[CAWS19] Round4 EricF [Feral]/Law/Fire vs FrozenStorm [Future]/Peace/Necromancy

@FrozenStorm good luck, high five!

P1, Turn 1

Maybe going first, I’ll have the tempo to land an Arresting Constable? Probably not, though.

  1. Rich Earth — Tech 0 -> Worker //this really does need to cost 2 to be playable. Paying 2 (net) gold on T1 to save 3-5 gold over the course of the game is not ever really worth it. But paying 1 extra to get a temp worker would be (and would also make a Card+hero T1 play 54% more likely).
  2. Ironbark Treant — Tech 0
  3. Merfolk Prospector — Tech 0
  4. Tiger Cub — Tech 0
  5. Verdant Tree — Tech 0

4 gold (4)
Cal (2)
Worker (1)
Prospector (0)
Discard 3, Draw 5

SQL - Prospector (1/1 +1) #looknoZane

L1 Cal (2/3)

Base - 20

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

1 Like

GL HF @EricF!

CAWS19 Round4 - Player 2, Turn 1

P2 [Future]/Peace/Necromancy vs P1 [Feral]/Law/Fire

Starting Hand

Neo Plexus
Plasmodium
Time Spiral
Hardened Mox
Fading Argonaut

Events of Turn:


Upkeep:

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

Main:

  • Hardened Mox (2)
  • Worker (1)
Workers

Time Spiral

  • :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:
  • :psfist: Elite: Hardened Mox (2/1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Tinkerer
Battle Suits
Forgotten Fighter
Temporal Research
Nullcraft

End of Turn Discard
My Thoughts

Joggermox anyone? I’m not honestly sure how Eric’s deck is supposed to work, I only know I saw Censorship Council and Feral Strike played his previous game vs. Akiata. I’ll need to do some recon work. This is a little bit of a tough situation with Plexus AND Fargo in this hand also, might end up doing like Nullcraft + Tower next turn or something… Awkward. Hm. Well I still feel like this is the right call. Maybe Vir + FF + T1 next turn… Hang vir up to dry or something


P1, Turn 2

Spore Shambler — Tech 0 -> Worker
Forest’s Favor — Magi
Young Treant — Tech 0
Playful Panda — Tech 0
Rampant Growth — Magic

Tech Huntress + Lobber

5 gold + prospect (6)
Playful Panda (4)
Worker (3)
Tech I (1)
Discard 3, rs, Draw 5. Float 1 gold.

SQL - L1 Cal (2/3 +1)
Scavenger - Wisp (0/1)

Prospector (1/1)
Playful Panda (2/2)

Base - 20
Tech I - 5

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

Next Hand
  1. Tiger Cub — Tech 0
  2. Young Treant — Tech 0
  3. Verdant Tree — Tech 0
  4. Lobber
  5. Ironbark Treant — Tech 0

CAWS19 Round4 - Player 2, Turn 2

P2 [Future]/Peace/Necromancy vs P1 [Feral]/Law/Fire

Starting Hand

Tinkerer
Battle Suits
Forgotten Fighter
Temporal Research
Nullcraft

Events of Turn:


Upkeep:

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

Boot Camp x2


Main:

  • Nullcraft, kills Prospector (5)
  • Battle Suits (3)
  • Tech 1 (1)
  • Worker (0)
Workers

Forgotten Fighter, Time Spiral

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Hardened Mox (2+1/1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nullcraft (1/1)
  • Battle Suits

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Tinkerer
Boot Camp
Fading Argonaut
Plasmodium

End of Turn Discard
My Thoughts

On with the Juggermox show! Suits + Nullcraft + T1 feels slightly better here than tower, mostly b/c the Tower could get wrecked but the T1 builds fo free


P1, Turn 3

Ironbark Treant — Tech 0 -> Worker
Verdant Tree — Tech 0
Tiger Cub — Tech 0
Young Treant — Tech 0
Lobber

Tech in Injunction and Feral Strike

Draw Rampant Growth

6 gold (7)
Young Treant (5)
Worker (4)
Verdant Tree (2)
Discard 3, Draw 2, rs, Draw 3. Float 2 gold.

SQL - L1 Cal (2/3 +1)
Scavenger - Wisp (0/1)
Technician - Young Treant (0/2)

Playful Panda (2/2)

Base - 20
Tech I - 5
Verdant Tree - 3

7 workers, 2 gold
Hand: 5
Deck: 3
Discard: 0

Next Hand

Huntress
Forest’s Favor

  1. Tiger Cub — Tech 0
  2. Lobber
  3. Rampant Growth — Magic

CAWS19 Round4 - Player 2, Turn 3

P2 [Future]/Peace/Necromancy vs P1 [Feral]/Law/Fire

Starting Hand

Tinkerer
Boot Camp
Fading Argonaut
Plasmodium
Temporal Research (bc)

Events of Turn:


Upkeep:

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

Hooded Executioner, Nether Drain
Boot Camp x2


Main:

  • Mox runs into Cala, she takes 1
  • Nullcraft kills Wisp, you get 1g
  • Onimaru (5)
  • Boot Camp Mox, draw 1 (4)
  • Fading Argonuat (2)
  • Worker (1)
Workers

Plasmodium, Forgotten Fighter, Time Spiral

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (3/3+1armor fade 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Onimaru (2/3 lvl 1)
  • :target: Lookout:

In Play:

  • Hardened Mox (3/2, +)
  • Nullcraft (1/1)
  • Battle Suits

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Boot Camp
Neo Plexus
Hooded Executioner
Tinkerer

End of Turn Discard
My Thoughts

I smell Bamstamper… I’m teching a Nether Drain and Hoodie, try to clear this stuff up and do something to combat Feral Strike. Chances are I don’t get the second BC off and Oni dies anyway. Fingers crossed he doesn’t so I can keep buffing Mox!


P1, Turn 4

Huntress
Forest’s Favor

  1. Tiger Cub — Tech 0 → Worker
  2. Lobber
  3. Rampant Growth — Magic

So I could just do this:

Replacing Cub with Panda. That would leave me floating 2 gold, which is 10 next turn, which is 2 short of Tech II + Feral Strike #sad. I don’t actually need the Lobber, though. Or, I could leave out the Huntress (and just play the Lobber and ping something, since I don’t have to worry about Zane

So, given all that, let’s avoid Assimilate bait and just go Tech II Fire.
Bring in one Lizzo and one Firebird

7 gold (10), Cal Heals
Rampant Growth Panda, kills Fading Argo (8)
Level Cal to 3, kills Oni, maxes (6)
Worker (5)
Lobber, attacks your Tech I for 2 damage (4)
Tech II Fire (0)
Discard 2, Draw 3, rs, Draw 1

Scavenger - Young Treant (0/2)

L5 Cal (4/5)
Lobber (2/2)
Playful Panda (2/1)

Base - 20
Tech I - 5
Tech II - 5 (Fire)
Verdant Tree - 3

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

Next Hand

Rampant Growth — Magic
Merfolk Prospector — Tech 0
Injunction
Feral Strike

mox not listed )

CAWS19 Round4 - Player 2, Turn 4

P2 [Future]/Peace/Necromancy vs P1 [Feral]/Law/Fire

Starting Hand

Boot Camp
Neo Plexus
Hooded Executioner
Tinkerer
Nether Drain (techn, booyah)

Events of Turn:


Upkeep:

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

Overeager Cadet x2
Hooded Executioner, Nether Drain
Boot Camp x2


Main:

  • Garth (7)
  • Nether Drain Cala, levels to Garth (6)
  • Hooded Executioner + boost, YT dies (1)
  • Mox and Nullcraft kill Cala, Garth to level 5
  • Worker (0)
Workers

Tinkerer, Plasmodium, Forgotten Fighter, Time Spiral

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 3

In Patrol:

  • :psblueshield: Squad Leader: Garth (2/4+1armor lvl 5)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Hooded Executioner (4/3)

In Play:

  • Hardened Mox (3/2, +)
  • Nullcraft (1/1)
  • Battle Suits

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Boot Camp
Temporal Research
Overeager Cadet
Overeager Cadet

End of Turn Discard
My Thoughts

Wow, worked out great! The Tree is still a concern, but at least Cala’s out of the way :slight_smile:


Summary

Tech Cinderblast Dragon and Judgement Day

Rampant Growth — Magic
Merfolk Prospector — Tech 0 -> Worker
Injunction
Feral Strike

8 gold (9), heal Panda
Bigby (7)
Rampant Growth Panda (4)
Worker (3)
Panda and Lobber kill Garth, Bigby to L3, Lobber dies
Injunction your Tech I (0)
Discard 1, Draw 3

SQL - L3 Bigby (2/4 +1)

Playful Panda (2/2)

Base - 20
Tech I - 5
Tech II - 5 (Fire)
Verdant Tree - 3

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

Next Hand
  1. Bamstamper Lizzo
  2. Forest’s Favor — Magi
  3. Huntress
    Last Card: Firebird

The reach around Rampant Growth, oof!

CAWS19 Round4 - Player 2, Turn 5

P2 [Future]/Peace/Necromancy vs P1 [Feral]/Law/Fire

Starting Hand

Boot Camp
Temporal Research
Overeager Cadet
Overeager Cadet
Neo Plexus (bc)

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Hooded Executioner, Assimilate
Overeager Cadet x2
Hooded Executioner, Nether Drain
Boot Camp x2


Main:

  • Onimaru (7)
  • Boot Camp Bigby, draw 1 (6)
  • Neo Plexus (4)
  • Mox kills the Panda
  • Nullcraft pings your tech 2 to 4hp
  • Hero’s Hall (2)
  • Worker (1)
Workers

Temporal Research, Tinkerer, Plasmodium, Forgotten Fighter, Time Spiral

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 3
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Onimaru (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Hooded Executioner (4/3)
  • Hardened Mox (3/2, +)
  • Neo Plexus (3/2)
  • Nullcraft (1/1)
  • Battle Suits

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Boot Camp
Fading Argonaut
Nether Drain
Hooded Executioner

End of Turn Discard
My Thoughts

Hmm, I want to limit the firepower here, I’m going to Boot Camp Bigby out of the way to take out that Panda. Teching in assimilate, plan to steal that tree


P1, Turn 6
  1. Bamstamper Lizzo
  2. Forest’s Favor — Magi -> Worker
  3. Huntress
    Last Card: Firebird

Tech Scribe + Hotter Fire

9 gold (9)
Worker (8)
Cal (6)
Level Bigby (4)
Bigby kills Oni, Cal to L3
Bamstamper Lizzo (0), Kills Hooded Executioner
Discard 1, Draw 1, rs, Draw 2

SQL - Bamstamper Lizzo (5/3 +1) (resist 1 from Cal)
Scavenger - L3 Cal (3/4)

L5 Bigby+ (4/3)

Base - 20
Tech I - 5
Tech II - 4 (Fire)
Verdant Tree - 3

10 workers, 0 gold
Hand: 3
Deck: 9
Discard: 0

Next Hand

Huntress
Young Treant
Firebird

CAWS19 Round4 - Player 2, Turn 6

P2 [Future]/Peace/Necromancy vs P1 [Feral]/Law/Fire

Starting Hand

Boot Camp
Fading Argonaut
Nether Drain
Hooded Executioner

Events of Turn:


Upkeep:

  • Get Gold (10+1float)
  • Elect to tech 2 cards in
All Teched Cards

Gilded Glaxx, Death Rites
Hooded Executioner, Assimilate
Overeager Cadet x2
Hooded Executioner, Nether Drain
Boot Camp x2


Main:

  • Garth (9)
  • Nether Drain Cala, levels to Garth (8)
  • Vir (6)
  • Hooded Executioner + Boost, kill Bamstamper (1)
  • Mox kills Cala, Garth to level 5, you get 1g
  • Plexus trades with Bigby, Garth maxbands and fetches a Gilded Glaxx
  • Nullcraft hits your tech2 to 3hp
  • Make a skeleton (0)
Workers

Temporal Research, Tinkerer, Plasmodium, Forgotten Fighter, Time Spiral

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 3
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Garth (3/4+1armor lvl 7)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician:
  • :target: Lookout: Hooded Executioner (4/3)

In Play:

  • Vir (2/3 lvl 1)
  • Hardened Mox (3/2, +)
  • Gilded Glaxx (4/4)
  • Nullcraft (1/1)
  • Battle Suits

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Overeager Cadet
Overeager Cadet
Boot Camp
Assimilate

End of Turn Discard

Death Rites
Nether Drain
Hooded Executioner
Neo Plexus
Fading Argonaut
Boot Camp

My Thoughts

Worked out nice, I can kill a ton of stuff… Grabbing Death Rites as I think I have a good path to victory with that, combined with stealing the declaration of independence Verdant Tree.


P1, Turn 7

Huntress
Young Treant
Firebird

//only recourse here is to build Tech III and hope I can make something happen.

+Scribe
+Hotter Fire

10 gold (11), tech nothing
Young Treant, draw (9)
Scribe, draw (7)
Tech III (2)
Huntress (0)
Discard 2, Draw 4

SQL - Huntress (3/3 +1)
Scavenger - Young Treant (0/2)
Technician - Scribe (1/3)

Base - 20
Tech I - 5
Tech II - 3 (Fire)
Tech III - 5
Verdant Tree - 3

10 workers, 0 gold
Hand: 4
Deck: 3
Discard: 3

Next Hand
  1. Playful Panda — Tech 0
  2. Cinderblast Dragon
  3. Rampant Growth — Magic
  4. Lobber
    Tech Draw: Injunction

CAWS19 Round4 - Player 2, Turn 7

P2 [Future]/Peace/Necromancy vs P1 [Feral]/Law/Fire

Starting Hand

Overeager Cadet
Overeager Cadet
Boot Camp
Assimilate
Boot Camp (rs BC)
Nether Drain (BC 2)

Events of Turn:


Upkeep:

  • Get Gold (10)
  • no techs
All Teched Cards

Gilded Glaxx, Death Rites
Hooded Executioner, Assimilate
Overeager Cadet x2
Hooded Executioner, Nether Drain
Boot Camp x2


Main:

  • Assimilate the Tree (7)
  • Vir dies to Huntress, mox takes it down
  • Onimaru (5)
  • Boot Camp mox, rs draw 1 (4)
  • Boot Camp mox again, draw 1 (3)
  • Hoodie kills Scribe, takes 1, you get a card
  • Garth kills YT, you get a gold
  • Glaxx and Nullcraft break your tech 3, your base to 18
  • Skeleton hits your tech 2 to 2hp
  • Make a skeleton (2)
  • Overeager Cadet
  • Overeager Cadet
Workers

Temporal Research, Tinkerer, Plasmodium, Forgotten Fighter, Time Spiral

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 3
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Overeager Cadet (3/2)
  • :exhaust: Technician: Overeager Cadet (3/2)
  • :target: Lookout: Skeleton (1/1)

In Play:

  • Garth (3/4 lvl 7)
  • Onimaru (2/3 lvl 1)
  • Hardened Mox (5/4, +++)
  • Hooded Executioner (4/2)
  • Gilded Glaxx (4/4)
  • Nullcraft (1/1)
  • Skeleton (1/1)
  • Verdant Tree (3hp), pilfered
  • Battle Suits

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 10

End of Turn Hand

Death Rites
Fading Argonaut
Neo Plexus

End of Turn Discard
My Thoughts

This should seal the deal


Alright, that’ll do jim.

I totally forgot about Executioner, and then lost badly to it. Gg.

1 Like

Man, you’re THE GUY that showed me just how powerful Hoodie is :wink: I know that pain. GG WP! Was a fun one