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[XCAFRR19 Round7] bomber678 [Feral]/Growth/Disease vs James [Demonology]/Disease/Necromancy

@James
Play again, I guess, but I have a weird deck and you still have mono black.


Turn 1

Hand: Rich Earth, Rampant Growth, Merfolk Prospector, Spore Shambler, Ironbark Treant
Workers: Rich Earth


  1. Get paid (+$4, $4)
  2. Hire a worker ($3)
  3. Summon Merfolk Prospector ($2)
  4. Summon Calamandra Moss ($0)
  5. Discard 3, draw 5

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger: Merfolk Prospector (1/1)
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
  • Units/Heroes:
    Calamandra Moss (2/3)
  • Base: 20
  • Other:

Economy:

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

Hand

Verdant Tree, Tiger Cub, Forest’s Favour, Playful Panda, Young Treant

Discard

Ironbark Treant, Spore Shambler, Rampant Growth

Think

Not a bad opening hand, may as well go for the aggressive start with Calamandra here.

Woo monoblack. I just realised and went back to check - I paid 2 gold for my tech I at the beginning of last game despite having a monocolour :open_mouth: I guess that means it is all invalid forever and I win the tournament now right? :wink:

P2T1


StartingHand Workers

STARTING HAND
Pestering Haunt
Deteriorate
Sacrifice the Weak
Summon Skeletons
Skeleton Javelineer


WORKERS
Summon Skeletons


NextHand

Jandra, the Negator
Skeletal Archery
Poisonblade Rogue
Thieving Imp


Discard

Deteriorate
Sacrifice the Weak


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth - ($2)
Skeleton - ($1)
Skeleton Javelineer - ($0)
Pestering Haunt

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton 1/1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Javelineer 1/1 [jav]
  • :target: Lookout:

In Play:

  • Garth L1 1/3
  • Pestering Haunt 1/1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Aggressive Calamandra. T1 and a body next turn, advance past him?

Damn, really? I’m sorry man, I usually pick up on stuff like that. It could’ve made a real difference.


Turn 2

Hand: Verdant Tree, Tiger Cub, Forest’s Favour, Playful Panda, Young Treant
Tech: Centaur, Huntress
Workers: Rich Earth, Tiger Cub


  1. Tech 2 cards
  2. Get paid (+$5, $5)
  3. Hire a worker ($4)
  4. Build Tech 1 ($2)
  5. Midband Calamandra ($0)
  6. Discard 2 cards, give Calamandra Stealth
  7. Calamandra kills Garth and maxbands
  8. Discard 2, reshuffle, draw 4

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

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Calamandra Moss lvl 5 (4/5) (Resist aura)
  • Base: 20
  • Other:

Economy:

  • Workers: 6
  • Gold: 0
  • Hand: 4
  • Deck: 5
  • Discard: 0

Hand

Playful Panda, Spore Shambler, Ironbark Treant, Rampant Growth

Discard

Thenk

Decided to press the aggressive play. Not sure how this will pan out for me, since I can’t actually build my tech 2 to take advantage of feral strike until turn 4. So yeah. Bad redraw too. Dunno what will happen next.

My own fault entirely! Maybe, though I would still have bet on you I think.

P2T2


Tech StartingHand Workers

TECH
Hooded Executioner
Shadow Blade


STARTING HAND
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Skeletal Archery


WORKERS
Summon Skeletons
Skeletal Archery


NextHand

Sacrifice the Weak
Deteriorate
Graveyard
Poisonblade Rogue


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($4)
Javelineer throws a javelin at Merfolk and knocks off armour, other skele trades
Haunt does 1 damage to the base, on 19
Theiving Imp, discard #2 of 4 - ($1)

Float ($1)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Thieving Imp 2/2
  • :target: Lookout:

In Play:

  • Javelineer 1/1
  • Pestering Haunt 1/1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Eesh. More of an aggressive Calamandra than I expected. How can I exploit this, or am I just blown up? Imp reduces his card count further, which might be good. Archery preserves a skeleton - but is probably not worth it to save just one. Jandra is big, but even in Elite not big enough to kill the Cala efficiently. Rogue is good if it attacks. I think Imp is the best in this hand. What is he going to tech? Probably centaur, perhaps feral strike if cala survives again. Shadow blade might be good to punish a centaur and the card issue again, though the resist from Cala is annoying. I’ll also take a unit; Executioner would also punish a big centaur, and doesn’t target. Floating a gold makes boosting it easier. From there I’ll go… not sure. Demonology into shrine? Cursed crows?

Turn 3

Hand: Playful Panda, Ironbark Treant, Rampant Growth
Tech: Blooming Ancient, Oversized Rhinoceros
Workers: Rich Earth, Tiger Cub, Ironbark Treant


  1. Imp discard
  2. Tech 2 cards
  3. Get paid (+$6, $6)
  4. Hire a worker ($5)
  5. Summon Playful Panda ($3)
  6. Build a Tower ($0)
  7. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Wisp (0/1+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout: Calamandra Moss lvl 5 (4/5) (Resist Aura)

  • Buildings:
    Tech 1: 5
    Tower: 4
  • Units/Heroes:
    Playful Panda (2/2)
  • Base: 19
  • Other:

Economy:

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

Hand

Huntress, Young Treant, Verdant Tree

Discard

Oversized Rhinoceros, Merfolk Prospector, Blooming Ancient, Rampant Growth, Spore Shambler

Thinking

Annoying that I can’t just summon a tiger here because sac the weak. I will defend, and if Calamandra survives I will tech up and aim to feral strike some big stuff. If she does not, I will tech up and GROW

Hey, sorry for the delay! And for more delay - I’m working night shifts until Sunday, so I will probably post the next turn then.

2 Likes

Back in the land of the living!

P2T3


Tech StartingHand Workers

TECH
Cursed Crow
Dark Pact


STARTING HAND
Graveyard
Poisonblade Rogue
Sacrifice the Weak
Deteriorate


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard


NextHand

Shadow Blade
Sacrifice the Weak
Hooded Executioner
Jandra, the Negator


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Vandy - ($5)
Deteriorate the Resistant Wisp - ($4)
Max Vandy, buff my Skeleton jav and your Panda - ($0)
Skeleton (3/3) and Imp kill Calamandra, levels fizzle

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy L5 (4/5) Resist 1, sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt 1/1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Is teching a meta ambitious? I would really liek Vandy to survive unitl the turn after next so I can get a HH or T2 and another hero out. Probably not going to happen. I’ll put in a DP and try to cycle round if I want to later.

Welcome back, I hope death treated you kindly.


Turn 4

Hand: Huntress, Young Treant, Verdant Tree
Draw: Forest’s Favour
Tech: Sickness, Plague Spitter
Workers: Rich Earth, Tiger Cub, Ironbark Treant


  1. Tech 2 cards
  2. Get paid (+$7, $7)
  3. Summon Young Treant, draw ($5)
  4. Hire a worker ($4)
  5. Summon Argagarg Garg ($2)
  6. Summon Huntress ($0)
  7. Panda hits Vandy for 3 damage
  8. Discard 1, draw 1, reshuffle, draw 2

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger: Wisp (0/1)
    :pschip:Technician: Young Treant (0/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tower: 4
  • Units/Heroes:
    Argagarg Garg (1/3)
    Huntress (3/3)
  • Base: 19
  • Other:

Economy:

  • Workers: 8
  • Gold: 0
  • Hand: 3
  • Deck: 6
  • Discard: 0

Hand

Centaur, Blooming Ancient, Verdant Tree

Discard

Thunk

I’m in a precarious position. He’s likely to metamorphosis. I’m not sure I can deal with that right now.

@James your tech I is not listed despite being online.

1 Like

P2T4


Tech StartingHand Workers

TECH
Gorgon
Bone Collector


STARTING HAND
Shadow Blade
Jandra, the Negator
Hooded Executioner
Sacrifice the Weak


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Jandra, the Negator


NextHand

Javelineer 1/1
Poisonblade Rogue
Dark Pact


Discard

Sacrifice the Weak
Pestering Haunt 1/1
Shadow Blade
Gorgon
Bone Collector


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Haunt kills wisp, dies to tower
Sacrifice the weak, treant dies - ($5)
Boosted Hooded Executioner, Treant dies - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hooded Executioner, 3/3A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Vandy L5 (4/2) Resist 1, sparkshot
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Sac the weak is just so good - I could choose to play it here over my two tech’d cards. Maybe that means I should have tech’d better cards though. If he had patrolled the Huntress I would have shadow bladed it, and he knows it. Anyway, if I play the executioner I don’t get to tech up… but I think the minion clear and good position might be worth it? Card recovery with Dark Pact next turn or the turn after.

i think you mean huntress

1 Like
Turn 5

Hand: Centaur, Blooming Ancient, Verdant Tree, Merfolk Prospector
Tech: Blooming Ancient, Guargum, Eternal Sentinel
Workers: Rich Earth, Tiger Cub, Ironbark Treant, Forest’s Favour, Merfolk Prospector


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$8, $9)
  4. Hire a worker ($8)
  5. Build Tech 2 Growth ($4)
  6. Summon Centaur ($1)
  7. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Centaur (3/4+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Argagarg Garg (1/3)
    :target:Lookout:

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

Economy:

  • Workers: 9
  • Gold: 1
  • Hand: 4
  • Deck: 1
  • Discard: 6

Hand

Spore Shambler, Rampant Growth, Oversized Rhinoceros, Playful Panda

Discard

Guargum, Eternal Sentinel, Blooming Ancient, Blooming Ancient, Verdant Tree, Huntress, Young Treant

Thinkums

I forgot about Executioner, and I should’ve patrolled the Huntress. The outcome is probably the same though. At least I get to tech up first here

P2T5


Tech StartingHand Workers

TECH
Abomination
Cursed Crow


STARTING HAND
Javelineer 1/1
Poisonblade Rogue
Dark Pact
Deteriorate
Thieving Imp 2/2


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Jandra, the Negator
Poisonblade Rogue


NextHand

Thieving Imp 2/2
Cursed Crow


Tech 2 card(s)
Get Paid - ($9)
Dark Pact, my base to 18
Tech II (Disease) - ($5)
Tap Vandy and discard to gain a Soulstone from my codex - ($4)
Soulstone Executioner - ($2)
Deteriorate Centaur
4/4 Executioner kills centaur
Javelineer - ($1)
Worker - ($0)

Float ($0)
Discard 0, draw 1, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Javelineer 1/1
  • :target: Lookout:

In Play:

  • Hooded Executioner, 4/2A (Ensouled, so +1/1 and 2 dmg)
  • Vandy L5 (4/2) Resist 1, sparkshot
  • Soulstone (attached to Executioner)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 2
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Who needs cards?

Should be three damage on the Executioner, as I still have a Tower.


Turn 6

Hand: Spore Shambler, Rampant Growth, Oversized Rhinoceros, Playful Panda
Tech: Murkwood Allies, Blooming Elm
Workers: Rich Earth, Tiger Cub, Ironbark Treant, Forest’s Favour, Merfolk Prospector, Spore Shambler


  1. Tech 2 cards
  2. Get paid (+$9, $10)
  3. Hire a worker ($9)
  4. Summon Oversized Rhinoceros ($4)
  5. Summon Playful Panda ($2)
  6. Discard 1, draw 1, reshuffle, draw 2

  • Patrol:
    :psblueshield:Squad Leader: Oversized Rhinoceros (7/8+A)
    :psfist:Elite:
    :ps_:Scavenger: Wisp (0/1)
    :pschip:Technician: Argagarg Garg (1/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tower: 4
  • Units/Heroes:
    Playful Panda (2/2)
  • Base: 19
  • Other:

Economy:

  • Workers: 10
  • Gold: 2
  • Hand: 3
  • Deck: 8
  • Discard: 0

Hand

Sickness, Centaur, Huntress

Discard

Thonk

Looks like he’s setting up for meta, I think. Could be rough for me, but at least I’ve made it very tough for him to move the Rhino. Hopefully, that will delay him. The plan is Tech 3 and win.

Yup my mistake

P2T6


Tech StartingHand Workers

TECH
Gorgon
Abomination


STARTING HAND
Cursed Crow
Thieving Imp 2/2
Sacrifice the Weak
Pestering Haunt 1/1


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Jandra, the Negator
Poisonblade Rogue
Pestering Haunt 1/1


NextHand

Gorgon
Abomination
Shadow Blade


Discard

Thieving Imp 2/2
Gorgon
Abomination
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($10)
Discard, pay one, tap vandy for a Dark Pact - ($9)
Dark Pact, my base to 16
Worker - ($8)
Cursed Crow - ($5)
Surplus - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hooded Executioner, 4/1A (Ensouled, so +1/1 and 3 dmg)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Javelineer 1/1
  • :target: Lookout:

In Play:

  • Vandy L5 (4/2) Resist 1, sparkshot
  • Soulstone (attached to Executioner)
  • Cursed Crow 3/3 flying, steals cards on base attacks

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

Me. I need cards.

You had 2 cards last turn, replace one with dark pact, draw 2 up to 4, worker to 3, cursed crow to 2. You should be discarding 2 drawing 4, no?


Turn 7

Hand: Sickness, Centaur, Huntress
Tech: Guargum, Eternal Sentinel
Workers: Rich Earth, Tiger Cub, Ironbark Treant, Forest’s Favour, Merfolk Prospector, Spore Shambler, Centaur


  1. Tech 1 card
  2. Get paid (+$10, $12)
  3. Hire a worker ($11)
  4. Summon Orpal Gloor ($9)
  5. Cast Sickness on Executioner and and Skeleton Javelineer, Soul Stone leaves, you draw ($7)
  6. Build Tech 3 ($2)
  7. Rhino kills Executioner
  8. Panda kills Vandy, Argagarg gains 2 levels
  9. Maxband Argagarg ($0)
  10. Arg hits your Surplus for 1
  11. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Water Elemental (3/3+A)
    :psfist:Elite:
    :ps_:Scavenger: Wisp (0/1)
    :pschip:Technician: Orpal Gloor (1/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tech 3: 5
    Tower: 4
  • Units/Heroes:
    Oversized Rhinoceros (7/6)
    Argagarg Garg lvl 5 (1/5)
  • Base: 19
  • Other:

Economy:

  • Workers: 11
  • Gold: 0
  • Hand: 3
  • Deck: 5
  • Discard: 4

Hand

Blooming Ancient, Young Treant, Rampant Growth

Discard

Guargum, Eternal Sentinel, Playful Panda, Huntress, Sickness

Thinkerino

I’m in a pretty good spot here, I think. Yeah he’s got a lot of cards and a lot of gold, but not a lot of board. I have many chances to just play a bunch of stuff he can’t deal with.

The image of fear.

2 Likes

no. 2 cards. disc to fetch dp->1. get dp->2. use dp to get 2 cards(discarding it)->3 cards. 3-1(worker)-1(CC)=1.
The power of math lol :wink:

1 Like

Good point.

However… I think there should be 5 cards in discard at the end of his turn. 1 for the fetch, 1 that is dark pact, 2 techs, and 1 at end of turn.

1 Like

Yeah good spot, I forgot to put the new dark pact in the discard pile. Added it now since there was no reshuffle so no chance to draw it.

P2T7


Tech StartingHand Workers

TECH
Plague Lord
Plague Lord


STARTING HAND
Abomination
Shadow Blade
Gorgon
Bone Collector
Deteriorate


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Jandra, the Negator
Poisonblade Rogue
Pestering Haunt 1/1


NextHand

Gorgon
Dark Pact
Cursed Crow
Cursed Crow 3/3 flying, steals cards on base attacks
Shadow Blade


Tech 2 card(s)
Get Paid - ($11)
Tech III - ($6)
Gorgon - ($3)
Bone Collector - ($1)
Crow attaks your base, dies to the elemental but you discard #3 of 3

Float ($1)
Discard 3, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gorgon 2/4A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bone Collector 3/3
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Tech III HP: 5
  • :heart: Surplus HP: 3

Economy Info:
Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 11
Thoughts

I have card advantage once again, so… yay? Not sure where I’m going here really. Zarramonde would take down Guargum if I have enough gold, but a plague lord won’t.Gorgons will if I can get through, which I likely can’t.