[CAWS19] Round3 Akiata [Past]/Peace/Anarchy vs EricF [Feral]/Law/Fire

Oof, things just went a little sideways on me there!

P1T9


Tech StartingHand Workers

TECH
The Art of War
Seer


STARTING HAND
Overeager Cadet (3+1/2)
Patriot Gryphon
Boot Camp
Flagstone Garrison
The Art of War
Rememberer
Surprise Attack
Ebbflow Archon


WORKERS
Time Spiral
Plasmodium
Tinkerer
Forgotten Fighter
Neo Plexus
Flagstone Garrison
Fading Argonaut (3+1/3, Fading ***)
Surprise Attack


NextHand

Rememberer (4/3, Fading ***)
Temporal Research
Ebbflow Archon
Nullcraft (1/1, Flying, Haste)
Seer


Tech 2 card(s)
Get Paid + Scavenger + Technician Draw - ($12)
Rebuild Tech III building
Onimaru reads up on the Art of War - ($9)
Onimaru dismisses the Censorship Council, and loses one piece of armour.
Construct a Flagstone Garrison - ($6)
Play Overeager Cadet, draw 1

Draw

Sharks… argh, can’t afford to play it.

Play Rememberer (4/3, Fading ***), draw 1 - ($1)

Draw

Ebbflow Archon

Worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L8 - General Onimaru (6/5+AA, Frenzy 1, Readiness, Swift Strike, Unstoppable)
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet (3/2)
  • :pschip: Technician: Rememberer (4/3, Fading***)
  • :target: Lookout:

In Play:

  • Battle Suits
  • The Art of War

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Peace)
  • :heart: Flagstone Garrison HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 12
Thoughts

Tech III break. Youch. Ugh, the way the cards have fallen I won’t have an Archon to remember if my rememberer survives. So I’m teching in more stuff! I don’t think that deck has a good way to stop Art of War? We’ll see I suppose!

@EricF’s turn!

P2, Turn 9
  1. Insurance Agent
  2. Insurance Agent
  3. Merfolk Prospector — Tech 0
  4. Feral Strike

Tech in an Injunction

Draw Rampant Growth and Huntress
Discard Prospector & Huntress
Draw Tiger Cub
Stash Rampant Growth

10 gold (11). Tech 1 card
Double Insurance Agent, both Insure the Bamstamper (9)
Bamstamper attacks Onimaru. Dies a horrible grizly death. I draw 2 and gain 8 gold (17)
Boost another Feral Strike, Fetching and playing another Bamstamper and Gigadron (9)
Bamstamper kills Rememberer
Invisible Tiger & Lobber activation break Tech III
Discard 2 cards for Cal. Cal & Lobber activation break Tech II
Censorship Council (5)
Max Bigby, heals (1)
Tap Bigby to draw a card.
Stash 1, Discard 1, Draw 1, rs, Draw 2. Float 1 gold.

Resist 1 / Limit one card from hand
SQL - Insurance Agent (2/2 +1)
Elite - Insurance Agent (3/2)
Scavenger - Bamstamper (5/3)
Technician - Scribe (1/3)
Lookout - Gigadron (8/8)

Invisible Tiger (4/4)
L5 Bigby (3/4)
L5 Cal (4/5)
Lobber (2/1)
Lobber (2/1)

Base - 20
Tech 1 - 5
Tech 2 - 5 (Law)
Tower - 4
Censorship Council - 5

10 workers, 1 gold
Hand: 4
Deck: 8
Discard: 0

Next Hand

Rampant Growth
Verdant Tree

  1. Tiger Cub — Tech 0
  2. Feral Strike
3 Likes

Neatly done! I’ll concede to that, you’ve very effectively shutdown all my options. Good game, and best of luck with the rest of the tournament.

Oh, and I was thinking maybe “Jungle Fever” is a catchy name for the deck. :slight_smile:

@FrozenStorm - EricF takes the W!

2 Likes

So you didn’t grab Detonate at any point to answer the Council, just tried to go over the top with Tech III?

The idea was to work around the Council by Remembering units. But by the time I got them down, I was not able to defend them. I don’t know, teching in and then playing Detonate has an opportunity cost that seemed like it may end up ceding the initiative. If I can work around it with Rememberers then the theory was I could maintain board pressure. Obviously it didn’t pan out that way, perhaps I ought to consider Detonate in the future.