CAPS 2017: Jadiel ([Feral]/Future/Truth) vs. EricF ([Peace]/Balance/Anarchy)

@EricF GL. HF :slight_smile:

P1T1


StartingHand Workers

STARTING HAND
Spore Shambler
Verdant Tree
Young Treant
Merfolk Prospector
Rampant Growth


WORKERS
Verdant Tree


NextHand

Rich Earth
Forest’s Favor
Playful Panda
Tiger Cub
Ironbark Treant


Discard

Young Treant
Spore Shambler
Rampant Growth


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Merfolk Prospector - ($2)
Calamandra - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: L1 Calamandra (2/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

Getting Prospector in P1T1 hand is awesome. I guess I’d maybe have preferred to have RG next turn, but I’ll take it!

Workering VT seems pretty obvious here. VT and RE are pretty much both autoworkers in most matchups I think.

Overall, I’m not really sure what to expect. I feel like I’ve got a strong start as P1, and he’s playing the blue starter, which is not very scary. I’m guessing he’s brought balance in to give Nature Reclaims as an answer against MoLaC? But it’s not likely relevant against me at all.

[details=P2, Turn 1]Bluecoat Musketeer -> Worker
Traffic Director
Reputable Newsman
Jail
Arrest[/details]
5 gold (5)
Worker (4)
Tech 1 (2)
Traffic Director (1)
Discard 3, Draw 5. Float 1 gold.

Scavenger - Traffic Director (1/1) untargetable

Base - 20
Tech 1 - 5

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

P1T2


Tech StartingHand Workers

TECH
Centaur
Spectral Hound


STARTING HAND
Ironbark Treant
Rich Earth
Tiger Cub
Playful Panda
Forest’s Favor


WORKERS
Verdant Tree
Rich Earth


NextHand

Centaur
Rampant Growth
Spectral Hound
Spore Shambler
Young Treant


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Prospect - ($5)
Cal kills Traffic Director, you get 1g
Playful Panda - ($3)
Tech I - ($1)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (2/2)
  • Merfolk Prospector (1/1)
  • L1 Calamandra (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

Wow, seems like he had a rough start. Let’s see if I can capitalise on it. Tech choices are solid T1 units. I don’t see any need for spells yet. Spectral Hound seems pretty good against him - Boot Camp deals with Illusions well though, and maybe Elite Training? I’d be surprised to see him tech either of those early, unless he’s expecting Illusions. I think I’ll tech one SH, and Centaur seems solid. Normally, I’d be worried about not being able to afford it as P1, but I have prospector going, and it doesn’t look like he’s likely to be able to deal with it for a while, so that’s a big econ advantage.

Playful Panda is the obvious 2 drop here. I don’t need patrolers this turn as I’m clearing his board, and hopefully I can trade the wisp for a gold or a card later on. Treant seems bad when I want to attack, not defend.

[details=P2, Turn 2]Lawful Search
Spectral Aven
Manufactured Truth
Building Inspector
Porkhand Magistrate -> Worker

Tech Basilisk + Cadet

Redraw Traffic Director
[/details]
6 gold (8)
Onimaru (6)
Lawful Search, check your next hand, rs and draw 1 (5)
Worker (4)
Spectral Aven (2)
Hero’s Hall (0)
Discard 3, Draw 5

SQL - L1 Onimaru (2/3 +1)
Lookout - Spectral Aven (2/2)

Base - 20
Tech 1 - 5
Hero’s Hall - 4

7 workers, 0 gold.
Hand: 5
Deck: 0
Discard: 4

[details=Next Hand]Jail
Reputable Newsman
Overeager Cadet
Tiny Basilisk
Arrest[/details]

P1T3


Tech StartingHand Workers

TECH
Feral Strike
Feral Strike


STARTING HAND
Rampant Growth
Young Treant
Spectral Hound
Spore Shambler
Centaur


WORKERS
Verdant Tree
Rich Earth
Spore Shambler


NextHand

Ironbark Treant
Centaur
Forest’s Favor
Tiger Cub


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Prospect - ($7)
Midband Cal - ($5)
Cal casts Rampant Growth on Aven, killing it - ($2)
Cal and PP kill Oni, Cal to L5
Spectral Hound - ($1)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Spectral Hound (3/3)
    [B]In Play:[/B]
  • L5 Calamandra (4/5)
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

Hmmm, I spent a lot of time think about this turn. I can deal with the Aven either using Shambler or RG. In hindsight, I should have expected to see it last turn, and should maybe have teched Huntress instead of Centaur. My biggest decision is what to tech this turn. I could tech in 1 or 2 Omegacrons, if I’m willing to commit to building Tech II next turn, but that feels like I’m overextending. I don’t think I really want any more Tech 1 units, though I could tech a spell or two. I’m expecting to see Brave Knights - my deck has no direct damage, so I can’t stop them returning to hand. Ferocity might be good in dealing with them. Or, I could go in a different direction to normal, and try to leverage Cal for Feral Strike. 2 Hives would put me massively ahead…

I like that plan, and I feel I have the board presence to pull it off. Do I tech 1 or 2? If I tech 1, there’s a 20% chance I draw it at the end of this turn, which would be bad. Think I’ll tech 2, which pretty much guarantees I get it turn 5, even if I discard next turn to give Cal Stealth. I have two lines this turn I think:

Cal + RG kills Oni
Shambler, use a rune to kill Aven
PP hits base for 2
Spectral Hound or Worker

This leaves me with PP 1/2 Shambler and L3 Cal. I can’t skip a worker if I’m going for Feral Strike, because I need to build T2 next turn. Not playing either of my T1 units this turn feels really bad… My other line is:

RG on Aven
Mid Cal and PP kill Oni
Spectral Hound
Float 1g

This gives me L5 Cal already, which I can maybe use to grab a tiger next turn, I’ve got an extra gold. My board is slightly weaker, and Spectral Hound might be fragile, but it has resist 2 if I put it in Lookout.

I think line 2 is better. Feels bad to be playing a card and 3g to kill Aven, and PP is dying to Oni, but I think it’s the best play

[details=P2, Turn 3]Jail -> Worker
Arrest
Reputable Newsman
Tiny Basilisk
Overeager Cadet

Tech 2x Garrison
[/details]
7 gold (7)
Worker (6)
Tech 2 Peace (2)
Tiny Basilisk (0)
Overeager Cadet
Discard 2, rs, Draw 4

Elite - Overeager Cadet (3/2)
Tech - Tiny Basilisk (1/2)

Base - 20
Tech 1 - 5
Tech 2 - 5
Spec: Peace
Hero’s Hall - 4

8 workers, 0 gold.
Hand: 4
Deck: 5
Discard: 0

[details=Next Hand]Building Inspector
Lawful Search
Arrest
Reputable Newsman
Tech Draw: Garrison[/details]

P1T4


Tech StartingHand Workers

TECH
Omegacron
Omegacron


STARTING HAND
Ironbark Treant
Tiger Cub
Forest’s Favor
Centaur


WORKERS
Verdant Tree
Rich Earth
Spore Shambler
Ironbark Treant


NextHand

Playful Panda
Feral Strike
Feral Strike
Young Treant
Rampant Growth


Discard

Spectral Hound
Tiger Cub
Forest’s Favor
Centaur
Omegacron
Omegacron


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Prospect - ($8)
Tech II - Future - ($4)
Exhaust Cal to play Stalking Tiger from Codex - ($0)
Hound trades with Basilisk, you draw

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Stalking Tiger (4/4, Invis)
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Calamandra (4/5)
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Hmm, an early Tech II. I know he teched T1 units last turn though, so he potentially has teched T2 units/garrison this turn. He’s drawn 4 of 9 cards (and is potentially drawing another, as I think I want to get rid of Basilisk). If he teched double garrison, that means he’s very likely to have one next turn and can spam units (athough he doesn’t have any more cadets, so he’s relying on 2 1/1s from starter and 2 cost basilisk and aven to continue the chain?)

I could Favor Cal and stealth and kill T2, but that leaves me with no defence, and zane can just kill Cal or T2 next turn. I don’t think I’m that worried about a Garrison if it’s just going to get him 2 1/1s and a basilisk/aven. Seems like Tech II and tiger is a better choice. Tiger is also invisible, which stops Zane Shenanigans from working.

Feral Strike is hopefully online next turn - what to get? Double Hive? Double Elephant?

I changed my patrol at the last minute from Tiger SQL, in the hope that he kills the wisp and gives me a card. I don’t think he’s likely to do that though and in hindsight I’m not sure I want to. I was thinking that it would get me a reshuffle which would mean I’m very likely to have an Omegacron in my T6 hand. However, it would also mean that it’s impossible to have a Feral Strike in my T6 hand, and I’m wondering if I should just be doubling down on Feral Strike and trying to cast it as often as possible. He doesn’t seem to have anyway to get rid of Cal if I keep playing fatties from codex…

1 Like

I forgot this was a feature match, so I’m going to go back and edit in some thoughts for each of my turns. So if you see a bunch of edits appear, that’s all it is!

5 Likes

[details=P2, Turn 4]Arrest -> Worker
Reputable Newsman
Lawful Search
Building Inspector
Garrison

Tech in Overeager Cadet and Drill Sergeant

Draws:
Flagstone Garrison
Spectral Aven

[/details]
8 gold (8)
Flagstone Garrison (5)
Building Inspector, draw (4)
Reputable Newsman, draw, name “4” (2)
Worker (1)
Discard 3, Draw 2, rs, Draw 3. Float 1 gold.

SQL - Overeager Cadet (2/2 +1)
Scavenger - Reputable Newsman (0/3) naming 4
Tech - Building Inspector (1/1)

Base - 20
Tech 1 - 5
Tech 2 - 5
Spec: Peace
Hero’s Hall - 4

Flagstone Garrison - 4

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

[details=Next Hand]Spectral Aven
Lawful Search
Tiny Basilisk
Manufactured Truth
Traffic Director

Tech Draw (if it happens, if not deck will be reshuffled): Overeager Cadet
[/details]

P1T5


Tech StartingHand Workers

TECH
Unphase
Unphase


STARTING HAND
Feral Strike
Rampant Growth
Feral Strike
Young Treant
Playful Panda


WORKERS
Verdant Tree
Rich Earth
Spore Shambler
Ironbark Treant


NextHand

Unphase
Rampant Growth
Spectral Hound
Omegacron


Tech 2 card(s)
Get Paid - ($8)
Skip Worker
Prospect - ($9)
Discard 2 cards to give Cal Stealth
Cal kills Newsman, you get 1g
Tiger destroys Garrison
Cal casts boosted Feral Strike, fetching 2 Rampaging Elephants from codex and putting them into play - ($1)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rampaging Elephant (6/7)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Rampaging Elephant (6/7)
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Calamandra (4/5)
  • Merfolk Prospector (1/1)
  • Stalking Tiger (4/4, Invis)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Ha, we pulled it off! I was convinced EricF had some trick up his sleeve to deny my Feral Strike. He did play the newsman (and he clearly knows exactly what’s coming), but we have enough evasion to deal with that. Now, what do we get with Feral Strike, and how do we deal with T2 Peace?

My first inclination was to grab 2 Hives, but I’m not sure they are the best choice here. Firstly, it’s only adding 10 power to the board, when we have much bigger possibilities in Feral. Secondly, they can’t defend. His board isn’t that big at the moment, but I can’t help feeling that leaving Cal defended only by a wisp is asking for trouble.

Elephants give me a potential 24 power, and are nice imposing blockers. With a bit of evasion they can threaten lethal nicely. Speaking of which, teching double Unphase should mean that I have a lot of chance to draw something really good next turn (Omegacron, Feral Strike, Unphase all could potentially win the game next turn or put me even further ahead). I also think I’m better with no worker, as I want to maximise my chances of drawing lethal.

The second question is whether we want to foil his T2 plans. I think it’s probably worth pitching 2 cards to take out the Garrison. Hopefully, it stops him doing crazy Peace shenanigans.

I drew Unphase and Omega. Either of those on their own could potentially give me lethal (Unphased Elephant + Cal + Tiger is 20 stealthy damage, Omega + Quince is an extra 18 hasty damage), or I could even combine them. Hopefully, we win next turn!

1 Like

[details=P2, Turn 5]Spectral Aven
Tiny Basilisk
Lawful Search
Manufactured Truth
Traffic Director
+Overeager Cadet

Tech 2x Moment’s Peace
Drawing…
Garrison
Drill Sergeant
Moment’s Peace[/details]
9 gold (11)
Onimaru (9)
Lawfully Search your hand (8)
Garrison (5)
Overeager Cadet (5)
Traffic Director (4), rs and draw
Midori (2)
Moment’s Peace (0)
Discard 4, Draw 4, rs, Draw 1

Moment’s Peace in effect
Scavenger - L1 Onimaru (2/3)

Overeager Cadet (2/2)
Overeager Cadet (2/2)
Building Inspector (1/1)
Traffic Director (1/1)

L1 Midori (2/3)

Base - 20
Tech 1 - 5
Tech 2 - 5
Spec: Peace
Hero’s Hall - 4

Garrison - 4

9 workers, 0 gold.
Hand: 5
Deck: 4
Discard: 0

[details=Next Hand]Reputable Newsman
Moment’s Peace
Garrison
Lawful Search
Tiny Basilisk[/details]

Is this right? You started at 5 cards, LS draws, Garrison puts you at 4, OC draws, TD draws, Moment’s Peace puts you at 3, no?

I think you should only have drawn 3 by this point (LS, OC and TD) so you shouldn’t reshuffle yet.

@zhavier - can you check?

Shoot - you’re right, I accidentally took a Technician draw.

Correcting things… (putting my deck back to 3 cards…

Ok, I can’t win from that position, being unable to trigger the reshuffle to draw into a Moment’s Peace.

gg!

GG, WP :slight_smile:

Yeah, I don’t know what I was thinking with that Hero’s Hall. I came back to it the next day and was like “why do I have a HH listed in my Buildings, and why would I think this was needed?”

2 Likes

Yeah, I admit that puzzled me. You were in a position where playing heroes was potentially feeding Cal, and I think rushing to T2 was your only out, so HH did seem a bit strange.

Why didn’t you play a hero T1? I guess I can kill it by midbanding Cal and playing FF or RG, but it stops tech I, costs me 3g and a card (5 if you count midbanding Cal), which seems worth a swing of 4g (you lose 2 and I “gain” 2).

I wasn’t going to have a good attack on T2 for a hero, and a spell would only cost you 2 gold (and a card). I figured the better access to Tech 1 things was worth the delay.

1 Like

It costs 3 if you count the gold I lost by not exhausting Prospector (which I need to clear your 1/1 out of SQL)

ETA: I guess if you patrol like that, I just kill your 1/1 with Cal, and you’re down 1g from the line you took in the actual game…

If I had a 2-cost card in my hand (that wasn’t Bluecoat), I probably would have played a Hero + 2-cost thing turn 1. But, I did not.