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[CAWS18] EricF [Discipline]/Strength/Finesse vs thehug0naut [Feral]/Present/Blood


#1

@thehug0naut good luck & have fun!

Player 1, Turn 1
  1. Grappling Hook — Magic
  2. Sensei’s Advice — Magic
  3. Fox Primus — Tech 0 -> Worker
  4. Morningstar Flagbearer — Tech 0
  5. Aged Sensei — Tech 0

4 gold (4)
Worker (3)
Aged Sensei (2)
Grave (0)
Discard 3, Draw 5

No Patrol

L1 Grave (2/3)
Aged Sensei (1/1)

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


#2

To you aswell! GLHF, etc

P2T1


StartingHand Workers

STARTING HAND
Young Treant
Tiger Cub
Rampant Growth
Verdant Tree -> Worker
Playful Panda


WORKERS

Verdant Tree


NextHand

Forest’s Favor
Spore Shambler
Rich Earth
Merfolk Prospector
Ironbark Treant


Discard

Young Treant
Rampant Growth
Playful Panda


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Calamandra Moss - ($2)
Tiger Cub - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub 2/2A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Calamandra Moss 2/3

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Tiger Cub + Cal is my obvious turn 1 here. The main question is what to worker. Keeping Rampant Growth and Treant means I have to choose Playful Panda or Verdant Tree. Think I worker Verdant Tree as a Verdant rush seems a lot less likely against bully Grave and I might want the extra Tech 0 unit to shore things up.

@EricF’s turn!


#3
P1, Turn 2
  1. Savior Monk — Tech 0
  2. Snapback — Magic
  3. Smoker — Tech 0
  4. Safe Attacking — Tech 0
  5. Fox Viper — Tech 0 -> Worker

Tech in Sparring Partner and Nimble Fencer

5 gold (5)
Worker (4)
Tech I (3)
Sensei buffs Grave, who kills Tiger Cub
Savior Monk (1)
Discard 3, rs, Draw 5. Float 1 gold

SQL - Savior Monk (2/2 +1)

L1 Grave (2/2)
Aged Sensei (1/1)

Base - 20
Tech I - 5

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

Next Hand
  1. Sparring Partner
  2. Grappling Hook — Magic
  3. Sensei’s Advice — Magic
  4. Nimble Fencer
  5. Safe Attacking — Tech 0 #whoops, forgot to actually hit “randomize” the first time

#4

P2T2


Tech StartingHand Workers

TECH

Hyperion
Hyperion


STARTING HAND
Ironbark Treant
Forest’s Favor (DIscard)
Spore Shambler
Rich Earth -> Worker
Merfolk Prospector (Discard)


WORKERS

Verdant Tree
Rich Earth


NextHand

Young Treant
Hyperion
Forest’s Favor


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Ironbark Treant - ($0)
Discard 2 cards, Calamandra has Stealth this turn
Calamandra kills Grave, takes 2, Calamandra midbands

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant 1/2AAA
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L3 Calamandra Moss 3/4 [Units have Resist 1]

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Going down on cards feels ok to get rid of Grave right now. I’m jumping straight to Tech II here so that I have a decent chance of getting a Hyperion into play on the turn after next. Hopefully that catches him off guard.

@EricF’s turn!


#5
Player 1, Turn 3
  1. Sparring Partner
  2. Grappling Hook — Magic -> Worker
  3. Sensei’s Advice — Magic
  4. Nimble Fencer
  5. Safe Attacking

Attack Power: 2, 1, 2, ++, grapple = 8. Sadly, that is not enough to kill Cala. So I’ll just save my cards

Tech in Martial Mastery and Discord

6 gold (7)
Worker (6)
Sparring Partner (5)
Nimble Fencer (3)
Rook (1)
Sensei buffs Savior Monk.
Monk and Fencer kill off Ironbark Treant
Discard 2, Draw 3, rs, Draw 1. Float 1 gold

SQL - L1 Rook (2/4 +1)
Technician - Sparring Partner (2/2)

Savior Monk (2/2)
Nimble Fencer (2/2)
Aged Sensei (1/1)

Base - 20
Tech I - 5

7 workers, 1 gold
Hand: 4
Deck: 3
Discard: 0

Next Hand

Morningstar Flagbearer — Tech 0
Snapback — Magic
Smoker — Tech 0

  1. Sensei’s Advice — Magic

#6

P2T3


Tech StartingHand Workers

TECH
Kidnapping
Temporal Distortion


STARTING HAND
Hyperion
Forest’s Favor
Young Treant
Playful Panda (YT) -> Worker


WORKERS

Verdant Tree
Rich Earth
Playful Panda


NextHand

Hyperion
Tiger Cub
Spore Shambler
Rampant Growth


Discard

Ironbark Treant
Forest’s Favor
Hyperion
Kidnapping
Temporal Distortion


Tech 2 card(s)
Get Paid - ($7)
Young Treant, 1 card for me - ($5)
Worker - ($4)
Tech II Present - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Calamandra Moss 3/4A [Units have Resist 1]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Young Treant 0/2
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Bit worried about his big board and the threat of Snapback but lets stick to the plan and see what happens.

@EricF’s turn!


#7
P1, Turn 4

Morningstar Flagbearer — Tech 0
Snapback — Magic
Smoker — Tech 0 -> Worker

  1. Sensei’s Advice — Magic

9 attack, +5/3, +2/1, +1/2, level up rook are my options.
Want to land Tech II & break Tech II regardless, so that leaves me 3 gold to play with
I think locking out Bloodlust is probably better than a +1 rune, so we’ll go with Snapback
Defense: 5, 2 // 5

Tech Grounded Guide and Nimble Fencer

7 gold (8), Fencer heals
Worker (7)
Tech II Finesse (3)
Snapback Cal, bringing in Geiger (0)
Sparring Partner kills Treant, you draw
Nimble Fencer, Savior Monk, and Aged Sensei break Tech II
Discard 2, Draw 3, rs, Draw 1

SQL - L1 Rook (2/4 +1)

Sparring Partner (2/2)
Savior Monk (2/2)
Nimble Fencer (2/3)
Aged Sensei (1/1)

Base - 20
Tech I - 5
Tech II - 5 (Finesse)

8 workers, 0 gold
Hand: 4
Deck: 4
Discard: 0

Next Hand
  1. Morningstar Flagbearer — Tech 0
    Safe Attacking — Tech 0
    Martial Mastery
    Discord

#8

P2T4


Tech StartingHand Workers

TECH
Immortal
Immortal


STARTING HAND
Spore Shambler
Rampant Growth
Tiger Cub
Hyperion
Merfolk Prospector (Technician) -> Worker


WORKERS

Verdant Tree
Rich Earth
Playful Panda
Merfolk Prospector


NextHand

Temporal Distortion
Immortal
Hyperion
Forest’s Favor


Technician Draw
Tech 2 card(s)
Get Paid - ($8)
Rebuild Tech II
Worker - ($7)
Spore Shambler - ($4)
Tiger Cub - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spore Shambler 2/3A [++]
  • :psfist: Elite: L1 Max Geiger 3/3 [Sparkshot]
  • :ps_: Scavenger:
  • :pschip: Technician: Tiger Cub 2/2
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

Of course he had snapback. This is looking real bad. Immortals to get something to stick if I get to keep Tech II but not feeling too hopeful about it.

@EricF’s turn!


#9
P1, Turn 5

Defense: 4, 3, 2 // 5, 5, ?18 -> 14 or 19 total
Attack: 2, 2, 2, 2, + -> 9 total, plus:
8 gold for:
Pay 2 for +1 any number of times
Level up to bypass Tiger Cub, maybe
Discord: +2 for 2
Martial Mastery: 2-3 for +2, with a chance at a bonus 5 for +5

Hand…

  1. Morningstar Flagbearer — Tech 0
    Safe Attacking — Tech 0
    Martial Mastery
    Discord

Tech…
2 Step and 2nd Grounded Guide

Martial Mastery (for planning & spike purposes)…
Discard Discord, Draw:

  1. Nimble Fencer
  2. Snapback — Magic

Heal no-one, 8 gold (8)
Grave (6)
Martial Mastery, discard 1, draw 2, look at your hand (5). So, if I break tech 2 you can do literal nothing, unless that Technician draw is amazing?
Snapback Geiger for Drakk (2)
Nimble Fencer (0)
Fencers kill Spore Shambler
Rook kills Tiger Cub
Sparring Partner, Savior Monk, and Aged Sensei break Tech 2. Again.
Discard 2, Draw 2, rs, Draw 2

SQL - L1 Grave (2/3 +1)

L1 Rook (2/2)
Sparring Partner (2/2)
Savior Monk (2/2)
Nimble Fencer (2/1)
Nimble Fencer (2/1)
Aged Sensei (1/1)

Base - 20
Tech I - 5
Tech II - 5 (Finesse)

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

Next Hand
  1. Martial Mastery
  2. 2-Step
    Sensei’s Advice — Magic
    Grounded Guide

#10

Yeah that’s GG.

I kind of forgot about Fencers and that proved to be a big mistake. That and I I really do loathe snapback. It seems it’s always in hand at the worst possible times.

@zhavier I am defeated


#11

Yeah, the fast Tech II was a little ambitious as Player 2 against White/Grave/Fencers. As you could see from the notes, I could have gotten through to break Tech II even without Snapback, but it would have delayed my Tech II - though without Tech I options to put up an efficient defense, I think you were in for a bad time regardless.


#12

Yeah I hadn’t really processed the size of the tempo shift your deck could make and thought I could get away with early Tech II. I’ve not been enjoying this deck as much as I thought I would so it’s actually quite a relief to be put out. Need to go back to the drawing board.

I think Snapback is hard to play around so it feels like a one card version of the Sac the Weak/Deteriorate combo. It doesn’t help my feelings about it that any time I’ve ever thought “maybe they’ll not have Snapback in hand” the opponent always does :joy: