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[XCAFRR19 SEMIS] EricF [Demonology]/Necromancy/Finesse vs Leaky [Feral]/Growth/Disease

@Leaky gl;hf!

P1, Turn 1
  1. Skeleton Javelineer — Tech 0
  2. Skeletal Archery — Tech 0
  3. Sacrifice the Weak — Magic
  4. Graveyard — Tech 0
  5. Jandra, the Negator — Tech 0 -> Worker

4 gold (4)
Worker (3)
Vandy (1)
Javelineer (0)
Discard 3, Draw 5

No Patrol

L1 Vandy (2/3)
Javelineer (1/1) w/rune

Base - 20

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

@EricF GLHF!

"P2T1


StartingHand Workers

STARTING HAND
Ironbark Treant
Forest’s Favor
Young Treant
Playful Panda
Verdant Tree


WORKERS
Young Treant


NextHand

Rampant Growth
Merfolk Prospector
Rich Earth
Tiger Cub
Spore Shambler


Discard

Forest’s Favor
Verdant Tree
Playful Panda


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Buy ironbark treant - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Ironbark Treant 3/2 -2/+2A “=” 1/4
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

The treant in vlunerable wherever he goes if withered, so he might as well scavenge.

"

P1, Turn 2
  1. Pestering Haunt — Tech 0
  2. Poisonblade Rogue — Tech 0
  3. Thieving Imp — Tech 0
  4. Summon Skeletons — Magic -> Worker
  5. Deteriorate — Magic

Tech Bone Collector and Dark Pact

5 gold (5)
Worker (4)
Tech I (3)
Deteriorate Treant (3)
Javelineer hits Treant
Vandy kills Treant
Thieving Imp (0), Disard something
Pestering Haunt
Discard 1, rs, Draw 3

No Patrol

L1 Vandy (2/3)
Javelineer (1/1) w/rune
Thieving Imp (2/2)
Pestering Haunt (1/1)

Base - 20
Tech I - 5

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

#edited to correct for Treant being in Scavenger instead of Elite

"P2T2


Tech StartingHand Workers

TECH
Centaur
Centaur


STARTING HAND
Spore Shambler
Rich Earth
Rampant Growth
Merfolk Prospector
Tiger Cub


WORKERS
Young Treant
Merfolk Prospector


NextHand

Centaur
Rampant Growth
Rich Earth
Ironbark Treant 3/2 -2/+2A “”="" 1/4


Tech 2 card(s)
Get Paid + float - ($7)
Scavenger - ($8)
Discard
Worker ($7)
Buy tech 1 - ($5)
Buy tower - ($2)
Buy Tiger cub - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger cub 2/2 + A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

We need the tower. I think putting the shambler in squad lead means that he’s safe unless a card is used. The deck won’t shuffle next turn, so I won’t be able to rush tech 2. Thus I might as well get centaurs.

"

you forgot to pay for your worker

@Leaky let me know when you’re fixed turn is up.

Oops, I fixed it now, replacing the shamble with a tiger cub.

P1, T3

Dark Pact
Sacrifice The Weak
Graveyard

Tech Nimble Fencer and Soul Stone

Draws:
Bone Collector
Skeletal Archery -> Worker

6 gold (6)
Dark Pact myself
Bone Collector (4)
Worker (3)
Vandy to L3 (1)
Vandy kills Cub
Imp pokes the Tower for 2 damage
Discard 2, Draw 2, rs, Draw 2. Float 1 gold

Scavenger - Javelineer (1/1) w/rune

L3 Vandy (3/1) resist 1
Bone Collector (3/3)
Thieving Imp (2/1)
Pestering Haunt (1/1)

Base - 18
Tech I - 5

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

[b]P2T3[/b]
Tech StartingHand Workers

TECH
Sickness
Dinosize


STARTING HAND
Rampant Growth
Rich Earth
Ironbark Treant 3/2 -2/+2A “=” 1/4
Centaur


WORKERS
Young Treant
Merfolk Prospector
Rich Earth


NextHand

Forest’s Favor
Verdant Tree
Centaur
Spore Shambler 2/3 + A


Discard

Tiger Cub
Ironbark Treant 3/2 -2/+2A “=” 1/4
Rampant Growth
Sickness
Dinosize


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Buy Argagarg - ($4)
Buy Centaur - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Centaur 3/4 + A overpower
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp 0/1
  • :target: Lookout:

In Play:

  • L1 Argagarg 1/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tower HP: 2

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Vandy will want to maxband to heal, but she’ll not be happy about buffing either of my units. If she maxbands by killing Argagarg, she’ll only target her own. I’ll tech some spells to give me flexibility for which tech 2 to go for next turn if I have the tempo.

P1, Turn 4

Poisonblade Rogue — Tech 0 -> Worker
Deteriorate — Magic
Nimble Fencer
Graveyard — Tech 0

#heh, the only draw that doesn’t have a clean Centaur kill
Tech 2-Step and 2nd Fencer

7 gold (8)
Tap Vandy and discard to fetch Shadow Blade (7)
Deteriorate the Wisp, you draw
Imp deals 2 to Centaur, and dies
Shadow Blade Centaur, you discard something (4)
Nimble Fencer, breaks your Tower (2)
Bone Collector, Javelineer, and Haunt break your Tech I (which was still at 5 hp) - your Base is now at 16.
Worker (1)
Discard 0, Draw 2. Float 1 gold.

Technician - Skeleton (1/1)

Javelineer (1/1) w/rune
L3 Vandy (3/1) resist 1
Bone Collector (3/3) #didn’t actually take a damage
Nimble Fencer (2/2)
Pestering Haunt (1/1)

Base - 18
Tech I - 5

8 workers, 1 gold
Hand: 2
Deck: 1
Discard: 6

2 Likes
[b]P2T4[/b]
Tech StartingHand Workers

TECH
Giant Panda
Plague Spitter


STARTING HAND
Centaur
Verdant Tree
Spore Shambler 2/3 + A
Forest’s Favor
Playful Panda


WORKERS
Young Treant
Merfolk Prospector
Rich Earth


NextHand

Tiger Cub
Giant Panda
Centaur 3/4 + A overpower
Forest’s Favor
Spore Shambler 2/3 + A


Tech 2 card(s)
Get Paid + float - ($9)
Technician draw
discard
Buy tower - ($6)
Maxband argagarg - ($2)
Buy playful panda - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water elemental 3/3
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp 0/1
  • :target: Lookout:

In Play:

  • L5 Argagarg 1/5
  • Playful Panda 2/2

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Try to keep up the defense. I don’t think I should plan for tech 2 in the near future. I could have used Garg to kill his technician, but it’s probably not worth giving him any more cards.

P1, Turn 5

Sacrifice The Weak
Soul Stone #heh, not the best draw, again. Probably won’t matter, though.

Attack (assuming I pay 2 or kill Arg): 1, 1, 1, 2, 3, 4, +2, +1 SacTheWeak = 15
Defense: 4, 1 // 16 … that is just shy of “actual Lethal” so let’s do some more building breaking and plan on Double Dark Pact for a gaurantee kill shot next turn. That does mean putting something on patrol vs. Arg and Pumped Up Panda, though.

Tech another 2-Step and a Starlet, not that it should matter.

8 gold (9)
Pestering Haunt trades with Wisp
Max Vandy (7), Doom Panda and Javelineer
Sacrifice The Weak (5), Skeleton token and Elemental die
Vandy breaks the Tower
Bone Collector and Nimble Fencer break the Tech I. Your Base is down to 12.
Hero’s Hall (3)
Discard 1, Draw 1, rs, Draw 2. Float 3 gold.

Scavenger - Doomed Javelineer (3/3)
Technician - Skeleton (1/1)

Bone Collector (3/3)
Nimble Fencer (2/2)
L5 Vandy (4/4) resist 1

Base - 18
Tech I - 5
Hero’s Hall - 4

8 workers, 3 gold
Hand: 3
Deck: 9
Discard: 0

[b]P2T5[/b]
Tech StartingHand Workers

TECH
Polymorph: Squirrel
Stampede


STARTING HAND
Centaur 3/4 + A overpower
Tiger Cub
Spore Shambler 2/3 + A
Giant Panda
Forest’s Favor
Centaur


WORKERS
Young Treant
Merfolk Prospector
Rich Earth


NextHand

Verdant Tree
Rampant Growth
Sickness
Ironbark Treant 3/2 -2/+2A “=” 1/4
Dinosize


Discard

Polymorph: Squirrel
Stampede
Playful Panda 2/2
Centaur
Forest’s Favor
Centaur 3/4 + A overpower
Giant Panda


Tech 2 card(s)
Get Paid - ($8)
Draw
Buy tower - ($5)
Buy Spore shambler - ($2)
Buy Tiger cub - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spore Shambler 2/3 + A
  • :psfist: Elite:
  • :ps_: Scavenger: L5 Argagarg 1/5
  • :pschip: Technician: Tiger Cub 2/2
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Losing.

P1, Turn 6

Shadow Blade
Sacrifice the Weak — Magic
Dark Pact

Tech Star-Crossed Starlet #2 and Appel Stomp (these almost certainly don’t matter)

Pact Draws:
Graveyard — Tech 0
Two-Step

Maths:
Defense: 4, 5, 2 // 12? or 4, 5
Attack: 4+spark, 3, 2, 1, +2/+2, 3, SacTheWeak (4) = 22ish - just short of lethal. Looks like the Tower is falling, yet again!

8 gold (11)
Dark Pact Myself
Sacrifice the Weak Skeleton and Spore Shambler (9)
River (7)
2-Step on Collector and Fencer
Collector kills Arg (River to L3)
Shadow Blade Tiger Cub (4)
Fencer breaks the Tower
Vandy deals another 4 to your Base, leaving it at 6: hey look, your Tech building survives this time!
Tech II Finesse (0)
Discard 1, Draw 3

Technician - Skeleton (1/1)

Dancing Bone Collector (5/3)
Dancing Nimble Fencer (4/3)
L5 Vandy (4/4) resist 1
L3 River (2/4) w/ 2-Step

Base - 16
Tech I - 5
Tech II - 5
Hero’s Hall - 4

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

Next Hand
  1. Nimble Fencer
  2. Deteriorate — Magic
  3. Pestering Haunt — Tech 0

I forfeit. GG.

I think I have some work to do on my defense.

@FrozenStorm

1 Like

It’s a brutal deck to defend against, you played well. GG WP to you both!