RACE #2 - Top 4 - zhavier ([Fire]/Necromancy/Growth) vs. YoungBuck ([Past]/Peace/Ancarchy)

@zhavier will be going first against @YoungBuck. They did not play in the round-robin portion, and neither played against a deck similar to what their opponent is wielding, so this is new territory for this tournament. Good luck, and have fun!

1 Like

GLHF! I know I’ve lost to this deck before… :smiley: Let’s see if I learned anything.

P1T1


StartingHand Workers

STARTING HAND
Nautical Dog
Bloodburn
Careless Musketeer
Bloodrage Ogre
Scorch


WORKERS
Scorch


NextHand

Mad Man
Makeshift Rambaster
Charge
Bombaster
Pillage


Discard

Bloodrage Ogre
Careless Musketeer
Bloodburn


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Argagarg - ($1)
Nautical Dog - ($0)

Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Nautical Dog 1/1+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp 0/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg 1/3, lvl 1

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

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

GLHF man! I haven’t played against your deck at all and TBH, it looks scary haha!

P1 Fire/Necro/Growth vs P2 PPA
Player 2, Turn 1

Starting Hand

: F.Argo, Tink, FF, TR, Plas

Events of Turn:


Upkeep:

Get Gold (5)


Main:
Worker Up (4)

Workers

: Plasm

Fading Argo (2) 3 time runes
Onimaru (0)

:pspurpleshield: Patrol as below
Discard 3 Draw 5
Tech 2 cards after your turn

Board Info:

Buildings:
:heart: Base HP: 20

In Patrol:
:psblueshield: Squad Leader: F. Argo (2/3+1a, 3 time runes)
:psfist: Elite:
:pspig: Scavenger:
:exhaust: Technician:
:target: Lookout:

In Play:
Onimaru (2/3 L1)

Economy Info:

Cards:

Hand: 5
Deck: 0
Disc: 3

Gold: 0
Workers: 6

End of Turn Hand

: BS NC Mox Plex TS

End of Turn Discard

: FF TR Tink

My Thoughts

Well, Im thinking he has a strong Tech 2 with Growth, but his max heroes arent super alarming, thinking I will stick with normal PPA plan

I know I’ve lost to this deck before… Let’s see if I learned anything

This is possibly the most Fighting Game start-of-round catchphrase I’ve seen on this site! I hope that your victory/defeat quote matches the hype :smiley:

3 Likes

Thanks Plum, i’ll try :smiley:

P1T2


Tech StartingHand Workers

TECH
Lobber
Lobber


STARTING HAND
Mad Man
Makeshift Rambaster
Charge
Bombaster
Pillage


WORKERS
Scorch
Pillage


NextHand

Bloodburn
Mad Man
Lobber
Charge
Lobber


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bombaster - ($2)
Tech 1 - ($0)

Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Bombaster 2/2+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 1/3, lvl 1
    [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: 6

P1 Fire/Necro/Growth vs P2 PPA
Player 2, Turn 2

Starting Hand

: BS NC Plex Mox TS

Events of Turn:


Upkeep:

Get Gold (6)
Tech 2 cards

Tech

: Stewardess, Boot camp


Main:
Worker Up (5)

Workers

: TS, Plasm

Hardened Mox (2)
Tech 1 (0)

:pspurpleshield: Patrol as below
Discard 3 RS Draw 5
Tech 2 cards after your turn

Board Info:

Buildings:
:heart: Base HP: 20
:ps1gem: Tech 1: 5

In Patrol:
:psblueshield: Squad Leader: F. Argo (2/3+1a, 2 time runes)
:psfist: Elite: Mox (1+1/1)
:pspig: Scavenger:
:exhaust: Technician:
:target: Lookout:

In Play:
Onimaru (2/3 L1)

Economy Info:

Cards:

Hand: 5
Deck: 3
Disc: 0

Gold: 0
Workers: 7

End of Turn Hand

: PLex NC BS BC TR

End of Turn Discard

:

My Thoughts

I dont feel good about his board presences here…

P1T3


Tech StartingHand Workers

TECH
Ember Sparks
Bone Collector


STARTING HAND


WORKERS
Scorch
Pillage
Bloodburn


NextHand

Makeshift Rambaster
Bloodrage Ogre
Careless Musketeer
Bone Collector


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Lobber x2 - ($3)
Bombaster and Nautical Dog trade with Fargo - ($3)
Argagarg hits Mox out of the way - ($3)
Both Lobbers trade with Oni, Arg to lvl 3, heals - ($3)
Tower - ($0)

Discard 2, draw 3, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Wisp 0/1
    [B]In Play:[/B]
  • Argagarg 1/4, lvl 3
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

P1 Fire/Necro/Growth vs P2 PPA
Player 2, Turn 3

Starting Hand

: BC BS TR Plex NC

Events of Turn:


Upkeep:

Get Gold (7)
Tech 2 cards

Tech

: OC, FSG, Stewardess, Boot camp


Main:
Worker Up (6)

Workers

: TR, TS, Plasm

Battle Suits (4)
Tech 2 PEACE (0)

:pspurpleshield: Patrol as below
Discard 3 Draw 3 RS Draw 2
Tech 2 cards after your turn

Board Info:

Buildings:
:heart: Base HP: 20
:ps1gem: Tech 1: 5
:ps2gem: Tech 2 PEACE: 5

In Patrol:
:psblueshield: Squad Leader: Mox (2/1+1a)
:psfist: Elite:
:pspig: Scavenger:
:exhaust: Technician:
:target: Lookout:

In Play:
Battle Suits

Economy Info:

Cards:

Hand: 5
Deck: 3
Disc: 0

Gold: 0
Workers: 8

End of Turn Hand

: Stew, BC, Tink, FF, FSG

End of Turn Discard

:

My Thoughts

Well looks like we gunna have a race on our hands!

P1T4


Tech StartingHand Workers

TECH
Bone Collector
Might of Leaf and Claw


STARTING HAND
Makeshift Rambaster
Bloodrage Ogre
Careless Musketeer
Bone Collector


WORKERS
Scorch
Pillage
Bloodburn
Careless Musketeer


NextHand

Bombaster
Nautical Dog
Lobber
Lobber


Discard

Bloodrage Ogre
Makeshift Rambaster
Bone Collector
Might of Leaf and Claw


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Growth) - ($2)
Bone Collector - ($0)

Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Argagarg 1/4+A, lvl 3
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bone Collector 3/3
  • :target: [I]Lookout[/I]: Wisp 0/1
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 3
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

P1 Fire/Necro/Growth vs P2 PPA
Player 2, Turn 4

Starting Hand

: FSG BC Tink Stew FF

Events of Turn:


Upkeep:

Get Gold (8)
Tech 2 cards

Tech

: OC, Vystari, OC, FSG, Stewardess, Boot camp


Main:
Worker Up (7)

Workers

: FF, TR, TS, Plasm

Flagstone Garrison (4)
Stewardess of the Undone (1) Draw 1 card
Overeager Cadet (1) Draw 1 card

:pspurpleshield: Patrol as below
Discard 3 Draw 2 RS Draw 3
Tech 2 cards after your turn

Board Info:

Buildings:
:heart: Base HP: 20
:ps1gem: Tech 1: 5
:ps2gem: Tech 2 PEACE: 5

In Patrol:
:psblueshield: Squad Leader: Stewardess (3/3+1a)
:psfist: Elite: Mox (2+1/1)
:pspig: Scavenger: Cadet (3/2)
:exhaust: Technician:
:target: Lookout:

In Play:
Battle Suits

Economy Info:

Cards:

Hand: 5
Deck: 3
Disc: 0

Gold: 1
Workers: 9

End of Turn Hand

: Plex Fargo Cadet BC NC

End of Turn Discard

:

My Thoughts

Well looks like we gunna have a race on our hands!

No one expects the Spanish Inquisition Rhinoceros…

P1T5


Tech StartingHand Workers

TECH
Oversized Rhinoceros
Might of Leaf and Claw

STARTING HAND
Bombaster
Nautical Dog
Lobber
Lobber


WORKERS
Scorch
Pillage
Bloodburn
Careless Musketeer


NextHand

Charge
Mad Man
Ember Sparks
Lobber
Might of Leaf and Claw


Tech 2 card(s)
Get Paid - ($8)
Maxband Garth fetches Oversized Rhinoceros - ($0)
Arg taps to buff Bone Collector - ($0)
Bone Collector kills Stewardess, I gain a skeleton - ($0)

Discard 4, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Oversized Rhinoceros 7/8+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton 1/1
  • :pschip: [I]Technician[/I]: Wisp 0/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bone Collector 3/1
  • Argagarg 1/4, lvl 3
  • Garth 3/4, Lvl 7
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
1 Like

Woah there buckaroo! Def did not see that beast coming! Im in big, big trouble

Player 2, Turn 5

Starting Hand

: FSG BC Tink Stew FF

Events of Turn:


Upkeep:

Get Gold (9)
Tech 2 cards

Tech

: Sarge, Vystari, OC, Vystari, OC, FSG, Stewardess, Boot camp


Main:
Cadet (9) Draw 1 card
Worker Up (8)
F.Argo (6) Draw 1 card
Calypso Vystari (5) RS Draw 1 card
Stewardess (2) Skeleton tries to return to your hand, but falls into a pile of bones instead, Draw 1 card
Vystari 2 (1) Cant draw anymore
Tech Lab - Anarchy (0)

:pspurpleshield: Patrol as below
Discard 4 Draw 1 RS Draw 3 cause Im outta cards
Tech 2 cards after your turn maybe

Workers

Tink, FF, TR, TS, Plasm


Board Info:

Buildings:
:heart: Base HP: 20
:ps1gem: Tech 1: 5
:ps2gem: Tech 2 PEACE: 5
:techlab: TL Anarchy: 4

In Patrol:
:psblueshield: Squad Leader: Stewardess (3/3+1a)
:psfist: Elite: Mox (2+1/1)
:pspig: Scavenger: Cadet (3/2)
:exhaust: Technician: Cadet (3/2)
:target: Lookout: F.Argo (3/3 3 time runes)

In Play:
Vystari (3/2)
Vystari 2 (3/2)
FSG (4 hp)
Battle Suits

Economy Info:

Cards:

Hand: 4
Deck: 0
Disc: 0

Gold: 0
Workers: 10

End of Turn Hand

: DS, NC, BC, Plex

End of Turn Discard

:

My Thoughts

MoLaC? Yeah definetly. Screwed? Yeah probably

Its always a problem when you realize there’s only 5 patrol slots…

P1T6


Tech StartingHand Workers

TECH
Death Rites
Blooming Elm


STARTING HAND
Charge
Mad Man
Ember Sparks
Lobber
Might of Leaf and Claw


WORKERS
Scorch
Pillage
Bloodburn
Careless Musketeer


NextHand

Bombaster
Might of Leaf and Claw
Bone Collector
Lobber


Discard

Bone Collector
Lobber
Mad Man
Ember Sparks
Charge
Death Rites
Blooming Elm


Tech 2 card(s)
Get Paid - ($8)
Might of Leaf and Claw - ($5)
Lobber - ($4)
Mad Man - ($3)
Argagarg attacks Stewardess, MoLC at 1 - ($3)
Bone Collector trades with Stewardess, MoLC at 2, I get a skeleton - ($3)
Mad Man knocks Mox out of the way, MoLC at 3 - ($3)
Lobber trades with Tech Cadet, you draw either Stewardess or Cadet - ($3)
Garth kills Lookout, MoLC at 5, ACTIVE! - ($3)
Wisp kills Scav Cadet, you gain 1g - ($3)
Create Skeleton - ($2)
Level Arg to 5, heals and acquires a bucket of water - ($0)
Ludicrous Rhinoceros hits your base for 12 to 8 after considering destroying various other things. - ($0)

Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental 8/8+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton #1 6/6
  • :pschip: [I]Technician[/I]: Skeleton #2 6/6
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg 6/10, lvl 5
  • Garth 8/6, Lvl 7
  • Wisp 5/3
  • Might of Leaf and Claw, 7 Runes, ACTIVE
  • Oversized Rhinoceros 12/13+A
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 3
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

A wise man knows when the battle is lost, but truth is I’ve never been a wise man

Player 2, Turn 6

Starting Hand

: Sarge NC BC Plex Cadet

Events of Turn:


Upkeep:

Get Gold (10 +1 scvn)
Tech 2 cards

Tech

: Sarge, Monkey, Sarge, Vystari, OC, Vystari, OC, FSG, Stewardess, Boot camp


Main:
Sarge (8) Draw 1 card. Mox is trashed
Cadet (8) RS and Draw 1 card, Sarge 1 rune
Cadet (8) Draw 1 card, Sarge 2 runes
Stewardess (5) Draw 1 card, Sarge 3 runes. Bucket of Water is spilled out
Sarge 2 (2) Draw 1 card, Sarge 4 runes
Nullcraft (0) Draw 1 card, Sarge 1 - 5 runes, Sarge 2 - 1 rune
Vystaris trade with Scvn Skele, you get 1 gold
Sarge 1 gives 3 runes and Sarge 2 gives 1 rune to Nullcraft, now 5/5
Nullcraft destroys your Tech 1 building, base to 18 hp, takes 1 dmg from tower

:pspurpleshield: Patrol as below
Discard 4 RS Draw 5
Tech 2 cards after your turn maybe

Workers

Tink, FF, TR, TS, Plasm


Board Info:

Buildings:
:heart: Base HP: 8
:ps1gem: Tech 1: 5
:ps2gem: Tech 2 PEACE: 5
:techlab: TL Anarchy: 4

In Patrol:
:psblueshield: Squad Leader: Sarge 1 (6/5+1a)
:psfist: Elite: Stewardess (4/3)
:pspig: Scavenger: Cadet (3/2)
:exhaust: Technician: Cadet (3/2)
:target: Lookout: Sarge 2 (4/3)

In Play:
Nullcraft (5/4 from1 dmg)
FSG (4 hp)
Battle Suits

Economy Info:

Cards:

Hand: 5
Deck: 1
Disc: 0

Gold: 0
Workers: 10

End of Turn Hand

: DS, NC, BC, Plex

End of Turn Discard

:

My Thoughts

MoLaC? Yeah definetly. Screwed? Yeah probably

I respect that you know yourself that well :smiley:

P1T7


Tech StartingHand Workers

TECH
Guargum
Guargum

STARTING HAND
Bombaster
Might of Leaf and Claw
Bone Collector
Lobber


WORKERS
Scorch
Pillage
Bloodburn
Careless Musketeer


Tech 2 irrelevant card(s)
Get Paid + Scav - ($9)
Bombaster - ($7)
Sac Bombaster and kill Scav Cadet, you get 1g - ($6)
Arg kills Sarge SQL - ($6)
Skeleton, Garth, and Wisp clear the rest, you get a card - ($6)
Ludicrously Oversized Rhinoceros destroys the base, GG! - ($6)

Destroying Tech 1 was probably the best choice, but I had 3 tech 0 cards that would be just as bad for you as a lobber and could sac 2 skeletons to dig for them. (1 existing skeleton and 1g to make one).

@EricF

1 Like

GG WP my friend!

Man, I am super stumped by this red starter/growth build. I honestly felt like I was doing ok! That rhino dig definitely caught me off guard (that beast is only 5g?!) Seems like I would have to go super early aggro to try to keep you off of Tech 2. With no options for destroying MoLaC, It looks like I was sunk on Turn 3 even though I had set up for a Peace machine. I suppose I could have gone anarchy from the get go and tried to work some attacks behind a patrol, but a tower negates that strategy pretty well.

Any tips for me?

You could have Boot Camped the Rhino and made some attacks to keep his board size down, and delay the MoLaC activation. Zane helps a lot with that.

Yeah I can see how that would have been helpful, but even then with all the haste in red starter, I would have delayed MoLaC by what? 1 turn? 2 at best?

That might give you enough space to base-race.

You cant let a growth player gain board presence, is the main thing. The thing that kills me seems to be when I don’t have enough units, or go down on cards and therefore can’t play units. This deck is hungry for units, which is why I like necromancy, it helps me make units that can also be cards.

Your past spec probably would have been very helpful. Undo on my rhinoceros would have been pretty bad for me. Building tech 2 and battle suits on T3 lost you a lot of tempo which I had to capitalize on with the rhinoceros. If you had delayed a turn and put out units instead, I might not have been able to build my tech 2 or get a surprise rhino.

On my T3, I almost didn’t build the tower, but I realized I needed to do something about the evil nullcraft and its a good way to make wisps more than a wall.

I also think you could have made use of Zane, though i guess looking back, you were worried about having zane out and not being able to get Oni for Boot Camp. The ideal order for mox battle suits is T1 Mox, T2 suits T3 Boot Camp. By not getting suits until t3, and being on the defensive, I got to press my advantage.

Boot Camping my Rhino was a slightly worse option than Undo, but still serviceable.