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


#1

Well I knew whoever won your matchup w/ Alhazard, I’d be in for a rough ride. Congrats on staying alive @EricF, GL and HF!

Player 1, Turn 1

P1 [Blood]/Growth/Strength vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Bombaster
Pillage
Bloodrage Ogre
Nautical Dog
Bloodburn
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Rook (2)
  • Nautical Dog (1)
  • Worker (0)

[details=Workers]
Bloodburn
[/details]

  • :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: Rook (2/4+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Nautical Dog (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothin

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 5

[details=End of Turn Hand]
Scorch
Careless Musketeer
Mad Man
Makeshift Rambaster
Charge
[/details]

[details=End of Turn Discard]
Bloodrage Ogre
Pillage
Bombaster
[/details]

[details=My Thoughts]
Unfortunately red starter isn’t terribly effective here against PPA. He doesn’t really want to operate with a hero out early anyway, and Fargo is 4hp to get through in SQL, so a standard Brogre + Dog P1 start doesn’t threaten well. I’m going to lead with Rook + Dog, 50/50 he snipes the dog with nullcraft but can’t be helped. I have Rambaster in the next hand, might be nice to go with that + tech 1 next turn. If he goes mox, it gives me a nice way to put lots of damage on his base, and just race him to burn it all down. I think I still almost definitely want birds, but I could try something different like Giant Panda or something. No matter what though, I think I’ll have a hard time against his deck trying to go tech 2, so I’m probably looking to do something like I did with PointyFinger and operate on Hero’s Hall + Tech 1, relying on my spells and haste comboing together
[/details]


CAPS 2017 Finals: Bob199 ([Strength]/Blood/Finesse) vs. FrozenStorm ([Demon]/Necro/Finesse)
[Strategy] Codex Roles P1 vs. P2
[Tournament] Codex Asynchronous Winter Swiss - Round 8
#2

gl; hf! That is quite the robust opening!

[details=P2, Turn 1]Plasmodium
Neo Plexus -> Worker //keeping FF over this, since I plan to bring in Taxman & Stewardess, and I don’t want to choke my deck with units (plus FF is a good answer to Boulder)
Forgotten Fighter
Fading Argonaut
Temporal Research

Note, I for sure need Stewardess to answer various tokens… Perhaps I should just Plasmo here, rather than let my Fading Argo trade for a dog?
[/details]
5 gold (5)
Worker (4)
Plasmodium (2)
Tech I (0)
Discard 3, Draw 5

No patrol

Future Plasmodium (4/4) [3]

Base - 20
Tech I - 5

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

[details=Next Hand]Tinkerer
Time Spiral
Hardened Mox
Battle Suits
Nullcraft
[/details]


#3

I almost did a more default thing, then I remembered I’m playing you, thought about how you’d wreck it for a moment, and went another direction :wink: @Shax help me see the light of straight base damage!

Player 1, Turn 2

P1 [Blood]/Growth/Strength vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Scorch
Careless Musketeer
Mad Man
Makeshift Rambaster
Charge
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2 cards in

[details=All Teched Cards]
Bird’s Nest x2
[/details]


###Main:

  • Makeshift Rambaster (3)
  • Careless Musketeer (1)
  • Rook, Dog, and Rambaster hit your base to 13hp
  • Worker (0)

[details=Workers]
Scorch, Bloodburn
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

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

####In Play:

  • Rook (2/4 lvl 1)
  • Makeshift Rambaster (1/2)
  • Nautical Dog (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Pillage
Bird’s Nest
Bloodrage Ogre
Mad Man
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
#YOLOSWAG? I figure next cycle all I want to do is hero’s hall and Birds, and I actually want to keep Pillage in the deck so I can tech 2 of them and worker a copy of it? This is not my style of play, reckless abandon like this, but I think I essentially have to just empty the chamber at him and hope I’m able to knock him down before he gets good footing.
[/details]


#4

[details=P2, Turn 2]Tinkerer -> Worker
Time Spiral
Hardened Mox
Battle Suits
Nullcraft

Tech in Taxman + Stewardess, as planned
[/details]
6 gold (6)
Worker (5)
Mox (2)
Nullcraft (0), kill Naughty Dog
Discard 2, rs, Draw 4

SQL - Hardened Mox (1/1 +1)

Nullcraft (1/1)
Future Plasmodium (4/4) [2]

Base - 13
Tech I - 5

7 workers, 0 gold
Hand: 4
Deck: 3
Discard: 0

[details=Next Hand]Time Spiral
Temporal Research
Stewardess of the Undone
Forgotten Fighter[/details]


#5

I mean I just feel completely insane at this point but what the hell right??

Player 1, Turn 3

P1 [Blood]/Growth/Strength vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Pillage
Bird’s Nest
Bloodrage Ogre
Mad Man
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 cards in

[details=All Teched Cards]
Desperation, Crash Bomber
Bird’s Nest x2
[/details]


###Main:

  • Bird’s Nest (4)
  • Mad Man (3)
  • Pillage with a pirate, your base to 11 (1)
  • Rook moves Mox, takes 1 damage
  • Rambaster, Musketeer, and mad man hit your base to 5hp
  • Worker (0)

[details=Workers]
Bloodrage Ogre, Scorch, Bloodburn
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Rook (2/3 from 1 damage, lvl 1)
  • Makeshift Rambaster (1/2)
  • Careless Musketeer (2/1)
  • Mad Man (1/1)
  • Tweetie Bird (1/1)
  • Big Bird (1/1)
  • Bird’s Nest

###Economy Info:

####Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Bombaster
Charge
[/details]

[details=End of Turn Discard]
Nautical Dog
Pillage
Desperation
Crash Bomber
[/details]

[details=My Thoughts]
This is either next-level smart or just really, really dumb… But hey, I never do this so if I’m going out of this tournament I at least want to do it stylin :wink:
[/details]


#6

Well, it very well could work… 5 hp is not a lot to work with.

[details=P2, Turn 3]Time Spiral
Forgotten Fighter
Temporal Research
Stewardess of the Undone

Tech in Origin Story (to get Drakk out of the way without taking damage) and Overeager Cadet (I need to get as much ATK in play as quickly as possible for a base race)
[/details]
7 gold (7)
Zane (5)
Time Spiral, Plasmodium arrives (3)
Plasmodium kills Rook, Zane to L3
Zane kills Rambaster
Mox kills Musketeer
Nullcraft trades with tweety bird
Stewardess, bounce Big bird (0)
Discard 2, Draw 3, rs, Draw 1

SQL - Stewardess of the Undone (2/3 +1)

L3 Zane (2/1)
Hardened Mox (1/1)
Plasmodium (4/2)

Base - 5
Tech I - 5

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

[details=Next Hand]Battle Suits
Fading Argonaut
Gunpoint Taxman
Nullcraft
[/details]


#7

Well, we shall see if it’s enough :slight_smile: I’d feel a lot better if I had Jaina here to help me finish the job

Player 1, Turn 4

P1 [Blood]/Growth/Strength vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Bombaster
Charge
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards in

[details=All Teched Cards]
Desperation, Bloodlust
Desperation, Crash Bomber
Bird’s Nest x2
[/details]


###Main:

  • Argargarg (5)
  • Tech 1 (3)
  • Worker (2)

[details=Workers]
Bombaster, Bloodrage Ogre, Scorch, Bloodburn
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 1 rs Draw 2
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

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

####In Patrol:

  • :psblueshield: Squad Leader: Arg (1/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Mad Man (1/1)
  • :exhaust: Technician:
  • :target: Lookout: Wisp (0/1 resist 1)

####In Play:

  • empty (gulp)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

####Gold:

  • Gold: 2
  • Workers: 8

[details=End of Turn Hand]
Bird’s Nest
Desperation
Nautical Dog
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Pray
[/details]


#8

[details=Doin the Math]Defense: 4, 1, 1 // 5, 20
Attack: 2, 4*, 1, 4, 1* // +2, blocker, blocker, +1, HH *=zane going to max

Likely cards frozen could have (and 10 gold to spend on it):
Crash Bomber
Charge/Bloodlust
Kidnapping
Bird’s Nest
2-3 atk unit
Rambaster
Pillage
Drakk (2), midband (5), or maxband (7). So, I should assume two hasty attackers, possibly 3 (i.e. kidnapping is like having +2 attackers, blood lust can target Drakk)

So, if he plays defensively, he’s got 6 hp to get through this turn, and potentially a Max Rook + 4 hp next turn, or just 7-10 hp worth of Drakk & stuff. I have, without Nullcraft, 13 ATK this turn, all of which survives, plus 1 for Zane’s max-band, and can play a unit for +3 next turn (and build a HH for Prynn+Origin Story). Total of 30, which would be just enough to barely deal lethal through a max-band Rook, and not enough if “other things” happen. So, I’m going to have to survive 2 more turns, and plan to win on Turn 6 (if I win at all). That means I can afford to “waste” attack points this turn, in order to lock out options, and maybe get to draw more cards, since Origin Story next turn is looking pretty important.

[/details]

[details=P2, Turn 4]Battle Suits
Fading Argonaut
Gunpoint Taxman
Nullcraft

Tech in Chaos Mirror and Surprise Attack. Next turn if I want to play TR, I can grab the 2nd Cadet then, or Boot Camp / Hammers if the math works out for those cards. Otherwise I’ll probably just grab more copies of those / OS / Undo. I don’t need Emblem, since the only direct damage that could ever not target my base is a Crash Bomber dying on Frozen’s turn.

It’s a little weird not playing Suits, but I need 2 bodies, and to have Frozen not draw Kidnapping. Next turn I can hopefully have a hero and a cadet (plus probably the Mox) on defense, deal another 6-10 damage, and be in a position to end things barring very specific draws (like Nest + Charge into Bloodlust/Pillage or other such nonsense). It will be close, unless his turn is Max Rook, Bird’s Nest, 1 hp guy, in which case I just cleanly win with 4/5 draws (or 5/5 if he fails to put Rook in Lookout)
[/details]
7 gold (7)
Plasmodium kills Arg, Zane to L5
Max Zane (6), pushing Mad Man to Elite and killing him there
Mox kills wisp
Hero’s Hall (4)
Zane and Stewardess hit your Base for 6 damage total
Gunpoint Taxman (2)
Fading Argonaut (0)
Discard 2, Draw 4

SQL - Fading Argonaut (2/3 +1)
Scavenger - Gunpoint Taxman (3/3)

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

Base - 5
Tech I - 5
Hero’s Hall - 4

7 workers, 0 gold
Hand: 4
Deck: 1
Discard: 4

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

(Time Spiral in deck)
[/details]


#9

Not going to lie, I’m so fucking hard right now.


#10

Gulp

Player 1, Turn 5

P1 [Blood]/Growth/Strength vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Bird’s Nest
Desperation
Nautical Dog
Desperation (from 1st Desperation…)
Pillage (from 1st Desperation… omg the dream…)
Crash Bomber (from 1st Desperation… holy shit)
Charge (from 2nd Desperation… holy shit)
Careless Musketeer (from 2nd Desperation… holy shit!)
Makeshift Rambaster (from 2nd Desperation)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+2float)
  • Tech 2 cards in

[details=All Teched Cards]
Shoddy Glider x2
Desperation, Bloodlust
Desperation, Crash Bomber
Bird’s Nest x2
[/details]


###Main:

  • Worker (9)
  • Nautical Dog (8)
  • Drakk (6)
  • Desperation, draw 3 (6)
  • Crash Bomber (5)
  • Pillage, your base to 3hp (4)
  • Desperation, draw 3 (4)
  • Careless Musketeer (2)
  • Charge on musketeer, brings your base to 2hp and mine to 13

[details=Workers]
Bird’s Nest, Bombaster, Bloodrage Ogre, Scorch, Bloodburn
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 1 rs Draw 2
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 13
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Crash Bomber (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Drakk (1/3 lvl 1)
  • :target: Lookout: Nautical Dog (1/1 resist 1)

####In Play:

  • Careless Musketeer (2/1)

###Economy Info:

####Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand][spoiler]

[/spoiler][/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
So Let’s go through scenarios here. He’s laying 19 damage if I figure that he can lay Battle Suits (16 without it). So if I’m looking to end it I gotta do it now, or I gotta prevent 14 of that damage. Here’s the deck right now:

Pillage
Bird’s Nest
Careless Musketeer
Crash Bomber
Makeshift Rambaster
Charge
Bloodlust
Desperation

I’d need to draw the other desperation, + some combination of either Musketeer + Bloodlust/charge, or Pillage + Crash Bomber, and only those combos exactly (both of them actually) to get 3 damage on base +2 he’d have to take by attacking. Bird’s nest or Rambaster or an awkward combining would mean he tramples me. Those are long odds… he really did a great job overwhelming the board, and I needed to tech Kidnapping badly to combat that.

Alternatively I can max out Rook, which only loses to Origin Story, but he could simply not attack and wait to get an Origin Story next draw… I’d have needed a Thunderclap to get the job done, that probably would have been a better choice than all the desperation.

I think I’ve pretty well lost, clearly out of my element, but I suppose I’ll try the desperation play so I at least have a shot!

OMG THE DREAM! He can still get me with forgotten fighter and killing Drakk, but it’ll be close!
[/spoiler][/details]


Nudging the tiller - balance
#11

isn’t it gg? D:


#12

No, origin story or forgotten fighter will make me an almost but definitely not winner


#13

/#allin #desperation

Let me do some math, but I think I have you…


#14

I don’t doubt it, but I had to try :wink: my draws could hardly have been better


#15

[details=P2, Turn 5]
Forgotten Fighter
Temporal Research
Overeager Cadet
Origin Story[/details]
7 gold (7)
Prynn (5)
Origin Story Drakk (2)
Forgotten Fighter the Crash Bomber (0)
Mox kills Naughty Dog
The rest of these guys:
Fading Argonaut (2/3)
Gunpoint Taxman (3/3)
L6 Zane (4/4)
Plasmodium (4/1)
Stewardess of the Undone (2/3)
Attack your base for a total of 15 damage - gg!

Hardened Mox (1/1)
L1 Prynn (1/3) [4]

Base - 2
Tech I - 5
Hero’s Hall - 4

7 workers!


#16

GG WP, you had both in hand all ready for me! Nicely done and fun game


#17

When I played that Plasmodium I knew I was trading Base health for the potential to take control of the game later - I just didn’t realize how much health it would cost me…

Do you know what your last two cards were, for the “what if” of me bottom-decking one of my key spells (and therefore having to bounce the Bomber and then kill all your stuff, including your Tech 1, and hope you didn’t re-draw into Birds + Charge)


#18

Birds and bloodlust, so you would have had me anyway. I was banking on you workering FF and not having or teching origin story. It was a long shot in general, and I should have probably played it more straight on t2, rushing t2 blood maybe


#19

As you can read, I grabbed Origin Story without a ton of consideration, since it was needed against both Rook and Drakk.

FF would have been a reasonable T1 worker, you can see my reasoning for not doing it in my T1 note, which I think is correct. Maintaining a balance of spells and units is just good deckbuilding, I think.


#20

imo, since u were going for a base race and had no jaina, workering scorch was not a good idea :frowning: