CAFS 2016: EricF ([Past]/Peace/Anarchy) vs. Alhazard ([Necro]/Blood/Truth)

@Alhazard good luck and have fun!

[details=P1, Turn 1]Hardened Mox
Nullcraft
Time Spiral -> Worker
Temporal Research
Forgotten Fighter[/details]
4 gold
Worker (3)
Hardened Mox (0)
Discard 3, Draw 5

Lookout - Hardened Mox (1/1)

Base - 20

5 workers, 0 gold
Hand: 5
Deck: 0
Discard: 3

you as well

P2T1

Hand

Summon Skeletons, Imp, Jav, Stw, Deteriorate

Worker

SS

Collect 5 gold (5)
Worker (4)
Garth (2)
Skeleton token (1)
Skeleton Javelineer (0)

Discard 3, Draw 5

Patrol:
Leader: Garth L1 (1/3)
Elite:
Scavenger: Skeleton (1/1)
Technician:
Lookout: Javelineer (1/1)

Buildings:
Units/Heroes:
Base: 20
Other:

Economy:
Workers: 6 (+ 0 gold)
Hand: 5
Deck: 0
Discard: 3

New Hand

Archery, Jandra, Graveyard, Haunt, Poisonblade

Discard

Imp, StW, Deteriorate

[details=P1, Turn 2]Tinkerer
Plasmodium -> Worker
Battle Suits
Neo Plexus
Fading Argonaut

Tech in Stewardess + Cadet (I’m likely playing Zane next turn, so I don’t want an Oni spell)
[/details]
5 gold (5)
Worker (4)
Fading Argo (2)
Tech I (0)
Discard 3, rs, Draw 5

SQL - Hardened Mox (1/1 +1)
Scavenger - Fading Argo (2/3) [3]

Base - 20
Tech I - 5

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

P2T2

Hand

Archery, Jandra, Graveyard, Haunt, Poisonblade

Tech2

Bargainx2

Worker

Jandra

Collect 6 gold (6)
Worker (5)
Tech 1 (3)
Skeleton token (2)
Haunt (2)

Discard 3, rs Draw 5

Patrol:
Leader: Skeleton (1/1)
Elite:
Scavenger: Skeleton (1/1)
Technician: Javelineer with rune (1/1)
Lookout:

Buildings:
Units/Heroes: Garth L1 (1/3) , haunt (1/1)
Base: 20
Other:

Economy:
Workers: 7 (+ 2 gold)
Hand: 5
Deck: 3
Discard: 0

New Hand

Bargain, Bargain, Stw, Poisonblade, Deteriorate

Discard

0

[details=P1, Turn 3]Plexus
Nullcraft
Research
Forgotten - Worker
Cadet

Defense - 2, 1, 1 / 1, 3, 5
Attack - 2, 1
Nullcraft 1 for 2
Zane 2 for 2
Forgotten 1 or 2 for 3 w/ zane or 4 without (also costs him 1 gold?)
Level Zane 1 for 3
Looks like I can’t kill Garth, but I don’t have to since I have a Stewardess coming up next hand.

I don’t need Origin Story in this game, so I’ll just plan on going to Tech 3 Anarchy, and grab a Monkey plus spell now. Except monkey kills Mox for little benefit, so I’ll just take a sparkshot spell and garrison (if drawn, worker and go to tech 3. If not, contunue building board and trch 2 peace)

Tech: Flagstone Garrison, Overeager Cadet.
[/details]
6 gold (6)
Worker (5)
Nullcraft (3)
Overeager Cadet (3)
Fading Argo kills SQL
Nullcraft kills Pestering Haunt
Mox kills technician
Onimaru (1)
Discard 2, draw 3, rs, draw 1. Float 1 gold.

SQL - Overeager Cadet (2/2 +1)
Scavenger - L1 Onimaru (2/3)

Fading Argo (2/2) [2]
Hardened Mox (1/1)
Nullcraft (1/1)

Base - 20
Tech 1 - 5

7 workers, 1 gold.
Hand: 4
Deck: 3

P2T3

Hand

Bargain, Bargain, Stw, Poisonblade, Deteriorate, Graveyard (tech)

Tech2

Gilderx2

Worker

Poisonblade

Collect 7+2 gold (9)
Worker (8)
Tech 2 Blood (4)
Bargain (2)
Bargain (0)
Discard 3, Draw 2, rs Draw 3

Patrol:
Leader: Zombie (2/2+A)
Elite: Skeleton (1/1)
Scavenger: Skeleton (1/1)
Technician: Zombie (2/2)
Lookout: Horror (3/3)

Buildings: T1 (5), T2 blood (5)
Units/Heroes: Garth L1 (1/3) , Skeleton (1/1),
Base: 12
Other:

Economy:
Workers: 6 (+ 0 gold)
Hand: 5
Deck: 6
Discard: 0

New Hand

Imp, Archery, Javelineer, Haunt, Bargain

Discard

0

You’re missing a Horror

right. Sorry about that

1 Like

[details=P1, turn 4]garrison
Stewardess
Tinkerer -> Worker
Battle Suits

Deck:
Plexus
Research
Cadet

Tech:
Stewardess and Chaos Mirror[/details]
7 gold (8)
Battle Suits (6)
Fading Argo trades with SQL zombie
Nullcraft kills elite skeleton
Stewardess of the Undone (3) bounces scavenger skeleton
Hardened Mox kills tech zombie
Onimaru trades with lookiut Horror, Garth to L3
Zane (1)
Zane and Cadet break your tech 2 (note that you can’t rebuild without 8 workers)
Worker (0)
Discard 1, draw 3

Technician - Stewardrss (3/3)

L1 Zane (2/2)
Overeager Cadet (3/2)
Nullcraft (1/1)
Hardened Mox (2/1)

Base - 20
Tech 1 - 5

Battle Suits
8 workers, 0 gold.
Hand: 3
Deck: 0
Discard: 4

P2T4

Hand

Imp, Archery, Javelineer, Haunt, Bargain, Bargain (tech)

Tech2

Hooded Executioner and Death rites

Worker

Bargin

Collect 6 gold (6)
Worker (5)
Horror trades with Tech Stewardess
Archery (3)
Skeleton shoots down nullcraft
Level Garth to 4 (2)
Garth kills Zane, levels to 6
Level Garth to 7, bringing out a Hooded Executioner (1)
Skeleton token (0)
Haunt (0)

Discard 3, Draw 5

Patrol:
Leader: Hooded Executioner (3/3+A)
Elite:
Scavenger: Skeleton (1/1)
Technician:
Lookout:

Buildings: T1 (5),
Units/Heroes: Garth L7 (1/3) , Skeleton (1/1), Pestering Haunt (1/1)
Base: 10
Other:

Economy:
Workers: 7 (+ 0 gold)
Hand: 5
Deck: 0
Discard: 4

New Hand

Graveyard, Deteriorate, StW, Glider, Glider

Discard

Imp, Javelineer, Bargain, Death rites

[details=P1, Turn 5]Neo Plexus
Temporal Research -> Worker
Overeager Cadet
+Stewardess of the Undone

Option 1:
Worker, Stewardess, Overeager, Tech II Peace. Then Draw 3 of 4.

Option 2:
Worker, Stewardess, Overeager, Prynn + Draw 2. Draw 2, rs, Draw 2. I think I’d rather have my Tech II planted

Option 3:
Prynn, Max her, banish Executioner, mox kills skeleton, Cadet hits base for 3. Play new Cadet.
Opponent has 5 attack on the back row, and might be able to use a Nether Drain to kill Prynn. If that happens, I’d be forced to use a Chaos Mirror to re-kill the executioner, and then have Zane + 2x Cadet facing whatever he spent the other 6 gold on. At a minimum, that’s 2x skeletons, and possibly a Summon Skeletons as well, which is enough to prevent me from reaching the base at all. So, I don’t like this line now that Nullcraft is dead.

Patrol in advantage slots, because Sacrifice the Weak / Deteriorate is going to have both guys die anyway, and I might as well get some benefit from them.

5 card discard, with 2 more cards to be added prior to reshuffling. My next turn is:
9 gold (9)
Garrison (6)
Stewardess (3), rs and draw from {Cadet, Nullcraft, Discarded Card, Cadet, Stewardess, 4x Tech choices}
Fading Argo (1), draw 2nd card
…it looks like I want some 1-drops. Calypso, to provide extra HP.
The other line for next turn might be:
Zane (7)
Chaos Mirror (5)
Kill stuff
Garrison (2)
Fading Argo, rs and draw. Discard 2, Draw 4. Also, keep an eye out for dealing close-to-lethal (or just clear board + break Tech II to buy time) with Zane + level up + Mirror.
[/details]
Reshuffle and draw 1
8 gold (8)
Worker (7)
Stewardess of the Undone, bounce a skeleton (4)
Tech II Peace (0)
Overeager Cadet (0)
Cadet and Mox take down Executioner
Discard 1, Draw 3

Tech - Stewardess of the Undone (3/3)
Scavenger - Overeager Cadet (3/2)

Hardened Mox (2/1)

Base - 20
Tech I - 5
Tech II - 5
Spec: Peace

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

P2T5

Hand

Graveyard, Deteriorate, StW, Glider, Glider

Tech2

crashbarrowx2

Worker

Glider

Collect 7 gold (7)
Worker (6)
Rebuild T2 Blood
Graveyard (4)
Skeleton token (3)
Deteriorate cadet (3)
haunt attacks T2
Shoot down Cadet with skeleton

Discard 2, rs Draw 4

Patrol:
Leader: Skeleton (1/1)
Elite:
Scavenger:
Technician: Garth (3/4)
Lookout:

Buildings: T1 (5), T2 Blood
Units/Heroes: Skeleton (1/1), Pestering Haunt (1/1)
Base: 10
Other:

Economy:
Workers: 8 (+ 3 gold)
Hand: 4
Deck: 6
Discard: 0

New Hand

Imp, Glider, Hooded Exe, Deteriorate

Discard

0

[details=Giant amount of thoughts]Hand:
Chaos Mirror
Flagstone Garrison
Stewardess of the Undone

Deck: Fading Argonaut

So I have a clean attack here of:
9 gold (10)
Zane (8)
Max Zane, killing Skeleton (3)
Zane kills Garth
Chaos Mirror Zane’s 4 ATK onto Mox (1)
Mox and Stewardess put Alhazard’s Base to 2 hp
(Tech in 2x General’s Hammer)
The primary question is what Alhazard can do in reply with his 2 ATK in play and 8 + 3 = 11 gold

If I don’t patrol anything, then the Graveyard is useless for getting extra base damage in. But Quince + Max (4 gold, since Haunt can kill Zane) + Crashbarrow (copied) + Crashbarrow + Glider would add up to 20 damage, and I don’t want to take that risk.

Still teching 2x General’s Hammer, though. And if I establish a Garrison I can flood the zone with random units and easily survive any attacks (breaking Graveyard just to be safe)

Garrison (7)
Stewardess (4)
Zane (2)
Chaos Mirror (0)
Mox kills Garth
Stewardess and Zane break Tech II
Discard 2, rs, Draw 4. Patrol with a Stewardess. Alhazard still has 11 gold, 5 cards, and 2 ATK to beat stuff up with, but at best he can have Blood Lust and/or Drakk abilities (which are probably sufficient to break Garrison & kill, say, Zane. This doesn’t leave me in a good place unless his turn is a total dud.

Mixed bag:
Zane (8)
Max to kill Skeleton (3 or 4)
Kill Garth
Chaos Mirror (1 or 2)
Mox breaks Tech II
Stewardess… hits the Base for an extra 3, putting it in 2x Hammer range
Fading Argo, to keep hasty stuff off my back (giving Alhazard an extra gold, so 14 total including Haunt -> Zane)
Discard 2, rs, Draw 4

Other mixed bag is to not play Garrison, and go:
Stewardess the Skeleton (7)
Zane (5)
Mirror (3)
Mox kills Garth
Zane & Stewardess break Tech II
… no reason to not have played Garrison, then?

So, the Garrison line leaves 2 atk in play, and lets me patrol with Stewardess. Against 11 gold: Drakk (9) + Max (4) + Crash Bomber (3) + re-play Bomber (2) + Blood Lust (0) is 1 + 2 + 4 + 4 + 4* = 15-16 total attack. Which kills my board of Garrison (4), Zane (2), Tech I (5), Stewardess (4), leaving me completely unable to mount a resistance.

The all-in line (in addition to probably losing to Free Speech), allows some number of Crashbarrows to hit my base. Quince (10 gold left). Haunt kills Zane. Max Quince (8 gold), make a mirror (6), double Cbarrow = 24 damage, which plows through a patrolling Fading Argo, or one less Barrow, leaving my base at 1, ripe for death to a Shoddy Glider.

The no patrollers but break Tech II line allows the Drakk + Blood Lust line to spend 2 less gold (meaning that it could use, say, a Javelineer or Executioner in addition to the rest) and cleanly kill both Tech buildings, the Stewardess, and Zane, even through a patrolling Argo. But, if he doesn’t have a Crash Bomber (let’s say he just has that Executioner), then having Zane at more than 1 hp will be important. Or I could break Tech II with Stewardess and Mox, not use Mirror, and have 3 gold to play another Stewardess.

Breaking it down:
For sure playing Zane (2)
Get rid of SQL skeleton: Stewardess (3) or Max Zane (5) or Mox attack
Get rid of Garth: Chaos Mirror (2) + Mox or Max Zane attacks or Max Zane (5) + Stewardess (trades)
Break Tech II: Chaos Mirror + Mox + Max Zane OR Zane + Stewardess OR Mox + Stewardess

Plan A:
Collect 9 gold (10)
Max Zane (3), shoving Skeleton to Scavenger and killing it (4)
Zane kills Garth, we both draw
Chaos Mirror (2) swapping Zane’s ATK to the Mox
Mox breaks your Tech II
Stewardess kills Pestering Haunt
Fading Argo (0)
Discard 2, rs, Draw 4

Tech - Fading Argo (3/3) [3]

Stewardess of the Undone (3/2)
Hardened Mox (2/1)
L6 Zane (4/1)

Plan B:
Collect 9 gold (10)
Garrison (7)
Stewardess, draw, bounce the SQL (4)
Zane (2)
Chaos Mirror (0) swapping Garth’s ATK to the Mox
Mox kills Garth, Zane to L3
Stewardess and Zane break the Tech II
Discard 1, rs, Draw 3

Elite - Stewardess (4/3)

Stewardess of the Undone (3/3)
Hardened Mox (2/1)
L3 Zane (2/2)
Garrison - 4

Ok, I think at least trying to get a Garrison up is the best course of action. My deck is already great if the Tech II goes down, so I need things to play if Tech I and/or Garrison go down. I could easily have just a Mox in play, without a Tech I, and facing down no patrollers (but with no Haste available). So, I think I want a replacement Garrison (because 5 patrollers blocks out Crashbarrows just fine, and it speeds me into whatever other cards I might want), and a General’s Hammer (I might need the hasty damage)

On second thought, that Garrison is just going to get blown up by anything at all, even without a Blood Lust.

time passes
Ok, coming back after sleeping on it, I can’t easily beat any sort of spell, and having a Garrison in play at least presents the possibility of Zane surviving, so we’re going to go with that play.
[/details]

[details=P1, Turn 6]Hand:
Garrison
Stewardess
Chaos Mirror

Deck: Fading Argo

Tech: Garrison, Boot Camp[/details]
Collect 9 gold (10)
Garrison (7)
Stewardess, draw, bounce the SQL (4)
Zane (2)
Chaos Mirror (0) swapping Garth’s ATK to the Mox
Mox kills Garth, Zane to L3
Stewardess and Zane break the Tech II
Discard 1, rs, Draw 3

Elite - Stewardess (4/3)

Stewardess of the Undone (3/3)
Hardened Mox (2/1)
L3 Zane (2/2)

Base - 20
Tech I - 5
Tech II - 4
Spec: Peace
Flagstone Garrison - 4

Battle Suits
9 workers, 0 gold
Hand: 3
Deck: 7
Discard: 0

If this were an IRL tourney, I’d be hovering over this table quietly rooting for @EricF in my head, as I’ll make top 4 if he does!

It’s all up to what Alhazard has in his hand right now. If it’s all tech 2 stuff and black spells, then I will win easily. But if he has Blood, Truth, or Tech 1 stuff, it will be much more difficult, down to impossible for certain combinations of cards.

P2T6

Hand

Imp, Glider, Hooded Exe, Deteriorate, Crashbarrow (tech)

Tech2

crashbombersx2

Collect 8+3 gold (11)
Rebuild T2 Blood
Drakk (9)
Level to max (4)
Hasted Frenzied Hooded Executioner (2) who runs into Elite stewardness
Frenzy skeleton with LR shoots down Zane
Play hooded from Graveyard
Haunt attacks T2 for 1

Discard 4, Draw 5

Patrol:
Leader: Hooded Executioner (3/3+A)
Elite:
Scavenger: Drakk Max (3/4)
Technician:
Lookout:

Buildings: T1 (5), T2 Blood (5), Graveyard (3)
Units/Heroes: Skeleton (1/1), Pestering Haunt (1/1)
Base: 10
Other: Archery

Economy:
Workers: 8 (+ 0 gold)
Hand: 5
Deck: 2
Discard: 0

New Hand

Javelineer, Bargain, Glider, Bomber, Death rites

Discard

Imp, Glider, Deteriorate, Crashbarrow

Corrections base is at 8. Did account for 2 gold to play Hooded from Grave. 0 floating.

My turn will have to wait until Monday, when I can work through all the Garrison draws.

ok thats fine