Tech in Stewardess and Drill Sergeant

Draw: Forgotten Fighter -> WORKER

9 gold (9)
Stewardess kills wisp
Battle Suits (7)
Zane (5)
Nullcraft (3)
Level Zane to 2 (2)
Mox kills Arg, zane to L4
Nullcraft pokes Rook
Zane kills Rook, we both get a gold (3)
Zane to max, pushing bird to scavenger, we both get another gold (4)
Flagstone Garrison (1)
Overeager Cadet (1), rs and draw 1
Worker (0)
Discard 1, draw 3

Scavenger - Overeager Cadet (3/2)

Stewardess of the Undone (3/3)
Hardened Mox (3/2)
L6 Zane (4/4)
Nullcraft (1/1)

Base - 20
Tech 1 - 5
Tech 2 - 5
Spec: Peace
Flagstone Garrison - 4

Battle Suits
10 workers, 0 gold
Hand: 3
Deck: 4
Discard: 1

[details=next hand]Seer
Neo Plexus
Drill Sergeant[/details]


#16

your nullcraft vanished.


#17

Thanks. I put it back


#18

Should Mox be 2/1 ? Garrison also not shown.


#19

Boot Camp rune sticks around


#20

Thanks. I put it in. Just, you know, anticipating it’s imminent destruction.