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[CAWS18] FrozenStorm [Anarchy]/Necro/Growth vs charnel_mouse [Balance]/Blood/Strength


#1

GL HF @charnel_mouse !

CAWS18 Round 3, Player 1, Turn 1

P1 SkeleGrow vs P2 [Balance]/Blood/Strength

Starting Hand

Makeshift Rambaster
Nautical Dog
Scorch
Bloodburn
Charge

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Main:

  • Garth (2)
  • Nautical Dog (1)
  • Worker (0)
Workers

Bloodburn

  • :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: Garth (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Careless Musketeer
Mad Man
Pillage
Bloodrage Ogre
Bombaster

End of Turn Discard

Charge
Scorch
Makeshift Rambaster

My Thoughts

Hmm, unclear to me what Charnel’s deck strategy is, so I’ll have to go back and look at his games. For now, though, this feels like my best opening



#2

GLHF, it’s been a while!

P2T1


StartingHand Workers

STARTING HAND
Tiger Cub
Rampant Growth
Rich Earth
Spore Shambler
Ironbark Treant


WORKERS
Rich Earth


NextHand

Young Treant
Verdant Tree
Forest’s Favor
Merfolk Prospector
Playful Panda


Discard

Ironbark Treant
Rampant Growth
Spore Shambler


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

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook 2/4+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Tiger Cub 2/2

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Hero + Tiger Cub seems like a no-brainer here, the question is which hero. The most damage FrozenStorm can deal if he doesn’t skip Tech I is 4, playing Mad Man, so Rook in SQL should be safe. I can then get Playful Panda next turn, planning to tech Birds. Tiger Cub in Technician to prevent any bizarre Scorch + Pillage play.

Things I need to worry about:

  • Anarchy: hasted stealth and Steam Tanks to block, then Gunships. Stealth should be manageable with a tower, which I’ll probably need with this starter matchup anyway. Plenty of ways to kill or sideline Steam Tanks. I have no way to deal with Gunships, unless I can Kidnap one for a quick base kill.
  • Necromancy: lots of Skeletons, so DeGrey would shine here, as would Tiny Basilisk. Bone Collector still hit hard enough by themselves, though. Hooded Executioner can take out anything big I bring out, I think that’s mostly a problem for
    Balance. Blood and Strength units are pretty cheap, apart from Colossus.
  • Growth: Most likely choice. Might of Leaf and Claw can be handled with Nature Reclaims, although Zane and Surprise Attack can activate it very quickly indeed, so I’ll need to tech it in advance if I think it’s coming, unless I play/Circle a Potent Basilisk. Blooming Ancients are more annoying, I could snipe them with Grapplers, Bloodlust them and use Faeire Dragon to give them a feather rune, or I could just use Kindnapping. Lich’s Bargain + Ancient is a great combination, but DeGrey and Crash Bomber would hopefully let me keep that under control.
  • Zane’s Chaos Mirror might be a problem if I get a Colossus, but this is an unlikely play: the rest of Strength depends heavily on abilities rather than pure stats, and focuses on health more than attack.
  • Surprise Attack can quickly get MoLaC activated.
  • Nether Drain and Doom Grasp mean I probably can’t get off an flying Midori, let alone an Earthquake. Drakk might not survive for long, but he rarely does anyway.
  • Argagarg’s buffs could be a problem later. More expensive than most Blood and Strength units, though, so I might be able to make them be used at a net gold cost.

#3

Bit of a break

CAWS18 Round 3, Player 1, Turn 2

P1 SkeleGrow vs P2 [Balance]/Blood/Strength

Starting Hand

Careless Musketeer
Mad Man
Pillage
Bloodrage Ogre
Bombaster

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Gunpoint Taxman, Bone Collector


Main:

  • Bloodrage Ogre (3)
  • Worker (2)
  • Tech 1 (0)
Workers

Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Garth (1/3 lvl 1)
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Bone Collector
Scorch
Charge
Pillage
Gunpoint Taxman

End of Turn Discard
My Thoughts

Onward!



#4

Since we last played, I mean

P2T2


Tech StartingHand Workers

TECH
Bird’s Nest
Crash Bomber


STARTING HAND
Merfolk Prospector
Forest’s Favor
Verdant Tree
Young Treant
Playful Panda


WORKERS
Rich Earth
Verdant Tree


NextHand

Rampant Growth
Young Treant
Bird’s Nest
Crash Bomber


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Playful Panda, Wisp arrives - ($1)
Merfolk Prospector - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub 2/2+1A
  • :psfist: Elite: Wisp 1+0/1
  • :ps_: Scavenger:
  • :pschip: Technician: Merfolk Prospector 1/1
  • :target: Lookout:

In Play:

  • Rook 2/4
  • Playful Panda 2/2

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Got a few options for teching here. Bird’s Nest might still be OK even if I’m expecting a Taxman, since they revive if Rook is still out. On the other hand, the only Tech I unit of FrozenStorm’s that costs more than 2 is Giant Panda, so Thunderclap is an option, especially with the lack of skeletons so far. Not sure what I’d want to hit in that case, though. Maybe later. I think I want a Crash Bomber for some cheap damage/blocking early, then I can let it block while the Birds do their thing.

For units, I could bring out the Panda, or do something with Forest’s Favor:

  • Playful Panda gives me a 0/1 and 2/2, plus a 2/4 hero, to patrol against a 3/2, a 2/1, and a 1/3 hero, plus potentially 1 and 1 hasted damage from hand. Ouch. However, I can also play the Merfolk Prospector to block, or hope to float in case both teched cards come up next turn. The former gives me 8 health plus 1 armour, against 6+ attack, compared to 7+1 against 6+, and I can put something in Technician.
  • Forest’s Favor on Rook lets me kill the Ogre with 2 health remaining. I could either kill the Dog and have the Cub survive, or just block with the Cub in SQL and assume it’s a goner. Former is 1+ damage against 2 to kill Rook, latter is 3+ against 3 to kill Cub and 2 more to kill Rook. Looks like I’d be blocking.
  • Tower doesn’t do much for me here.

Just getting a Panda and a Prospector, and blocking up, seems the best option here. I’m player 2, I can afford to wait a bit.


#5

CAWS18 Round 3, Player 1, Turn 3

P1 SkeleGrow vs P2 [Balance]/Blood/Strength

Starting Hand

Bone Collector
Scorch
Charge
Pillage
Gunpoint Taxman

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Lich’s Bargain x2
Gunpoint Taxman, Bone Collector


Main:

  • Nautical Dog slaps Tiger Cub around, Garth finishes the cub
  • Bloodrage Ogre kills Wisp
  • Gunpoint Taxman (4)
  • Bone Collector (2)
  • Make a skeleton (1)
  • Worker (0)
Workers

Scorch, Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician: Bone Collector (3/3)
  • :target: Lookout:

In Play:

  • Garth (1/1 lvl 1)
  • Bloodrage Ogre (3/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Bombaster
Makeshift Rambaster
Mad Man
Lich's Bargain

End of Turn Discard
My Thoughts

I think a double drop should be safe enough, birds are probably coming but hopefully Garth will at least survive to LB



#6

P2T3


Tech StartingHand Workers

TECH
Jefferson DeGrey, Ghostly Diplomat
Bloodlust


STARTING HAND
Bird’s Nest
Rampant Growth
Young Treant
Crash Bomber
Forest’s Favor


WORKERS
Rich Earth
Verdant Tree
Forest’s Favor


NextHand

Bloodlust
Ironbark Treant
Spore Shambler
Jefferson DeGrey, Ghostly Diplomat


Tech 2 card(s)
Get Paid - ($7)
Young Treant, I draw - ($5)
Worker - ($4)
Tech II Strength - ($0)
Merfolk Prospector exhausts for gold - ($1)
Crash Bomber - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Playful Panda 2/2+1A
  • :psfist: Elite: Young Treant 1+0/2 (can’t attack)
  • :ps_: Scavenger:
  • :pschip: Technician: Crash Bomber 2/2 (1 to your base on death)
  • :target: Lookout:

In Play:

  • Rook 2/4
  • Merfolk Prospector 1/1

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Worker and my teched cards leaves me not reshuffling next turn, so maybe I can just put gold into Rook, or something.

  • Tech II, exhaust MP, get Birds and Bomber. I have Rook (4), Panda (2), and Bomber (2) to block with on the ground against 11 damage.
  • Skip Tech II, get Birds and Bomber. 3 gold left. I can exhaust MP to get Rook to midband. Alternatively, I can put Young Treant down first and see what I get, or just build a tower. YT would mean I’m reshuffling, which I don’t want to do.
  • Skip Tech II, kill Taxman with Panda and Rook. Exhaust MP to level Rook. I don’t have enough defenders for this.
  • Tech II, exhaust MP, Bomber and Young Treant. I have Rook (4), Panda (2), Bomber (2), and YT (2) against 11+ damage.
  • Skip Tech II, Birds and Bomber. Expensive Rampant Growth, kill Taxman with Panda/Rook. I don’t think killing the Collector too overextends me. I have no hand, left, though. 8+ damage against 5 health + 4 for Rook.

Let’s not run our hand size down too much before Drakk can arrive. I’m not overly a fan of any of these, I’m going to tech in Tech II cards and play Young Treant and see what I get - something less painful to worker, at least.

… OK, I’m a bit less upset about workering Forest’s Favor, if Garth’s spells are a possibility. I’ve got three 2-health units to patrol with, so putting YT in Elite means they will all kill the Ogre. Worst problem is if the 1/1s kill one of them, that leaves a 3-attack unit to hit the back row, so a Madman or Rambaster could kill Rook, or Charge could do it too. Fingers crossed for the reshuffle.

… Nice, topdecked both cards. Hopefully I won’t get Bird’s Nest for my Technician draw, so Rook can come back in to use it after cooldown.


#7

CAWS18 Round 3, Player 1, Turn 4

P1 SkeleGrow vs P2 [Balance]/Blood/Strength

Starting Hand

Bombaster
Makeshift Rambaster
Mad Man
Lich's Bargain

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Bone Collector, Nether Drain
Lich’s Bargain x 2
Gunpoint Taxman, Bone Collector


Main:

  • GPT kills SQL
  • Level Garth to 5, he kills techn, you draw 1, my base to 19 (3)
  • BC kills YT, I get a skeleton
  • Brogre and Skeleton trade with Rook, Garth maxbands and fetches the other BC
  • Makeshift Rambaster, hits your tech 2 to 2hp (1)
  • Worker (0)
Workers

Lich’s Bargain, Scorch, Careless Musketeer, Bloodburn

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Bone Collector Saddler (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Garth (3/4 lvl 7)
  • Bone Collector Grant (3/2)
  • Gunpoint Taxman (3/1)
  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Nautical Dog
Pillage
Lich's Bargain
Charge

End of Turn Discard

Bloodrage Ogre
Nether Drain
Mad Man
Bombaster

My Thoughts

So let’s assume for the sake of argument he has assessed that I am likely to have gone LB, and thus has teched 2x DeGrey. If I go all-out to kill his board and Rook + drop LB (which would be massive board position), he is 60% to have one and 30% to have both, so 90% for at least one. That does not make Lich’s Bargain an enticing play. I could use the last 2 gold to go with Hero’s Hall or Rambaster, though, instead of LB, making the DeGrey pretty ineffective. Rambaster especially could put a dent in the tech 2 big enough for me to likely be able to drop LB next turn and tech up and break his tech 2 (I’d have GPT + 2x BC + Rambaster + Garth, 12 damage against maybe DG 3 + Arg 3 + Wisp 1 + SQL 1 + …? It’d be close, I may have to skip the tech 2 so I can charge a horror or skeleton or something). Yeah LB + Charge + HH + Worker is probably what next turn will look like. Teching Nether Drain (for the likely turn 5 Rook maxband), next turn probably Surprise Attack + X (maybe Chaos Mirror, maybe Doom Grasp, maybe Dinosize x2)

Well regardless, I think Rambaster to the tech 2 + kill Rook for another BC is the way to go



#8

Don’t forget to record your base damage.

P2T4


Tech StartingHand Workers

TECH
Crash Bomber
Kidnapping


STARTING HAND
Spore Shambler
Ironbark Treant
Jefferson DeGrey, Ghostly Diplomat
Bloodlust
Bird’s Nest


WORKERS
Rich Earth
Verdant Tree
Forest’s Favor
Spore Shambler


NextHand

Rampant Growth
Tiger Cub
Young Treant
Bird’s Nest


Tech 2 card(s)
Get Paid - ($8)
Technician draw
Worker - ($7)
Master Midori - ($5)
Jefferson DeGrey, Ghostly Diplomat, your Skeleton dies, you draw - ($2)
Merfolk Prospector exhausts for gold - ($3)
Ironbark Treant - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jefferson DeGrey, Ghostly Diplomat 4/3+1A
  • :psfist: Elite: Ironbark Treant 1+1/2+2A (i.e. 2/2+2A)
  • :ps_: Scavenger:
  • :pschip: Technician: Midori 2/3
  • :target: Lookout:

In Play:

  • Merfolk Prospector 1/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Strength)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Ugh, thought that was coming, and I drew the Bird’s Nest too. Still, if I kill the Skeleton first, I can kill both Bone Collectors immediately after making FrozenStorm reshuffles, so I can give myself some time. That’s not really efficient, though, it’s 6 gold to kill 4 gold plus a Skeleton and give him a card. I could also tap MP to midband Drakk instead of using Bloodlust. But then what would I do? Alternatively, I could bring in Spore Shambler, or tower up. None of these give me a good patrol.

I think I just bring in IT and Midori to stall until I can make a proper turn happen, having patrollers with at least 2 attack should allow for decent trading with what’s already on the board. I’m expecting Zane to turn up and ruin everything, though.

… Ugh, terrible draw. I’ll probably have to see what Young Treant draws for me.


#9

CAWS18 Round 3, Player 1, Turn 5

P1 SkeleGrow vs P2 [Balance]/Blood/Strength

Starting Hand

Nautical Dog
Pillage
Lich's Bargain
Charge

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except for turn 1)
  • rs Draw 1 techn
All Teched Cards

Nether Drain, Surprise Attack
Bone Collector, Nether Drain
Lich’s Bargain x 2
Gunpoint Taxman, Bone Collector


Main:

  • Lich’s Bargain, horde arrives (6)
  • GPT and Rambaster trade with DeGrey
  • Charge Horror, it kills Ironbark (3)
  • Garth kills Midori, you draw 1, levels fizzle
  • BC Saddler breaks your tech 2, your base to 18, I get a skeleton
  • BC Grant hits your tech 1 to 2hp, I get a skeleton
  • Hero’s Hall (1)
  • Worker (0)
Workers

Lich’s Bargain, Scorch, Careless Musketeer, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Garth (3/2 lvl 7)
  • Bone Collector Saddler (3/3)
  • Bone Collector Grant (3/2)
  • Horror (3/1)
  • Zombie (2/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Mad Man
Nether Drain
Bloodrage Ogre
Surprise Attack

End of Turn Discard

Gunpoint Taxman
Makeshift Rambaster
Lich's Bargain
Charge
Nether Drain
Nautical Dog

My Thoughts

Yea foot down on the gas, he’ll probably have kidnapping or Birds, and I think his most likely move is Maxband Rook next turn but we’ll see. So teching the other Nether Drain + Surprise Attack, as I think sharks will be more effective at keeping my units alive than Dinosize, and Zane is the hero I’d rather have for tempo. Gold is tight so 5 vs 4 is something to weigh, but I think it’s worth it just to make sure we get the double tech kill next turn



#10

Yikes

P2T5


Tech StartingHand Workers

TECH
Whitestar Grappler
Doubling Barbarbarian


STARTING HAND
Rampant Growth
Tiger Cub
Young Treant
Bird’s Nest
Playful Panda
Crash Bomber


WORKERS
Rich Earth
Verdant Tree
Forest’s Favor
Spore Shambler
Playful Panda


NextHand

Crash Bomber
Kidnapping
Bloodlust


Discard

Jefferson DeGrey, Ghostly Diplomat
Ironbark Treant
Whitestar Grappler
Doubling Barbarbarian
Rampant Growth


Tech 2 card(s)
Get Paid - ($9)
Young Treant, I draw - ($7)
Rebuild Tech II
Crash Bomber - ($6)
Garus Rook - ($4)
Bird’s Nest, Birds arrive - ($2)
Merfolk Prospector exhausts for gold - ($3)
Tiger Cub - ($1)
Worker - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub 2/2+1A
  • :psfist: Elite: Young Treant 1+0/2 (can’t attack)
  • :ps_: Scavenger: Rook L1 2/4
  • :pschip: Technician: Crash Bomber 2/2 (1 to your base if killed)
  • :target: Lookout: Bird #1 1/1 (flying, resist 0+1)

In Play:

  • Merfolk Prospector 1/1
  • Bird’s Nest (channeled by Rook)
  • Bird #2 1/1 (flying)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Strength)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Of all the turns to draw the Panda… and for Young Treant to draw me no spells… bah. I think I’m hosed here, but if Tech II stays up I can bring out DeGrey again, and if not Kidnapping and Frenzied Birds have a lot of work to do.


#11

CAWS18 Round 3, Player 1, Turn 6

P1 SkeleGrow vs P2 [Balance]/Blood/Strength

Starting Hand

Mad Man
Nether Drain
Bloodrage Ogre
Surprise Attack
Bombaster (skele)

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Surprise Attack, Gunpoint Taxman
Nether Drain, Surprise Attack
Bone Collector, Nether Drain
Lich’s Bargain x 2
Gunpoint Taxman, Bone Collector


Main:

  • Zane + lvl 2 (5)
  • Nether Drain Zane to level 4 and Garth to level 5 (4)
  • BC Saddler kills SQL, I get a skeleton
  • Skeleton punches Rook, Zane kills him, we both get a gold, Bird’s Nest drops, Zane maxbands and heals, shoves Bird to scav (paying 1), we both get another gold (5)
  • Surprise Attack, Sharks join us (0)
  • Zombie kills YT
  • Shark kills Crash bomber, my base to 14, you draw 1
  • Two skeletons and Shark break your tech 2, your base to 16
  • Garth breaks your tech 1, your base to 14
  • Horror and Grant hit your base to 8, I get a skeleton
  • Sacrifice a skeleton to draw 1
Workers

Lich’s Bargain, Scorch, Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Garth (2/2 lvl 5)
  • Zane (4/4 lvl 6)
  • Bone Collector Saddler (3/1)
  • Bone Collector Grant (3/2)
  • Horror (3/1)
  • Zombie (2/1)
  • Skeleton (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Nether Drain
Nautical Dog
Surprise Attack
Charge
Bombaster

End of Turn Discard
My Thoughts

Pedal stays to the metal, going to give up one of the skeletons to replenish my hand JIC he buffs a bird to kill Garth. Teching the other Surprise Attack and the other GPT, Garth can always fetch something that dies in combat or a Hoodie.
…
Solid draw of the other Surprise Attack, I think I will likely be able to GG next turn, even if he has like Kidnapping and manages to clear up my patrol + kill two things



#12

P2T6


StartingHand Workers

STARTING HAND
Bloodlust
Kidnapping
Crash Bomber
Jefferson DeGrey, Ghostly Diplomat


WORKERS
Rich Earth
Verdant Tree
Forest’s Favor
Spore Shambler
Playful Panda


NextHand

Tiger Cub
Bird’s Nest
Crash Bomber
Whitestar Grappler


Discard

Merfolk Prospector
Bloodlust
Kidnapping
Jefferson DeGrey, Ghostly Diplomat
Crash Bomber


Tech 0 card(s)
Get Paid + scavengers - ($12)
Technician draw
Rebuild Tech I
Drakk Ramhorn - ($10)
Merfolk Prospector trades with Scavenger Skeleton, you get a gold
Bird #2 kills Technician Skeleton, you draw
Bloodlust on Horror and Drakk - ($8)
Drakk kills Garth, takes 2 damage, hits level 3
Midband Drakk - ($7)
Kidnapping, I take Bone Collector Grant - ($3)
Tower - ($0)
Frenzied Grant trades with Zane, Drakk to level 6 (maxband), I get a Skeleton
Drakk takes lust damage, Horror dies from lust damage

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton 1/1+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Drakk L6 3/3 (1 to your base on death, 1 damage)
  • Bird #2 1/1 (flying)

Buildings:

  • :heart: Base HP: 8
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Ouch. Bird and MP can clear the patrol, but what’s best to hit with Bloodlust and Kidnapping? Priority is to kill, well, anything that isn’t a Skeleton or a Zombie. Approach I’ve gone with seems best, I can get rid of the healthier Bone Collector and the Horror, and both heroes, while getting a Skeleton to block a bit with. Drakk is still going to die, but it’s the best I can do, and at least I get a Tower in the process.

… Fingers crossed for Tech I staying up, I could really do with that Bomber in case there’s another Bargain coming on Turn 8.


#13

DAAAAAYYYYUM. That was some heavy hitting! I still have lethal though, GGWP!

CAWS18 Round 3, Player 1, Turn 7

P1 SkeleGrow vs P2 [Balance]/Blood/Strength

Starting Hand

Nether Drain
Nautical Dog
Surprise Attack
Charge
Bombaster
Gunpoint Taxman (techn)

Events of Turn:


Upkeep:

  • Get Gold (8+1scav)
  • Draw 1 techn
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Stampede x2
Surprise Attack, Gunpoint Taxman
Nether Drain, Surprise Attack
Bone Collector, Nether Drain
Lich’s Bargain x 2
Gunpoint Taxman, Bone Collector


Main:

  • Arg (7)
  • Gunpoint Taxman (5)
  • Zombie Trades with sql
  • Charge Taxman, it BC and Skeleton take your base, GG WP! (2)

@zhavier P1 has been kind to me, can I have it again next round? :slight_smile:


#14

Ouch, thought I’d at least bought some time! Very well played.


#15

I had considered that I would potentially lose Garth (so perhaps I should not have nether drained him so as to kill a lusty Drakk!) but Zane I did not consider! The lust + kidnapping combo was nice, I should have at least given that a thought.

GG WP, best of luck next round!


#16

Yeah, shame I didn’t have turns like that earlier! Teching Birds so early against red starter plus Necromancy wasn’t playable and slowed me down. Best of luck to you too!