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[XCAFS18] EricF [Feral/Growth]/Finesse vs Nekoatl [Finesse]/Peace/Truth

good lucck, have fun @Nekoatl

P1, Turn 1
  1. Ironbark Treant — Tech 0
  2. Verdant Tree — Tech 0 -> worker
  3. Spore Shambler — Tech 0
  4. Rampant Growth — Magic
  5. Young Treant — Tech 0

wow: another rough start

4 gp (4)
Ironbark Treant (1)
Worker (0)
Discard 3, Draw 5.

Lookout - Ironbark (1/2 +2)

Base - 20

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

Next Hand
  1. Playful Panda — Tech 0
  2. Tiger Cub — Tech 0
  3. Rich Earth — Tech 0
  4. Forest’s Favor — Magic
  5. Merfolk Prospector — Tech 0

GL HF

P2T1


StartingHand Workers

STARTING HAND
Bloom
Older Brother
Fruit Ninja
Spark
Granfalloon Flagbearer


WORKERS
Fruit Ninja


NextHand

Brick Thief
Timely Messenger
Wither
Tenderfoot
Helpful Turtle


Discard

Granfalloon Flagbearer
Spark
Bloom


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Older Brother - ($2)
General Onimaru - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Older Brother (2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 General Onimaru (2/3) Frenzy 1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
P1, T2
  1. Playful Panda — Tech 0
  2. Tiger Cub — Tech 0
  3. Rich Earth — Tech 0 -> worker
  4. Forest’s Favor — Magic
  5. Merfolk Prospector — Tech 0

Tech Centaur + Nimble Fencer

5 gp (5)
Playful Panda (3)
Worker (2)
Tech 1 (1)
Discard 3, rs, Draw 5. Float 1 gold.

Elite - Ironbark (2/2 +2)
Technician - Wisp (0/1)

Playful Panda (2/2)

Base - 20
Tech 1 - 5

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

Next Hand
  1. Nimble Fencer (2/3)
  2. Merfolk Prospector — Tech 0
  3. Rampant Growth — Magic
  4. Tiger Cub — Tech 0
  5. Forest’s Favor — Magic

P2T2


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Tenderfoot
Helpful Turtle
Wither
Timely Messenger
Brick Thief


WORKERS
Fruit Ninja
Wither


NextHand

Overeager Cadet
Granfalloon Flagbearer
Timely Messenger
Tenderfoot


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Timely Messenger - ($4)
Timely Messenger and Onimaru kill Ironbark Treant
Helpful Turtle - ($2)
Tech I - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Helpful Turtle (1/2) Healing 1
  • :target: Lookout:

In Play:

  • L1 General Onimaru (2/1) Frenzy 1 [2 damage]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
P1, Turn 3
  1. Nimble Fencer (2/3)
  2. Merfolk Prospector — Tech 0
  3. Rampant Growth — Magic
  4. Tiger Cub — Tech 0 -> Worker
  5. Forest’s Favor — Magic

Tech Spirit of the Panda + Nimble Fencer

6 gold (7)
Arg (5)
Nimble Fencer (3)
Forest’s Favor on Fencer (1)
Worker (0)
Fencer kills Brother
Panda kills Turtle
Discard 2, Draw 3, rs, Draw 1

Scavenger - Wisp (0/1)
Technician - Wisp (0/1)

Playful Panda (2/1)
Nimble Fencer+ (3/2)
L1 Arg (1/3)

Base - 20
Tech 1 - 5

7 Workers, 0 gold
Hand: 4
Deck: 5
Discard: 0

Next Hand

Young Treant — Tech 0
Spore Shambler — Tech 0
Centaur (3/4)
Nimble Fencer (2/3)

P2T3


Tech StartingHand Workers

TECH
The Art of War
The Art of War


STARTING HAND
Granfalloon Flagbearer
Tenderfoot
Timely Messenger
Overeager Cadet
Brick Thief


WORKERS
Fruit Ninja
Wither
Granfalloon Flagbearer


NextHand

Brick Thief
Bloom
Overeager Cadet
Spark
Tenderfoot


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Overeager Cadet
Maxband Onimaru - ($0)
Onimaru kills Technician

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2A)
  • :psfist: Elite: Soldier (2/1) Sparkshot
  • :ps_: Scavenger: Soldier (1/1) Sparkshot
  • :pschip: Technician: Soldier (1/1) Sparkshot
  • :target: Lookout:

In Play:

  • L8 General Onimaru (4/5) Frenzy 1, Readiness

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

Shame I didn’t tech draw Spark; that and Messenger could clear the way for Onimaru. Not entirely happy with it, but I think my safest play here is to max Onimaru and tech Art of War with a full hand draw.

1 Like
P1, T4

Young Treant — Tech 0 -> Worker
Spore Shambler — Tech 0
Centaur (3/4)
Nimble Fencer (2/3)
+Merfolk Prospector

Assuming Nekoatl’s next turn includes Worker + Tech II, that means I would have to get past either: Onimaru (5) + 2x Overeager (4) + 3 gold + up to 2 patrolling 1/1s = 13 hp + 5 for the tech II, after suffering an Oni + Soldier attack. OR Same thing, but 2 SQL bonuses, and all 3 1/1 guys, total of 17 hp + the 5 hp building.

I have 8-9 attack now, with a likely draw of +5 attack next turn w/ haste, and 2-3 more that I can play out this turn, for a theoretical total of about 24 if I attack this turn (and need to kill 22 hp of stuff, or 16 if I don’t attack and need to kill 18 hp of stuff. So attacking this turn is better.

For sure want to get Centaur down, and protect it.

Tech Discord & Stampede

7 gold (7), draw for tech.
Worker (6)
Centaur (3)
Nimble Fencer (1)
New Fencer & Arg kill Overeager Cadet
Big Fencer kills Technician
Merfolk Prospector (0)
Discard 1, Draw 3.

SQL - Merfolk Prospector (1/1 +1)
Scavenger - Centaur (3/4)
Technicain - Wisp (0/1)

Playful Panda (2/1)
Nimble Fencer+ (3/1)
Nimble Fencer (2/1)
L1 Arg (1/1)

Base - 20
Tech 1 - 5

8 Workers, 0 gold
Hand: 3
Deck: 1
Discard: 3

Next Hand
  1. Ironbark Treant — Tech 0
  2. Forest’s Favor — Magic
  3. Rampant Growth — Magic

Leaving Tech Draw of: Spirit of the Panda

P2T4


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Spark
Overeager Cadet
Bloom
Brick Thief
Tenderfoot
The Art of War


WORKERS
Fruit Ninja
Wither
Granfalloon Flagbearer
Brick Thief


NextHand

Older Brother
The Art of War
Timely Messenger


Discard

Overeager Cadet
The Art of War
Bloom
Spark
Tenderfoot
Flagstone Garrison
Flagstone Garrison


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Overeager Cadet
The Art of War - ($4)
Onimaru kills Centaur
Bloom Soldier - ($2)
Soldier (2/2) kills Merfolk Prospector
Spark Wisp - ($1)
Soldier (1/1) trades with Argagarg

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L8 General Onimaru (6/5AAA) Frenzy 1, readiness, swift strike, unstoppable
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Overeager Cadet (2/2)
  • Soldier (2/1) Sparkshot [1+, 1 damage]

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 9

Thoughts

I was worried when I saw both AoW in my deck, but I lucked out on the tech draw. I’ll pick off Argagarg while he’s weak so I don’t have to worry about Dinosize or a Water Elemental for a bit, though it’s a shame to waste those free level-ups. It looks like he’s not counting on Argagarg dying, so hopefully he won’t have Behind the Ferns teched. I’m a little worried about dropping down to 4 cards, but I need the worker.

P1, Turn 5

Ironbark Treant — Tech 0
Forest’s Favor — Magic
Rampant Growth — Magic
Spirit of the Panda -> Worker

Tech Blooming Ancient & MoLaC

8 gold (9), draw for tech
Worker (8)
Tech II Growth (4)
Calamadra (2)
Discard 3, rs, Draw 5. Float 2 gold.

SQL - Playful Panda (2/1 +1)
Scavenger - L1 Cal (2/3)
Technician - Nimble Fencer (2/1)

Nimble Fencer+ (3/1)

Base - 20
Tech 1 - 5
Tech 2 - 5
Spec: Growth

9 Workers, 2 gold
Hand: 5
Deck: 5
Discard: 0

Next Hand
  1. Merfolk Prospector — Tech 0
  2. Might of Leaf and Claw
  3. Rampant Growth — Magic
  4. Centaur (3/4)
  5. Blooming Ancient (2/4)

//well, hopefully my Tech II survives!

P2T5


Tech StartingHand Workers

TECH
Nimble Fencer
Maestro


STARTING HAND
Older Brother
The Art of War
Timely Messenger


WORKERS
Fruit Ninja
Wither
Granfalloon Flagbearer
Brick Thief
Older Brother


NextHand

Helpful Turtle
Spark
The Art of War


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Overeager Cadet trades with Playful Panda
Timely Messenger - ($8)
Timely Messenger and Soldier kill Calamandra, sparkshot kills Nimble Fencer
Tech II: Finesse - ($4)
Tech Lab: Peace - ($3)
Onimaru kills Nimble Fencer

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L8 General Onimaru (4/2) Frenzy 1, readiness [3 damage]
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 10

Thoughts

I think I’m facing a MoLaC strategy, with Fencers and Behind the Ferns to enable rune collecting. Trying to suppress MoLaC from being played seems like too much of a gamble, so I’ll aim to prevent collection of runes instead. I have several ideas of how to do so, but my main concern with all of them is my small hand and large deck. I’ll try seeding Virtuoso buffs before the reshuffle because they can proc Garrison draws and prime my next cycle for Blademasters.

P1, Turn 6
  1. Merfolk Prospector — Tech 0
  2. Might of Leaf and Claw
  3. Rampant Growth — Magic
  4. Centaur (3/4)
  5. Blooming Ancient (2/4)
    +Ironbark Treant

Tech Blooming Elm + Behind the Ferns

9 gold (12), draw for tech
Might of Leaf & Claw (9)
Blooming Ancient (5)
Centaur (2)
Arg (0)
Move runes as needed
Discard 3, Draw 4, rs, Draw 1

SQL - Wisp++ (2/3 +1)
Technician - Centaur (3/4)

L1 Arg (1/3)
Blooming Ancient+ (3/5)

Might of Leaf & Claw (no runes)

Base - 20
Tech 1 - 5
Tech 2 - 5
Spec: Growth

9 Workers, 0 gold
Hand: 5
Deck: 7
Discard: 0

Next Hand

Forest’s Favor — Magic
Spore Shambler — Tech 0
Discord
Stampede
Behind the Ferns

P2T6


Tech StartingHand Workers

TECH
Blademaster
Blademaster


STARTING HAND
Helpful Turtle
The Art of War
Spark


WORKERS
Fruit Ninja
Wither
Granfalloon Flagbearer
Brick Thief
Older Brother
Spark


NextHand

Maestro
Tenderfoot
Bloom


Discard

The Art of War
Helpful Turtle
Blademaster
Blademaster


Tech 2 card(s)
Get Paid + float - ($13)
Worker - ($12)
The Art of War - ($9)
Onimaru kills Blooming Ancient
Tech III - ($4)
River Montoya - ($2)

Float ($2)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: L8 General Onimaru (7/2AA) Frenzy 1, readiness, swift strike, unstoppable [3 damage]
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 River Montoya (2/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 11
P1, Turn 7

Forest’s Favor — Magic
Spore Shambler — Tech 0
Discord
Stampede
Behind the Ferns - doing exactly what I teched it in to do! Though I came up with a better plan, see below.

Tech 2nd Blooming Ancient + Polymorph: Squirrel

Alternate line:
9 gold (9), tech 2 cards
Worker (8)
Cal (6)
Behind the Ferns (4)
Centaur & Wisp sneak over and blow up the Tech II building
Max Arg (0)

SQL - L5 Arg (1/5 +1)
Technician - Water Elemental (3/3) anti-air

Centaur (3/4)
Wisp++ (2/3)
L1 Cal (2/3) channeling Behind the Ferns

but I think the posted one is actually better?

9 gold (9), tech 2 cards
Forest Favor Centaur (7)
Spore Shambler, move 2 runes to Centaur (2)
Level Arg to 3, buff Centaur (0)
7/8 Centaur kills Onimaru (Arg to max) and Overpowers 3 to Tech II building
Wisp finishes off Tech 2 building
Discard 3, Draw 5.

SQL - Water Elemental (3/3 +1) anti-air
Technicain - Spore Shambler (0/1)

Centaur+++ (6/1) overpower
Wisp++ (2/3)
L5 Arg (1/5)

Might of Leaf & Claw (2 runes)

Base - 20
Tech 1 - 5
Tech 2 - 5
Spec: Growth

9 Workers, 0 gold
Hand: 5
Deck: 2
Discard: 8

Next Hand

Nimble Fencer (2/3)
Merfolk Prospector — Tech 0
Rampant Growth — Magic
Ironbark Treant — Tech 0
Blooming Elm - 3 cost, 4 hp

Why was Nekoatl afraid of EricF? Because 7/8 Centaur.

6 Likes

Tech 2 is down, no Maestro.

1 Like

I’ll resign, GG. @zhavier

1 Like

EricF is a force of nature. That said I thought Nekoatl was doing very well up until turn 5. Breaking tech 2 growth would have been a lot safer than killing the second fencer. The reshuffle into a fresh 5 nearly guaranteed tech 2 options in hand all of which were severe threats.

3 Likes

I was tempted to go for the Tech II building, but without burning my other Art of War, I expected Onimaru to die if I did, and then the Tech II cards would just come out a turn later when I would be less equipped to deal with them. As for why I didn’t want to play the AoW there, I was already worried about my chances of drawing a Garrison, and so wanted to preserve the card draw (and indeed, even with the extra card, I still didn’t manage to draw a Garrison). I knew I was treading on dangerous ground by allowing my hand size to drop before getting a Garrison up, but Growth’s ability to buff things to the point where Onimaru can’t stop them provoked me into it.

1 Like

I probably would have played Art of War and skipped worker that turn.

Art of war wasn’t necessary to break the tech 2, but yeah skipping workers is certainly an option to help with draw.