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CAWS 2016: EricF ([Past]/Peace/Anarchy) vs. zhavier ([Necro]/Blood/Truth)


#1

@zhavier good luck and have fun!

[details=P1, Turn 1]I need to play around Illusions, Tech 2 stuff coming back from the Graveyard, and the general press of skeletons.

Hand: Time Spiral
Battle Suits
Plasmodium -> Worker
Tinkerer
Neo Plexus

Missing the Hardened Mox which would be the ideal start for this matchup. And I don’t want to use Plasmodium vs. Truth. So, just play a dude and carry on. [/details]
4 gold (4)
Worker (3)
Neo Plexus (1)
Discard 3, Draw 5. Float 1 gold

Scavenger - Neo Plexus (2/2)

Base - 20

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


[Tournament] Codex Asynchronous Winter Swiss - Round 8
#2

Oh, featured match! Hopefully I can manage a good show.

Thoughts

I have to watch out for Zane, as he can make really explosive plays against small units. Also Stewardess, so the general press of weaklings will not play well here. With Neo, I can be facing 4 damage in the form of Zane, or Battle Suits and Nullcraft (unlikely). Any weaklings can be picked off by nullcraft and zane, so my best bet is to try to get big stuff on the table. Luckily Jandra is in my first hand. Free speech will likely come in handy, but overall I expect this to come down to tech 2, Peace vs Blood. He could rush Anarchy, but he would need a hefty defense, Past is just bad versus most of what I can do. I suspect Generals hammer might come in later to try and knock out a graveyard or just hit my base down, so there’s no reason to try and get that out early. I can also thieving next turn to slow him down and still hit my tech 1. Crash Bombers will probably be enough blocking to maybe keep my tech 2 alive, we shall see. Alternately, Bone collectors are usually good.

"P2T1


StartingHand Workers

STARTING HAND
Poisonblade Rogue
Jandra, the Negator
Pestering Haunt
Sacrifice the Weak
Skeletal Archery


WORKERS
Pestering Haunt


NextHand

Skeleton Javelineer
Thieving Imp
Deteriorate
Graveyard
Summon Skeletons


Discard

Sacrifice the Weak
Skeletal Archery
Poisonblade Rogue


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Jandra, the Negator - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Jandra, the Negator 3/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :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

#3

[details=p1, Turn 2]so, Jandra is pretty bad against Stewardess, and Zhavier knows this. His other thing weak to Stewardess is Lich’s Bargain, so I probably don’t have to worry about that.
Hos second turn is likely Garth + Skeleton + Tech 1, with either a deteriorate or Pestering Haunt to go alongside. That will give him 3 + 3 + 1 + SQL hp worth of stuff, to my Plexus (unless killed by Deteriorate, in which case Jandra would have only 2 hp remaining, and be unable to patrol) plus Mox. I want to play Mox regardless because of its strength in cleaning up skeletons.
Question: would Chaos Mirror enable any good attacks? Only if I had 6 gold to spend (so, patrol in scavenger). That looks beter than having double Stewardess in deck.

Hand: other 5 cards
Tech: Stewardess and Chaos Mirror
Worker: Forgotten Fighter (zhavier’s squad doesn’t have any expensive tech 1 units to mirror+bounce, nor defensive guys with low attack)[/details]
5 gold (6)
Worker (5)
Tech 1 (3)
Hardened Mox (0)
Discard 3, rs, draw 5

SQL - Hardened Mox (1/1 +1)
Scavenger - Neo Plexus (2/2)

Base - 20
Tech 1 - 5

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

[details=Next Hand]Temporal Research
Battle Suits
Time Spiral
Stewardess of the Undone
Nullcraft[/details]


#4
Thoughts

So, I could thieving Imp and tech 1, but that is a pretty vulnerable defense. Stewardess seems likely, so I am best off using Jandra now to kill Neo, but that requires deteriorate. That means skipping either Thieving Imp or tech 1, and I really don’t want to give up my player 2 tech 2 speed. If I use Garth and a tech 1 I could get out 2 skeletons, and at least one can chump block. most of these plays put me down on cards, but I should be able to patrol to get it back. As for tech choices, I need cheap things to make sure my tech 2 survives. Zane and Prynn’s maxbands or boot camp are the main things he could use to pop spectral hound. Of those, Zane seems the most likely. I think I’m safe with 1 spectral hound but not both, and I will use crash bomber for the other. Stewardess, Zane, nullcraft and spells are the immediate threat. stewardess can kill my token, Battle Mox or zane can kill a Skeleton easily. Nullcraft and Zane can especially do some damage. overall, he doesn’t have the gold to stop me yet, I think, but it strongly depends what he gets on the board next turn, and whether I have anything left. Worker summon skeletons because I don’t think I will need all those chumps.

"P2T2


Tech StartingHand Workers

TECH
Spectral Hound
Crash Bomber


STARTING HAND
Thieving Imp
Graveyard
Summon Skeletons
Deteriorate
Skeleton Javelineer


WORKERS
Pestering Haunt
Summon Skeletons


NextHand

Deteriorate
Sacrifice the Weak
Graveyard
Crash Bomber


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Garth + Skeleton - ($3)
Skeleton Javelineer - ($2)
Deteriorate Neo Plexus
Jandra kills Neo, takes 1 from Mox, you get 1g
Tech 1 - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Skeleton Javelineer 1/1+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton 1/1
  • :pschip: [I]Technician[/I]: Garth 1/3, lvl 1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jandra, the Negator 3/2
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

#5

[details=P1, Turn 3]Temporal Research
Battle Suits
Time Spiral -> Worker
Stewardess of the Undone
Nullcraft

L4 zane would cost 5 gold, leaving none for actually clearing the havelineer out of the way. Looks like I just develop my board, and let Garth/skeleton live for now.

Tech in a Garrison and an Overeager Cadet. No reason to deviate from the standard gameplan.
[/details]
6 gold (7)
Worker (6)
Stewardess, bounce Jandra (3)
Battle Suits (1)
Mox kills Javelineer
Discard 2, draw 3, rs, draw 1. Float 1 gold.

Scavenger - Stewardess of the Undone (3/3)

Hardened Mox (2/1)

Base - 20
Tech 1 - 5

Battle Suits
7 workers, 1 gold
Hand - 4
Deck - 4
Discard - 0


#6
Thoughts

And there goes Jandra, but without any major damage to my patrol, so that’s good. So, he has 3 gold to spend + Tech 2, or 4 if I kill Stewardess. I could Sacrifice the Weak, but that would leave me with Garth vs a Mox, and maybe Nullcraft and Zane shenanigans, which he would have enough to kill garth easily. I would mildly prefer Garth live, and with only 3 gold, he cant use both Nullcraft and Zane. He could take a chance and delay building tech 2, but probably not. If I chump up, I have crash + skeleton + skeleton vs Mox, Stewardess, and Zane or Nullcraft. Shoddy Glider will be very good against any garrisons, I think, so they will come in first. Plus they are cheap and let me garth maxband to bring in crashbarrow more easily. And I am guaranteed to have spectral hound next turn, also cheap, but not as helpful as shoddy glider probably.

P2T3


Tech StartingHand Workers

TECH
Shoddy Glider
Shoddy Glider


STARTING HAND
Graveyard
Crash Bomber
Sacrifice the Weak
Deteriorate
Jandra, returned to hand


WORKERS
Pestering Haunt
Summon Skeletons
Jandra, the Negator


NextHand

Thieving Imp
Shoddy Glider
Poisonblade Rogue
Spectral Hound
Skeletal Archery


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Blood) - ($2)
Make a skeleton - ($1)
Crash Bomber - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Crash Bomber 2/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton 1/1
  • :pschip: [I]Technician[/I]: Skeleton 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth 1/3, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

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

#7

[details=P1, Turn 4]Warm bodies defending the Tech II. I can either plant my own tech II, or try to break his. Breaking his is probably sub-optimal, since he is unlikely to have Tech II stuff already in hand, but if I don’t break it, I should probably kill Garth.

Defense: 3, 1, 1 // 3, 5
Attack: 3, 2, +Zane, +Nullcraft
8 gold to spend:
Zane (6)
Nullcraft (4)
Level Zane to 4 (1)
Stewardess on Bomber
Zane on Scavenger (2)
Chaos Mirror (0)
Nullcraft kills Garth, push skeleton to scavenger (1)
Worker (0)
Mox patrols / pokes Tech II
Discard 1, Draw 3 of 5. Opp gets 10 gold but has no board and is facing a 4/4, 3/1, Mox, and Nullcraft

OR
Worker (7)
Tech II (3)
Nullcraft/Zane (1)
Clear the patrol zone only, leave no defense, Discard 2-3, draw all of deck. Opp gets to draw into his Tech II options, and probably disrupt my Tech II anyway.

Hand:
Tinkerer -> Worker
Fading Argonaut
Chaos Mirror
Nullcraft

Tech in things I know I’ll want more of:
Overeager Cadet + Drill Sergeant
[/details]
7 gold (8)
Zane (6)
Nullcraft (4)
Level Zane to 4 (1)
Stewardess kills Crash Bomber, my base takes 1
Zane kills Scavenger skeleton (2)
Chaos Mirror, swap Zane’s 3 ATK to Nullcraft (0)
Nullcraft kills Garth
Zane max-bands, pushing the other skeleton to Scavenger, and killing it (1)
Worker (0)
Discard 1, Draw 3.

Elite - Hardened Mox (3/1)

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

Base - 19
Tech 1 - 5

Battle Suits
8 workers, 0 gold
Hand - 3
Deck - 1
Discard - 4

[details=Next Hand]Temporal Research
Neo Plexus
Overeager Cadet
[/details]


#8

P2T4


Tech StartingHand Workers

TECH
Crashbarrow
Ogre Recruiter


STARTING HAND
Poisonblade Rogue
Thieving Imp
Spectral Hound
Skeletal Archery
Shoddy Glider


WORKERS
Pestering Haunt
Summon Skeletons
Jandra, the Negator
Skeletal Archery


NextHand

Deteriorate
Sacrifice the Weak
Shoddy Glider
Graveyard


Discard

Crash Bomber
Shoddy Glider
Spectral Hound
Poisonblade Rogue
Crashbarrow
Ogre Recruiter


Tech 2 card(s)
Get Paid + 2x Scav - ($10)
Worker - ($9)
Drakk midband - ($4)
Shoddy Glider kills Zane, Drakk to max - ($3)
Thieving Imp, discard #3 of 3 - ($0)

Float ($0)
Discard 2, draw 4


[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]: Drakk 3/4, lvl 6
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 4
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Well, at least I made him pay for all that destruction, and I got lucky with a shoddy Glider in hand. A hasty Poisonblade Rogue is an option, to netralize the very annoying Mox. 6 max Drakk, 2 Rogue, 1 Glider or hound, 1 Worker. Leaves me with a dead Drakk next turn, and my glider could kill Zane, but I have no where to put the levels, and zane is less threatening with him not being able to draw into chaos mirror again, and it is unlikely he teched 2. More likely is an overeager cadet or 2 in there somewhere. That would leave me with Drakk 3/4+A in SQL vs 3 and 1 in nullcraft and stewardess, so 1 guarnteed hasty unit next turn as well… And I will be able to flush up a crashbarrow with Garth. Of course, the only haste-able unit I could draw is a skeleton javelineer. Alternately, I can make him go even further down on cards with a thieving imp and Glider. I really like the idea of punishing his investment in Zane and leveling drakk to max off Zane. So thats 5 for Drakk, 1 for glider, max drakk off zane, and 3 Imp, 1 worker, discard 2 draw 4. Then I am facing 3, 2 and 1 attack with Imp 2+A and Drakk 4, again drakk would be safe, probably, barring elite training or boot camp. Eric is unlikely to have both chaos mirror and elite training, he needs units for his engine Boot camp is possible with Peace, but then Imp would be a 3/3 he couldnt just kill… Ill go with Imp, I can screw with mox later or just watch it get trashed and its not terrible if Drakk dies. Given the fact that I have shown 1 glider, he might patrol the nullcraft or might just ping at my tech 2, or use mox and nullcraft to kill imp just to keep it from attacking.


#9

[details=P1, Turn 5]Bottom-decked my Garrison, so time to plant my Tech II

Hand:
Temporal Research
Neo Plexus -> Worker
Overeager Cadet -> Discarded

Defense: 3, 4
Attack: 3, 2, 1 … insufficient

Tech in a replacement Garrison (in case my Tech II goes down this turn) and a Brave Knight (for the same reason)
[/details]
8 gold (8)
Worker (7)
Tech II Peace (3)
Mox + Nullcraft kill Thieving Imp
Onimaru (1)
Discard 1, Draw 1, rs, Draw 2. Float 1 gold

Scavenger - Onimaru (2/3)
Tech - Stewardess of the Undone (3/1)

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

Base - 19
Tech 1 - 5
Tech 2 - 5
Spec: Peace

Battle Suits
9 workers, 1 gold
Hand - 3
Deck - 6
Discard - 0

[details=Next Hand]Fading Argonaut
Flagstone Garrison
Flagstone Garrison
[/details]


#10

P2T5


Tech StartingHand Workers

TECH
Crashbarrow
Captured Bugblatter


STARTING HAND
Sacrifice the Weak
Deteriorate
Graveyard
Shoddy Glider


WORKERS
Pestering Haunt
Summon Skeletons
Jandra, the Negator
Skeletal Archery


NextHand

Spectral Hound
Shoddy Glider
Deteriorate
Graveyard
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($9)
Garth to lvl 5 + Skeleton - ($2)
Sac Token to draw then play the Skeleton Javelineer at the bottom of my deck, gains haste from Drakk - ($1)
Shoddy Glider kills Onimaru, Maxing Garth to Fetch a Crashbarrow - ($0)
Crashbarrow trades with Stewardess and Tech 2, base to 17
Drakk and Skeleton Javelineer break Tech 1, base to 15
Shoddy Glider dies after the reshuffle

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


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

  • :psblueshield: [I]Squad Leader[/I]: Garth 3/4+A, lvl 7
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk 3/4, lvl 6
  • Skeleton Javelineer 1/1
  • Shoddy Glider
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Yea, that was to be expected, of course now I can kill Stewardess with Deteriorate and bring in a Crashbarrow, so I should be able to break tech 2 easily enough, the question is, can I break Tech 1. Garth to lvl 5, drakk kills Oni to max and get crashbarrow, deteriorate is probably unnecessary then, 3 gold left. Skeleton sac to draw skeleton javelineer and get a 2/1 with haste for 2g, 1 gold left for Shoddy Glider, and I can break Tech 1. I can reorder that to get a healthy drakk instead. Best case next turn I get a Hasty Ogre to recruit the Nullcraft, or Eric concedes. Likely he could destroy Garth with Zane, but I don’t think he can also get my tech 2. He could be lucky with a Chaos MIrror, but I still have some fairly scary stuff in tech 1 with Drakk maxed. Surprise Attack could do it too, actually… but he is probably going light on spells, let’s see how this goes!


#11

[details=P1, Turn 6]Fading Argonaut
Flagstone Garrison
Flagstone Garrison -> Worker
Temporal Research

Hmm… Defense of 5 / 4, 1, 5
Attack of 1, 2, Zane?

Note: my deck is all unplayable, so no reason to cast Research. Keeping Research in deck over Garrison to diversify my answers / solutions

Tech in 2nd Drill Sergeant and an Art of War
[/details]
9 gold (11)
Re-build Tech I
Worker (10)
Fading Argo (8)
Zane (6)
Max Zane (1), shove Garth to Lookout and he takes 1 damage
Mox and Nullcraft kill Garth
Zane kills Drakk
Discard 2, Draw 4. Float 1 gold

Tech - Fading Argo (3/3) [3]

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

Base - 14
Tech 1 - 5
Tech 2 - destroyed
Spec: Peace

Battle Suits
10 workers, 1 gold
Hand - 4
Deck - 1
Discard - 5

[details=Next Hand]Overeager Cadet
Drill Sergeant
Overeager Cadet
Brave Knight
[/details]


#12

P2T6


Tech StartingHand Workers

TECH
Bloodlust
Captured Bugblatter


STARTING HAND
Shoddy Glider
Graveyard
Sacrifice the Weak
Spectral Hound
Deteriorate


WORKERS
Pestering Haunt
Summon Skeletons
Jandra, the Negator
Skeletal Archery
Spectral Hound


NextHand

Crashbarrow
Captured Bugblatter
Crash Bomber
Thieving Imp
Crashbarrow


Discard

Shoddy Glider
Shoddy Glider
Graveyard
Deteriorate
Sacrifice the Weak
Bloodlust
Captured Bugblatter


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Quince Max - ($2)
Shoddy Glider and Mirror Glider - ($1)
Mirror Glider kills Zane
Shoddy trades with Nullcraft

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Skeleton Javelineer 1/1+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Quince 1/5, lvl 5
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 5
  • Deck: 2
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

Yea, Drakk died. Guess it’s Quince’s Turn. Now, what to use 2 Shoddy Gliders on… Zane and Nullcraft seem reasonable, leaves 3 and 2 attack on the board vs a Javelineer, Quince and maybe a spectral hound? Skip the Hound, I might be able to make better use of the gold next turn, pity I can’t make another mirror without skipping worker again


#13

[details=P2, Trun 7]Overeager Cadet
Drill Sergeant
Overeager Cadet
Brave Knight
[/details]
Tech nothing
10 gold (11)
Rebuild Tech II
Brave Knight (8)
Play and max Prynn (0)
Banish Javelineer
Fading Argo and Mox kill Quince
Overeager Cadet (0)
Discard 2, Draw 1, rs, Draw 3

SQL - Brave Knight (4/3 +1)
Scavenger - Overeager Cadet (3/2)
Tech - L7 Prynn (3/5) [2] {Javelineer}

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

Base - 14
Tech 1 - 5
Tech 2 - 5
Spec: Peace

Battle Suits
10 workers, 0 gold
Hand - 4
Deck - 5
Discard - 0

[details=Next Hand]Drill Sergeant
Temporal Research
The Art of War
Chaos Mirror
[/details]


#14

P2T7


Tech StartingHand Workers

TECH
Pirate-Gang Commander
Pirate-Gang Commander


STARTING HAND
Crashbarrow
Thieving Imp
Crash Bomber
Crashbarrow
Captured Bugblatter


WORKERS
Pestering Haunt
Summon Skeletons
Jandra, the Negator
Skeletal Archery
Spectral Hound


NextHand

Poisonblade Rogue
Ogre Recruiter
Bloodlust


Tech 2 card(s)
Get Paid + float + Scav - ($12)
Garth - ($10)
Thieving Imp, random 4 of 4 - ($7)
Crashbarrow, trades with Knight and Cadet - ($4)
Crashbarrow 2 trades with Prynn, Overpower Base to 13 - ($1)
Crash Bomber - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Crash Bomber 2/2+A
  • :psfist: [I]Elite[/I]: Garth 2/3, lvl 3
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Thieving Imp 2/2
  • :target: [I]Lookout[/I]: Skeleton Javelineer 1/1
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 3
  • Deck: 11
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

ugh, Prynn. I have potentially 3/4 attackers incoming next turn and as far as I can tell, no way to get to lethal with quince dead. I am beginning to regret not using rogue on Mox earlier. A few options, Garth can max for 3 crashbarrows worth of goodness, leaving just Garth and Javelineer vs Fargo, Mox, Zane, nullcraft and probably a chaos Mirror unless I was lucky, so likely dead tech 2 and not much to draw into. option 2 is Drakk and 2 crashbarrow and a crash bomber, giving me 3 defenders. Still not great. Option 3 is Garth, skeleton, 2 crashbarrow a and a captured Bugblatter for some damage to base, but then I can’t kill fargo. I am definitely feeling this slip away a bit. yet another option, 2 crashbarrows, imp, crash Bomber and Drakk/Garth. that at least gives me 4 defenders, even if Fargo still lives. I also go way down on cards :(. at least it knocks Eric down on cards a bit… Or replace thieving imp with Bugblatter and deal a few points to his base… or don’t play a hero. 2 Barrow, Imp and Bugblatter, 3 defenders :confused: Problem with Bugblatter is the easy chaos mirror swap and wham, there goes my tech 2. So then there is the Tech 3 option… 2 barrow, Tech 3, and Crash Bomber, 2 measly defenders. I think Ill grab the commanders, but I can’t afford the tech 3 right now.


#15

[details=P1, Turn 8]Hand:
Brave Knight (returned)
Drill Sergeant
Temporal Research
The Art of War
Chaos Mirror -> Discarded to Imp
Flagstone Garrison (tech draw)

Defense: 3, 3, 2, 1 // 5
Attack: 3, 2
Plus Zane
Plus probably Nullcraft + Drill Sergeant runes
4 cards in deck, I can draw 2 of them with Nullcraft + Cadet, one with Drill Sergeant, one with Stewardess, and that would be all my gold, so I 100% can’t reshuffle.
Given that, I should tech based on what my probable board will look like.

Plausible Turn:
10 gold (11)
Flagstone Garrison (8)
Fading Argo trades with Crash Bomber
Mox kills Javelineer/Imp
Drill Sergeant, Draw (5) {Cadet, Nullcraft, Stewardess, Drill Sergeant}
Play what I drew (say, Stewardess bouncing Imp) (2)
Play what I drew (Nullcraft)
Play Cadet (50/50 shot of my bottom card being one of the 3-cost things) - that gives me 3 runes
Put 2 runes on Nullcraft, and kill Garth
Patrol with Stewardess, Cadet, Drill Sergeant. Have 3/3 Nullcraft as backup.
Discard 4, Draw 5 of 7 cards

Turn that includes Zane:
Zane (9)
Level to 4 (6)
Fading Argo kills Crash Bomber
Zane kills Garth, Max Zane pushing Javelineer to Scavenger
Mox kills Imp
Garrison (3)
Brave Knight (0)
1/4 chance of playing Cadet
Present a pretty poor patrol zone.

Ok, I think the best play is the first plan, with an option to summon Zane midway through if my draw isn’t lining up.
[/details]
Brave Knight returns to hand, and I draw one card
Tech nothing
10 gold (11)
Fading Argo trades with Crash Bomber, my base goes to 12
Hardened Mox kills the Javelineer
Flagstone Garrison (8)

[details=Cards drawn]Stewardess of the Undone
Drill Sergeant #whammy

Worker my Art of War, just to get it out of the deck. I could play a Hero to have a little more defense, but giving away free levels seems more dangerous than having one fewer defender

Leaving both defenders at 4 hp to kinda-sorta make Shoddy glider less efficient.[/details]

Drill Sergeant, Trash the Mox, Draw (5)
Stewardess of the Undone (2), bounce the Imp, draw, 1 rune
Worker (1)
Discard 3, Draw 2, rs, Draw 3. Float 1 gold

SQL - Stewardess (3/3 +1)
Scavenger - Drill Sergeant (5/4) [1 rune]

Base - 12
Tech 1 - 5
Tech 2 - 5
Spec: Peace
Flagstone Garrison - 4

Battle Suits
11 workers, 1 gold
Hand - 5
Deck - 3
Discard - 0


#16

P2T8


StartingHand Workers

STARTING HAND
Ogre Recruiter
Poisonblade Rogue
Bloodlust
Thieving Imp returned
Crashbarrow


WORKERS
Pestering Haunt
Summon Skeletons
Jandra, the Negator
Skeletal Archery
Spectral Hound


NextHand

Pirate-Gang Commander
Shoddy Glider
Captured Bugblatter
Shoddy Glider
Crashbarrow


Discard

Skeleton Javelineer
Crash Bomber
Crashbarrow
Poisonblade Rogue
Bloodlust
Thieving Imp
Ogre Recruiter


Tech 0 card(s)
Get Paid - ($10)
Garth to lvl 4 - ($9)
Make and Sac Skeleton to draw - ($8)
Drakk - ($6)
Garth hits Stewardess for 2
Crashbarrow trades with Stewardess, overpower kills DS - ($3)
Max Garth heals to fetch Crashbarrow, breaking Tech 2, base to 10 - ($0)

Float ($0)
Discard 4, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Drakk 1/3, lvl 1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth 3/4, lvl 7
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 5
  • Deck: 5
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Based on that turn, Nullcraft is pretty guaranteed to be in hand now. Funny he left Garth though. skeleton in lookout makes me sad now, I kinda needed that gold. so, I guess I should spend 2 to draw, maybe it will be good… Or I could play ogre and tech 3 and hope for the best… Chances are good there is a rune covered Nullcraft next turn. Given my hand I REALLY wish he had already played Nullcraft. It is Cheaper to level Garth for the ogre, so I could get out both for 9. nah, Most of what is in my deck is not all that useful to draw, so I need to decide what to tech that Garth could Fetch. I could get and actually use a land octopus, but no matter what i do, it will survive the turn, which is pretty terrible for me with chaos mirror. That said, the other things I could fetch are kinda terrible. Fetch a Bone Collector and I can clear the patrol and have a skeleton and Drakk to show for it. So, the end result is don’t bother teching anything.

So I drew Crashbarrow, guess that means I get to smash a few things. So, in order for Eric to break my tech 2, he needs 5 units in hand, one a DS, and one a Nullcraft. This is actually not that far fetched :frowning: But if I leave Garrison, it goes from plausible to guaranteed. If I break Tech 2 and leave Garrison, then even Chaos Mirror nullcraft can’t quite break my tech 2, leaving me a mild chance to break his base next turn, or at least do a lot of damage. Here’s hoping my tech 2 lives.

At least I feel like I am putting up a valiant fight until the end.


#17

[details=One option]Tech 2 Shark Attack
11 gold (13)
Zane (11)
Nullcraft, Fading Argo, 2x Overeager Cadet in some order. Draw 3, rs, draw 1 (7)
Hand is Drill Sergeant, Temporal Research, Chaos Mirror, Brave Knight, and one of {stewardess, drill sergeant, Sharks, Sharks} or sub Temporal Research for Nullcraft and get 2 of those 4.
Sharks (2 or 1)
Shark kills Drakk
Zane and Shark kill Tech 2
Worker something like Brave Knight
Patrol 3 things, against zero possible Haste.
Win next turn with 12 gold paying for 2x Drill Sergeant (6), same 4 units after suiciding if needed (2), and 2x Seer (0) = 13 runes… ok, that isn’t enough. But I’ll still have 4 attackers (totalling 12 attack) against Garth plus some tech 1 junk, and the possibility of more Sharks and a Stewardess which should be enough to break 2 buildings, and seal/steal the win.[/details]

[details=Option two]Maybe there is a way to leverage Chaos Mirror, Temporal Research, or some other thing I could tech in besides Sharks.
The problem is that I don’t have enough attack power without Sharks. Nullcraft can’t get above 1, Sharks are more efficient than Hammers, and none of Prynn’s spells are particularly useful. I think I have to roll the dice and go with the no nullcraft, take two draws for Sharks option, that would be a 1/6 chance of failing, rather than 1/2. And I get to still make a worker. So, lets see if the draws cooperate[/details]

Actual turn will be posted tomorrow


#18

[details=P1, Turn 9]Hand:Fading Argonaut
Overeager Cadet
Brave Knight
Overeager Cadet
Nullcraft

Deck:
Temporal Research
Chaos Mirror
Drill Sergeant

Discard:
Drill Sergeant
Stewardess
Plus tech in:
Sharks
Sharks

Reshuffle and draw 2: Drill Sergeant, Stewardess #Noooooo!

Worker the Brave Knight (I could kill Garth, but having a nulcraft patrolling is mandatory to prevent Quince + Mirror + Glider + copy it twice (for 11 gold).
[/details]
Tech in 2 cards
11 gold (13)
Fading Argo (11), draw
Overeager Cadet (11), draw
Overeager Cadet (11), draw
Zane (9)
Temporal Research (6), rs and draw 2
Level Zane to 4 (3)
Zane kills Drakk, levels to 6, we both get a gold (4)
Nullcraft (2), draw
Worker (1)
Re-build Tech II
Discard 4, Draw 2, rs, Draw 3. Float 1 gold.

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

L6 Zane (4/4)

Base - 9
Tech 1 - 5
Tech 2 - 5
Spec: Peace
Flagstone Garrison - 4

Battle Suits
12 workers, 1 gold
Hand - 5
Deck - 2
Discard - 0

[details=Next Hand]Surprise Attack
Surprise Attack
Drill Sergeant
Drill Sergeant
Stewardess of the Undone
[/details]


#19

P2T9


StartingHand Workers

STARTING HAND
Shoddy Glider
Crashbarrow
Captured Bugblatter
Shoddy Glider
Pirate-Gang Commander


WORKERS
Pestering Haunt
Summon Skeletons
Jandra, the Negator
Skeletal Archery
Spectral Hound


NextHand

Deteriorate
Graveyard
Sacrifice the Weak
Pirate-Gang Commander
Captured Bugblatter


Discard

Skeleton Javelineer
Crash Bomber
Crashbarrow
Poisonblade Rogue
Bloodlust
Thieving Imp
Ogre Recruiter
Shoddy Glider
Shoddy Glider
Crashbarrow
Captured Bugblatter
Pirate-Gang Commander


Tech 0 card(s)
Get Paid + Scav - ($11)
Maxband Quince and create a second mirror - ($3)
Shoddy Glider and Mirror Glider
Mirror Glider kills Nullcraft - ($2)
Shoddy Glider hits base to 6
Shoddy Glider #2 and second mirror glider hit base to 0, GG! - ($1)

Wow that was intense, well played.


#20

GG - as you can see I got a bit unlucky in my draws several times, and in the end just had to hope you didn’t have the double glider draw. Good luck in your future rounds!