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CAWS 2016: Shax (Mono-red) vs Zejety ([Discipline]/Strength/Finesse)


#1

"P1T1


StartingHand Workers

STARTING HAND
Nautical Dog
Bombaster
Makeshift Rambaster
Careless Musketeer
Bloodburn


WORKERS
Bloodburn


NextHand

Scorch
Pillage
Bloodrage Ogre
Mad Man
Charge


Discard

Nautical Dog
Careless Musketeer
Bombaster


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Makeshift rambaster, deal 3 damage to base - ($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]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makeshift Rambaster
    [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
    "

#2

@Zejety whoops


#3

@Zejety rooting for u! EUBOIIIS!


#4

GL HF!

P2T1

[details=Turn secrets]* Hand: Smoker, Sensei’s Advice, Snapback, Savior Monk, Fox Primus

  • Worker: Fox Primus
  • Tech: -
  • Thoughts: Back to the basics!
    [/details]

Turn:

  • Start of turn:
  • Tech 0 cards
  • Collect 5 gold (5)
  • Main phase:
  • Hire a worker (4)
  • Summon Rook (2)
  • Summon Savior Monk (0)
  • End of turn:
  • Discard 3, draw 5
  • Float 0

Patrol:

  • :psblueshield: Leader: L1 Rook (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Board:

  • Characters:
  • Savior Monk (2/2)
  • Buildings:
  • :psgem: Base (17)

Economy:

  • Workers: 6
  • Gold: 0
  • Hand: 5
  • Deck: 0
  • Discard: 3
New hand

Aged Sensei, Grappling Hook, Fox Viper, Morningstar Flagbearer, Safe Attacking

Discard

Snapback, Sensei’s Advice, Smoker


#5

"P1T2


Tech StartingHand Workers

TECH
Ember sparks
Crash bomber


STARTING HAND
Charge
Scorch
Bloodrage Ogre
Pillage
Mad Man


WORKERS
Bloodburn
Charge


NextHand

Careless Musketeer
Scorch
Ember sparks
Pillage
Crash bomber


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech I - ($4)
Bloodrage ogre - ($2)
Summon Draak - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Draak(1/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makeshift Rambaster(1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
    "
thoughts

so I’m going with a risky strategy that would really hate it if he had both grappling hook & good advice. I had a play that would kill rook, but was even worse off if he has the above combo. Like, instant GG vs ok-i-guess-grumpynoises


#6

P2T2

[details=Turn secrets]* Hand: Aged Sensei, Grappling Hook, Fox Viper, Morningstar Flagbearer, Safe Attacking

  • Worker: Fox Viper
  • Tech: Bird’s Nest, Nimble Fencer
  • Thoughts: sticking with the classics. Removing Ogre is somewhat cheap here. Could have also gone for Draak but I want to keep my T1 as safe as I can. I guess Kidnapping could be dangerous but that can’t really be helped.
    [/details]

Turn:

  • Start of turn:
  • Tech 2 cards
  • Collect 6 gold (6)
  • Main phase:
  • Hire a worker (5)
  • Construct Tech I Building (4)
  • Cast Grappling Hook and move Bloodrage Ogre to Lookout (4)
  • Rook kills Bloodrage Ogre, taking 3 damage
  • Level Rook to 5/mid (0)
  • End of turn:
  • Discard 3, reshuffle, draw 5
  • Float 0

Patrol:

  • :psblueshield: Leader: Savior Monk (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Board:

  • Characters:
  • L5 Rook (3/5)
  • Buildings:
  • :psgem: Base (17)
  • :ps1gem: T1 (5)

Economy:

  • Workers: 7
  • Gold: 0
  • Hand: 5
  • Deck: 4
  • Discard: 0
New hand

Sensei’s Advice, Aged Sensei, Nimble Fencer, Grappling Hook, Snapback

[details=Discard][/details]


#7

"P1T3


Tech StartingHand Workers

TECH
Ember sparks
Crash bomber


STARTING HAND
Scorch
Pillage
Ember sparks
Careless Musketeer
Crash bomber


WORKERS
Bloodburn
Charge


NextHand

Ember sparks
Ember sparks
Mad Man
Bombaster
Nautical Dog


Tech 2 card(s)
Get Paid - ($6)
Max Draak - ($1)
Summon crash bomber, gains haste - ($0)
Crash bomber trades with Monk, 1 damage to base.
Draak attacks base for 3
Makeshift rambaster attacks base for 4. Your base should be at 9(remember rambaster on turn 1)

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


[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]
  • Draak(3/4)
  • Makeshift Rambaster
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

I started this game with the desire to go for a quick kill. Rambaster first turn is great, albeit kinda a mixed bag since you have no board presence.This can make hitting with the rambaster again rather tricky. I kinda expected Draak to die so I was geared up to accept 1 base damage from him and start slinging spells with jaina. Instead I get a juicy 8 base damage.


#8

I forgot that Drakk is terrifying. D:

P2T3

[details=Turn secrets]* Hand: Sensei’s Advice, Aged Sensei, Nimble Fencer, Grappling Hook, Snapback

  • Worker: -
  • Tech: Nimble Fencer, Two Step
  • Thoughts: Gotta take down Drakk and get some way to play more units. Flagbearer will help me defend the tiniest bit but I either need to mount a lethal offense QUICKLY or do something defense like teching Morningstar Pass or Versatile Style…
    Skipping worker for Heroes’ Hall because BODIES.
    Jaina is technically more dangerous right now (I think) but killing her would require blocking with Fencer instead of Rook. That seems sturdy until you realize that Zane+Ogre+Charge exists and my base takes another 5 damage. I’m not gonna risk that.
    [/details]

Turn:

  • Start of turn:
  • Tech 2 cards
  • Collect 7 gold (7)
  • Main phase:
  • Cast Snapback to replace Drakk with Zane. (4)
  • Summon Nimble Fencer (2)
  • Nimble Fencer kills Zane, taking 2 damage; Rook gains 2 levels
  • Build Heroes’ Hall (0)
  • End of turn:
  • Discard 3, draw 4, reshuffle, draw 1
  • Float 0

Patrol:

  • :psblueshield: Leader: L7 Rook (3/5A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Board:

  • Characters:
  • Nimble Fencer (2/1)
  • Buildings:
  • :psgem: Base (9)
  • :ps1gem: T1 (5)
  • :heroeshall: Heroes’ Hall (4)

Economy:

  • Workers: 7
  • Gold: 0
  • Hand: 5
  • Deck: 6
  • Discard: 0
New hand

Bird’s Nest, Safe Attacking, Morningstar Flagbearer, Smoker, Nimble Fencer

[details=Discard][/details]


#9

"P1T4


Tech StartingHand Workers

TECH
Flame arrow
Fire dart


STARTING HAND
Nautical Dog
Mad Man
Bombaster
Ember sparks
Ember sparks


WORKERS
Bloodburn
Charge
Nautical Dog


NextHand

Careless Musketeer
Scorch
Pillage
Crash bomber
Crash bomber


Discard

Ember sparks
Bombaster
Mad Man
Ember sparks
Flame arrow
Fire dart


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Summon jaina - ($3)
Cast ember sparks, 3 base damage - ($0)

Float ($0)
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]: Jaina (2/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makeshift Rambaster
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
    "
Thoughts

Everything is on track. I have guaranteed 4 base damage next turn. The biggest deal here is if I can get some crash bombers out or not. Teching nothing but Jaina spells now because there is literally no downside considering how nice my tech cycle currently is.


#10

P2T4

[details=Turn secrets]* Hand: Bird’s Nest, Safe Attacking, Morningstar Flagbearer, Smoker, Nimble Fencer

  • Worker: -
  • Tech: Star-Cross Starlett, Earthquake
  • Thoughts:
    [/details]

Turn:

  • Start of turn:
  • Tech 2 cards
  • Collect 7 gold (7)
  • Main phase:
  • Summon River (5)
  • Rook kills Jaina, taking 2 damage; River levels to 3/mid
  • Cast Bird’s Nest (3)
  • Summon Morningstar Flagbearer (0)
  • End of turn:
  • Discard 3, draw 5
  • Float 0

Patrol:

  • :psblueshield: Leader: L3 River (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger: Morningstar Flagbearer (2/2 | must be :target: if possible)
  • :pschip: Technician: Nimble Fencer (2/1)
  • :target: Lookout:

Board:

  • Characters:
  • L7 Rook (3/3)
  • Bird (1/1 | Flying)
  • Bird (1/1 | Flying)
  • Spells/Upgrades:
  • Bird’s Nest
  • Buildings:
  • :psgem: Base (6)
  • :ps1gem: T1 (5)
  • :heroeshall: Heroes’ Hall (4)

Economy:

  • Workers: 7
  • Gold: 0
  • Hand: 5
  • Deck: 1
  • Discard: 5
New hand

Aged Sensei, Sensei’s Advice, Grappling Hook, Savior Monk, Two Step

Discard

Earthquake, Star-Crossed Starlett, Nimble Fencer, Smoker, Safe Attacking


#11

"P1T5


Tech StartingHand Workers

TECH
Fire dart
Flame arrow


STARTING HAND
Pillage
Scorch
Careless Musketeer
Crash bomber
Crash bomber


WORKERS
Bloodburn
Charge
Nautical Dog


NextHand

Pillage
Flame arrow
Bombaster


Tech 2 card(s)
Get Paid - ($7)
Summon Zane - ($5)
Summon crash bomber - ($4)
Cast scorch, kill flag bearer. you get gold - ($1)
Cast pillage, gold is mine & 2 base damage
Summon second crash bomber - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Zane(2+1/2)
  • :ps_: [I]Scavenger[/I]: Crash bomber(2/2)
  • :pschip: [I]Technician[/I]: Crash bomber(2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makeshift Rambaster
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
    "

[details=thoughts]Ok, so I forgot about flagbearer. Between flagbearer, snapback, and rook, I think white might be the best equiped to deal with my all in base race strategy.
Otherwise I’m still on track to drop a Jaina spell next turn and he won’t have a flagbearer to save him this time. He could snapback Zane with Jaina just to kill her, but I still have crashbombers and pillage. I summoned Zane instead of Draak because Zane will die easier. I don’t want to deal with being unable to summon Jaina because Draak lived and his 3hp is too much to suicide with. [/details]


#12

Crap! Would have been a lot smarter to put the Flagbearer into the Scavenger slot in hindsight. Here’s hoping you don’t have one of many lethal spells in hand!

P2T5

[details=Turn secrets]* Hand: Aged Sensei, Sensei’s Advice, Grappling Hook, Savior Monk, Two Step

  • Worker: Aged Sensei
  • Tech: 2x Morningstar Pass
  • Thoughts: Crap, that Snapback would have come in handy now. Either Jaina spells or Kidnapping are lethal now. Could have reduced Kidnapping threat by not attacking with the birds but I just have to gamble now if I want any chance at this. Probably GG anyway…
    [/details]

Turn:

  • Start of turn:
  • Tech 2 cards
  • Collect 7 gold +scav -pillage (7)
  • Main phase:
  • Hire a worker (6)
  • Construct Strength Tech II Building (2)
  • Cast Two Step on the Birds (0)
  • Nimble Fencer trades with Zane; Rook max-bands
  • River kills the Scavenger Crash Bomber, taking 2 damage; you get 1 gold and my base takes 1 damage
  • The birds hit your base for a total of 6 damage.
  • End of turn:
  • Discard 3, draw 1, reshuffle, draw 4
  • Float 0

Patrol:

  • :psblueshield: Leader: MAX Rook (4/6A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Board:

  • Characters:
  • L3 River (2/2)
  • Dancing Bird (3/3 | Flying)
  • Dancing Bird (3/3 | Flying)
  • Spells/Upgrades:
  • Bird’s Nest
  • Two Step (2x Bird)
  • Buildings:
  • :psgem: Base (3)
  • :ps1gem: T1 (5)
  • :ps2gem: T2 (5)
  • :heroeshall: Heroes’ Hall (4)
  • Spec: Strength

Economy:

  • Workers: 8
  • Gold: 0
  • Hand: 5
  • Deck: 8
  • Discard: 0
New hand

Snapback, Grappling Hook, Morningstar Pass, Smoker, Savior Monk

[details=Discard][/details]


#13

This should be 3 - at 6 on your last turn, then 2 from Pillage and one from Crash Bomber.


#14

Oops, I missed that the Pillage was Pirate-boosted.


#15

"P1T6


StartingHand Workers

STARTING HAND
Bombaster
Pillage
Flame arrow


WORKERS
Bloodburn
Charge
Nautical Dog
Bombaster


Discard

Crash bomber
Pillage
Flame arrow
Crash bomber


Get Paid+ scav - ($8)
Worker - ($7)
Summon jaina - ($5)
Cast pillage, 2 base damage - ($4)
Suicide crash bomber on Rook, 1 base damage.
Cast flame arrow, 3 base damage. - ($0)
GG


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Jaina(2/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makeshift Rambaster
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
    "

#16

GG this was fun!
My 2nd turn was obviously less than stellar but I don’t think that reflects badly on your play. :wink:


#17

Looks like @EricF was following us anyway, but I’ll tag him just in case.