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

@Marto - good luck, have fun! Note that the ruling for Sacrifice The Weak and Hooded Executioner have been included in the official database - both effects skip over Hardened Mox and hit whatever my next-weakest unit is.

[details=Player 1, Turn 1]Hardened Mox
Time Spiral -> Worker
Nullcraft
Forgotten Fighter
Neo Plexus[/details]
4 gold (4)
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

Hi @EricF ! Good luck & have fun !
Fearsome deck and strong opponent, I guess I’ll have to bargain with some powerful entity to have a chance to win.

T1:

Hand

Javelineer, Poisonblade Rogue, Thieving Imp, Deteriorate, Sacrifice the Weak

Collect 5 gold (5)
Worker (4)
Summon Quince (2)
Poisonblade Rogue (0)

discard 3, draw 5

Patrol:
Leader: lvl 1 Quince 1/3+1
Elite:
Scavenger: Poisonblade Rogue 2/1
Technician: Mirror 0/1
Lookout:

Buildings:
Units/Heroes:
Base: 20
Other:

Economy:
Workers: 6
Spare gold: 0
Hand: 5
Deck: 0
Discard: 3

Redraw

Haunt, Jandra, Graveyard, Skeletal Archery, Summon Skeletons

[details=Player 1, Turn 2]Plasmodium -> Worker
Tinkerer
Temporal Research
Fading Argonaut
Battle Suits

Tech in Stewardess + Boot Camp
[/details]
5 gold (5)
Worker (4)
Tech I (2)
Fading Argo (0)
Discard 3, rs, Draw 5

Scavenger - Fading Argo (2/3) [3]

Hardened Mox (1/1)

Base - 20
Tech I - 5

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

T2:

[details=Hand]Haunt, Jandra (W), Graveyard, Skeletal Archery, Summon Skeletons
Tech 2x Bone Collector[/details]

Collect 6 gold (6)
Worker (5)
Tech I (3)
Graveyard (1)
Poisonblade Rogue suicides into Fading Argonaut and goes to Graveyard

discard 3, rs, draw 5

Patrol:
Leader: lvl 1 Quince 1/3+1
Elite:
Scavenger:
Technician:
Lookout: Mirror 0/1

Buildings: Tech I 5hp, Graveyard (Poisonblade Rogue) 3hp
Units/Heroes:
Base: 20
Other:

Economy:
Workers: 7
Spare gold: 1
Hand: 5
Deck: 3
Discard: 0

Redraw

Imp, StW, Bone Collector, Haunt, Summon Skeletons

[details=Player 1, Turn 3]Battle Suits
Forgotten Fighter -> Worker
Neo Plexus
Nullcraft
Stewardess of the Undone

Zane can die to Bloodlust, but I can at least force him to BL his own guy, rather than picking off Zane “for free.”

Tech in Garrison + Overeager here, and just wait to see how things develop. I might need a Hammer next turn, but I don’t want to have 2 unplayables floating around to re-draw.
[/details]
6 gold (6)
Worker (5)
Zane (3)
Battle Suits (1)
Mox & Zane kill Quince, Zane to L3
Fading Argo kills the Mirror
Level Zane to 4 (0)
Discard 3, Draw 3, rs, Draw 2.

No Patrol

Fading Argo (1/1) [2]
Hardened Mox (2/1)
L4 Zane (3/3)

Base - 20
Tech I - 5

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

T2:

[details=Hand]Imp, StW, Bone Collector, Haunt, Summon Skeletons (W)
Tech 2x Nether Drain[/details]

Collect 7 gold (8)
Worker (7)
Graveyard taps, playing Poisonblade Rogue (5)
Bone Collector (3)
Thieving Imp, you discard 1 (0)

discard 2, draw 3, rs, draw 1

Patrol:
Leader: Poisonblade Rogue 2/1+1
Elite:
Scavenger: Thieving Imp 2/2
Technician: Bone Collector 3/3
Lookout:

Buildings: Tech I 5hp, Graveyard () 3hp
Units/Heroes:
Base: 20
Other:

Economy:
Workers: 8
Spare gold: 0
Hand: 4
Deck: 3
Discard: 0

Redraw

BC, Skeletal Archery, Deteriorate, Nether Drain

[details=P1, Turn 4]Tinkerer -> Worker
Temporal Research
Boot Camp
Stewardess of the Undone -> Discarded
Overeager Cadet

//wow, that’s actually a really great draw, giving me plenty of good things to do, whether I build my Tech II or not (note that I can’t Tech II and Stewardess)
And… that makes the decision of what to do pretty easy.

Defense: 2, 2, 3 // 3, 5 [20]
Attack: 1, 2, 3, Zane ping?, Boot Camp??. I don’t really want to draw extra cards here, but one option is:

Max Zane (killing Poisonblade)
Zane kills BC, we both draw
Mox kills Imp
Attack something for 1

Alternately, I could:
Mox kills Poisonblade
Zane kills Imp
Max Zane, not killing BC ;;;

Mox kills Poisonblade
Poke Imp
Max Zane, killing Imp
Zane kills BC

Alright, clear board, mostly fill GY, risk drawing Garrison, and make decisions about what to buy afterwards.

Tech in the 2nd Overeager Cadet and a General’s Hammer (to kill that Graveyard).

Draw Neo Plexus
[/details]
I discard something
7 gold (7)
Max Zane (5), pushing Poisonblade to Elite and killing it
Zane kills Bone Collector, we both draw a card
Worker (4)
Tech II Peace (0)
Mox kills Thieving Imp
Overeager Cadet
Discard 3, Draw 2, rs, Draw 3

Scav - Fading Argo (1/1) [1]
Tech - Overeager Cadet (3/2)

Hardened Mox (2/1)
L6 Zane (4/1)

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

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

T4:

[details=Hand]BC, Skeletal Archery, Deteriorate, Nether Drain, Haunt from techn
Tech Kidnapping, Bloodlust

I hope I won’t dead-draw that kidnapping though.
I hesitate whether I should “suicide” Garth or not. With 8 gold (say 7 as he’ll worker), supposing he’ll play a Garrison, he’d have to choose whether play a hero or a Sergent. [/details]

Collect 8 gold + scav (9)
Worker (8)
Summon Garth (6)
Nether Drain Zane, killing him. Garth lvl 5 (5)
Bone Collector from Graveyard (3)
Bone Collector (1)
Skeleton token (0)

discard 2, draw 3, rs, draw 1

Patrol:
Leader: Bone Collector 3/3+1
Elite:
Scavenger: Bone Collector 3/3
Technician: Skeleton token 1/1
Lookout:

Buildings: Tech I 5hp, Graveyard (Imp, Rogue) 3hp
Units/Heroes: lvl 5 Garth 2/4
Base: 20
Other:

Economy:
Workers: 9
Spare gold: 0
Hand: 4
Deck: 3
Discard: 0

Redraw

stw, Nether Drain, Bloodlust, Pestering Haunt

for ericfonly

could u plz tell me what did u drew off zane?

It’s the last thing in my turn spoiler.

[details=Player 1, Turn 5]Stewardess of the Undone
General’s Hammer -> Worker // I can grab another one later if I need it.
Neo Plexus
Nullcraft
Flagstone Garrison

So, I realized after my turn that I would have been better off having Zane kill the Imp and stay out of Blood Lust (and, apparently, Nether Drain) range. Let’s see what I can do here:

Defense: 4, 3, 1 // 4, 3
Attack: 3, 2, Nullcraft, Stewardess, Hammer?

If I can kill both Collectors, that crashes the Graveyard too, but I don’t see a way to do that. I can’t draw enough cards to get to things I tech in now, and I don’t have enough attack to eliminate both Collectors. Boot Camp doesn’t help me here, so I think I just play to the board this turn, and see where things go from there.

Tech in 2x Calypso.

Drawn Cards (in order):
Boot Camp
Overeager Cadet
Temporal Research

Most likely activity from Marto is one or more bargains with a Lich. Since I haven’t boosted my Mox at all, bringing in Drill Sergeants to buff Nullcraft and go over the top is not an unreasonable course of action. I also have access to Rewind & Stewardess if things look like they might be getting out of hand.
[/details]
Fading Argo dies
8 gold (8)
Flagstone Garrison (5)
Nullcraft (3), Draw
Neo Plexus, Draw (1)
Overeager Cadet, Draw (1)
Worker (0)
Nullcraft pings SQL armor
Overeager trades with SQL Bone Collector
Discard 3, rs, Draw 5

Elite - Hardened Mox (3/1)
Scavenger - Neo Plexus (3/2)
Tech - Overeager Cadet (3/2)

Nullcraft (1/1)

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

Battle Suits
9 workers, 0 gold
Hand: 5
Deck: 2
Discard: 0

T5:

[details=Hand]StW, Nether Drain, Bloodlust, Pestering Haunt (W)
Tech Crashbarrow, Hooded Executionner

[/details]

Collect 9 gold + scav (9)
Worker (8)
Tech II Blood (4)
Bone Collector from Graveyard (2)
Garth kills Neo Plexus, taking 3 damage
Maxband Garth, bringing an Executionner from discard pile (0)

discard 3, draw 3, rs, draw 2

Patrol:
Leader: Hooded Executionner 3/3+1
Elite:
Scavenger: Skeleton token 1/1 - Edit: Bone Collector 3/3
Technician: Skeleton token 1/1
Lookout:

Buildings: Tech I 5hp, Tech II 5hp, Graveyard (Imp, Rogue) 3hp
Units/Heroes: lvl 7 Garth 3/4, Bone Collector 3/3, Bone Collector 3/3 - Edit: only one BC out of patrol zone
Base: 20
Other:

Economy:
Workers: 10
Spare gold: 0
Hand: 5
Deck: 2
Discard: 0

Redraw

Kidnapping, Nether Drain, Deteriorate, Crashbarrow, StW

Where did the 2nd Skeleton Token come from?

Nowhere, or probably another draft of my turn. One BC patrols as Scavenger instead of the fake skeleton, if you don’t mind.

No problem - ironically, that actually ends up working out better for me (although you do end up with an extra gold)

[details=Summary]Hand:
Fading Argonaut
Boot Camp
Temporal Research
Calypso Vystari
Calypso Vystari

Deck: Stewardess & Overeager
Discard: Neo Plexus + 2 teched cards

Defense: 4, 1 // 4, 3, 3, 5
Attack: 3, 2, 1
+Zane
+Stewardess?
+Elite Training / Chaos Mirror / Sharks?
+Boot Camp?

Let’s see… I really, really, want to hit the Tech II, and don’t care too much about the 10 hp worth of other board. A single Boot Camp on the Executioner let’s me do that, so let’s see where that leads:

10 gold
Onimaru (8)
Boot Camp Executioner (7), draw 1
Calypso (6), draw 1
Overeager, rs and draw 1 of 4
Zane (4) <- note, I don’t have enough gold left for Sharks, so that’s off the table
Calypso (3), draw 2nd of 4
(one of those 4 is a Boot Camp, which I could play to ensure I draw something I tech 2x of)
Chaos Mirror, swap 3 ATK to Mox
Nullcraft kills Skeleton
Overeager + Zane break Tech II
Mox kills something… let’s say Garth?
Patrol 3 guys against 3 attackers; skip worker & get rune on Mox OR make a worker

I could also just trade off more things, with something like:
10 gold
Calypso x2 (8)
Overeager + Nullcraft kill Executioner
Overeager + Stewardess (bouncing Skeleton) (5) - redraw 2/4 cards
Mox + Zane kill something? this doesn’t look like it’s going anywhere good

10 gold
Onimaru (8)
Boot Camp Executioner (7)
Stewardess (4) kills Skeleton
Overeager trades with BC
Overeager, rs and draw 1 of 5
Zane (2)
Zane, Mox, and Nullcraft break Tech II
Calypso x2 + Overeager (0)
Patrol with 4-5 things against 3 attackers <- this seems better

So, tech in 2x Drill Sergeant, planning to not play them this turn, and use them after attacking with everything that survives the next turn to draw into everything all over again and have a million runes, which should be good enough. Garth threatens nothing relevant, so I actually want to leave him in play to block other heroes.

Draw order:
Overeager
Stewardess
reshuffle
Neo Plexus
Overeager Cadet
Boot Camp
//I’ll go ahead and make a Worker here rather than play the 2nd Calypso, to gaurantee myself 2x Drill Sergeant next hand, and let me tech only 1 card next turn if desired.

Worker the Temporal Research (clearly I don’t need the draw kickstart)
[/details]
9 gold + scav (10)
Onimaru (8)
Boot Camp the Executioner out of the way (7), draw
Overeager Cadet trades with Bone Collector
Play an Overeager Cadet, draw last card in deck
Stewardess of the Undone, bounce the skeleton token (4). Reshuffle and draw 1 of 5 cards.
Zane (2)
Zane, Mox, and Nullcraft team up to break your Tech II
Calypso (1), draw
Overeager Cadet, draw
Worker (0)
Discard 3, Draw 2, rs, Draw 3 (edit to account for 1 extra draw from Overeager cadet)

SQL - Overeager Cadet (3/2 +1)
Scavenger - Stewardess of the Undone (3/3)
Tech - Calypso Vystari (3/2)
Lookout - Overeager Cadet (3/2)

Hardened Mox (2/1)
L1 Zane (2/2)
Nullcraft (1/1)
L1 Onimaru (2/3)

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

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

That looks bad

T6:

[details=Hand]StW, Nether Drain, Bloodlust, Pestering Haunt (W)
Tech Crashbarrow, Lich’s Bargain
[/details]

Collect 10 gold + scav (11)
Worker (10)
Rebuild Tech II
Build Heroes’ Hall (8)
Bone Collector from Graveyard (6)
Skeleton token (5)
Deteriorate on SQL (5)
Bone Collector kills SQL, taking 2 damage
Garth kills Stewardess, taking 3 damage
Executionner kills Lookout, taking 3 damage

discard 3, draw 3, rs, draw 2

Patrol:
Leader: Bone Collector 3/3+1
Elite:
Scavenger: Skeleton token 1/1
Technician: Skeleton token 1/1
Lookout:

Buildings: Tech I 5hp, Tech II 5hp, Graveyard (Imp, Rogue) 3hp
Units/Heroes: lvl 7 Garth 3/1, Hooded Executionner 4/1, Bone Collector 3/1
Base: 18
Other:

Economy:
Workers: 11
Spare gold: 5
Hand: 5
Deck: 2
Discard: 0

Redraw

Kidnapping, Nether Drain, Deteriorate, Crashbarrow, StW

[details=P1, Turn 7]Hand:
Drill Sergeant
Drill Sergeant
Fading Argonaut
Neo Plexus
Boot Camp

Deck: Calypso
Discard: 2x Overeager Cadet, Stewardess, up to 2 tech cards

Alright…
10 gold + (11)
Nullcraft kills Garth, Zane to L3
Level Zane to 4 (10)
Calypso & Mox kill BC
Zane kills scav token, then max-bands and kills other token (10) *patrol zone clear
Unfortunately, that leaves me with only Onimaru to attack with (though I could swap Oni & Calypso)
2x Drill Sergeant (4)
Calypso, 2x Overeager, 2x Seer (1) = 11 total runes = 14 total damage = insufficient

Better:
Calypso & Mox kill BC
2x Drill Sergeant (5)
2x Calypso, Stewardess a token, 2x Overeager (0) - 11 runes or, um
2x Calypso, 1x Seer, 2x Overeager (2) - 11 runes and I can still cast 2x Boot Camp or some such to remove patrol zone
Attack with Oni (3), Zane (2), Nullcraft (1), and 11 runes = 17 of 18 damage… but if I camp the BC I can deal enough to finish this now.

Tech Seer x2
11 gold (11)
Boot Camp Bone Collector (10), draw last card in deck
Mox kills a Skeleton
2x Drill Sergeant (4), reshuffle and draw 2 of 6 cards
Calypso (3), 2x Seer (1), 2x Overeager = 11 runes total
Boot Camp 2nd skeleton (0)
Attack for 3 + 3 + 2 + 1 + 11 = lethal [/details]
Collect 10 gold + scav (11)
Tech 2 cards
Boot Camp Bone Collector (10), draw last card in deck
Mox kills scavenger Skeleton
2x Drill Sergeant (4), mox is trashed, I reshuffle and draw 2 of 6 cards
Calypso (3), 2x Seer (1), 2x Overeager = 11 runes total, drawing 5 of remaining 4 cards, so order of draw doesn’t matter
Boot Camp tech skeleton (0)
Move all 11 runes to Nullcraft
Onimaru (3), Zane (2), active Calypso (3), and Nullcraft (12) attack your Base dealing 20 total damage.

GG!

1 Like

Oh my God!!!

GG !

My T1/T2 split was terrible and influenced all my plays until the end (especially building tech II on turn 5 and not turn 4). Playing around Graveyard wasn’t the best option I could choose; but with this option, teching crash bombers instead of BC would’ve let me build Tech II on turn 4 !

While this is true, if you had a 2/2 Crash Bomber instead of the 3/3 Bone Collector on my Turn 4, Zane would have only taken 2 damage, which means he would survive a Nether Drain, which means I could break your Tech II on turn 5 (going Garrison + Nullcraft + Stewardess, clearing the patrol zone with Overeager, Mox, and the bounce).