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[XCAPS20] ROUND7 EricF [Blood]/Strength/Growth vs Bomber678 [Discipline/Strength]/Peace

@Bomber678 gl;hf!

P1, Turn 1
  1. Scorch — Magic
  2. Careless Musketeer — Tech 0
  3. Bombaster — Tech 0
  4. Charge — Magic (NOT workered)
  5. Makeshift Rambaster — Tech 0

So, my options are:
Turn 1: 2 workers + Tech I or 4 workers
Turn 2: 2 workers + Tech II (bring in Tech II stuff) or Tech I + 2 workers + 4 gold
Turn 3: from 5/8 cards, play 8 gold of Tech II thing(s) / more workers or Tech III + Tech Lab + 4 more gold
Turn 4: Probably stay on Tech II, and work to control tech level / base race or Play 2 specs worth of Tech III nonsense

Bomber will (likely) be doing:
3 workers, Tech I
? workers, Tech II, up to 4 gold of blockers
8 or so gold worth of Tech II stuff, which could be fliers or Peace Engine

Alright, Hasty Guargum it is! Alons-Y!

4 gold (4)
Make 4 workers (0)
Discard 1, Draw 3

No Patrol

Base - 20

8 workers, 0 gold
Hand: 3
Deck: 2
Discard: 1

I really don’t know what to expect…


Turn 1

Hand: Smoker, Fox Primus, Snapback, Morningstar Flagbearer, Sensei’s Advice
Workers: Fox Primus, Sensei’s Advice, Smoker


  1. Get paid (+$5, $5)
  2. Hire a worker ($4)
  3. Hire a worker ($3)
  4. Hire a worker ($2)
  5. Build Tech 1 ($0)
  6. Discard 2, draw 4

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

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 8
  • Gold: 0
  • Hand: 4
  • Deck: 1
  • Discard: 2

Hand

Fox Viper, Aged Sensei, Saviour Monk, Grappling Hook

Discard

Snapback, Morningstar Flagbearer

Think

I have no idea what the strategy is here. I’m thinking about going quick discipline tech 2, but maybe even that’s the wrong move. I feel like he’s just going to worker city then teching desperations and rushing tech 3 or something. Really feel quite lost.
Keeping flagbearer just in case he’s going ancients.

P1, Turn 2

3rd worker or no?
Discard 1, Draw 2, rs, Draw 1 of SSTT
Discard 3, Draw 3 of SSTT, rs, Draw 2 of SSTT(S/T)

Discard 0, Draw 2
Discard 2, rs, Draw 4 of SSSTTTT

Or I can “not tech” next turn and have either
… rs, Draw 2 of SS(S/T)
… rs, Draw 4 of SSSTT … and in any case, that turn gets spent playing Tech II stuff.

I think my best bet here is actually Desperation plus whatever I would like to play next turn, and planning to tech reactively from there.

My turn 3 is then:
10 gold (14)
Tech II (10)
Drakk (8), 2 workers (6) + Desperation (if drawn)
Boulder??? that would be a pain to get past as I move up to Tech III
Alternately, play BRO (5), Level Drakk (2), Blood Lust & hit patroller for 3 and Tech II for 5? 3 probably isn’t enough to kill a patroller

The other fine line is delay my 10th worker, and have Nautical Dog and Drakk in play and ready to attack. That leaves me at:
9 gold (10)
Tech II (6)
BRO (4)
Worker (3)
Desperation / Blood Lust (1)
BRO hits patrolling hero for 4
Level up (0)
Drakk and Dog break Tech II

Tech Desperation + Blood Lust

Pillage — Magic -> Worker
Mad Man — Tech 0
Nautical Dog — Tech 0

8 gold (8), Tech 2 cards
Worker (7)
Nautical Dog (6)
Drakk (4)
Tech I (2)
Discard 1, Draw 2, rs, Draw 1. Float 2 gold.

Lookout - L1 Drakk (1/3)

Nautical Dog (1/1)

Base - 20
Tech I - 5

9 workers, 2 gold
Hand: 3
Deck: 3
Discard: 0

Turn 2

Hand: Fox Viper, Aged Sensei, Saviour Monk, Grappling Hook
Tech: Vigour Adept, Young Lightning Dragon
Workers: Fox Primus, Sensei’s Advice, Smoker, Fox Viper


  1. Tech 2 cards
  2. Get paid (+$8, $8)
  3. Hire a worker ($7)
  4. Build Tech 2 Discipline ($3)
  5. Summon Garus Rook ($1)
  6. Summon Aged Sensei ($0)
  7. Discard 2, draw 1, reshuffle, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Garus Rook (2/4+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Aged Sensei (1/1)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 4
  • Deck: 3
  • Discard: 0

Hand

Safe Attacking, Snapback, Morningstar Flagbearer, Grappling Hook

Discard

Thinking

I think he can’t break my tech 2 while also building his. Maybe. No guarantee. It will certainly leave him on zero cards if he does though.
This redraw though… damn. Really tough break. Oh well, keep workering garbo cards so I only draw good cards.

P1, Turn 3

Desperation
Bloodrage Ogre — Tech 0
Bloodburn — Tech 0 -> Worker

Deck / Desperation draws:
Charge — Magic -> Worker
Mad Man — Tech 0
Bloodlust

Tech Blooming Ancient and Desperation

Everything is proceeding as I have foreseen…
Defense: 5, 1 / 5
Attack: 1-3, 2-3, 3-4, 2, ++

Line that breaks Tech II

9 gold (11)
Worker (10)
Level Drakk to 4 (7)
Drakk and Nautical Dog kill Rook, Drakk to Max, healing
Bloodrage Ogre (5)
Desperation, draw 3
Mad Man (4), trades with Sensei
Charge on Ogre (2), he breaks your Tech II
Worker (1)
Discard 0, rs, Draw 2. Float 2 gold.

Bloodrage Ogre (3/2)
L6 Drakk (3/4)

Base - 20
Tech I - 5

11 workers, 1 gold
Hand: 2
Deck: 3
Discard: 0

Line that builds Tech II

9 gold (11)
Worker (10)
Tech II (6)
Bloodrage Ogre (4)
Desperation, draw 3
Mad Man (3)
Blood Lust on ?? and BRO (1)
Kill Rook with ? and ? <- math doesn’t work here
Level Drakk to 4 (healing) (0)
Kill Sensei
Attack Base for 5 with BRO?
Discard my hand
Discard 0, rs, Draw 2.

Bloodrage Ogre (3/2)
L6 Drakk (3/4)

Base - 20
Tech I - 5
Tech II

11 workers, 0 gold
Hand: 2
Deck: 3
Discard: 0

9 gold (11), Tech 2 cards
Worker (10)
Tech II Growth (6)
BRO (4)
Desperation, draw 3
Blood Lust BRO and Aged Sensei (2)
Bro and Drakk kill Rook
Worker (1)
Mad Man (0)
Discard 0, rs, Draw 2
Aged Sensei dies to Blood Lust

Technician - Mad Man (1/1)
Lookout - Nautical Dog (1/1)

L3 Drakk (1/1)

Base - 20
Tech I - 5
Tech II - 5 (Growth)

11 workers, 0 gold
Hand: 2
Deck: 2
Discard: 0

Next Hand
  1. Bloodrage Ogre — Tech 0
  2. Blooming Ancient

Ugh


Turn 3

Hand: Safe Attacking, Snapback, Morningstar Flagbearer, Grappling Hook, Saviour Monk
Tech: Training Grounds, Vigour Adept
Workers: Fox Primus, Sensei’s Advice, Smoker, Fox Viper, Safe Attacking, Grappling Hook


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$9, $9)
  4. Hire a worker ($8)
  5. Hire a worker ($7)
  6. Summon Grave Stormborne ($5)
  7. Midband Grave ($3)
  8. Summon Morningstar Flagbearer ($0)
  9. Discard 2, draw 2, reshuffle, draw 2

  • Patrol:
    :psblueshield:Squad Leader: Grave Stormborne (3/4+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Morningstar Flagbearer (2/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 11
  • Gold: 0
  • Hand: 4
  • Deck: 3
  • Discard: 0

Hand

Young Lightning Dragon, Vigour Adept, Snapback, Training Grounds

Discard

Thenk

I CAN’T BELIEVE I WHIFFED THE TECHNICIAN. I’M SO MAD.
It’s fairly likely he has the second desperation and is about to put some runes into play. I am likely stuffed.

Ouch, missed your Tech draw? Or was my pressure enough to wave you off playing a Dragon? I guess I’ll find out after the match.

P1, Turn 4
  1. Bloodrage Ogre — Tech 0
  2. Blooming Ancient

Tech in a Blooming Elm

11 gold (11). Tech 1 card.
Max Drakk (8)
Blooming Ancient (4), gains Haste
Arg (2), [2 runes]
Ancient kills Grave, Arg to L3
Mad Man trades with Flagbearer
Give Dog the 2 runes, he breaks your Tech II
Drakk taps your Base for 3 more, down to 15.
Max Arg (0)
Discard 1, Draw 2, rs, Draw 1

SQL - Elemental (3/3)
Technician - Wisp (0/1)
Lookout - L5 Arg (1/5)

Nautical Dog++ (3/3)
L6 Drakk (3/4)
Blooming Ancient+ (3/2) {3 damage}

Base - 20
Tech I - 5
Tech II - 5 (Growth)

11 workers, 0 gold
Hand: 3
Deck: 2
Discard: 0

I whiffed hard. I’m pretty mad.


Turn 4

Hand: Young Lightning Dragon, Vigour Adept, Snapback, Training Grounds, Saviour Monk
Tech: Reversal, Brave Knight
Workers: Fox Primus, Sensei’s Advice, Smoker, Fox Viper, Safe Attacking, Grappling Hook


  1. Technician draw
  2. Tech?
  3. Get paid (+$11, $11)
  4. Rebuild Tech 2 ($11)
  5. Summon Garus Rook ($9)
  6. Maxband Rook ($2)
  7. Summon Saviour Monk ($0)
  8. Discard 4, draw 2, reshuffle, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Garus Rook (4/6+A)
    :psfist:Elite: Saviour Monk (3/2)
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
  • Base: 18
  • Other:

Economy:

  • Workers: 11
  • Gold: 0
  • Hand: 5
  • Deck: 4
  • Discard: 0

Hand

Vigour Adept, Aged Sensei, Brave Knight, Morningstar Flagbearer, Young Lightning Dragon

Discard

Thonk

Yeah, that’s game. Can’t believe that draw… The odds of that happening were less than 7%. Incredible.
Maybe maxbanding Oni or Rook last turn would have prevented tech break though, which maybe was more important than anything else… So I probably misplayed there.

P1, Turn 5

Bloodlust -> Worker
Desperation
Blooming Elm //well, no Snapback, so I don’t need this backup plan

Deck:

  1. Mad Man — Tech 0
  2. Bloodrage Ogre — Tech 0

Defense: 7, 6, 2 // 15 or 5 + 5
Attack: 3, 0, 3, 3, 3, 1 (and 3, 1, +, + from heroes and spells) +6 Frenzy, +36 War Drums?? Sounds like plenty

Tech a War Drums

11 gold (11), Tech one card
Blooming Elm (9)
Worker (8)
Desperation, Draw 2, rs, Draw 1
Bloodrage Ogre (6), gains Haste
Mad Man (5) [3 runes on Ancient]
War Drums (3) [6 units in play]
Nautical Dog (5 + 6 ATK) trades with Rook’s first life, and Ovepowers to kill Monk
Move two runes to Elemental
Elemental (6 + 5 ATK) Kills Rook, and Overpowers 5 damage to your Base
Mad Man, BRO, Ancient, and Wisp deal another 31 damage to your base. GG! @zhavier

Elemental (3/3)
Wisp (0/1)
L5 Arg (1/5)
Nautical Dog++ (3/3)
L6 Drakk (3/4)
Blooming Ancient+ (3/2) {3 damage}

Base - 20
Tech I - 5
Tech II - 5 (Growth)

11 workers, 0 gold
Hand: 3
Deck: 2
Discard: 0

1 Like

Bleh. Maybe maxband hero was more correct on turn 3, but that whiff killed me 100%

1 Like

You and bolyarich suffered similar fates on this map, i think.

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