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[CAWS19] Round5 Bomber678 Mono Red vs EricF [Feral]/Law/Fire

@EricF Oh boy. Here we go.


Turn 1

Hand: Bloodburn, Careless Musketeer, Makeshift Rambaster, Nautical Dog, Pillage
Workers: Bloodburn


  1. Get paid (+$4, $4)
  2. Hire a worker ($3)
  3. Summon Nautical Dog ($2)
  4. Summon Careless Musketeer ($0)
  5. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
  • Units/Heroes:
    Careless Musketeer (2/1)
    Nautical Dog (1/1)
  • Base: 20
  • Other:

Economy:

  • Workers: 5
  • Gold: 0
  • Hand: 4
  • Deck: 1
  • Discard: 2

Hand

Scorch, Mad Man, Bloodrage Ogre, Charge

Discard

Makeshift Rambaster, Pillage

Think

He has some really good tech 1s and some really bad tech 1s. Should I tech kidnapping…? Not first up. Maybe turn 3.

5 gold
Worker Rich Earth (4)
Bigby (2)
Panda (0)
Stash 1, discard 2, draw 4

SQL L1 Bigby (2/3 +1)
Technician - Wisp (0/1)

Playful Panda (2/2)

Base - 20

6 workers, 0 gold
Hand: 5
Deck: 1
Discard: 2

@EricF your worker choice is visible again

Turn 2

Hand: Scorch, Mad Man, Bloodrage Ogre, Charge
Tech: Lobber, Gunpoint Taxman
Workers: Bloodburn, Mad Man


  1. Tech 2 cards
  2. Get paid (+$5, $5)
  3. Hire a worker ($4)
  4. Build Tech 1 ($3)
  5. Summon Bloodrage Ogre ($1)
  6. Careless Musketeer shoots Panda
  7. Discard 2, draw 1, reshuffle, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Bloodrage Ogre (3/2+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Nautical Dog (1/1)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Careless Musketeer (2/1)
  • Base: 19
  • Other:

Economy:

  • Workers: 6
  • Gold: 1
  • Hand: 4
  • Deck: 3
  • Discard: 0

Hand

Bombaster, Gunpoint Taxman, Scorch, Pillage

Discard

Thinking

I could go all out aggression, but I think I’ll wait. Next turn, we strike.

P2, Turn 2

Young Treant (stashed from last turn)

  1. Merfolk Prospector — Tech 0 (stash this turn)
  2. Tiger Cub — Tech 0
  3. Verdant Tree — Tech 0 -> Worker
  4. Forest’s Favor — Magi

Tech Lobber + Centaur

6 gold (6)
Worker (5)
Forest Favor on Bigby (2)
Bigby kills BRO
Level Bigby to heal up (0)
Stash 1, Discard 2, Draw 1, rs, Draw 3

SQL - Playful Panda (2/1 +1)
Scavenger - Wisp (0/1)

L3 Bigby+ (3/5)

Base - 20

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

Next Hand

Young Treant — Tech 0
Rampant Growth — Magic
Lobber
Merfolk Prospector — Tech 0
Ironbark Treant — Tech 0

Turn 3

Hand: Bombaster, Gunpoint Taxman, Scorch, Pillage
Tech: Disguised Monkey, Kidnapping
Workers: Bloodburn, Mad Man, Scorch


  1. Tech 2 cards
  2. Get paid (+$6, $7)
  3. Hire a worker ($6)
  4. Summon Gunpoint Taxman ($4)
  5. Summon Bombaster ($2)
  6. Nautical Dog kills Panda
  7. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Careless Musketeer (2/1+A)
    :psfist:Elite:
    :ps_:Scavenger: Gunpoint Taxman (3/3)
    :pschip:Technician: Bombaster (2/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
  • Base: 19
  • Other:

Economy:

  • Workers: 7
  • Gold: 2
  • Hand: 3
  • Deck: 0
  • Discard: 5

Hand

Charge, Lobber, Makeshift Rambaster

Discard

Pillage, Bloodrage Ogre, Nautical Dog, Kidnapping, Disguised Monkey

Thenk

I’ve been away a whole weekend and I’ve forgotten what I was planning. I’m thinking now about doing gunships but I might get ruined by Injunction here.

P2, Turn 3

Young Treant — Tech 0 (Stash)
Rampant Growth — Magic
Lobber
Merfolk Prospector — Tech 0
Ironbark Treant — Tech 0 -> Worker

Tech Judgement Day and Community Service

7 gold (7)
Rampant Growth Wisp (4)
Wisp kills Musketman
Bigby kills Taxman
Level up to heal (2)
Worker (1)
Prospector (0)
Discard 2, Draw 4

Technician - Merfolk Prospector (1/1)

Wisp (0/1)
L5 Bigby+ (4/5)

Base - 20

8 workers, 0 gold
Hand: 4
Deck: 0
Discard: 6

Next Hand

Spore Shambler — Tech 0
Tiger Cub — Tech 0
Centaur
Forest’s Favor — Magi

Turn 4

Hand: Charge, Lobber, Makeshift Rambaster
Tech: Steam Tank, Pirate Gunship
Workers: Bloodburn, Mad Man, Scorch


  1. Tech 2 cards
  2. Get paid (+$7, $10)
  3. Hire a worker ($9)
  4. Build Tech 2 Anarchy ($5)
  5. Summon Lobber ($4)
  6. Summon Makeshift Rambaster ($2)
  7. Summon Captain Zeno Zane ($0)
  8. Bombaster kills Prospector, you draw
  9. Zane, Lobber, and Rambaster kill Bigby
  10. Discard 0, reshuffle, draw 2

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
    Bombaster (2/1)
  • Base: 19
  • Other:

Economy:

  • Workers: 8
  • Gold: 0
  • Hand: 2
  • Deck: 9
  • Discard: 0

Hand

Makeshift Rambaster, Disguised Monkey

Discard

Thunk

I’m super dumb. I was away for the whole weekend, then posted that turn. Then this morning Eric posted his turn and I realised I teched kidnapping when he doesn’t even have a tech 1.
So uhhh anyway let’s kill Bigby and tech gunship and try not to draw it just yet or something

P2, Turn 4

Spore Shambler — Tech 0
Tiger Cub — Tech 0 -> Worker
Centaur
Forest’s Favor — Magi
Tech Draw: Merfolk Prospector — Tech 0 //heh

Tech in Feral Strike and Injunction

8 gold (8), rs and draw 1
Worker (7)
Tech I (5)
Prospector returns (4)
Cal (2)
Forest Favor on Cal (0)
Discard 2, Draw 4

SQL - L1 Cal+ (3/4)
Technician - Wisp (0/1)

Merfolk Prospector (1/1)

Base - 20
Tech I - 5

9 workers, 0 gold
Hand: 4
Deck: 2
Discard: 5

Next Hand
  1. Young Treant — Tech 0
  2. Playful Panda — Tech 0
  3. Judgement Day
  4. Rampant Growth — Magic

Wow you ripped it off the reshuffle? Nice


Turn 5

Hand: Makeshift Rambaster, Disguised Monkey
Tech: Steam Tank, Bloodlust
Workers: Bloodburn, Mad Man, Scorch, Charge, Makeshift Rambaster


  1. Tech 2 cards
  2. Get paid (+$8, $8)
  3. Hire a worker ($7)
  4. Summon Disguised Monkey ($5)
  5. Summon Drakk Ramhorn ($3)
  6. Build a Tower ($0)
  7. Bombaster and Monkey kill Calamandra, Drakk gains 2 levels
  8. Discard 0, draw 2

  • Patrol:
    :psblueshield:Squad Leader: Drakk Ramhorn (1/3+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
  • Base: 19
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 2
  • Deck: 7
  • Discard: 4

Hand

Pillage, Gunpoint Taxman

Discard

Bombaster, Disguised Monkey, Steam Tank, Bloodlust

Thonk

Well, this position is… ok. Hopefully we can build Tech 3 and then immediately draw gunships. That would be super nice. I’m probably gonna get Injunctioned though.

P2, T5

Tech in… anti hero things, I guess. So, Murkwood Allies (for theoretical Gunship mitigation) and Firebird.

  1. Young Treant — Tech 0
  2. Playful Panda — Tech 0
  3. Judgement Day -> worker
  4. Rampant Growth — Magic
    Draw: Lobber

9 gold (9)
Young Treant (7)
Bigby (5)
Lobber (4)
Rampant Growth Lobber, kills Drakk (1)
Prospect (2)
Worker (1)
Discard 1, Draw 1, rs, Draw 2. Float 1 gold

Scavenger - Young Treant (0/2)
Technician - Wisp (0/1)

Merfolk Prospector (1/1)
L3 Bigby (2/4)
Lobber (2/2)

Base - 20
Tech I - 5

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

Don’t forget that you take 1 from Drakk


Turn 6

Hand: Pillage, Gunpoint Taxman
Tech: Pirate Gunship, Gunpoint Taxman
Workers: Bloodburn, Mad Man, Scorch, Charge, Makeshift Rambaster, Pillage


  1. Tech 2 cards
  2. Get paid (+$9, $9)
  3. Hire a worker ($8)
  4. Build Tech 3 ($3)
  5. Summon Gunpoint Taxman ($1)
  6. Discard 0, draw 2

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Gunpoint Taxman (3/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tech 3: 5
    Tower: 4
  • Units/Heroes:
  • Base: 19
  • Other:

Economy:

  • Workers: 10
  • Gold: 1
  • Hand: 2
  • Deck: 5
  • Discard: 6

Hand

Bloodrage Ogre, Steam Tank

Discard

Gunpoint Taxman, Bloodlust, Pirate Gunship, Bombaster, Steam Tank, Disguised Monkey

Thinkerino

I’m quite disappointed I have to worker Pillage here, but I desperately need some defence. Maybe I should’ve just played Jaina instead though.

P2, Turn 5

Community Service
Feral Strike
Murkwood Allies
//an unfortunate mix. Maybe Stash the Feral Strike while building Tech II?
I think Community Service as a 5-cost “kill Taxman” followed by a level up, and breaking whatever tech building seems most critical? And building Tech II. Yes, that seems fine.

10 gold (11), no tech
Community Service (6), checking your Discard pile for volunteers. Excellent, I see you have a Gunship in there, so I probably don’t have to break Tech III just yet. I’ll take the Steam Tank.
Lobber shoots your Tech III for 1 point
Tech II Fire (2)
Prospect (3)
Tower (0)
Stash 1, Discard 1, Draw 3

SQL - Steam Tank (3/6 +1)
Scavenger - Young Treant (0/2)
Technician - Wisp (0/1)

Merfolk Prospector (1/1)
L3 Bigby (2/4)
Lobber (2/2)

Base - 19
Tech I - 5
Tech II - 5
Tower - 4

10 workers, 0 gold
Hand: 4
Deck: 4
Discard: 2

Next Hand

Feral Strike
Spore Shambler — Tech 0
Centaur
Rampant Growth — Magic

Hey wait I liked him


Turn 7

Hand: Bloodrage Ogre, Steam Tank
Tech: Desperation, Surprise Attack
Workers: Bloodburn, Mad Man, Scorch, Charge, Makeshift Rambaster, Pillage


  1. Tech 2 cards
  2. Get paid (+$10, $11)
  3. Summon Steam Tank ($8)
  4. Summon Bloodrage Ogre ($6)
  5. Summon Jaina Stormborne ($4)
  6. Discard 0, draw 2

  • Patrol:
    :psblueshield:Squad Leader: Steam Tank (3/6+A)
    :psfist:Elite: Jaina Stormborne (3/3)
    :ps_:Scavenger: Bloodrage Ogre (3/2)
    :pschip:Technician: Gunpoint Taxman (3/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tech 3: 4
    Tower: 4
  • Units/Heroes:
  • Base: 19
  • Other:

Economy:

  • Workers: 10
  • Gold: 4
  • Hand: 2
  • Deck: 3
  • Discard: 7

Hand

Careless Musketeer, Kidnapping

Discard

Big Think

This is very bad. At least I can kidnap the Steam Tank back and try to trade it somehow next turn. Maybe my tech 3 will survive and maybe eventually I’ll draw my gunship.

P2, Turn 6

Feral Strike (Stashed, again)
Spore Shambler — Tech 0
Centaur
Rampant Growth — Magic

Defense: 7 / 3, 2, 3 / 4 = 19
Attack: 3*, 1, 3, 2 / +2 for 5, +2 for 2 = 13. If I draw into Interdiction:
3, 2, 3 / 4 defense
1, 2, +2 for 5, +2 for 2*, Tank = only 7… can’t quite break Tech III no matter what. Guess I just have to hope for another turn of Gunship reprieve. Let’s draw 1 anyway, and then make plans

Draw: Forest’s Favor

10 gold (10). No Tech
Max Bigby, tap to draw a card (8)
Cal (6)
Lobber pings Tech III for another point
Prospect (7)
Max Cal (3)
Centaur (0)
Stash 1, Discard 3, Draw 3, rs, Draw 1.

Units have Resist 1
SQL - Steam Tank (3/6 +1)
Scavenger - Young Treant (0/2)
Technician - Wisp (0/1)
Lookout - Centaur (3/4)

L5 Bigby (3/4)
L5 Cal (4/5)
Lobber (2/2)
Merfolk Prospector (1/1)

Base - 19
Tech I - 5
Tech II - 5
Tower - 4

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

Next Hand

Forest’s Favor — Magi
Feral Strike
Injunction
Playful Panda — Tech 0
Firebird

Turn 8

Hand: Careless Musketeer, Kidnapping
Workers: Bloodburn, Mad Man, Scorch, Charge, Makeshift Rambaster, Pillage, Careless Musketeer


  1. Tech 0 cards
  2. Get paid (+$10, $14)
  3. Summon Drakk Ramhorn ($12)
  4. Midband Drakk ($9)
  5. Cast Kidnapping on Steam Tank ($4)
  6. Jaina kills Young Treant, sparkshots Wisp, you draw and gain 1 gold
  7. Gunpoint Taxman kills Centaur, steals your gold ($5)
  8. Summon Captain Zeno Zane ($3)
  9. Hire a worker ($2)
  10. Steam Tank, Steam Tank, Bloodrage Ogre, and Captain Zeno Zane deal 22 damage to your base

@FrozenStorm
I think I killed him

Gg dude

4 Likes

ouch. gg 10 char

2 Likes

I’m vindicated for my terrible tech on turn 3