CAWS 2016: petE ([Anarchy]/Strength/Growth) vs. PiHalbe (Mono Black)

@PiHalbe Good luck and have fun.
Rematch of our RACE#3 game. Hope you don’t manage to play Thieving Imp 3 times in the first 4 turns as you did then !

P1 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Bombaster
Scorch
Pillage
Bloodrage Ogre
Charge


WORKERS
Pillage


[/spoiler][/details]

[details=NextHand][spoiler]
Careless Musketeer
Bloodburn
Nautical Dog
Makeshift Rambaster
Mad Man


[/spoiler][/details]

[details=Discard][spoiler]
Bombaster
Charge
Scorch


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bloodrage Ogre - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bloodrage Ogre (3/2)
  • :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: 5

[details=Thoughts][spoiler]


I’ve an awkward starting draw, with both good 2 cost units (Ogre, Bombaster) in my first hand and both 1 cost units in my second. So can’t open with the preferred Hero + 1-drop. At the same time I’m P1 multicolour vs P2 monocolour, so can’t be too passive or I’ll end up with no compensation for the worse economic start (down $3 in my first 2 turns including the multicolour penalty).

I could play Ogre this turn, and look to follow up with Hero + Nautical Dog / Mad Man next turn. But if he plays Jandra in SQL, I end up trading Ogre + Dog for Jandra, no benefit for me. Or maybe better I trade Zane+Mad Man for Jandra, hit his Base for 3 and bring out Rook, while delaying Tech 1 – I’m not trading up but at least I keep an attacking board. Alternatively he could play Imp, and patrol in scavenger, SQL or elite. If not in elite, I’ve the possibility to kill with lvl 4 Zane, again delaying Tech 1. Or he plays level 3 Vandy in SQL – I could trade Ogre, Mad Man and Rambaster for Vandy, get 2 free levels for a hero (Argagarg?).

Alternative is to play just Rook this turn. Not ideal, as I end up playing no 2-drop at all in my first 2 turns. But I can generate 4 attack T2 by midbanding Rook and playing Mad Man, delay Tech 1 – enough to kill a SQL hero, Jandra or Imp and have Rook survive. Maybe he plays Vandy at level 3 in SQL, and I have to start worrying about Metamorphosis earlier in the game than I’d normally need to.

Think both options are OK, and looks like most of my better lines will involve delaying Tech 1. Let’s go with the Ogre.


[/spoiler][/details]

Hey @petE! Good fun and have luck.

I might be experimenting a bit, here …

P2T1


StartingHand Workers

STARTING HAND
Thieving Imp
Skeleton Javelineer
Pestering Haunt
Summon Skeletons
Graveyard


WORKERS
Summon Skeletons


NextHand

Skeletal Archery
Deteriorate
Jandra, the Negator
Sacrifice the Weak


Discard

Pestering Haunt
Graveyard


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Thieving Imp, you discard #5 - ($1)
Summon Skeleton Javelineer - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Thieving Imp (2/2)
  • :pschip: [I]Technician[/I]: Skeleton Javelineer (1/1, 1 rune)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Ok, going down on cards on the first turn. Is that smart? But he goes down one card as well, so maybe it’s not so bad. I just want to block his Haste shenanigans and get a profit out of them, if he does go for that. Ogre has to attack. I thought about Garth + Skeleton, but that would waste a card and pratically demand free levels to his newly summoned hero. It may not be smart, but hopefully at least it’s fun. :wink:

Also experimenting…plenty of gold for your next turn.

P1 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Gunpoint Taxman
Chaos Mirror


STARTING HAND
Bloodburn
Nautical Dog
Careless Musketeer
Mad Man
Makeshift Rambaster -> discard to Imp


WORKERS
Pillage
Bloodburn


[/spoiler][/details]

[details=NextHand][spoiler]
Nautical Dog
Bombaster
Mad Man
Careless Musketeer
Scorch


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($6)
Zane, to lvl 4 - ($1)
Zane kills Imp, we both gain $1 - ($2)
Zane to maxband, shove Javelineer to scav, kills with 1 dmg, we both gain $1 - ($1)
Ogre deals 3 dmg to your Base
Worker - ($0)

Float ($0)
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]
  • Bloodrage Ogre (3/2)
  • Zane lvl 6 (4/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
3 Likes

love this play!

3 Likes

This is going down quickly. But I need to compensate that BYE I got somehow!

P2T2


Tech StartingHand Workers

TECH
Hooded Executioner
Bone Collector


STARTING HAND
Skeletal Archery
Deteriorate
Jandra, the Negator
Sacrifice the Weak


WORKERS
Summon Skeletons
Skeletal Archery


NextHand

Poisonblade Rogue
Sacrifice the Weak
Deteriorate
Thieving Imp (2/2)


Tech 2 card(s)
Get Paid + Scavenger + Scavenger - ($8)
Worker - ($7)
Summon Garth - ($5)
Sacrifice the Weak kills Ogre - ($3)
Garth summons Skeleton - ($2)
Build Tech I - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Skeleton #1 (1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: lvl 1 Garth (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

I might call it a day, but it will be too interesting to see this spiral out of control.

Not so sure – giving Black $$ to spend early isn’t such a great idea. By the way, your lvl 1 Garth is 1/3 not 2/3.

P1 Turn3


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


STARTING HAND
Nautical Dog
Careless Musketeer
Mad Man
Scorch
Bombaster


WORKERS
Pillage
Bloodburn
Scorch


[/spoiler][/details]

[details=NextHand][spoiler]
Gunpoint Taxman
Chaos Mirror
Makeshift Rambaster
Charge


[/spoiler][/details]

[details=Discard][spoiler]
Bloodrage Ogre
Careless Musketeer
Mad Man
Might of Leaf and Claw
Might of Leaf and Claw


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bombaster - ($3)
Nautical Dog - ($2)
Tech 1 - ($0)
Zane kills Skeleton

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Bombaster (2/2)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Nautical Dog (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane lvl 6 (4/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

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

Edit: Bombaster not Ogre in action list

[details=Thoughts][spoiler]


Though I had a flashy T1, does not feel like I’m ahead here, only that I’ve mostly caught up my early economy disadvantage. Problem is that Black can use the $$ I’ve given really well. Next turn he could maxband Garth to bring in a Plague Spitter or Baron as well as a Skeleton, which at least match Zane plus whatever I spend this turn’s spare $3 on. Alternatively he could build Tech 2 protected by a Plague Spitter or Bone Collector+Skeleton (or even Lich’s Bargain !?), then maxband Garth T4 to bring in a Dozer or other Tech 2 unit. Maybe I should have left Zane at midband last turn – he’s a bigger combat threat before he’s used up his maxband ability.

My go-to plan for this deck against Black is usually MoLaC at the earliest opportunity, as there’s no means of removal other than Zarramonde (at which point I’m likely dead in any case). This still looks the best plan, though it can be disrupted if he gets in a well-timed (T5) Carrion Curse or an Imp/Shadow Blade hit. As it happens my first 3 workers are all non-units (incl. Scorch this turn), but I still need to be careful not to get too upgrade/spell-heavy.

Options for this turn (in addition to building Tech 1): (1) Scorch Skeleton, Zane kills Garth. Expensive, gives away a Technician draw, and I’m left with 4/3 Zane vs his $7 spend from a 5-card hand, not great. (2) Passive approach – play Bombaster this turn, Taxman next, let him attack my units so I pick up bonuses until I hopefully get to play MoLaC. (3) Play Bombaster in SQL and Nautical Dog in Technician, to set up a Chaos Mirror off the Dog next turn. Aim to take out his SQL, then do damage with Zane + Bombaster. I go down a card, which I may regret later if I’m hit with discards or am looking to activate MoLaC quickly. If he deteriorates the Dog, this ends up like (2) with him down a card and me with $1 less.

On balance prefer option (3) if he goes for the T3 Tech 2 build (as I get the chance to kill Garth before he maxbands), and (2) otherwise. Since I’m more worried by the T3 Tech 2 line, I’ll go for option (3).


[/spoiler][/details]

@PiHalbe Polite bump …

Sorry, been way too busy over the weekend.

Btw: This feels weird.

P2T3


Tech StartingHand Workers

TECH
Void Blocker
Blackhand Dozer


STARTING HAND
Poisonblade Rogue
Sacrifice the Weak
Deteriorate
Thieving Imp (2/2)


WORKERS
Summon Skeletons
Skeletal Archery
Poisonblade Rogue


NextHand

Pestering Haunt
Skeleton Javelineer (1/1, 1 rune)
Jandra, the Negator


Discard

Deteriorate
Sacrifice the Weak
Thieving Imp (2/2)
Void Blocker
Blackhand Dozer


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Deteriorate Dog
Sacrifice the Weak Bombaster - ($5)
Garth summons Skeleton - ($4)
Build Tech II (Demonology) - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: lvl 1 Garth (1/3)
  • :pschip: [I]Technician[/I]: Skeleton #1 (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)

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

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

What am I doing? Takes some time before Tech II cards arrive. But at least I can go for second hero. I hate not having a second hero.

P1 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
Surprise Attack
Bird’s Nest


STARTING HAND
Charge
Gunpoint Taxman
Chaos Mirror
Makeshift Rambaster
Careless Musketeer (Technician draw)


WORKERS
Pillage
Bloodburn
Scorch
Careless Musketeer


[/spoiler][/details]

[details=NextHand][spoiler]
Might of Leaf and Claw
Mad Man
Charge
Might of Leaf and Claw
Bloodrage Ogre


[/spoiler][/details]
Technician draw
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Gunpoint Taxman - ($4)
Tech 2 Growth - ($0)
Zane kills Garth, you gain $1

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


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

  • :psblueshield: [I]Squad Leader[/I]: Gunpoint Taxman (3/3 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane lvl 6 (4/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]


Though he’s built Tech 2 early, his low hand size means he won’t see his second set of teched cards next turn, and not for sure even the turn after. Think he’d have been better last turn maxbanding Garth to kill Bombaster and summon a Plague Spitter or Baron – unless I’m missing something.

[/spoiler][/details]

P2T4


Tech StartingHand Workers

TECH
Void Blocker
Shrine of Forbidden Knowledge


STARTING HAND
Skeleton Javelineer (1/1, 1 rune)
Jandra, the Negator
Pestering Haunt


WORKERS
Summon Skeletons
Skeletal Archery
Poisonblade Rogue
Pestering Haunt


NextHand

Hooded Executioner
Bone Collector
Graveyard


Discard

Deteriorate
Sacrifice the Weak
Thieving Imp (2/2)
Void Blocker
Blackhand Dozer
Jandra, the Negator
Void Blocker
Shrine of Forbidden Knowledge


Tech 2 card(s)
Get Paid + Scavenger - ($9)
Worker - ($8)
Summon Vandy - ($6)
Build Surplus - ($1)
Summon Skeleton Javelineer - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: lvl 1 Vandy (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton Javelineer (1/1, 1 rune)
  • :pschip: [I]Technician[/I]: Skeleton #1 (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Surplus HP: 4

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

  • Hand: 3
  • Deck: 0
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

This feels really weird. Trying to go full-on tech and churn out unstoppable demons with nice blocking power, soon. Will it work? I doubt it.

P1 Turn5


[details=Tech StartingHand Workers][spoiler]
TECH
Surprise Attack
Stampede


STARTING HAND
Mad Man
Might of Leaf and Claw
Bloodrage Ogre
Might of Leaf and Claw
Charge


WORKERS
Pillage
Bloodburn
Scorch
Careless Musketeer


[/spoiler][/details]

[details=NextHand][spoiler]
Bird’s Nest
Bombaster
Makeshift Rambaster
Surprise Attack
Chaos Mirror


[/spoiler][/details]

[details=Discard][spoiler]
Mad Man
Bloodrage Ogre
Charge
Might of Leaf and Claw
Surprise Attack
Stampede


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Might of Leaf and Claw - ($5)
Mad Man - ($4)
Argagarg, to lvl 3, summon Wisp - ($0)
Mad Man and Taxman kill Vandy, Argagarg to maxband, summon Water Elemental, 2 runes on MoLaC
Zane kills Javelineer, you gain $1, rune on MoLaC
Skip worker

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Argagarg lvl 5 (1/5)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Might of Leaf and Claw [3 runes]
  • Zane lvl 6 (4/1)
  • Gunpoint Taxman (3/1)
  • Water Elemental (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 5
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

You get $1 when you kill Javelineer also.

1 Like

Thanks for spotting. Adjust to float a gold to next turn.

You also missed gaining 1 when killing Garth P1T4, though its a bit late to be correcting that I feel like

1 Like

Correcting floating Gold is one of the few things that doesn’t require a backup, so go ahead and float +1 gold more!

1 Like

Well, I’m officially toast. I want to see how this plays out, but it’s probably game.

P2T5


Tech StartingHand Workers

TECH
Lich’s Bargain
Lich’s Bargain


STARTING HAND
Hooded Executioner
Graveyard
Bone Collector
Shrine of Forbidden Knowledge


WORKERS
Summon Skeletons
Skeletal Archery
Poisonblade Rogue
Pestering Haunt


NextHand

Blackhand Dozer
Sacrifice the Weak
Skeleton Javelineer (1/1, 1 rune)
Jandra, the Negator


Discard

Graveyard
Shrine of Forbidden Knowledge
Lich’s Bargain
Lich’s Bargain


Tech 2 card(s)
Get Paid + Surplus - ($9)
Summon Orpal - ($7)
midband Orpal - ($4)
Sacrifice Skeleton to kill Taxman
Summon Bone Collector - ($2)
Summon Hooded Executioner - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: lvl 4 Orpal (2/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bone Collector (3/3)
  • :pschip: [I]Technician[/I]: Hooded Executioner (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Surplus HP: 4

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

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

You have an additional gold from the scavenger bonus.

P1 Turn6


[details=StartingHand]
STARTING HAND
Surprise Attack
Makeshift Rambaster
Bird’s Nest
Chaos Mirror
Bombaster
[/details]

Get Paid + scav x 2 - ($10)
Surprise Attack, summon 2 Sharks - ($5)
Makeshift Rambaster - ($3)
Zane and Argagarg kill Orpal, MoLaC activated
Sharks kill Bone Collector and Executioner
Wisp, Elemental and Rambaster deal 21 dmg breaking your Base

GG !
@EricF

GG. Well, this was weird. And a bit too quick for my tastes, but that’s also on me. :slight_smile: I prefer longer games. Thanks nonetheless.

Think you were in better shape than you realized, if you had played a different Turn 3 – maxband Garth to summon a Plague Spitter or Twilight Baron from discard, kill Bombaster with Garth, make a Skeleton, and Worker. That leaves you with 3/2 lvl 7 Garth + Spitter/Baron + Skeleton vs my 4/3 Zane + 1/1 Nautical Dog, and you are also back up to a 5 card hand vs my 4.

4 Likes