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[CAWS20] Round5: Bomber678 [Finesse]/Anarchy/Strength vs FrozenStorm [Demonology/Necromancy]/Finesse

This is a very close scenario

Also you don’t have a floating gold


Turn 8

Hand: Wither, Maestro, Brick Thief, Tenderfoot, Earthquake
Workers: Spark, Fruit Ninja, Bird’s Nest, Helpful Turtle, Bloom, Granfalloon Flagbearer, Earthquake

Techs

Turn 2: Bird’s Nest, Bird’s Nest
Turn 3: Earthquake, Earthquake
Turn 4: Nimble Fencer, Surprise Attack
Turn 5: Nimble Fencer, Maestro
Turn 6: Discord, Surprise Attack
Turn 7: Star-Crossed Starlet, Grounded Guide


  1. Tech 0 cards
  2. Get paid (+$10, $10)
  3. Rebuild Tech 1 ($10)
  4. Summon River Montoya ($8)
  5. Maxband River ($4)
  6. Summon Tenderfoot ($4)
  7. Summon Brick Thief, damage your base 1, heal mine 1 ($3)
  8. Discard 3, draw 5

  • Patrol:
    :psblueshield:Squad Leader: River Montoya (3/4+A)
    :psfist:Elite: Tenderfoot (2/2)
    :ps_:Scavenger:
    :pschip:Technician: Brick Thief (2/1)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Heroes’ Hall: 4
  • Units/Heroes:
  • Base: 12
  • Other:

Economy:

  • Workers: 10
  • Gold: 3
  • Hand: 5
  • Deck: 6
  • Discard: 3

Hand

Grounded Guide, Bloom, Bird’s Nest, Granfalloon Flagbearer, Discord

Discard

Wither, Maestro, Earthquake

Think

Well, just have to keep blocking and waiting for sharks. Didn’t draw it this time… we’ll just keep on trying.

Indeed very close!

CAWS20 Round5: Player 2, Turn 8

P2 Nightmare vs P1 Finesse/Anarchy/Strength

Starting Hand

Skeletal Archery
Skeleton Javelineer
Discord

Events of Turn:


Upkeep:

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

Appel Stomp, Two Step
Maestro, Grounded Guide
Doom Grasp x2
Nimble Fencer, Star-Crossed Starlet
Nether Drain, Discord
Nether Drain, Star-Crossed Starlet
Dark Pact, Nimble Fencer


Main:

  • Vandy hits River, sparks Tendie
  • River kills river, maxbands and heals
  • Discord, Tendie and Thief die, you draw 1 (6)
  • Garth and Fencer break your tech1, your base to 10
  • Make a skeleton (5)
  • Skeleton Javelineer, free from river max
  • Maxband Vandy, buff skeleton (3)
Workers

Jandra, the Negator, Poisonblade Rogue, Summon Skeletons

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

Board Info:

Buildings:

  • :heart: Base HP: 7
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Hero’s Hall HP: 3

In Patrol:

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

In Play:

  • Garth (3/2 lvl 7)
  • River (3/4 lvl 5)
  • Vandy (4/5 lvl 5)
  • Nimble Fencer (2/3)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 10

Gold:

  • Gold: 3
  • Workers: 8

End of Turn Hand

Dark Pact
Graveyard
Nimble Fencer

End of Turn Discard

Star-Crossed Starlet
Doom Grasp
Grounded Guide
Maestro
Thieving Imp
Star-Crossed Starlet
Appel Stomp
Two Step
Discord
Skeletal Archery

My Thoughts

Okay, keep the fingies crossed no sharks, I can finish next turn with a fetched meta if bomber doesn’t tower up


Bro please come on that’s my tech one

Also your base is on 7


Turn 9

Hand: Grounded Guide, Bloom, Bird’s Nest, Granfalloon Flagbearer, Discord, Timely Messenger
Workers: Spark, Fruit Ninja, Bird’s Nest, Helpful Turtle, Bloom, Granfalloon Flagbearer, Earthquake, Grounded Guide

Techs

Turn 2: Bird’s Nest, Bird’s Nest
Turn 3: Earthquake, Earthquake
Turn 4: Nimble Fencer, Surprise Attack
Turn 5: Nimble Fencer, Maestro
Turn 6: Discord, Surprise Attack
Turn 7: Star-Crossed Starlet, Grounded Guide


  1. Technician draw
  2. Tech 0 cards
  3. Get paid (+$10, $13)
  4. Rebuild Tech 1 ($13)
  5. Hire a worker ($12)
  6. Summon Garus Rook ($10)
  7. Cast Bloom on Rook ($8)
  8. Summon Granfalloon Flagbearer ($5)
  9. Summon Timely Messenger ($4)
  10. Build a Tower ($1)
  11. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Garus Rook (3/5+A)
    :psfist:Elite:
    :ps_:Scavenger: Timely Messenger (1/1)
    :pschip:Technician: Granfalloon Flagbearer (2/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tower: 4
  • Units/Heroes:
  • Base: 8
  • Other:

Economy:

  • Workers: 11
  • Gold: 1
  • Hand: 4
  • Deck: 1
  • Discard: 8

Hand

Surprise Attack, Surprise Attack, Nimble Fencer, Nimble Fencer

Discard

Maestro, Wither, Tenderfoot, Earthquake, Bird’s Nest, Discord, Bloom, Brick Thief

Think

No point maxbanding Rook when he has likely access to nether drain. Gotta build a Tower so he doesn’t free win with Meta here. I probably just lose this turn anyway, because I couldn’t draw sharks. The good news is if by another MIRACLE I survive this turn, I can probably win with four sharks.
Very unlikely though.

Down to the wire here!

CAWS20 Round5: Player 2, Turn 9

P2 Nightmare vs P1 Finesse/Anarchy/Strength

Starting Hand

Dark Pact
Graveyard
Nimble Fencer
Nether Drain (discarded for Meta)

Events of Turn:


Upkeep:

  • Get Gold (8+3float)
  • Doomed skeleton dies
  • Tech 2 cards in (except turn 1)
All Teched Cards

Discord, Hooded Executioner
Appel Stomp, Two Step
Maestro, Grounded Guide
Doom Grasp x2
Nimble Fencer, Star-Crossed Starlet
Nether Drain, Discord
Nether Drain, Star-Crossed Starlet
Dark Pact, Nimble Fencer


Main:

  • Graveyard (9)
  • Sacrifice Skeleton Javelineer, draw 1
  • Nimble Fencer hits Rook for 1 after armor
  • Vandy discards 1, fetches Meta, casts it, nothing dies, heroes go Super Saiyan (2)
  • River kills Rook, takes 4, levels fizzle
  • Garth sneaks past the others, breaks the tower, your base to 6
  • Nimble Fencer (0)
Workers

Jandra, the Negator, Poisonblade Rogue, Summon Skeletons

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

Board Info:

Buildings:

  • :heart: Base HP: 7
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Hero’s Hall HP: 3

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: River (5/2 lvl 5, ready invisible)
  • :exhaust: Technician: Garth (5/4 lvl 7, ready invisible)
  • :target: Lookout:

In Play:

  • Vandy (6/7 lvl 5, ready invisible)
  • Graveyard (3hp, holding Fencer and Jav)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 15

Gold:

  • Gold: 3
  • Workers: 8

End of Turn Hand

Pestering Haunt
Nether Drain
Sacrifice the Weak

End of Turn Discard

Star-Crossed Starlet
Doom Grasp
Grounded Guide
Maestro
Thieving Imp
Star-Crossed Starlet
Appel Stomp
Two Step
Discord
Skeletal Archery

Discord
Hooded Executioner
Nether Drain
Metamorphosis
Dark Pact

My Thoughts

Digging up doom grasp to kill Rook would allow me to have lethal… IF NOT FOR THE FLAGBEARER. So I think Meta is the line here. Graveyard, sac Jav for a draw, hit Fencer onto Rook, Meta, kill Rook w/ River, Garth either hits the base + dark pact his base and leave it on 1hp + max patrol w/ other fencer, OR break the tower. Teching Discord and Hoodie, the whole game now is just a base race so whatever clears patrol is the game

Do I actually want to leave Rook untouched? I have lethal w/ two invis attackers next turn… but I will have to patrol w/ my heroes who have 5 attack, and I’ll likely lose one of them here. Okay, bad idea, not doing that.


Thank you for letting me keep my tech 1


Turn 10

Hand: Surprise Attack, Surprise Attack, Nimble Fencer, Nimble Fencer
Workers: Spark, Fruit Ninja, Bird’s Nest, Helpful Turtle, Bloom, Granfalloon Flagbearer, Earthquake

Techs

Turn 2: Bird’s Nest, Bird’s Nest
Turn 3: Earthquake, Earthquake
Turn 4: Nimble Fencer, Surprise Attack
Turn 5: Nimble Fencer, Maestro
Turn 6: Discord, Surprise Attack
Turn 7: Star-Crossed Starlet, Grounded Guide


  1. Tech 0 cards
  2. Get paid (+$11, $12)
  3. Summon Captain Zeno Zane ($10)
  4. Cast Surprise Attack ($5)
  5. Summon Nimble Fencer ($3)
  6. Summon Nimble Fencer ($1)
  7. Shark and Messenger kill Fencer
  8. Flagbearer kills River, Zane gains 2 levels
  9. Fencers kill Garth, Zane gains 2 levels
  10. Maxband Zane ($0)
  11. Shark and Zane destroy your base

Your reign of terror is at an end!
I DID IT!

5 Likes

NOOO! I thought for sure I must have eaten at least one of those fencers with all the tech1 breaks…

GG WP That was rough, my only regret is not preteching a nether drain first cycle

3 Likes

I had been waiting for my sharks that whooooole cycle.

And the last card in my deck was starlet, so you know

Oh please check my turn 4 notes

I would have gone for the thief, you were going for broke at that point anyway, tough call though!

1 Like

Bomber is unstoppable!!!

2 Likes

Yeah fair call. I really didn’t know if I’d be losing too much tempo, since I knew nether drain was coming very soon, and simply getting off 2 earthquake would’ve been very lucky. I didn’t know where I was going to close the damage from!
I genuinely toyed with the idea of leaving the tech 2 alive to put more base damage down, but I knew I didn’t want you getting two heroes out. (I knew you had no tech 2 things yet.)

In keeping, I maybe should have gone face more and tech 1 less it seems… The last 2 takedowns I hit not a single tech 1 unit? That’s bad luck but also a little wimpy on my part. Maybe I should have broken the tech 1 instead of the tower just now… I wasn’t really carefully considering what could be in your hand each turn

I dunno, I think breaking tech 1 was a good move to stop me from getting more powerful. I absolutely would’ve been slamming tech 2 so I could do mean things to you. But maybe that 4 gold loss would’ve been enough slow down for you to kill me.

1 Like

Yeah that’s what I’m thinking, getting you to build tech 2 might have actually helped me, idk

Yea I think especially turn 6, breaking the tech1 there was a mistake; I knew you’d want to max Rook anyway, so I should have taken the extra base damage. Turn 7 would have been riskier but debatable it would’ve been worth there as well.

My P2 definitely needs work if I’m going to have a shot to come back this tourney, my reads are rusty

1 Like