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[XCAFRR19 Round5] charnel_mouse [Discipline]/Necromancy/Law vs EricF [Demonology]/Disease/Necromancy

GLHF @EricF!

P1T1


Starting hand: 5

Sensei’s Advice
Snapback
Smoker
Fox Primus
Safe Attacking

Thoughts

Hmm, Monoblack. I don’t have much experience playing against Black, let alone with an unfamiliar deck, but Black/White starter games seem to be pretty brutal back-and-forths. I’ll plan to go with codexnewb’s driving manual to start with, and see what happens. The Sensei cards haven’t cooperated, but I’ll have the Grappling Hook. Do I open with Smoker, or get Safe Attacking out of my cycle now? Smoker doesn’t die if it’s hit with Deteriorate, but Safe Attacking doesn’t do anything for me right now, I suppose I play the Smoker.


Get paid - ($4)
Worker - ($3)
Grave Stormborne - ($1)
Smoker - ($0)
Discard 3, draw 5


:target: Resist: Smoker 1/1 (resist 0+1)

Grave L1 2/3

:heart: Base HP: 20


Hand: 5

Savior Monk
Fox Viper
Aged Sensei
Morningstar Flagbearer
Grappling Hook

Deck: 0
Discard: 3

Sensei’s Advice
Snapback
Safe Attacking

Card count check (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers
Total: 10


Gold: 0
Workers: 5

4 x start
Fox Primus

P2, Turn 1

Jandra, the Negator — Tech 0 -> Worker
Pestering Haunt — Tech 0
Poisonblade Rogue — Tech 0
Graveyard — Tech 0
Skeletal Archery — Tech 0

//that is quite the poor start. I guess I run the “hit me barkeep” strategy

5 gold (5)
Worker (4)
Pestering Haunt
Discard 3, Draw 5. Float 4 gold

Pestering Haunt (1/1)

Base - 20

6 workers, 4 gold
Hand: 5
Deck: 0
Discard: 3

P1T2


Starting hand: 5

Savior Monk
Fox Viper
Aged Sensei
Morningstar Flagbearer
Grappling Hook

Thoughts

That’s a lot of float. Early Vandy/Orpal maxband, maybe? Rambasa Twins + Tower would block against that pretty well, though. No idea what to expect, I’m guessing Thieving Imp + 3 gold for other things. Getting rid of the Haunt while there’s no Graveyard.

Teched cards: 2

T2: Rambasa Twin, Sparring Partner


Get paid - ($5)
Worker - ($4)
Tech I - ($2)
Savior Monk - ($0)
Grave kills Pestering Haunt, takes 1 damage
Smoker hits your base to 19
Discard 3, reshuffle, draw 5


Grave L1 2/2 (sparkshot, 1 damage)
Savior Monk 2/2 (healing 1)
Smoker 1/1 (stealth, bounces if targeted)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 5

Safe Attacking
Rambasa Twin
Sensei’s Advice
Snapback
Aged Sensei

Deck: 3

Sparring Partner
Morningstar Flagbearer
Grappling Hook

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 2 teched = 12
2 on board
5 in hand
3 in deck
0 in discard
2 in workers
Total: 12


Gold: 0
Workers: 6

4 x start
T1: Fox Primus
T2: Fox Viper

P2, Turn 2

Thieving Imp — Tech 0
Skeleton Javelineer — Tech 0
Deteriorate — Magic
Summon Skeletons — Magic -> Worker
Sacrifice the Weak — Magic

Tech Lich’s Bargain and Gargoyle

6 gold (10)
Garth (8)
Deteriorate bounces Smoker
Sacrifice the Weak Monk (6)
Worker (5)
Tech I (4)
Skeleton (3)
Discard 2, rs, Draw 4. Float 3 gold.

Technician - Skeleton (1/1)

L1 Garth (1/3)

Base - 19
Tech I - 5

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

Next Hand
  1. Skeleton Javelineer — Tech 0
  2. Deteriorate — Magic
  3. Poisonblade Rogue — Tech 0
  4. Graveyard — Tech 0

Tech Draw: Skeletal Archery — Tech 0

P1T3


Starting hand: 5

Safe Attacking
Rambasa Twin
Sensei’s Advice
Snapback
Aged Sensei

Smoker bounced to hand

Smoker

Thoughts

Not getting a bonus from the Monk’s death was a stupid mistake, I was worrying about Shadow Blade too early. At least the Smoker getting bounced means I can put Safe Attacking down now with no hand size reduction.

Teching Insurance Agents can wait at least a turn, what do I want in the meantime? For units I’m looking at Bone Collectors, or maybe a Tax Collector if EricF’s going to keep floating so much. If I’m going for mass weenies as suggested in codexnewb’s guide, the Tech II units I’d worry about are Voidblockers and Banefire Golems, so a Doom Grasp would be nice at some point: can’t rely on Horrors, or Death Rites given there’s an opposing Garth to deal with maxed heroes. Before that, I’m worried about Gargoyles, since I’ve got atrocious anti-air. Should have thought about that before I workered Fox Primus, never mind. I don’t fancy my chances to hit a Gargoyle with Versatile Style, maybe I just tech a Martial Mastery to help my draws. Then I’ve got more chance to hit a Gargoyle if I need to.

Teched cards: 2

T2: Rambasa Twin, Sparring Partner
T3: Bone Collector, Martial Mastery


Get paid - ($6)
Worker - ($5)
Rambasa Twin, his brother arrives - ($1)
Safe Attacking - ($0)
Grave kills Skeleton, takes 1
Discard 3, draw 3, reshuffle, draw 2


:psblueshield: Squad Leader: Rambasa Twin #1 3/2 (first killed Twin each turn goes to codex)
:ps_: Scavenger: Rambasa Twin #2 3/2 (first killed Twin each turn goes to codex)

Grave L1 2/1 (sparkshot, 2 damage)

Safe Attacking (my Tech 0/1 units get +1A on attack)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 5

Sparring Partner
Savior Monk
Bone Collector
Morningstar Flagbearer
Grappling Hook

Deck: 4

Martial Mastery
Snapback
Aged Sensei
Smoker

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 4 teched + 1 Twin = 15
3 on board
5 in hand
4 in deck
0 in discard
3 in workers
Total: 15


Gold: 0
Workers: 7

4 x start
T1: Fox Primus
T2: Fox Viper
T3: Sensei’s Advice

P2, Turn 3

Poisonblade Rogue — Tech 0
Graveyard — Tech 0
Skeleton Javelineer — Tech 0
Deteriorate — Magic
Skeletal Archery — Tech 0 -> Worker

Tech Twilight Baron and Shadow Blade

7 gold (10)
Deteriorate SQL
Level Garth to 4 (7)
Garth kills SQL
Max Garth (4), put Twilight Baron into play
Skeleton (3)
Worker (2)
Discard 3, Draw 5. Float 2 gold.

SQL - Twilight Baron (4/4 +1)
Scavenger - Skeleton (1/1)

L7 Garth (3/4)

Base - 19
Tech I - 5

8 workers, 2 gold
Hand: 5
Deck: 0
Discard: 5

Next Hand

Thieving Imp — Tech 0
Sacrifice the Weak — Magic
Lich’s Bargain
Gargoyle
Pestering Haunt — Tech 0

Taking a break from Codex over the weekend, so no rush on your next turn.

P1T4


Starting hand: 5

Sparring Partner
Savior Monk
Bone Collector
Morningstar Flagbearer
Grappling Hook

Thoughts

I’m think Grappling Hook lets me kill the Skeleton with a midbanded Grave, then I can trade the Twin with Twilight Baron. I’d have 4 gold left over, so I’ve got a few options:

  • Tech II. I only have Grave left on the board, and reshuffle into 1 card at the end of the turn. I’d rather overplay cards now, and delay reshuffling for a turn.
  • Heroes’ Hall + Sparring Partner / Bone Collector. I can stash Martial Mastery, and don’t reshuffle, so can tech in Lich’s Bargains too. Ideal if I can get by next turn playing Tech II + Bigby next turn, maybe a 1-cost unit too.
  • Sparring Partner + Bone Collector / Morningstar Flagbearer. This puts me so low on cards that I’d want Eric to kill a Technician for me, and I can’t stash Martial Mastery. Not ideal.

There’s a good chance EricF has Sacrifice the Weak in hand, so whether Bone Collector or Sparring Partner are better for pressure might be rather moot, in which case I might as well play the cheaper option. Still lots of ways this could go wrong, Eric has a lot of float.

Teched cards: 2

T2: Rambasa Twin, Sparring Partner
T3: Bone Collector, Martial Mastery
T4: 2 x Insurance Agent


Get paid - ($7)
Worker - ($6)
Grappling Hook, Twilight Baron moves to Elite
Midband Grave - ($4)
Grave readily kills Skeleton, sparkshots Twilight Baron to 3, you get a gold, takes 1 damage
Rambasa Twin trades with Twilight Baron, goes to Codex
Sparring Partner - ($3)
Heroes’ Hall - ($1)
Discard 2, draw 4


:psblueshield: Squad Leader: Grave L3 3/3+1A (sparkshot, readiness, 1 damage)
:ps_: Scavenger: Sparring Partner 2/2

Safe Attacking (my Tech 0/1 units get +1A on attack)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Heroes’ Hall: 4


Hand: 4

Martial Mastery
Snapback
Aged Sensei
Smoker

Deck: 0
Discard: 5

Insurance Agent
Insurance Agent
Grappling Hook
Bone Collector
Morningstar Flagbearer

Card count check (opponent-viewable)

Expected: 10 + 6 teched + 1 Twin - 2 Twins returned = 15
2 on board
5 in hand
4 in deck
0 in discard
4 in workers
Total: 15


Gold: 1
Workers: 8

4 x start
T1: Fox Primus
T2: Fox Viper
T3: Sensei’s Advice
T4: Savior Monk

P2, Turn 4

Thieving Imp — Tech 0
Sacrifice the Weak — Magic
Lich’s Bargain
Gargoyle
Pestering Haunt — Tech 0

Tech Carrion Curse + Shrine of Forbidden Knowledge

Draw: Carrion Curse -> Worker

8 gold (11)
Lich’s Bargain (9)
Sacrifice the Skeleton to draw
Worker (8)
Tech II Demonology (4)
Thieving Imp (1)
Skeleton (0)
Pestering Haunt
Discard 2, Draw 4

SQL - Horror (3/3 +1)
Scavenger - Zombie (2/2)
Technician - Imp (2/2)

L7 Garth (3/4)
Pestering Haunt (1/1)
Skeleton (1/1)

Base - 15
Tech I - 5
Tech II - 5 (Demon)

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

Next Hand
  1. Twilight Baron
  2. Poisonblade Rogue — Tech 0
  3. Lich’s Bargain
  4. Shrine of Forbidden Knowledge

P1T5


Starting hand: 4

Martial Mastery
Snapback
Aged Sensei
Smoker

Thieving Imp discard

Smoker

Thoughts

Lich’s Bargain is pretty rough here, I haven’t been planning for it. I’m hosed if I don’t build Tech II here, so my options after that are the following:

  • Train Grave, trade him with the Horror, bring in a hero + 1-cost units to block. That’s 5 health + SQL bonus against 9 attack currently on the board, so I’d have to plan around the blocking hero getting killed. Oh, or I could ready the Sparring Partner instead of bringing units in. I’d rather bring in the units so I’m more likely to have something to insure.
  • Maxband Grave to Sword Slash the Horror. Leaves me with nothing else to do, unless I want to kill the Zombie with the Sparring Partner. Either way leaves me pretty open, killing Grave takes a lot of trades if Zombie’s dead but EricF can just go for my Tech II.
  • Martial Mastery first, to try and draw a Lich’s Bargain. It risks drawing my Insurance Agents early, but I could also draw Grappling Hook, which would let me sparkshot the Horror so Sparring Partner can trade with it instead. My chance of drawing a Lich’s Bargain – or an Insurance Agent – from a 9-card discard is 5/12, not the best odds. I think I need to risk it anyway, I can’t deal with Lich’s Bargains right now.
Teched cards: 2

T2: Rambasa Twin, Sparring Partner
T3: Bone Collector, Martial Mastery
T4: 2 x Insurance Agent
T5: 2 x Lich’s Bargain


Get paid + scavenger - ($9)

Martial Mastery, discard 1, reshuffle, draw 2, I look at your hand - ($8)

Discard: Snapback
Draw: Morningstar Flagbearer, Smoker

Thoughts

Uh oh, second Bargain + Baron incoming is probably the end.

Tech II Law - ($4)
Bigby Hayes - ($2)
Aged Sensei - ($1)
Worker - ($0)
Sparring Partner gives Grave a + rune
Grave trades with Horror, levels fizzle
Discard 1, draw 3


:psblueshield: Squad Leader: Bigby L1 2/3+1A
:exhaust: Technician: Aged Sensei 1/1

Sparring Partner 2/2

Safe Attacking (my Tech 0/1 units get +1A on attack)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Law)
:heart: Heroes’ Hall: 4


Hand: 3

Insurance Agent
Grappling Hook
Snapback

Deck: 4

Insurance Agent
Bone Collector
Lich’s Bargain
Lich’s Bargain

Discard: 2

Martial Mastery
Morningstar Flagbearer

Card count check (opponent-viewable)

Expected: 10 + 8 teched + 1 Twin - 2 Twins returned = 17
3 on board
3 in hand
4 in deck
2 in discard
5 in workers
Total: 17


Gold: 0
Workers: 9

4 x start
T1: Fox Primus
T2: Fox Viper
T3: Sensei’s Advice
T4: Savior Monk
T5: Smoker

P2, Turn 5
  1. Twilight Baron
  2. Poisonblade Rogue — Tech 0
  3. Lich’s Bargain
  4. Shrine of Forbidden Knowledge

Tech Nether Drain and Terras Q

Draw: Graveyard

8 gold (8)
Lich’s Bargain (6)
Sacrifice new Skeleton to draw a card
Vandy (4)
Garth and Skeleton kill Bigsby, Vandy to L3
Shrine (1)
Skeleton (0)
Imp and Pestering Haunt deal 3 to your Tech II
Discard 3, Draw 3, rs, Draw 3

SQL - L3 Vandy (3/4 +1)
Scavenger - Zombie (2/2)
Technicain - Zombie (2/2)

Imp (2/2)
L7 Garth (3/2)
Pestering Haunt (1/1)
Horror (3/3)
Skeleton (1/1)

Base - 11
Tech I - 5
Tech II - 5 (Demon)
Shrine of Forbidden Knowledge - 5

7 workers, 0 gold
Hand: 6
Deck: 5
Discard: 0

Next Hand

Gargoyle
Poisonblade Rogue — Tech 0
Twilight Baron
Skeleton Javelineer — Tech 0
Deteriorate — Magic
Shadow Blade

P1T6


Starting hand: 3

Insurance Agent
Grappling Hook
Snapback

Thoughts

Ugh, I should probably have snapped Garth out. Never mind. I think I just go for Judgement Day, and hope for a miracle. Midbanding Garth to try and draw a Bargain.

Teched cards: 2

T2: Rambasa Twin, Sparring Partner
T3: Bone Collector, Martial Mastery
T4: 2 x Insurance Agent
T5: 2 x Lich’s Bargain
T6: 2 x Judgement Day


Get paid - ($9)
Garth Torken - ($7)
Midband Garth - ($4)
Garth summons a Skeleton - ($3)

Garth destroys the Skeleton, I draw

Bone Collector

Insurance Agent, insuring Aged Sensei - ($2)

Aged Sensei suicides into Vandy for 1A damage, I collect insurance - ($3)

Lich’s Bargain

Lich’s Bargain, I lose a worker, horde arrives - ($1)
Discard 3, draw 2, reshuffle, draw 3


:psblueshield: Squad Leader: Insurance Agent 2/2+1A
:psfist: Elite: Garth L4 1+2/4
:ps_: Scavenger: Horror 3/3 (deathtouch)
:exhaust: Technician: Sparring Partner 2/2
:target: Lookout: Scavenger: Zombie 2/2 (resist 0+1)

Skeleton 1/1

Safe Attacking (my Tech 0/1 units get +1A on attack)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 2 (Law)
:heart: Heroes’ Hall: 4


Hand: 5

Lich’s Bargain
Grappling Hook
Judgement Day
Insurance Agent
Bone Collector

Deck: 6

Martial Mastery
Morningstar Flagbearer
Judgement Day
Aged Sensei
Snapback
Lich’s Bargain

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 10 teched + 1 Twin - 2 Twins returned = 19
3 on board
5 in hand
6 in deck
0 in discard
4 in workers
1 worker lost to Lich’s Bargain
Total: 19


Gold: 1
Workers: 8

4 x start
T1: Fox Primus
T2: Fox Viper
T3: Sensei’s Advice
T4: Savior Monk
T5: Smoker
-1 from Lich’s Bargain

P2, Turn 6

Gargoyle
Poisonblade Rogue — Tech 0 -> Worker
Twilight Baron
Skeleton Javelineer — Tech 0
Deteriorate — Magic
Shadow Blade

Defense: 3, 4, 3, 2, 2 // 2, 5, 4, 1 = 14 // 7-12 (or 16)
Attack: 3+, 2, 2, 2, 3, 1, 3*, 1 = 18
+1 for 0
+3 for 3
+2 for 0 … so I should be able to clear everything except the Hero’s Hall

Tech Dark Pact (for finishing off opponent) and Metamorphosis (same)

Draws: Graveyard; Sacrifice the Weak

7 gold (7), Base takes 1. Note that your Base is at 16
Make a Skeleton (6), sac it to draw
Sac the existing Skeleton to draw

Deteriorate the backline Skeleton
Vandy kills Agent, sparks Garth
My Zombies trade with your Sparring Partner and Zombie (you draw)
Shadow Blade your Garth (3) - you discard
Vandy to Max, dooming my Imp and your Horror
Skeleton Javelineer (2)
Sacrifice the Weak (0) (your Horror and my Javelineer)
Imp (4), and Pester (1) break your Tech I
Garth (3) breaks your Tech II
Horror (3) hits your Base down to 9
Discard 4, Draw 3, rs, Draw 3

No patrol.

L5 Vandy (4/5)
L7 Garth (3/2)
Pestering Haunt (1/1)
Horror (3/3)
Doomed Imp (4/4)

Base - 10
Tech I - 5
Tech II - 5 (Demon)
Shrine of Forbidden Knowledge - 5

7 workers, 0 gold
Hand: 6
Deck: 7
Discard: 0

Next Hand

Metamorphosis
Gargoyle
Twilight Baron
Lich’s Bargain
Nether Drain
Terras Q

P1T7


Starting hand: 5

Lich’s Bargain
Grappling Hook
Judgement Day
Insurance Agent
Bone Collector

Technician draw

Snapback

Shadow Blade discard

Grappling Hook

Thoughts

EricF can easily just get Metamorphosis out for the victory here, so there’s no point in playing around it. Unfortunately Judgement Day doesn’t do much with the current board, so I might be better off just snapping Vandy out for Orpal.

Teched cards: 2

T2: Rambasa Twin, Sparring Partner
T3: Bone Collector, Martial Mastery
T4: 2 x Insurance Agent
T5: 2 x Lich’s Bargain
T6: 2 x Judgement Day
T7: Doom Grasp, Nether Drain


Get paid + float + scavenger - ($10)
Rebuild Tech I
Grave Stormborne - ($8)
Expensive Snapback, Vandy is swapped out for Orpal - ($4)
Bigby Hayes - ($2)
Midband Grave - ($0)
Discard 4, draw 5


:psblueshield: Squad Leader: Grave L3 3/4+1A (sparkshot, readiness)
:psfist: Elite: Bigby L1 1+2/3

Safe Attacking (my Tech 0/1 units get +1A on attack)

:heart: Base HP: 9
:heart: Tech I HP: 5
:heart: Tech II HP: 0 (Law)
:heart: Heroes’ Hall: 4


Hand: 5

Martial Mastery
Morningstar Flagbearer
Lich’s Bargain
Aged Sensei
Judgement Day

Deck: 0
Discard: 10

Insurance Agent
Sparring Partner
Grappling Hook
Doom Grasp
Nether Drain
Snapback
Lich’s Bargain
Judgement Day
Insurance Agent
Bone Collector

Card count check (opponent-viewable)

Expected: 10 + 12 teched + 1 Twin - 2 Twins returned = 21
1 on board
5 in hand
0 in deck
10 in discard
4 in workers
1 worker lost to Lich’s Bargain
Total: 21


Gold: 0
Workers: 8

4 x start
T1: Fox Primus
T2: Fox Viper
T3: Sensei’s Advice
T4: Savior Monk
T5: Smoker
-1 from Lich’s Bargain

P2, Turn 7

Metamorphosis -> Worker
Gargoyle
Twilight Baron
Lich’s Bargain
Nether Drain
Terras Q

Tech the other Dark Pact and a Doom Grasp

7 gold (7), my base takes 1
Nether Drain Grave, Orpal gains 2 levels (6)
Horror kills Grave, Orpal to L5
Orpal puts 2 runes on Bigby
Pestering Haunt trades with Bigby, Orpal to max
Garth hits your Base for 3
Skeleton (5)
Gargoyle (2)
Worker (1)
Discard 3, Draw 6. Float 1 gold.

Scavenger - Skeleton (1/1)

Gargoyle (0/2)
L6 Orpal (2/5)
L7 Garth (3/2)
Horror (3/1)

Base - 9
Tech I - 5
Tech II - 5 (Demon)
Shrine of Forbidden Knowledge - 5

8 workers, 1 gold
Hand: 6
Deck: 1
Discard: 8

Next Hand

Skeleton Javelineer — Tech 0
Shadow Blade
Sacrifice the Weak — Magic
Dark Pact
Poisonblade Rogue — Tech 0
Graveyard — Tech 0

In Deck: Deteriorate — Magic

I surrender! Well played, I did not prepare for a pre-emptive Bargain at all. @FrozenStorm

I’d be interested if anyone has ideas on how I could have dealt with the Bargain hordes better, I felt like I had to trade Twin with Baron, then Grave with Horror, but I don’t know if there was a better line.