RACE #2 *FINALS* EricF ([Past]/Peace/Blood) vs zhavier ([Fire]/Necromancy/Growth)

Having summarily dispatched Past/Peace/Anarchy, @zhavier now faces a partial re-match. He lost in the round-robin portion to EricF’s Past/Peace/Demonology going second, but let’s find out!

(first turn coming later)

Good luck, have fun, and let’s see how this goes!

[details=Player 1, Turn 1]Battle Suits
Nullcraft
Forgotten Fighter -> Worker
Time Spiral
Tinkerer[/details]
4 gold
Worker (3)
Tinkerer (1)
Discard 3, Draw 5. Float 1 gold

SQL - Tinkerer (1/2 +1)

Base - 20

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

I was just looking over all the things I did wrong in our last match. As always, good luck and have fun!

P2T1


StartingHand Workers

STARTING HAND
Charge
Makeshift Rambaster
Mad Man
Nautical Dog
Careless Musketeer


WORKERS
Careless Musketeer


NextHand

Pillage
Bloodrage Ogre
Scorch
Bloodburn
Bombaster


Discard

Mad Man
Makeshift Rambaster
Charge


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Argagarg - ($2)
Nautical Dog - ($1)

Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Argagarg 1/3+A
  • :psfist: [I]Elite[/I]: Wisp 1/1
  • :ps_: [I]Scavenger[/I]: Nautical Dog 1/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6

[details=Player 1, Turn 2]Plasmodium
Hardened Mox -> Worker
Fading Argonaut
Neo Plexus
Temporal Research

Plasmodium matches up well against everything except max-band Arg, and even there it does substantial damage. Fading Argo can’t be eliminated with enough left over to kill Tinkerer by anything short of BRO + Charge, which is a trade I’m fine with.

Next turn I have 7 gold, have to spend 3 for worker + Tech I, so I could theoretically cast a 2-cost spell (Blood Lust could be good for clearing dog + wisp, since it’s unlikely that the dog will be attacking here). On the other hand, I also want to have Stewardesses in hand in the future to deal with the Elemental, and I don’t really need Blood Lust (I can play other stuff like Nullcraft to do much the same thing)

Tech in Stewardess x2 - they just match up really well against everything Fire/Necro/Growth is trying to do.
[/details]
5 gold (6)
Worker (5)
Plasmodium (3)
Tinkerer removes a Plasmoid rune
Fading Argo (1)
Discard 2, rs, Draw 4. Float 1 gold.

SQL - Fading Argo (2/3 +1) [3]

Tinkerer (1/2)

Future Plasmodium (4/4) [2]

Base - 20

6 workers, 1 gold
Hand: 4
Deck: 3
Discard: 0

P2T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Pillage
Bloodrage Ogre
Scorch
Bloodburn
Bombaster


WORKERS
Careless Musketeer
Bloodburn


NextHand

Makeshift Rambaster
Bone Collector
Bone Collector
Pillage
Mad Man


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech 1 - ($4)
Arg to Lvl 3 - ($2)
Bloodrage Ogre - ($0)

Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre 3/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp 0/1
  • :pschip: [I]Technician[/I]: Nautical Dog 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg 1/4
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Player 1, Turn 3]Time Spiral -> Worker
Nullcraft
Stewardess of the Undone
Stewardess of the Undone

Tech in Blood Lust + Overeager Cadet
[/details]
Stuff fades
6 gold (7)
Worker (6)
Tinkerer removes last rune, Plasmodium arrives
Plasmodium pancakes BRO
Tech I (4)
Nullcraft (2), kills Nautical Dog
Summon Onimaru (0)
Discard 2, Draw 3, rs, Draw 1.

SQL - Fading Argo (2/3 +1) [2]
Tech - Onimaru (2/3)

Tinkerer (1/2)
Plasmodium (4/1)
Nullcraft (1/1)

Base - 20
Tech I - 5

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

I think I am heading towards a loss here. I am thinking I should have patrolled Arg in SQL. Some day, I shall get a win against you… but probably not today.

P2T3


Tech StartingHand Workers

TECH
Nether Drain
Lobber

STARTING HAND
Makeshift Rambaster
Bone Collector
Bone Collector
Pillage
Mad Man
Charge


WORKERS
Careless Musketeer
Bloodburn
Pillage


NextHand

Bombaster
Scorch
Nether Drain
Lobber


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Mad Man - ($5)
Bone Collector - ($3)
Charge on Bone Collector - ($0)
Bone Collector Kills Fargo, I gain a skeleton - ($0)

Discard 2, draw 2, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Argagarg 1/4+A
  • :psfist: [I]Elite[/I]: Wisp 1/1
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Mad Man 1/1
  • :target: [I]Lookout[/I]: Skeleton 1/1
    [B]In Play:[/B]
  • Bone Collector 3/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

Well, if you had he would be dead. I don’t know if that would be better or worse for you than your current position.

[details=Player 1, Turn 4]Stewardess of the Undone
Neo Plexus
Temporal Research
Battle Suits

Defense: 5, 1, 1, 1 // 1, 5 [20]
Attack: 3, 1, 4, 1
Plus Stewardess for another +1. And possible level up of Oni for another +1 or +2.
5 attacks, and 4 blockers, means at best I can kill one backfield thing, and I can’t kill off Onimaru without first clearing the patrol zone, which I can’t actually do without using Onimaru, so blarg.
Ideally, I don’t attack with Plasmodium at all here, and save it for a more damaging attack later.

A line that doesn’t work:
7 gold (7)
Worker (6)
Stewardess, bounce the Wisp (3)
Nullcraft kills the Bone Collector
Level Onimaru to 5 (-1)
Oni and Tinkerer kill Arg
Max Oni (-2)
Patrol with Soldiers and Stewardess
I can skip the Stewardess here, and just patrol with soldiers (& onimaru?) against a bunch of tokens / mad man

Or… I could sac Plasmodium to finish off Arg, and kill more things. So, the question is, how much is having the 4/1 stick around worth? I could have a 4/1 and max oni, or a 2/3 So the board could be:

3x Soldier
L8 Onimaru (4/5)
Tinkerer (1/1)
Plasmodium (4/1)
Nullcraft (1/1)

vs Mad Man, Skeleton, Wisp

OR

Stewardess (2/3)
L3 Oni (2/2)
Tinkerer (1/1)
Nullcraft (1/1)
3 gold (Hero’s Hall / L5 oni)

vs Mad Man

[/details]

Pause to consider my options.

[details=Player 1, Turn 4]Worker Neo Plexus
Tech in Boot Camp (because I don’t know what else to get, and at least it cycles!) and Elite Training (mostly for the +1 armor - plan is to kill Garth with Plasmodium, and having my guy survive would just be great!) [/details]
7 gold (7)
Worker (6)
Level Oni to 5 (2)
Oni and Tinkerer kill Arg, Oni to 7
Max Oni (1), make 3 ducks
Nullcraft kills Bone Collector
Discard 3, Draw 3, rs, Draw 2. Float 1 gold.

SQL - L8 Onimaru (4/5 +1)
Scav - Huey (1/1)
Tech - Dewy (1/1)

Louis (1/1)
Tinkerer (1/1)
Plasmodium (4/1)
Nullcraft (1/1)

Base - 20
Tech I - 5

8 workers, 1 gold
Hand: 5
Deck: 4
Discard: 0

Well, I’m a bit stumped how to proceed from here. Thoughts here, but I am definitely boxed in.

[details=Thoughts]I am facing down 14 damage right now. That’s… bad. I can kill Oni by spending a sizeable amount of gold on 1 of 2 plans. In retrospect, doom grasp may have been a better answer to maxband oni than nether drain. Either way, I’m looking at facing down Drakk Midband with 6 units on the table… What I wouldn’t give for discord right now :stuck_out_tongue:

  1. Garth, nether drain Oni, 3g, Spend 4 on Scorch for Oni, 1 on Lobber, deal 3 more to Oni with Lobber, and Mad Man, Garth hits lvl 5 and kill scav duck with skeleton with just a wisp and Garth to defend. This also makes me skip a worker. Drakk means plasmo kills garth and the remaining 4 kill whatever they want for 8 damage, probably waste 1 on the wisp, but still a likely broken tech 1 or 6 to my face. Oh and don’t forget drakk can haste himself, maybe, so that could be another 3 or 4 damage.

  2. Summon Jaina, and cast Scorch on Oni, for 5g. Lobber for 1g, and swing for 4 with skeleton, mad man and lobber, killing Oni and putting Jaina at lvl 3 which serves no purpose. This way I am end seeing drakk midband, 2 ducks kill jaina, another kills wisp and 9 damage and a maybe hasted Drakk.

Other non-Drakk plans, meaning maxband Oni, meaning very likely art of war on turn 6. Also worry about potential boot camps and/or elite training

  1. Build Tech 2 Growth, 4g. Play Lobber 1g and summon Jaina for 2g, and make a worker. This let’s me patrol with Lobber SQL, Jaina in Lookout and something in Scav, because putting 3 other 2 X/1s out is pointless except to draw an extra card. He clears my board SQL+3+2+1 defense against 5, 4, 1, 1, 1, 1, 1. 9 vs 14, with the very real possibility that he knocks my wisp out or less likely boot camps something out, which puts him in the spot to break both tech 1 and tech 2.

  2. Make Bombaster and Lobber, 3g. Tower 3g. Worker 1g, 1g float or summon Jaina and no worker. Patrol something… In this scenario he clears my board then either breaks my tower or my tech 1, or both for the same reasons as option 3.

I should have done 2 lobbers first, But I was thinking defensively and went for the bone collectors. If I had both 2 lobbers instead of 2 bone collectors 2 last turn, this could have maybe turned out better. As it is, I am going to have to tech dinosizes and hope for the best. Option 3 seems like the least worst option of all of this, and just maybe I can play mad man dinosized as a surprise.
[/details]

P2T4


Tech StartingHand Workers

TECH
Dinosize
Dinosize


STARTING HAND
Charge
Scorch
Nether Drain
Lobber


WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch


NextHand

Bone Collector
Makeshift Rambaster
Bloodrage Ogre
Nautical Dog


Discard

Bone Collector
Nether Drain
Bombaster
Dinosize
Dinosize


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech 2 (Growth) - ($3)
Lobber - ($2)
Jaina - ($0)

Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Lobber 2/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Jaina 2/3
  • :pschip: [I]Technician[/I]: Wisp 0/1
  • :target: [I]Lookout[/I]: Mad Man 1/1
    [B]In Play:[/B]
  • Skeleton 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Player 1, Turn 5]Stewardess of the Undone
Boot Camp
Stewardess of the Undone
Overeager Cadet
Blood Lust

So, Elite Training won’t actually help, and nothing else in my deck helps either, so I don’t need to Boot Camp
Defense: 3, 3, 1, 1* / 1, 5, 5 --* dies to sparkshot
Attack: 5, 5x1, 4; That’s 14 atk vs 7 defense. If I boot camp a blocker, it’s 14 vs 4, which blows up 2 buildings (while leaving either a 3/3 or a 3/4 Jaina in play. Leaving Jaina locks zhavier out of Arg or Doom Blade (and costs him 1 gold), so let’s do that!

Tech in 2x Crashbarrow (now, we end this!)

Boot Camp draw: Elite Training -> Worker
[/details]
8 gold (9)
Boot Camp Jaina (8)
Stewardess of the Undone, bounce Skeleton token (5)
Worker (4)
Tech II Blood (0)
Overeager Cadet (0)

Nullcraft, Dewey, and Louis attack and kill Lobber, only Nullcraft survives
Huey kills Wisp, sparkshots Mad Man
Plasmodium and Tinkerer break the Tech II
Onimaru breaks the Tech I
Discard 2, Draw 3, rs, Draw 1.

SQL - Overeager Cadet (2/2 +1)
Tech - Stewardess (2/3)

Huey (1/1)
L8 Onimaru (4/5)
Tinkerer (1/1)
Plasmodium (4/1)
Nullcraft (1/1)

Base - 20
Tech I - 5
Tech II - 5
Spec: Blood

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

I am at a gun fight with just my fists…

I think I see several paths to immediate victory for you next turn regardless of my actions, so GG! You have triumphed over the RACE, congratualtions :smiley:

I could have made your attacks slightly more expensive last turn with my option 4 above, but I ended up not going with it because I figured elite training and or boot camp would make the tower mostly irrelevent. Your Thoughts?

I think the thing that most impresses me about your play is how many turns you seem able to predict with your tech choices. I was a little surprised you teched two stewardesses without building your tech 1 though.

RE: Stewardess tech: I was only drawing 4 of 7 cards, and I wanted to maximize the chance of bottom decking one of them (or re-drawing one, as actually happened).

Oni was out there as a sacrificial lamb - I really wanted to get out Drakk, but you just kept not-killing Oni.

Thats cause Drakk was worse unless I could kill enough of your board! :smiley: