[XCAFS23] Round4 part2: P1 charnel_mouse [Balance]/Blood/Strength vs P2 thehug0naut [Feral]/Present/Discipline

@thehug0naut Getting this one going too, GL, HF!

Relevant Changes
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”

P1T1

Thoughts

Let’s see whether we can get something more offensive going as Player 1.

Starting hand: 5

Merfolk Prospector
Playful Panda
Young Treant
Forest’s Favour
Rich Earth


Get paid - (4)
Worker - (3)
Playful Panda, Wisp arrives - (1)
Merfolk Prospector - (0)
Discard 2, draw 4


Merfolk Prospector 1/1 (exhaust: +1g)
Playful Panda 2/2
Wisp 0/1

:heart: Base HP: 20


Hand: 4

Ironbark Treant
Spore Shambler
Rampant Growth
Verdant Tree

Deck: 1

Tiger Cub

Discard: 2

Young Treant
Forest’s Favour

Card-count details (opponent-viewable)

Expected: 10
2 on board
4 in hand
1 in deck
2 in discard
1 in workers


Gold: 0
Workers: 5

4 x start
T1: Rich Earth

@thehug0naut Bump

1 Like

@charnel_mouse GLHF for part II

P2T1


StartingHand Workers

STARTING HAND

Young Treant
Spore Shambler
Tiger Cub
Rich Earth - > Worker
Verdant Tree


WORKERS

Rich Earth


NextHand

Forest’s Favor
Rampant Growth
Playful Panda
Ironbark Treant
Merfolk Prospector


Discard

Spore Shambler
Verdant Tree
Young Treant


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Tiger Cub - ($2)
Calamandra - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub 2/2A
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Calamandra Moss 2/3
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

That’s a lot of units for him to Drakk into aggro in the coming turns. If he foregoes Tech I he’ll have best case 5g to spend with Prospector but more likely only 2-3g. I’m thinking Tiger in SQL + Calamandra in Scav is pretty safe, to kill her he has to skip worker and Tech I to go for Drakk midband. I think in that case me having 7g to spend and a tech lead will end up being a problem for him, even with an early maxband Drakk. Given that set back I probably expect Rook+Worker+Tech I for a gold float and using with Panda and Wisp to patrol, or possibly using Rook for Technician.

Of course Calamandra can kill a 4HP rook for 2g and 3 cards from hand so maybe that’s not a great plan, unless his whole point is to get my hand low and hit me back hard with Drakk once Rook is gone.

Oh, look what time it is.

P1T2

Starting hand: 4

Ironbark Treant
Spore Shambler
Rampant Growth
Verdant Tree

Thoughts

That’ll do, let’s try to go out in a blaze of glory.

Teched cards: 2

T2: 2 x War Drums


Get paid - (5)
Drakk Ramhorn - (3)
Midband Drakk - (0)
Playful Panda trades with Tiger Cub
Merfolk Prospector and Wisp trade with Calamandra, you get a gold, Drakk hits level 6 (maxband)
Skip worker!
Discard 4, draw 1, reshuffle 10, draw 4


Drakk L6 3/4 (dies: 1 to your base; units get frenzy 1; first unit played from hand gets haste)

:heart: Base HP: 20


Hand: 5

Tiger Cub
War Drums
Merfolk Prospector
Ironbark Treant
Spore Shambler

Deck: 6

Young Treant
Forest’s Favour
War Drums
Playful Panda
Rampant Growth
Verdant Tree

Discard: 0
Card-count details (opponent-viewable)

Expected: 10 + 2 teched = 12
0 on board
5 in hand
6 in deck
0 in discard
1 in workers


Gold: 0
Workers: 5

4 x start
T1: Rich Earth

1 Like

Drakk o’clock is definitely not my favourite of the times

P2T2


Tech StartingHand Workers

TECH

Now! (Counter punch)
Centaur (Strongest counter punch fodder)


STARTING HAND

Rampant Growth
Playful Panda → Worker (Probably the least useful unit I have in hand, both spells still useful)
Ironbark Treant
Forest’s Favor
Merfolk Prospector


WORKERS

Rich Earth
Playful Panda


NextHand

Centaur
Now!
Forest’s Favor
Young Treant
Tiger Cub


Tech 2 card(s)
Get Paid + Scavenger - ($7)
Worker - ($6)
Tech I - ($4)
Grave - ($2)
Prospector - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Grave Stormborne 2/3A [Sparkshot]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Merfolk Prospector 1/1 [Resist 1]

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

So he went for early maxband Drakk but much slower economy. My gold economy and a pending Geiger counter punch should be sufficient providing I make sure he doesn’t build board for a big swing at my tech buildings. For now Grave is an easy card free patroller here with no free levels to give away, especially in SQL where his 4HP makes him awkard to kill efficiently. Probably Prospector behind him in Scavenger to maximise my gold pile, but I’ll need to think the lines through…

… actually, if I’ve thought this through correctly, I think the only Tech up + board clear available to him is Drakk hits Grave, then Bloodlust on Grave and Prospector to kill both at end of turn. I can pre-counter that with Prospector in Lookout, now he has to choose to clear my board OR tech up. I think either side of that is completely fine for me, especially with Now! in deck to hit him back.

1 Like

You really won’t like it with Green starter, then.

P1T3

Starting hand: 5

Tiger Cub
War Drums
Merfolk Prospector
Ironbark Treant
Spore Shambler

Thoughts

Good Drums split, but attacking into Grave here is a little painful. At least it only costs me the Prospector, but I’m skipping worker again to do that. Killing him means a counter-attack courtesy of Now!, but leaving him alone leaves Drakk open to death by sword swipe.

Not sure what I want for techs here, but Crash Bomber and Tiny Basilisk are usually a decent mix of preventing attacks, kill potential, and cost.

Teched cards: 2

T2: 2 x War Drums
T3: Crash Bomber, Tiny Basilisk


Get paid - (5)
Merfolk Prospector, Drakk gives it haste - (4)
Tiger Cub - (2)
War Drums at 2 - (0)
Merfolk Prospector trades with Grave, levels fizzle
Drakk kills Prospector, takes 1 damage
Skip worker!
Discard 2, draw 4


:psblueshield: Tiger Cub 3/2+1A (Drakk: frenzy 1; War Drums: +1 attack)

Drakk L6 3/3 (dies: 1 to your base; units get frenzy 1; first unit played from hand gets haste; 1 damage)

War Drums (channeled by Drakk; +1 attack for units per unit)

:heart: Base HP: 20


Hand: 4

Forest’s Favour
War Drums
Playful Panda
Rampant Growth

Deck: 2

Young Treant
Verdant Tree

Discard: 5

Crash Bomber
Tiny Basilisk
Merfolk Prospector
Ironbark Treant
Spore Shambler

Card-count details (opponent-viewable)

Expected: 10 + 4 teched = 14
2 on board
4 in hand
2 in deck
5 in discard
1 in workers


Gold: 0
Workers: 5

4 x start
T1: Rich Earth

1 Like

Yah it seems pretty explosive!

P2T3


Tech StartingHand Workers

TECH

Now! (A much needed second counter punch)
Murkwood Allies (Chump blockers ahoy)


STARTING HAND

Now!
Tiger Cub
Centaur
Young Treant
Forest’s Favor


WORKERS

Rich Earth
Playful Panda


NextHand

Ironbark Treant
Rampant Growth
Spore Shambler
Verdant Tree


Discard

Merfolk Prospector
Now!
Now!
Murkwood Allies
Forest’s Favor
Young Treant


Tech 2 card(s)
Get Paid + float - ($8)
Geiger - ($6)
Centaur - ($3)
Now! on Centaur, kills Tiger, takes 3 - ($2)
Tiger Cub - ($0)
Skip Worker

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub 2/2A
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Max Geiger 2/3 [Sparkshot]
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Centaur 3/1 [Overpower]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Ahh, so now I see his plan. Thankfully, with Centaur and Now! in hand I can neuter his unit count before it truly gets going. If I worker skip I can also play Tiger or YT as a patroller to keep myself fairly safe from reprisals. Tiger reduces his board way more so that’s probably my preference.

Lets think through his possible responses…

With no Tech I, only 5g to spend and Merfolk and Tiger both played, his unit selection is really limited to Panda, Shambler, Ironbark while his spell range can only be Rampant Growth, FF, Kidnapping, Bloodlust and another War Drums. The good news for me is that he can’t play both Kidnapping and unit, since Merfolk is already in his discard.

Kidnapping my Centaur gets him a 5ATK overpower to trade into me, but with Tiger in SQL and Geiger behind he can’t kill both and he’d be forced to use Drakk to kill one or the other, leaving him on 1HP. Geiger in elite doesn’t really help here since he can use Drakk on Tiger.

He can play a hasty 3g unit + Panda and Wisp to max out his War Drums at +3, making Shambler a 6/3 and Ironbark a 7/2, but they don’t have Overpower, so he’s got to take 2 damage on Drakk to clear my patrol and he has no way to kill the Centaur. The Shambler would survive vs the Tiger or Geiger (unless Elite) but with Drakk dying to my counter attack I assume he’ll not take this line.

Finally, he could play Panda + Bloodlust on Wisp and Centaur, that kills the Centaur at end of turn and he can use Drakk and Wisp to clear my board. That leaves him with a 4/2 unit for next turn (plus more with War Drums) and Drakk on 1HP. This is probably his best play but it leaves my Tech I on full health.

Assuming he has 1HP Drakk, a Panda and War Drums active next turn, he can bring a fair amount of damage so I need to be careful. If he has 6 gold he’s got options like Prospector + Kidnapping or Prospector + Tiger + Bloodlust to get up to 4 attackers. I think he needs more attackers to get to a base race level though so I don’t think I need to panic yet.

I’ll have 7g next turn unless I put Geiger in Scavenger and I know the four cards I’ll have unless I put him in Technician and try for a draw. I could play for the draw and double tech Murkwood Allies but even then I’d only have a 33% chance of drawing it off of Technician. If I whiff I’m probably playing Hero + Tree + Tower as I can’t really give him more units via Kidnapping where as I could take the Scavenger, play that line and set up my deck better for the next turn.

I think on balance I’m best to go for Geiger in Scavenger this turn and see if he has one of the card combos needed to clear my board. Worst case I’m Towering/Patrolling up and forcing him to have the right cards to protect Drakk as he rushes me down. I’ll be able to reliably draw into counterplay on my following turn and I’ll know better what the lay of the land is to tech in another couple of cards to help.

@charnel_mouse in case you have the same issue I had and don’t get the notification

1 Like

I got it, I’m just trying to process a bad draw I didn’t prepare for properly.

P1T4

Starting hand: 4

Forest’s Favour
War Drums
Playful Panda
Rampant Growth

Thoughts
Teched cards: 2

T2: 2 x War Drums
T3: Crash Bomber, Tiny Basilisk
T4: 2 x Captured Bugblatter


Get paid - (5)
Playful Panda, Drakk gives it haste, Wisp arrives - (3)
Worker - (2)
Expensive Tech I - (0)
Discard 2, draw 2, reshuffle 10, draw 2


:psblueshield: Wisp 2/1+1A (War Drums: +2; Drakk: frenzy 1)
:exhaust: Drakk L6 3/3 (dies: 1 to your base; units get frenzy 1; first unit played from hand gets haste; 1 damage)

Playful Panda 4/2 (haste; War Drums: +2; Drakk: frenzy 1)

War Drums (channeled by Drakk; +1 attack for units per unit)

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


Hand: 4

Young Treant
Verdant Tree
Ironbark Treant
Spore Shambler

Deck: 8

Crash Bomber
Tiny Basilisk
Merfolk Prospector
Tiger Cub
Captured Bugblatter
Captured Bugblatter
War Drums
Rampant Growth

Discard: 0
Card-count details (opponent-viewable)

Expected: 10 + 6 teched = 16
2 on board
4 in hand
8 in deck
0 in discard
2 in workers


Gold: 0
Workers: 6

4 x start
T1: Rich Earth
T4: Forest’s Favour

1 Like

Ahh yeah that was always the risk with the War Drums plan

P2T4


Tech StartingHand Workers

TECH

Hyperion (In Present we trust)
Tricycloid (Ditto)


STARTING HAND

Spore Shambler
Ironbark Treant → Worker (Least impactful unit, Tree and Growth still both useful)
Verdant Tree
Rampant Growth


WORKERS

Rich Earth
Playful Panda
Ironbark Treant


NextHand

Now!
Centaur
Rampant Growth
Young Treant
Now!


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II Present - ($2)
Geiger kills Wisp, takes 2
Centaur trades with Drakk, my base to 19, War Drums to discard, Geiger midbands, you draw
Tiger trades with Panda

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

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

In Play:

  • L3 Max Geiger 2/4 [Sparkshot]

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

So I caught him on a bad draw, gives me a much better situation than I thought I’d be in! With his turn he bottom decked Bloodlust, and potentially also Kidnapping meaning he has something like 2 dead cards in hand next turn.

I need to kill Drakk here for sure and if I can do that while Teching up I should take that line every time. He’s got no way to hit Geiger back and only 6g to spend so Rook can’t get to maxband and he can’t get Tech II up for at least two turns and 3 before he can play any. Safe to say it’s really just the return of War Drums I have to be concerned about on this cycle.

Meanwhile I’ll be set up for a decent Present Tech II / Now! burst, but the main thing is the significant economy and Tech lead I have whilst he’s having to catch up.

P1T5

Starting hand: 4

Young Treant
Verdant Tree
Ironbark Treant
Spore Shambler

Technician draw: 1

Crash Bomber

Thoughts

I should have stuck the Cub in Technician. Oh, well. I’m probably dead, but I’ll delay as much as I can. If I have a spec that can eke out a win from this situation, it’s Blood.

Rook would help me defend myself more easily here, but I don’t want to make it even easier to make use of Geiger’s flicker than it already is. Teching in half-and-half options: Crashbarrow gives me the power to crash through the patrol zone that I didn’t have last game. Drawing with Young Treant has a high chance of drawing something I can’t play, but I cycle before I can use Tech II cards anyway.

Teched cards: 2

T2: 2 x War Drums
T3: Crash Bomber, Tiny Basilisk
T4: 2 x Captured Bugblatter
T5: Crashbarrow, Crash Bomber


Get paid - (6)

Young Treant, I draw - (4)

Captured Bugblatter

Crash Bomber - (3)
Verdant Tree - (1)
Worker - (0)
Discard 2, draw 4


:psblueshield: Young Treant 0/2+1A (can’t attack)
:exhaust: Crash Bomber 2/2 (dies: 1 to your base)

:heart: Verdant Tree HP: 3 (healing 1; :exhaust:: tech buildings (re)build instantly this turn)

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


Hand: 4

Tiny Basilisk
Captured Bugblatter
War Drums
Rampant Growth

Deck: 2

Merfolk Prospector
Tiger Cub

Discard: 6

War Drums
Playful Panda
Crashbarrow
Crash Bomber
Spore Shambler
Captured Bugblatter

Card-count details (opponent-viewable)

Expected: 10 + 8 teched = 18
3 on board
4 in hand
2 in deck
6 in discard
3 in workers


Gold: 0
Workers: 7

4 x start
T1: Rich Earth
T4: Forest’s Favour
T5: Ironbark Treant

P2T5


Tech StartingHand Workers

TECH

Temporal Distortion (Time wizard things)
Research & Development (ditto)


STARTING HAND

Now!
Now!
Young Treant
Centaur
Rampant Growth


WORKERS

Rich Earth
Playful Panda
Ironbark Treant


NextHand

Tiger Cub
Tricycloid
Murkwood Allies
Hyperion


Discard

Now!
Now!
Temporal Distortion
Research & Development
Young Treant
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($10)
Centaur - ($7)
Grave + Midband - ($3)
Geiger hits Treant to 1HP
Now! on Centaur, kills Treant, Overpower 2 to kill Crash Bomber, my base to 18, you draw - ($2)
Now! on Grave, readily breaks Tree - ($1)
Skip worker

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Grave Stormborne 3/4A [Sparkshot, Readiness]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L3 Max Geiger 2/4 [Sparkshot]
  • Centaur 3/4 [Overpower]

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

I have an obvious line here using Geiger, Grave Midband and Centaur with 2xNow! to clear his patrol+Tree but I don’t see a good way to break his Tech building and the Tree short of getting a lucky Tech II draw off of Geiger midband. I can do the board clear without taking damage on anything and leaving Grave in patrol, so now I just need to think about where I patrol him. SQL, Scavenger or Technician would all seem reasonable.

He’s only got 7 gold so Drakk Maxband isn’t a threat this turn. Drakk + Kidnapping only leaves him 1g and no route to trading the Centaur into Grave. He’s got enough for Drakk + unit + Bloodlust, though thankfully Drakk midband only leaves him 2g so he can’t Bloodlust with maximised attack. If he’s willing to trade in Drakk, Grave is unsafe no matter where he patrols, providing he also has a unit with 2 attack. Even if he doesn’t trade Drakk, Tiny B would also kill Grave regardless of slot. Crash Bomber or Ironbark can trade with him unless he’s in SQL.

I think on balance, he’s unlikely to trade in Drakk just to kill Grave, the counter play I have seems too strong and it locks him out of his own main game plan. I’m leaning towards skipping a worker again this turn and floating a gold, it’ll maximise my chances of drawing my good cards next turn while he’s still behind. Putting Grave in SQL makes him quite tricky to get rid of and between him and an 85% chance of a Tech II, I might be able to hit hard enough to near enough end things next turn.

P1T6

Starting hand: 4

Tiny Basilisk
Captured Bugblatter
War Drums
Rampant Growth

Technician draw: 1

Tiger Cub

Thoughts

I’d like to tech up here, but hug0 has a board big enough to take it out, and the flickered Present II damage isn’t even on the board yet. I don’t see when else I’ll get to do it, but here we are.

Teched cards: 2

T2: 2 x War Drums
T3: Crash Bomber, Tiny Basilisk
T4: 2 x Captured Bugblatter
T5: Crashbarrow, Crash Bomber
T6: Bloodlust, Tiny Basilisk


Get paid - (7)
Worker - (6)
Tiny Basilisk - (4)
Tiger Cub - (2)
Garus Rook - (0)
Discard 2, draw 1, reshuffle 13, draw 3


:psblueshield: Rook L1 2/4+1A
:ps_: Tiger Cub 2/2
:target: Tiny Basilisk 1/2 (resist 0+1; deathtouch; can’t be attacked or blocked by Tech 0 units)

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


Hand: 4

Merfolk Prospector
Captured Bugblatter
Verdant Tree
Tiny Basilisk

Deck: 10

War Drums
Playful Panda
Crashbarrow
Crash Bomber
Spore Shambler
Young Treant
Crash Bomber
Bloodlust
Captured Bugblatter
War Drums

Discard: 0
Card-count details (opponent-viewable)

Expected: 10 + 10 teched = 20
2 on board
4 in hand
10 in deck
0 in discard
4 in workers


Gold: 0
Workers: 8

4 x start
T1: Rich Earth
T4: Forest’s Favour
T5: Ironbark Treant
T6: Rampant Growth

P2T6


Tech StartingHand Workers

TECH

Research & Development (Seems like Geiger is safe so why not)
Immortal (bit of insurance unit wise)


STARTING HAND

Tiger Cub
Tricycloid
Murkwood Allies
Hyperion
Hyperion Draw 1 → Verdant Tree → Worker (Prefer having bodies)
Hyperion Draw 2 → Merfolk Prospector


WORKERS

Rich Earth
Playful Panda
Ironbark Treant
Verdant Tree


NextHand

Tricycloid
Temporal Distortion
Spore Shambler
Forest’s Favor


Tech 2 card(s)
Get Paid + float - ($10)
Hyperion, hits Rook to 1HP, takes 2, draw - ($5)
Centaur kills Rook, takes 2, Overpower 2 to kill Basilisk, Geiger maxbands, flicker Hyperion
Refreshed Hyperion kills Cub, takes 2, you get 1g, I draw
Grave and Geiger break Tech I, your base to 18
Worker - ($4)
Tiger Cub - ($2)
Prospector - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub 2/2A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Merfolk Prospector 1/1
  • :target: Lookout:

In Play:

  • L3 Grave Stormborne 3/4 [Sparkshot, Readiness]
  • L5 Max Geiger 3/4 [Sparkshot]
  • Hyperion 4/3 [Haste]
  • Centaur 3/2 [Overpower]

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Ok I can break through and take out his Tech I building quite easily with Hyperion and Geiger Maxband. I can even use Overpower to safely kill the Basilisk. After that I see what I draw worker and patrol up.

He’ll have 9g with midband and maxband Drakk costing 5g and 7g respectively. Midband Drakk + Kidnapping is therefore a thing. As is Maxband + 2g unit. Kidnapping Hyperion or Centaur makes a lot of sense for him if he can trade them in, as would Drakk + Unit + Bloodlust to hit me with two attackers. With no Tech I, best case for him would be Drakk + Merfolk + Bloodlust + Kidnapping on Hyperion/Centaur as that gives him 3 attackers.

In that world Drakk and Merfolk have 2 attack so Cub in SQL and Prospector in Technician limits him to only 2 damage cascading to my backline and thats only if he kidnaps and trades in the Centaur. Think I’m fine with all of that.

That’ll do it! @zango

3 Likes

GG and WP @charnel_mouse, I think I was quite fortunate your War Drums plan ran afoul of bad draws in this one!

1 Like