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[XCAFS18] zhavier [Blood]/Feral/Growth vs Dreamfire [Discipline]/Feral/Necro

@Dreamfire

GLHF!

"P1T1


StartingHand Workers

STARTING HAND
Bloodburn
Careless Musketeer
Makeshift Rambaster
Nautical Dog
Mad Man


WORKERS
Careless Musketeer


NextHand

Bloodrage Ogre
Bombaster
Charge
Pillage
Scorch


Discard

Mad Man
Makeshift Rambaster
Bloodburn


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Calamandra - ($1)
Nautical Dog - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Nautical Dog 1/1
  • Calamandra 2/3

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
    "

P2T1


StartingHand Workers

STARTING HAND
Sensei’s Advice
Fox Primus
Aged Sensei
Snapback
Smoker


WORKERS
Fox Primus


NextHand

Grappling Hook
Savior Monk
Morningstar Flagbearer
Safe Attacking


Discard

Snapback
Sensei’s Advice


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Smoker - ($3)
Aged Sensei - ($2)
Tech 1 - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei (1/1)
  • :pschip: Technician: Smoker (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Playing a hero against Cal is risky. Playing my own midband Cal in elite probably won’t give up free levels, but I won’t have great options for next turn. So I’ll play more defensively.

"P1T2


Tech StartingHand Workers

TECH
Ferocity
Behind the Ferns


STARTING HAND
Pillage
Scorch
Bloodrage Ogre
Charge
Bombaster


WORKERS
Careless Musketeer
Scorch


NextHand

Ferocity
Bombaster
Charge
Pillage
Behind the Ferns


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodrage Ogre - ($2)
Tech 1 - ($0)
Cal kills smoker

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre 3/2+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nautical Dog 1/1
  • Calamandra 2/2

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
    "

P2T2


Tech StartingHand Workers

TECH
Lich’s Bargain
Lich’s Bargain


STARTING HAND
Savior Monk
Safe Attacking
Grappling Hook
Morningstar Flagbearer
Fox Viper


WORKERS
Fox Primus
Safe Attacking


NextHand

Snapback
Sensei’s Advice
Lich’s Bargain
Lich’s Bargain


Tech 2 card(s)
Get Paid - ($6)
Technician draw.
Worker - ($5)
Savior Monk - ($3)
Fox Viper - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Aged Sensei (2/1)
  • :ps_: Scavenger: Savior Monk (2/2)
  • :pschip: Technician: Fox Viper (2/1)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

I’ve a creeping suspicion that Zhavier teched Behind the Ferns and will target my tech 1. So I’ll tech both Lich’s Bargains, and plan to build a tower next turn while playing one of them.
If I’m wrong and Zhavier clears my patrol instead, I could maxband Garth and fetch Rambasa Twins (assuming no Pillage).

"P1T3


Tech StartingHand Workers

TECH
Crash Bomber
Crash Bomber


STARTING HAND
Behind the Ferns
Pillage
Charge
Bombaster
Ferocity


WORKERS
Careless Musketeer
Scorch
Bombaster


NextHand

Crash Bomber
Mad Man
Bloodburn
Ferocity
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Ferocity, armor piercing and swift strike - ($3)
Mid Calamandra, kills Savior Monk, you get 1g - ($1)
Bro kills Sensei

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Nautical Dog 2/1
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Calamandra 3/2, lvl 3
  • Bloodrage Ogre 3/2

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
    "

P2T3


Tech StartingHand Workers

TECH
Training Grounds
Young Lightning Dragon


STARTING HAND
Lich’s Bargain
Sensei’s Advice
Snapback
Lich’s Bargain


WORKERS
Safe Attacking
Lich’s Bargain


NextHand

Morningstar Flagbearer
Grappling Hook
Smoker
Aged Sensei


Tech 2 card(s)
Get Paid + float - ($8)
Scavenger gold - ($9)
Worker - ($8)
Garth - ($6)
Lich’s Bargain, my base to 16, trash a worker - ($4)
Tower - ($1)
Garth makes another skeleton - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1A)
  • :psfist: Elite: Skeleton (2/1)
  • :ps_: Scavenger: Zombie (2/2)
  • :pschip: Technician: Fox Viper (2/1)
  • :target: Lookout:

In Play:

  • Garth lvl 1 (1/3)
  • Horror (3/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Double Bargain is tempting, but too dangerous against Blood. The real question is tower or tech 2. My concern is that I’ll lose Garth to a stealth-kill, and not draw any of my teched cards to play next turn. So tower it is.

P1T4


Tech StartingHand Workers

TECH
Captured Bugblatter
Ferocity


STARTING HAND
Bloodburn
Mad Man
Makeshift Rambaster
Crash Bomber
Ferocity


WORKERS
Careless Musketeer
Scorch
Bombaster


NextHand

Pillage
Behind the Ferns
Charge
Crash Bomber
Ferocity


Tech 2 card(s)
Get Paid + float - ($8)
Max Cal - ($6)
Tap Cal to get Predator Tiger - ($2)
Ferocity, more! - ($0)
BRO kills sql

Float ($0)
Discard 4, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Predator Tiger 4/4

In Play:

  • Nautical Dog 1/1
  • Bloodrage Ogre 3/1
  • Calamandra 4/5, lvl 5

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Even if I clear my whole hand or nearly my whole hand, I don’t get a great board state really. Clearing my whole hand and maxing cal instead of playing crash bomber, I clear his patrol with dog, mad man, rambaster and cal, and can kill his horror with BRO. Im left with a near dead BRO, and 4/3 cal and a rambaster and draw 3 while he still has garth and a full hand, and will certainly get a free kill on either bro or rambaster there. Heck, Snapback is still a thing to consider too. The other line is max cal and fetch tiger and play ferocity. This leaves almost all his stuff in play, BRO can kill SQL for free, but thats it. The rest of his stuff can’t attack barring Doom Grasp. Im left with a full hand and a skipped worker, which is fair because he effectively skipped one. Either play I max Cal, but a max hero is just begging for snapback, so either way Im probably not keeping Cal, but on the bright side, its 4g and no free levels. I think opting for more cards before tech 2 is always better.

P2T4


Tech StartingHand Workers

TECH
Young Lightning Dragon
Doom Grasp


STARTING HAND
Smoker
Morningstar Flagbearer
Grappling Hook
Aged Sensei


WORKERS
Safe Attacking
Lich’s Bargain
Smoker


NextHand

Snapback
Savior Monk
Lich’s Bargain
Training Grounds
Sensei’s Advice


Discard

Aged Sensei
Grappling Hook
Morningstar Flagbearer
Young Lightning Dragon
Doom Grasp


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Discipline) - ($2)
Garth makes another skeleton - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Horror (3/3A)
  • :psfist: Elite: Skeleton (2/1)
  • :ps_: Scavenger: Zombie (2/2)
  • :pschip: Technician: Garth lvl 1 (1/3)
  • :target: Lookout: Skeleton (1/1)

In Play:

  • Fox Viper (2/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Gotta admit, I didn’t expect the Predator Tiger (or the skipped worker). I only have Garth to block it with, unless I maxband to fetch Rambasa or w/e. But I still prefer to tech up, since YLDs strike me as my best chance of winning this.
At least I know I don’t need to worry too much about Feral Strike, as long as zhavier stays at tech 1.

P1T5


Tech StartingHand Workers

TECH
Kidnapping
Huntress


STARTING HAND
Pillage
Charge
Crash Bomber
Behind the Ferns
Ferocity


WORKERS
Careless Musketeer
Scorch
Bombaster
Pillage


NextHand

Ferocity
Captured Bugblatter
Makeshift Rambaster
Mad Man
Crash Bomber


Discard

Bloodrage Ogre
Ferocity
Crash Bomber
Charge
Behind the Ferns
Kidnapping
Huntress


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Ferocity - ($4)
Bro trades with Horror
Tech 2 Blood - ($0)
Cal kills Garth

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Predator Tiger 4/4+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nautical Dog 1/1
  • Calamandra 4/3, lvl 5

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Doh, Discipline, and me without my anti-flyers… hmmm, base race!

P2T5


Tech StartingHand Workers

TECH
Ferocity
Vigor Adept


STARTING HAND
Lich’s Bargain
Sensei’s Advice
Savior Monk
Snapback
Training Grounds
Young Lightning Dragon


WORKERS
Safe Attacking
Lich’s Bargain
Smoker


NextHand

Aged Sensei
Lich’s Bargain
Grappling Hook
Snapback
Sensei’s Advice


Tech 2 card(s)
Get Paid + float - ($9)
Technician draw.
Grave - ($7)
Snapback Calamandra for Arg, Wisp arrives - ($4)
Training Grounds - ($3)
Young Lightning Dragon - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Zombie (2/2A)
  • :psfist: Elite: Skeleton (2/1)
  • :ps_: Scavenger: Grave lvl 1 (3/3)
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout: Young Lightning Dragon (3/3)

In Play:

  • Fox Viper (2/1)
  • Training Grounds (4)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I don’t love skipping another worker, but other than that I got everything I needed from this turn. There’re a lot of ways zhavier could hurt me with Blood tech 2, but I don’t think any of them really shut me down.

P1T6


Tech StartingHand Workers

TECH
Bloodlust
Crashbarrow


STARTING HAND
Captured Bugblatter
Mad Man
Ferocity
Crash Bomber
Makeshift Rambaster


WORKERS
Careless Musketeer
Scorch
Bombaster
Pillage
Ferocity


NextHand

Bloodburn
Bloodlust
Crash Bomber


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Captured Bugblatter - ($4)
Mad Man and Dog trade with Zombie, your base to 13 - ($3)
Predator Tiger trades with Grave, your base to 12, Arg to lvl 3
Arg kills Elite skeleton, your base to 11
Arg to Max - ($1)
Wisp suicides on skeleton, base to 10
Crash Bomber - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental 3/3+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Crash Bomber 2/2
  • :target: Lookout:

In Play:

  • Argagarg 1/5, lvl 5
  • Captured Bugblatter 4/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Skeleton, Viper, Dragon, this is not great, also garth bringing out anything. I am probably gonna need to live with tech 1 and hope I can rush him down. He is guaranteed to get to at least 10 health no matter what, and ideally, I can get him down to 8 or 9 or more. I could kill the wisp now just to get one more damage on base…

Edit: forgot my heroes’ ATK bonus from Training Grounds.

P2T6


Tech StartingHand Workers

TECH
True Power of Storms
Mind-Parry Monk


STARTING HAND
Lich’s Bargain
Sensei’s Advice
Aged Sensei
Snapback
Grappling Hook


WORKERS
Safe Attacking
Lich’s Bargain
Smoker
Lich’s Bargain


NextHand

Morningstar Flagbearer
Vigor Adept
Young Lightning Dragon
Savior Monk


Discard

Grappling Hook
Sensei’s Advice
Fox Viper
True Power of Storms
Snapback
Aged Sensei


Tech 2 card(s)
Get Paid - ($8)
Scavenger gold - ($9)
Garth - ($7)
Exhaust Training Grounds to maxband Garth, fetch Mind-Parry Monk from discard
Sensei’s Advice on Young Lightning Dragon and Fox Viper - ($5)
Young Lightning Dragon kills Bugblatter, takes 2 anti-air damage through armor, my base to 9.
Grappling Hook drags Elemental to lookout - ($4)
Fox Viper trades with Elemental, sparkshots Crash Bomber.
Skeleton trades with Crash Bomber, you draw, my base to 8.
Worker - ($3)
Calamandra - ($1)
Garth makes a new skeleton - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Garth lvl 7 (4/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Calamandra lvl 1 (3/3)
  • Mind-Parry Monk (5/4)
  • Young Lightning Dragon (3/1)
  • Training Grounds (4)

Buildings:

  • :heart: Base HP: 8
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Crap, maybe I should’ve teched Versatile Style last turn rather than Vigor Adept…
I thought of pulling Focus Master to keep some of my stuff alive, but Sensei’s Advice basically gets me the same result, and I’d rather have MPM as insurance vs Kidnapping.
Teching TPoS along with the Monk cause I’ll need a lot of luck to win this anyway, might as well go for a hail mary.

P1T7


Tech StartingHand Workers

TECH
Crashbarrow
Shoddy Glider


STARTING HAND
Bloodburn
Bloodlust
Crash Bomber
Crashbarrow


WORKERS
Careless Musketeer
Scorch
Bombaster
Pillage
Ferocity


NextHand

Kidnapping
Ferocity
Charge


Discard

Captured Bugblatter
Crash Bomber
Bloodlust
Crash Bomber
Bloodburn
Crashbarrow
Shoddy Glider


Tech 2 card(s)
Get Paid - ($9)
Drakk - ($7)
Crash Bomber - ($6)
Crashbarrow - ($3)
Bloodlust on Crash Bomber and Drakk - ($1)
Drakk hits Garth for 2, dies, your base to 7, Cal to lvl 3
Crash Bomber hits Garth for 3, dies, base to 6
Crashbarrow overpowers skeleton, deals 5 to your base
Arg breaks your base, GG!
Lich’s Bargain < Blood Tech 2

2 Likes

GG WP!
As soon as I posted my turn, I knew I should’ve patrolled Cal and MPM, but I’m not sure that would’ve mattered. Your early Ferocity plays completely shut me down, I wonder if it could’ve gone differently if I’d Snapbacked Cal out on my T3 instead of building the tower.

1 Like

Yea, snapback was a concern, but it would have cost you 4g at that point, so one less skeleton, and I would have had more reason to tech up sooner and 2 extra blockers assuming it was arg you gave me.

1 Like