[XCAFRR19 Round1] Taz [Necromancy]/Blood/Present vs bolyarich [Feral]/Growth/Disease

@bolyarich Good luck and have fun!

P1T1

Starting Hand

Poisonblade Rogue
Summon Skeletons
Deteriorate
Sacrifice the Weak
Skeletal Archery

Next Hand

Thieving Imp
Skeleton Javelineer
Graveyard
Jandra, the Negator
Pestering Haunt

Discard

Skeletal Archery
Sacrifice the Weak
Summon Skeletons

Get Paid ($4)
Worker ($3)
Hire Poisonblade Rogue ($1)
Float $1

Discard 3, draw 5

Workers

Deteriorate

Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Poisonblade Rogue
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

My Thoughts

Kind of an awkward opening as I get all of my spells but no way to cast them.

I . . . kind of really hate Black, actually, and fear that my subsequent lack of experience with it will show in this game. One particular thing I noticed about this particular matchup, which is why I implore the tournament organizer to shuffle the Codex matchups as much as possible, is that on my end, I have no answer to Might of Leaf and Claw, and on their end, they obviously want to get down the disgusting combination of that card and Orpal Gloor online as their primary gameplan, so I’m just kind of stuck here trying to play as stifling of a board control gameplan as I possibly can in a desperate attempt to stop that from happening, but even then, they have better answers to my tokens than I have to their tokens. I can pretty much only kill one thing at a time.

I guess my win-con by default is Present Tech II and III . . .

Pinging @FrozenStorm to look at My Thoughts vis-a-vis Codex matchups.

1 Like

P2T1


StartingHand Workers

STARTING HAND
Spore Shambler
Rampant Growth
Playful Panda
Young Treant
Rich Earth

WORKERS
Spore Shambler


NextHand

Merfolk Prospector
Tiger Cub
Verdant Tree
Forest’s Favor
Ironbark Treant


Discard

Rampant Growth
Playful Panda
Young Treant


Tech 0 card(s)
Get Paid - ($5)
Rich Earth - ($2)
Worker
Arg - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp(0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Arg(1/3) 1 lvl
  • Rich Earth

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

@Taz’s turn

P1T2

Tech

Crash Bomber
Crash Bomber

Starting Hand

Thieving Imp
Skeleton Javelineer
Graveyard
Jandra, the Negator
Pestering Haunt

Next Hand

Summon Skeletons
Thieving Imp
Graveyard
Skeletal Archery
Crash Bomber

Discard

Get Paid + float ($6)
Worker ($5)
Hire Jandra, the Negator ($2)
Build Tech I ($0)
Poisonblade Rogue kills your Wisp.

Discard 3, reshuffle, draw 5

Workers

Deteriorate
Skeleton Javelineer

Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator (3/3+A)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Poisonblade Rogue (2/1)

Buildings:

  • :heart: Base HP: 20
  • Tech I: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

My Thoughts

Originally I was going to build Graveyard, tech I, and hire Geiger and Pestering Haunt, but then I remembered that I wouldn’t have the gold left to hire a worker with. So instead I opted for the efficient body with Overpower to help me keep the board on lockdown. Speaking of efficient bodies, Crash Bomber is going to be fun.

I wonder when I’ll have the opportunity to drop the Graveyard? Presumably I would want to do this after trading Jandra off, to avoid having it instantly overflow on accident. Meanwhile, Skeletal Archery seems kind of pointless when I don’t even have Garth online yet; they don’t even have any fliers. All in all, I’ll probably spend next turn hiring Crash Bomber and a Hero and banking for an early Tech II.

@bolyarich’s turn.

P2T2


Tech StartingHand Workers

TECH
Sickness
Centaur


STARTING HAND
Verdant Tree
Ironbark Treant
Tiger Cub
Forest’s Favor
Merfolk Prospector


WORKERS
Spore Shambler
Ironbark Treant


NextHand

Forest’s Favor
Playful Panda
Centaur
Sickness
Rampant Growth


Tech 2 card(s)
Get Paid + Scav - ($7)
Worker
T1 - ($5)
Max level Arg, WE arrives - ($1)
Merfolk Prospector - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental(3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Arg(1/5) 5 lvl

In Play:

  • Merfolk Prospector(1/1)
  • Rich Earth

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Waiting for sceleton horde or max level garth tricks

@Taz’s turn!

P1T3

Tech

Hooded Executioner
Hooded Executioner

Starting Hand

Summon Skeletons
Thieving Imp
Graveyard
Skeletal Archery
Crash Bomber

Next Hand

Hooded Executioner
Crash Bomber
Sacrifice the Weak
Pestering Haunt

Discard

Get Paid ($6)
Worker ($5)
Hire Crash Bomber ($4)
Hire Drakk ($2)
Build Graveyard ($0)
Poisonblade Rogue does two damage to Water Elemental, reducing it to a 1/1 and going to the Graveyard.
Jandra kills the Water Elemental, taking one damage from it and doing one Overpower damage to Arg.

Discard 2, draw 3, reshuffle, draw 1

Workers

Deteriorate
Skeleton Javelineer
Summon Skeletons

Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk (1/3+A, ping your base on death, level 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Crash Bomber (2/2, ping your base on death)
  • :target: Lookout:

In Play:

  • Jandra, the Negator (3/2, kill my non-Demon units on death)
  • Graveyard (3, Poisonblade Rogue)

Buildings:

  • :heart: Base HP: 20
  • Tech I: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

My Thoughts

Change of plans on the late Graveyard and early Tech II. Don’t think Jandra’s dying any time soon so I can slow roll my Graveyard all the same. Rich Earth + Prospector is always an unfortunate sight to face down, but I can either Hooded Executioner or Garth + Skeleton + Sac the Weak next turn to get rid of it, and still have enough for my worker and second Crash Bomber. Wisps aren’t a concern as they’ll be patrolling with those anyway, effectively making them fodder for Jandra, especially if they let Drakk live.

@bolyarich’s turn!

P2T3


Tech StartingHand Workers

TECH
Barkcoat Bear
Barkcoat Bear


STARTING HAND
Sickness
Rampant Growth
Playful Panda
Forest’s Favor
Centaur


WORKERS
Spore Shambler
Ironbark Treant
Forest’s Favor


NextHand

Verdant Tree
Playful Panda
Young Treant
Barkcoat Bear
Rampant Growth


Tech 2 card(s)
Get Paid - ($7)
Worker
T2 Feral - ($3)
Centaur - ($0)
Merfolk finds gold - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Centaur(3/4)A overpower
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Arg(1/4) 5 lvl
  • :target: Lookout:

In Play:

  • Merfolk Prospector(1/1)
  • Rich Earth

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Big bodies coming

@Taz’s turn!

P1T4

Tech

Kidnapping
Kidnapping

Starting Hand

Hooded Executioner
Crash Bomber
Sacrifice the Weak
Pestering Haunt

Next Hand

Sacrifice the Weak
Skeletal Archery
Hooded Executioner
Thieving Imp

Discard

Get Paid ($7)
Worker ($6)
Midband Drakk ($3)
Crash Bomber rams into Centaur and goes to my Graveyard. I’ll send the 1 damage to your Base. Centaur has 2 HP remaining.
Jandra trades with Centaur and sends the two Overpower damage to Arg. Jandra goes to my Graveyard and I destroy all 0 of my non-Demon units.
Drakk finishes off Arg and maxbands. You draw a card.
Hire Crash Bomber the second from my hand ($2). He kills the Prospector.
Hire Crash Bomber the first from my Graveyard ($1)
Float $1

Discard 2, draw 3, reshuffle, draw 1

Workers

Deteriorate
Skeleton Javelineer
Summon Skeletons
Pestering Haunt

Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Crash Bomber (2/2, ping your base on death)
  • :target: Lookout:

In Play:

  • Drakk (3/4, ping your base on death, max level)
  • Crash Bomber (2/1, ping your base on death)
  • Graveyard (3, Poisonblade Rogue, Jandra)

Buildings:

  • :heart: Base HP: 20
  • Tech I: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

My Thoughts

First of all, they let Drakk live. Secondly, they committed their Tech II into Big Stompy Feral, quite possibly the worst possible gameplan against this Codex for all sorts of reasons, not least of which being the Kidnappings I just teched in. Do they want me to win???

@bolyarich’s turn!

P2T4


Tech StartingHand Workers

TECH
Moss Ancient
Moss Ancient


STARTING HAND
Young Treant
Verdant Tree
Barkcoat Bear
Rampant Growth
Playful Panda
Sickness -> technick draw


WORKERS
Spore Shambler
Ironbark Treant
Forest’s Favor
Verdant Tree


NextHand

Barkcoat Bear
Centaur(3/4)A overpower
Merfolk Prospector(1/1)
Sickness
Tiger Cub


Tech 2 card(s)
Get Paid + float - ($9)
Worker
Max level Orpal - ($2)
Sickness your pirates, 1 explodes max level ability put another rune -1/-1 on another pirate, it expodes, you draw, graveyard expodes, my base gets -2 to 17 - ($0)

Float ($0)
Discard 4, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Orpal(2+1/5) max level
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

@Taz’s turn!

P1T5

Tech

Land Octopus
Crashbarrow

Starting Hand

Sacrifice the Weak
Skeletal Archery
Hooded Executioner
Thieving Imp
Kidnapping

Next Hand

Kidnapping
Hooded Executioner
Crash Bomber
Kidnapping
Land Octopus

Discard

Get Paid + float ($9)
Worker ($8)
Hire Thieving Imp ($5), you discard a card at random. I go to a d5 generator site and roll a 3, so discard the card third from the top in your next hand. Also, Thieving Imp crashes into Orpal, reducing him to 3 HP. I have no more units to put -1 runes on from Orpal’s maxband trigger.
Drakk finishes off Orpal and gains three -1 runes.
Build Tech II: Blood ($1)
Float $1

Discard 3, draw 2, reshuffle, draw 3

Workers

Deteriorate
Skeleton Javelineer
Summon Skeletons
Pestering Haunt
Skeletal Archery

Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Drakk (0/1, ping your base on death, max level)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

My Thoughts

Orpal, being their only source of removal really, is not allowed to live under any circumstance whatsoever. Since they have no way to get rid of Drakk, I maintain the advantage here, particularly since I’m guaranteed both Kidnapping and Executioner next turn, even if the entire rest of my hand was the Tech 0 garbage from my Graveyard.

. . . remember when I said earlier that I wouldn’t be playing this Codex like my Land Octopus Codex? Yeah, change of plans, except I’m only teching it in as a one-of as drawing double-Land Octopus would be awkward; I’m in an awkward enough situation as it is with my double-Kidnapping hands!

@bolyarich’s turn!

P2T5


Tech StartingHand Workers

TECH
Rampaging Elephant
Murkwood Allies


STARTING HAND
Tiger Cub
Barkcoat Bear
Sickness
Merfolk Prospector(1/1) -> discarded
Centaur(3/4)A overpower


WORKERS
Spore Shambler
Ironbark Treant
Forest’s Favor
Verdant Tree
Centaur(3/4)A overpower


NextHand

Rampant Growth
Young Treant
Barkcoat Bear
Playful Panda


Discard

Merfolk Prospector(1/1)
Rampaging Elephant
Murkwood Allies
Sickness
Barkcoat Bear


Tech 2 card(s)
Get Paid - ($9)
Worker
T3 - ($4)
Arg - ($2)
Tiger Cub - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub(2/2)A
  • :psfist: Elite:
  • :ps_: Scavenger: Arg(1/3) 1 lvl
  • :pschip: Technician: Wisp(0/1)
  • :target: Lookout:

In Play:

  • Rich Earth

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

@Taz’s turn!

P1T6

Tech

Shoddy Glider
Shoddy Glider

Starting Hand

Kidnapping
Hooded Executioner
Crash Bomber
Kidnapping
Land Octopus

Next Hand

Poisonblade Rogue
Hooded Executioner
Graveyard
Jandra, the Negator

Discard

Shoddy Glider
Shoddy Glider
Kidnapping
Hooded Executioner
Kidnapping

Get Paid + float ($10)
Hire Geiger ($8)
Hire Land Octopus ($5)
Cast Kidnapping ($1), I gain control of Tiger Cub for this turn and it gains Haste.
Tiger Cub kills Arg; Geiger midbands and you get a gold.
Land Octopus kills the Wisp and does 8 Overpower damage to your base. You draw a card.
Hire Crash Bomber ($0)

Discard 2, draw 4

Workers

Deteriorate
Skeleton Javelineer
Summon Skeletons
Pestering Haunt
Skeletal Archery

Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Geiger (2/4+A, level 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Crash Bomber (2/2, ping your base on death)
  • :target: Lookout: Drakk (0/1, ping your base on death, max level)

In Play:

  • Land Octopus (8/7)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

My Thoughts

Even on the off-chance that they actually have the squirrels, I think I’m in a well-enough position to deal with them and still threaten lethal.

@bolyarich GG?

P2T6


Tech StartingHand Workers

TECH
Artisan Mantis
Artisan Mantis


STARTING HAND
Playful Panda
Rampant Growth
Barkcoat Bear
Young Treant
Moss Ancient


WORKERS
Spore Shambler
Ironbark Treant
Forest’s Favor
Verdant Tree
Centaur(3/4)A overpower


NextHand

Artisan Mantis
Barkcoat Bear
Barkcoat Bear
Moss Ancient
Murkwood Allies


Tech 2 card(s)
Get Paid+scav - ($11)
don’t Skip tech: add 2 cards, skip worker
Moss Ancient and 3 (haste/invi) squirrels - ($4)
Calamandra - ($2)
Rampant Growth tiger - ($0)
Tiger lows your geiger to 1 hp, still alive
squirrel kill geiger, cala to lvl 3
squrirrel kill drakk, cala to lvl 5, base to 8 hp
squrirrel deals 1 dmg to your T2

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Moss Ancient (8/9)A untargetable
  • :psfist: Elite:
  • :ps_: Scavenger: Calamandra(4/5), 5 lvl, units have resist 1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • Tiger Cub(2/1)
  • squirrel (1/1) invisible

Buildings:

  • :heart: Base HP: 8
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

@Taz’s turn!

P1T7

Tech

Crashbarrow
Bloodlust

Starting Hand

Poisonblade Rogue
Hooded Executioner
Graveyard
Jandra, the Negator

Next Hand

Thieving Imp
Bloodlust
Crash Bomber
Crashbarrow
Sacrifice the Weak

Discard

Get Paid ($9), trash two workers to Land Octopus
Worker ($8)
Crash Bomber rams into Moss Ancient, doing 1 to your base.
Land Octopus finishes off Moss Ancient.
Hire and maxband Garth, resurrecting Crashbarrow ($0)
Crashbarrow trades into Calamandra and Tiger Cub, you get a gold.

Discard 3, draw 4, reshuffle, draw 1.

Workers

Summon Skeletons
Pestering Haunt
Skeletal Archery
Jandra, the Negator

Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Garth (3/4+A, max level)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

Buildings:

  • :heart: Base HP: 20
  • Tech I: 5
  • Tech II: 4 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

My Thoughts

Can’t believe that precocious luck-sack actually teched in the Moss Ancient before they could even build their Tech III, instead of the Tech III build being merely a bluff. They basically had to be praying it was specifically in the bottom half of their deck. And if this luck of theirs continues I’m probably facing down a second Moss Ancient and a broken Tech II next turn.

@bolyarich’s turn!

1 Like

P2T7


StartingHand Workers

STARTING HAND
Moss Ancient
Barkcoat Bear
Murkwood Allies
Artisan Mantis
Barkcoat Bear


WORKERS
Spore Shambler
Ironbark Treant
Forest’s Favor
Verdant Tree
Centaur(3/4)A overpower
Barkcoat Bear


NextHand

Sickness
Merfolk Prospector(1/1)
Rampaging Elephant
Young Treant
Playful Panda


Discard

Tiger Cub(2/1)
Moss Ancient (8/9)A untargetable
Murkwood Allies
Barkcoat Bear
Artisan Mantis


Tech 0 card(s)
Get Paid+scav - ($11)
Skip tech, worker
Moss Ancient, squirrels! - ($4)
4 squirrels destroy your T2, your base to 18
tech lab, Growth - ($3)
Arg and his wisp - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Moss Ancient(8/9)A, untargetable
  • :psfist: Elite:
  • :ps_: Scavenger: Arg(1/3)
  • :pschip: Technician:
  • :target: Lookout: Wisp(0/1)

In Play:

  • Rich Earth
  • squirrel #1 (1/1) invisible
  • squirrel #2 (1/1) invisible
  • squirrel #3 (1/1) invisible
  • squirrel #4 (1/1) invisible

Buildings:

  • :heart: Base HP: 7
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 11
Thoughts

@Taz’s turn!

1 Like

Yeah, I concede to @bolyarich’s obscene luck. I could kill the second Ancient, but my board would be wide open to them breaking my Tech II again (at the bare minimum), and every subsequent turn afterwards I would be under threat from their reshuffled Ancients. I don’t feel like playing that out; this game has been absurd enough as it is. @FrozenStorm

Both of your Moss Ancients were in the bottom two cards of your deck when you reshuffled them in on turn freaking 4. I call bullcrap on that one.

@Taz I would very much appreciate in the future that if you (or anyone else) suspect an intentional manipulation of the deck, that you first speak with a tournament judge (just myself right now, @zhavier @EricF @Legion if any of you are available to help out it’s greatly appreciated) privately to ensure the situation indeed looks fishy. Also do please understand, the longest of long odds have hit in this game and will continue to hit in the future: the deck sizes aren’t that huge and both the most fun and least fun draws will happen.

From what I can tell, the following sequence of events took place here:

  1. @bolyarich teched both Ancients on turn 4. Boly then rs drew 3, leaving 6 in the deck. Neither Ancient was drawn in the 3 (perfectly probable)
  2. On turn 5 @bolyarich built tech 3, then drew 4 of the 6, and bottom decked the ancients (a potential major bummer, but wisely Boly patrolled in techn to ensure an Ancient if the techn was killed).
  3. On your turn 6, you killed the techn, thus Boly drew one of the Ancients, and had the other sitting ready for the rs draw on Boly’s turn 6.

Nothing here looks crazy. The chances of bottom-decking an ancient were 2 in 6 from the point after step 1 above, so it’s pretty reasonable that ended up happening to be split that way. It was almost rotten luck for Boly’s turn 6 hand, had you not killed the technician, and it was good foresight to tech the Ancients in on turn 4.

3 Likes