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[XCAFS18] EricF [Feral/Growth]/Finesse vs FrozenStorm [Necro]/Blood/Fire


#1

@FrozenStorm gl, hf, atj

P1, T1
  1. Verdant Tree — Tech 0
  2. Playful Panda — Tech 0
  3. Young Treant — Tech 0
  4. Forest’s Favor — Magic
  5. Rich Earth — Tech 0

Worker - Rich Earth

4 gold (4)
Worker (3)
Playful Panda (1)
Discard 3, Draw 5, Float 1g

Scavenger - Wisp (0/1)

Playful Panda (2/2)

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

Next Hand
  1. Rampant Growth — Magic
  2. Ironbark Treant — Tech 0
  3. Tiger Cub — Tech 0
  4. Merfolk Prospector — Tech 0
  5. Spore Shambler — Tech 0

#2

So nice to have you back @EricF! GL HF to you as well :slight_smile:

XCAFS Round 1 Player 2, Turn 1

P2 [Necro]/Blood/Fire vs P1 [Feral/Growth]/Finesse

Starting Hand

Jandra, the Negator
Deteriorate
Pestering Haunt
Skeleton Javelineer
Graveyard

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Graveyard (3)
  • Skeleton Javelineer (2)
  • Worker (1)
Workers

Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Skeleton Javelineer (1+1/1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Poisonblade Rogue
Sacrifice the Weak
Skeletal Archery
Thieving Imp

End of Turn Discard

Deteriorate
Pestering Haunt

My Thoughts

I like my hasty odds against Green starter for Graveyard to do some damage, so let’s roll with that! No doubt his primary plan will be Growth T2 against me, we’ll see if I can heat up before that!



#3
P1, Turn 2
  1. Rampant Growth — Magic
  2. Ironbark Treant — Tech 0
  3. Tiger Cub — Tech 0
  4. Merfolk Prospector — Tech 0
  5. Spore Shambler — Tech 0

Tech Nimble Fencer + Centaur

Worker Ironbark

5 gold (6), Tech 2 cards
Worker (5)
Tech I (4)
Prospector (3)
Calamandra Moss (1)
Discard 3, rs, Draw 5. Float 1 gold.

SQL - Playful Panda (2/2 +1)
Scavenger - Wisp (0/1)
Technician - Merfolk Prospector (1/1)

L1 Calamandra Moss (2/3)

Base - 20
Tech I - 5

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

Next Hand
  1. Nimble Fencer (2/3)
  2. Young Treant — Tech 0
  3. Tiger Cub — Tech 0
  4. Spore Shambler — Tech 0
  5. Centaur (3/4)

#4

XCAFS Round 1 Player 2, Turn 2

P2 [Necro]/Blood/Fire vs P1 [Feral/Growth]/Finesse

Starting Hand

Poisonblade Rogue
Sacrifice the Weak
Skeletal Archery
Thieving Imp

Events of Turn:


Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Lich’s Bargain x2


Main:

  • Thieving Imp, discard #2 of 5 (4)
  • Tech 1 (2)
  • Worker (1)
Workers

Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton Javelineer (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Summon Skeletons
Sacrifice the Weak
Lich’s Bargain
Skeletal Archery

End of Turn Discard
My Thoughts

Graveyard was greedy. I think my best bet is to bait the graveyard to be killed and go for Lich’s Bargain. If he busts down Jav, I can LB + Tech 2 Blood, and that ought to do me some favors. But this is a bad situation no doubt.



#5

You have Javelineer listed in Scavenger slot with the Elite bonus, which one did you intend?

It doesn’t matter for my play, as it turns out. Though I assumed Scavenger.


#6
P1, Turn 3
  1. Nimble Fencer (2/3)
  2. Young Treant — Tech 0 (discarded)
  3. Tiger Cub — Tech 0 -> Worker
  4. Spore Shambler — Tech 0
  5. Centaur (3/4)

I have 2, 2 attack and
Pay 2 for 2 (fencer)
Pay 5 for ++ (shambler)
Pay 2 for +, twice (level up)
Pay 1 for 1 (prospector)
and 8 total gold, so I can get up to +5 attack, for 9 total

Frozen has 3, 1 // 3, 5 defense. So, I could break Tech I if I did this:
8 gold (8)
Nimble Fencer (6)
Spore Shambler, move rune to Fencer (2)
Fencer kills Imp
Prospector trades with Jav
Level Cal (0)
Cal & Panda break tech 1.
But that seems pretty bad, skipping a worker and losing the Prospector!

Let’s just break the Graveyard instead.

I could use either Spore Shambler or Nimble Fencer to get in, but Spore Shambler leaves me with a 3/3 and a 1/1 in the back line (with a 0/1 on patrol), whereas Nimble Fencer leaves 2 2/2s on the back line, and costs 2 less gold #smirk.

I could make a Centaur by letting the Graveyard live, but that seems like it just gets me hit in the face with another Imp.

Tech choice getting shuffled in here, knowing I’m drawing 2x spell next turn and a reshuffle of 2 3 cost guys and the Treant, I think I want to go for more swarmy cheap stuff, since I’ll likely have Cal to get the cards back with Tigers and a Tech II to build.

Tech for Might of Leaf and Claw + Galina Glimmer

6 gold (7), Tech 2 cards, Discard 1
Level Cal to 3 (5)
Cal kills Imp
Nimble Fencer (3)
Fencer kills Javelineer
Panda & Prospector team up to break Graveyard
Worker (2)
Discard 2, Draw 3, rs, Draw 1. Float 2 gold.

All units have Resist 1 from Cal Midband
Technician - Wisp (0/1)

Merfolk Prospector (1/1)
Playful Panda (2/2)
Nimble Fencer (2/2)
L3 Calamandra Moss (3/2)

Base - 20
Tech I - 5

7 workers, 2 gold
Hand: 4
Deck: 4
Discard: 0

Next Hand

Verdant Tree — Tech 0
Rampant Growth — Magic
Forest’s Favor — Magic
Centaur (3/4)


#7

You understood correctly, sorry for the copypasta issue.

XCAFS Round 1 Player 2, Turn 3

P2 [Necro]/Blood/Fire vs P1 [Feral/Growth]/Finesse

Starting Hand

Summon Skeletons
Sacrifice the Weak
Lich’s Bargain
Skeletal Archery

Events of Turn:


Upkeep:

  • Get Gold (7+1float+1scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Crashbarrow, Shoddy Glider
Lich’s Bargain x2


Main:

  • Garth (7)
  • Worker (6)
  • Tech 2 Blood (2)
  • Lich’s Bargain, the ghoulies come out (0)
Workers

Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 Blood

In Patrol:

  • :psblueshield: Squad Leader: Horror (3/3+1armor)
  • :psfist: Elite: Garth (1+1/3 lvl 1)
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician: Zombie (2/2)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Pestering Haunt
Lich's Bargain
Deteriorate
Shoddy Glider

End of Turn Discard
My Thoughts

As expected, he breaks the graveyard and is mounting a formidable board. Assuming he drew Rampant Growth or another Fencer, however, it’s a pretty solid lock I’ll be losing Garth, even with the LB. That’s okay, though I think I can make good work with my tech 2 from there on out, so let’s go for it and see how things shake out :slight_smile:

Nice draw of Glider, hopefully that’ll put some counter pressure down.



#8
P1, Turn 4

Verdant Tree — Tech 0
Rampant Growth — Magic
Forest’s Favor — Magic
Centaur (3/4)

Bring in Fencer #2 and Discord

7 gold (9), Tech 2 cards
Rampant Growth on Nimble Fencer (7)
Fencer trades with Horror
Forest’s Favor on Panda (5)
Panda kills Garth, Cal to Max
Cal summons a Stalking Tiger (1)
Worker (0)
Prospect for a gold (1)
Discard 1, Draw 3. Float 1 gold

All units have Resist 1 from Cal Midband

SQL - Stalking Tiger (4/4 +1) Invisible
Technician - Wisp (0/1)

Merfolk Prospector (1/1)
Playful Panda+ (3/1)
L5 Calamandra Moss (4/5)

Base - 20
Tech I - 5

8 workers, 1 gold
Hand: 3
Deck: 1
Discard: 6


#9

XCAFS Round 1 Player 2, Turn 4

P2 [Necro]/Blood/Fire vs P1 [Feral/Growth]/Finesse

Starting Hand

Pestering Haunt
Lich’s Bargain
Deteriorate
Shoddy Glider

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Bloodlust, Bone Collector
Crashbarrow, Shoddy Glider
Lich’s Bargain x2


Main:

  • Jaina (5)
  • Deteriorate Panda, paying resist and off-color (3)
  • Shoddy Glider, it and Zombie trade with Tiger (2)
Workers

Skeletal Archery, Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 Blood

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Jaina (2+1/3 lvl 1)
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 2
  • Workers: 7

End of Turn Hand

Summon Skeletons
Skeleton Javelineer
Lich’s Bargain
Crashbarrow

End of Turn Discard

Bloodlust
Bone Collector
Deteriorate
Shoddy Glider
Lich’s Bargain
Pestering Haunt

My Thoughts

Yikes… well at least he didn’t tech up, and I can snipe that Panda. He’s down on cards, probably next turn summons another Tiger and techs up. Hopefully next turn I can push a little harder…

Crash Barrow & Lich’s Bargain, not bad. Probably want more Bloodlust in the deck to pair up with my Lich’s Bargain, and probably a Desperation? Idk, dangerous considering my low worker count…



#10
P1, Turn 5

Young Treant — Tech 0
Spore Shambler — Tech 0
Might of Leaf and Claw -> Worker
(Galina Glimmer in deck)

Tech in 2-step + Ferocity

8 gold (9), Tech 2 cards
Young Treant (7), draw
Galina Glimmer (6)
Tap Cal for another Stalking Tiger (2)
Prospect (3)
Worker (2)
Hero’s Hall (0)
Discard 1, rs, Draw 3

All Units have Resist 1 from Cal
Squad Lead - Young Treant (0/2 +1)
Scavenger - Wisp (0/1)
Technician - Stalking Tiger (4/4) Invisible

Merfolk Prospector (1/1)
Galina Glimmer (2/2)
L5 Calamandra Moss (4/5)

Base - 20
Tech I - 5
Hero’s Hall - 4

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

Next Hand

Spore Shambler — Tech 0
Forest’s Favor — Magic
Discord


#11

XCAFS Round 1 Player 2, Turn 5

P2 [Necro]/Blood/Fire vs P1 [Feral/Growth]/Finesse

Starting Hand

Summon Skeletons
Skeleton Javelineer
Lich’s Bargain
Crashbarrow

Events of Turn:


Upkeep:

  • Get Gold (7+2float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Desperation, Nether Drain
Bloodlust, Bone Collector
Crashbarrow, Shoddy Glider
Lich’s Bargain x2


Main:

  • Garth (7)
  • Crashbarrow, slams YT and overpowers to Tiger (4)
  • Jaina smacks wisp and sparkshots tiger down, you get a card and a gold
  • Skeleton trades with Prospector
  • Lich’s Bargain, more nightmare creatures (2)
  • Make a skeleton (1)
  • Worker (0)
Workers

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

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 12
  • Tech1 HP: 5
  • Tech2 HP: 5 Blood

In Patrol:

  • :psblueshield: Squad Leader: Zombie (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout: Horror (3/3)

In Play:

  • Garth (1/3 lvl 1)
  • Jaina (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 11

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Sacrifice the Weak
Thieving Imp
Graveyard

End of Turn Discard

Bloodlust
Bone Collector
Deteriorate
Shoddy Glider
Lich's Bargain
Pestering Haunt
Lich's Bargain
Crashbarrow
Desperation
Nether Drain
Skeleton Javelineer

My Thoughts

Well, I’m all in on Lich’s Bargain, I don’t think now is any time to turn back… would have been nice to have the Graveyard here, but the extra skeleton and not skipping worker is good too… I’m not afraid of Feral Strike yet, next turn I’m probably attacking with all I have and trying to Graveyard + Max Garth, eventually Jaina needs to leave the picture but we’ll work with what we have for now. Discord would be a big bummer…



#12
P1, Turn 6

Spore Shambler — Tech 0
Forest’s Favor — Magic
Discord
+Nimble Fencer

Tech in Dinosize and Centaur

9 gold +scav (10), Tech 2 cards
River (8)
Discord (6) -you get card & gold
Nimble Fencer (4)
Nimble Fencer kills Zombie
Galina trades with Horror
Forest’s Favor on Cal (2)
Cal breaks your Tech II
Discard 1, Draw 3. Float 2 gold.

SQL - L1 River (2/3 +1)

Nimble Fencer (2/3)
L5 Calamandra Moss + (5/6)

Base - 20
Tech I - 5
Hero’s Hall - 4

9 workers, 2 gold
Hand: 3
Deck: 4
Discard: 9

Next Hand

Nimble Fencer (2/3)
Centaur (3/4)
Ferocity


#13

XCAFS Round 1 Player 2, Turn 6

P2 [Necro]/Blood/Fire vs P1 [Feral/Growth]/Finesse

Starting Hand

Sacrifice the Weak
Thieving Imp
Graveyard

Events of Turn:


Upkeep:

  • Get Gold (7+1scav)
  • rs Draw 1 (techn)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Bone Collector, Bloodlust
Desperation, Nether Drain
Bloodlust, Bone Collector
Crashbarrow, Shoddy Glider
Lich’s Bargain x2


Main:

  • Sacrifice the Weak, no more Fencer (6)
  • Graveyard (4)
  • Level Garth to 5, slap around River (0)
  • Jaina kills River, Garth maxbands and fetches a Bone Collector
Workers

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

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 10
  • Tech1 HP: 5
  • Tech2 HP: 5 Blood

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bone Collector (3+1/3)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Garth (3/4 lvl 7)
  • Jaina (2/1 lvl 1)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Deteriorate
Nether Drain
Bone Collector
Lich’s Bargain

End of Turn Discard

Sacrifice the Weak
Bloodlust
Pestering Haunt
Thieving Imp

My Thoughts

Can Confirm, discord big bummer… going to take the RS pre-teching to leave the option open for Garth max + fetch BC.

Yea, fetch BC + Graveyard seems my best option. He still hasn’t gone tech 2, so that helps a little. Next turn I’ll be able to get Drakk just in time for Drakk spells to start being drawn.

Or not lol. All Garth. Well maybe we draw skeletons for it :man_shrugging:



#14

Your graveyard doesnt show as in play.


#15
Player 1, Turn 7

Nimble Fencer (2/3)
Centaur (3/4)
Ferocity

Tech in 2x Behind the Ferns. Probably won’t ever see them, but it’s more options to end the game.

9 gold (11)
Cal kills Bone Collector
Arg (9)
Nimble Fencer (7)
Fencer kills Jaina, Arg to L3
Max Arg (5)
Centaur (2)
Ferocity (0)
Discard 0, Draw 2

All units have Swift Strike, Armor Piercing, and Resist 1
SQL - Centaur (3/4 +1)
Elite - Water Elemental (4/3) – Anti-Air
Technician - Wisp (0/1)

Nimble Fencer (2/1)
L5 Arg (1/5)
L5 Calamandra Moss + (5/2)

Base - 20
Tech I - 5
Hero’s Hall - 4

9 workers, 0 gold
Hand: 2
Deck: 2
Discard: 13

Next Hand
  1. Rampant Growth — Magic
  2. Two Step

#16

“Go for broke” is apparently this deck’s motto

XCAFS Round 1 Player 2, Turn 7

P2 [Necro]/Blood/Fire vs P1 [Feral/Growth]/Finesse

Starting Hand

Deteriorate
Nether Drain
Bone Collector
Lich’s Bargain
Lich’s Bargain (first skeleton, oof)
Shoddy Glider (LB skeleton, yay!)

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Shoddy Glider, Desperation
Bone Collector, Bloodlust
Desperation, Nether Drain
Bloodlust, Bone Collector
Crashbarrow, Shoddy Glider
Lich’s Bargain x2


Main:

  • Make a skeleton, sacrifice to draw 1 (6)
  • Lich’s Bargain, base to 6 more nightmare creatures (4)
  • Sacrifice that skeleton to draw 1
  • Drakk (2)
  • Shoddy Glider, swipe down to kill Cala, Water Elemental kills it to my graveyard, Drakk to level 3 (1)
  • Garth rams Centaur to 2hp
  • Replay Glider from the grave, it finishes Centaur (0)
  • Deteriorate Fencer
Workers

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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 6
  • Tech1 HP: 5
  • Tech2 HP: 5 Blood

In Patrol:

  • :psblueshield: Squad Leader: Horror (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Drakk (1/3 lvl 3)
  • :exhaust: Technician: Zombie (2/2)
  • :target: Lookout:

In Play:

  • Garth (3/1 lvl 7)
  • Graveyard (3hp, holding Bone Collector and Shoddy Glider)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Bloodlust
Crashbarrow
Skeleton Javelineer
Desperation
Lich’s Bargain

End of Turn Discard
My Thoughts

I can’t make a tenable position out of what I have, so I need to start with making a skeleton. Teching Glider and Desperation in the hopes I can dig through next cycle to seize the board

Shit, LB again. Going to need to LB for another card.

Glider, yes! I can make that into a big play. Kill Cala, Kill Centaur, deteriorate Fencer, and pray for no Stampede…



#17

Ferocity Means the Glider would die before it gets to kill Cala.


#18

faaaaaaaaaaaaaak. That’s no bueno… I’ll need to reconsider my turn drastically then…


#19

After further consideration, I was essentially drawing on my first skeleton for Bloodlust to have any prayer of beating that board enough to avoid the likely cards in your hand (Behind the Ferns, Ferocity, Dinosize, maybe Stampede or Polymorph). Since I didn’t draw it and thus, can’t kill Cala with a Nether Drain + Bloodlust (and really, that would have been a long shot), I’m going to go ahead and concede. GG WP @EricF, you still got it!

Starting to look like an early exit for me @zhavier :confused:


#20

Gg. It looks like my 2 step + rampant growth would be just barely enough to break your base through either bargain or no bargain. Or I would be like 1 short.