CAFS 2016: Marto ([Necro]/Blood/Truth) vs. Khel ([Feral]/Peace/Blood)

Hi, have fun @Khel !

T1:

Hand

Pestering Haunt, Javelineer, Poisonblade Rogue (W), Sacrifice the Weak, Summon Skeletons

Collect 4 gold (4)
Worker (3)
Summon Garth (1)
Skeleton token (0)
Pestering Haunt (0)

discard 3, draw 5

Patrol:
Leader: lvl 1 Garth 1/3+1
Elite:
Scavenger: Skeleton token 1/1
Technician:
Lookout:

Buildings:
Units/Heroes: Pestering Haunt
Base: 20
Other:

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

Redraw

Jandra, Imp, Graveyard, Skeletal Archery, Deteriorate

Hi @Marto, gl hf ;)!!!

P2T1


[details=Hand]Merkfolk Prospector
Rich Earth
Spore Shamber
Rampant Growth
Verdant Tree[/details]


Get Gold (5)
Worker (4)

Workers

Rich Earth


Calamandra Moss, lvl. 3, Midbands (0)
Discard 4, Draw 5

Board:

Patrol:

  • :psblueshield: Squad Leader: Calamandra Moss (3/4 + 1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

Buildings:

  • Base: 20 :heartpulse:

Economy:

  • Workers: 6
  • Hand: 5
  • Deck: 0
  • Discard: 4 + Tech

[details=New Hand]Tiger Cub
Young Treant
Playful Panda
Ironbark Treant
Forest Favor
[/details]

[details=Discard]Merkfolk Prospector
Spore Shamber
Rampant Growth
Verdant Tree
[/details]


T2:

[details=Hand]Jandra (W), Imp, Graveyard, Skeletal Archery, Deteriorate
Tech 2x Lich’s Bargain
I hope I won’t draw both on my next turn, as I plan to play them on turns 4+.
I didn’t build tech I but used Imp to force Khel out of the stealth Cala option. If he follows that route anyway, so good for me - I’ll build my tech I and Graveyard/Javelineer/whatever I have[/details]

Collect 5 gold (5)
Worker (4)
Skeleton token (3)
Thieving Imp (0)
Pestering Haunt hits your base for 1 damage - 19 turns left !

discard 3, rs, draw 5

Patrol:
Leader: Skeleton token 1/1+1
Elite:
Scavenger: lvl 1 Garth 1/3
Technician: Thieving Imp 2/2
Lookout:

Buildings:
Units/Heroes: Pestering Haunt, Skeleton token
Base: 20
Other:

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

[details=Redraw]Javelineer, Sac the weak, Deteriorate, Graveyard, Skeletal Archery
Hmmm, not having any Lich’s Bargain isn’t what I expected but that’s still better that having both I guess [/details]

P2T2


[details=Hand (In brackets the card lost due to Imp) + Tech]Hand:
Tiger Cub
Young Treant
Playful Panda
(Ironbark Treant)
Forest Favor

Tech:
Behind the Ferns
Murkwood Allies

[/details]


Get Gold (6)
Young Treant (4) ==> Draw Card


Card Draw

Verdant Tree


Worker (3)


Workers

Rich Earth, Playful Panda


Tiger Cub (1)

DIscard 2 cards from hand ==> Calamandra gains stealth (1).
Calamandra kills Garth and takes one damage. Gains 2 levels, heals and maxbands (1).

Discard 0, Reshuffle, Draw 2.

Board:

Lvl. 5 Calamandra Moss (4/5)

Patrol:

  • :psblueshield: Squad Leader: Tiger Cub (2/2 + 1A)
  • :psfist: Elite: Young Treant (1/2)
  • :ps_: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

Buildings:

  • Base: 19 :heartpulse:

Economy:

  • Workers: 7
  • 1 Floating Gold
  • Hand: 2
  • Deck: 4
  • Discard: 2 + Tech

[details=New Hand]Spore Shamber
Ironbark Treant
[/details]

[details=Discard]Verdant Tree
Forest Favor
[/details]


T3:

[details=Hand]Javelineer, Sac the weak (W), Deteriorate, Graveyard, Skeletal Archery
Tech 2x Nether Drain
So it really happened. Hmmm I’m surprised Khel really threw away his hand to get some XP. Well then not drawing any LB doesn’t matter after all…
Next turn should be Garth, LB (maybe 2x LB ? Most probably LB + token) and skeletons launching a massive attack (lol) [/details]

Collect 6 gold + scav (7)
Worker (6)
Tech I (4)
Skeletal Archery (2)
Skeleton Javelineer (1)

Pestering Haunt suicides on Tiger Cub’s armor
Both token shoot dow the Tiger with their brand new bows
Thieving Imp bravely slays an innocent Young Treant, taking 1 damage

discard 2, draw 3, rs, draw 1

Patrol:
Leader:
Elite:
Scavenger:
Technician: Javelineer 1/1
Lookout:

Buildings: Tech I 5hp
Units/Heroes: Thieving Imp 2/1, Skeleton token 1/1, Skeleton token 1/1
Base: 20
Other: Skeletal Archery

Economy:
Workers: 7
Spare gold: 2
Hand: 4
Deck: 4
Discard: 0

Redraw

Rogue, Bargain, Bargain, Haunt

P2T3

I think you have 1 floating gold, instead of 2.


[details=Hand + Tech]Hand:
Spore Shamber
Ironbark Treant

Tech:
Art of War
Art of War

[/details]


Get Gold (8)
Worker (7)


Workers

Rich Earth, Playful Panda, Spore Shambler


Ironbark Treant (4)
Tap Calamandra ==> Stalker Tiger (0)
Discard 0, Draw 2.

Board:

Lvl. 5 Calamandra Moss (4/5)

Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2 + 3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :exhaust: Technician: Stalking Tiger (4/4)
  • :target: Lookout:

Buildings:

  • Base: 19 :heartpulse:

Economy:

  • Workers: 7
  • 1 Floating Gold
  • Hand: 2
  • Deck: 2
  • Discard: 6 + Tech

[details=New Hand]Behind the Ferns
Murkwood Allies
[/details]

[details=Discard]Verdant Tree
Forest Favor
Young Treant
Tiger Cub
Art War
Art War
[/details]


[details=Edit]Playful Panda incorrectly listed in my discard instead of Tiger Cub.
[/details]


Sorry. I chose to play Javelineer just before posting and forgot to edit that (my card number has been corrected though).
I believe you didn’t edit that part either :wink: You’re supposed to have 8 workers and no float, I think.

T4:

[details=Hand]Rogue, Bargain, Bargain, Haunt
Tech Crashbarrow, Bone Collector
So I just workered sac the weak against maxband Cala O_O well well. [/details]

Collect 7 gold + float (8)
Worker (7)
Summon Garth (5)
Skeleton token (4)
Lich’s Bargain (2)

All 3 active skeletons take down Ironbark Treant’s armor
Thieving Imp trades with Treant

discard 2, draw 4

Patrol:
Leader: Horror 3/3+1
Elite: Zombie 3/2
Scavenger: lvl 1 Garth 1/3
Technician: Skeleton token 1/1
Lookout:

Buildings: Tech I 5hp
Units/Heroes: Skeleton token 1/1, Skeleton token 1/1, Javelineer (rune) 1/1, Skeleton token 1/1
Base: 16
Other: Skeletal Archery

Economy:
Workers: 7
Spare gold: 2
Hand: 4
Deck: 0
Discard: 6

Redraw

Graveyard, Deteriorate, Drain, Drain

P2T4

Yep! Thanks for noting it ;).


[details=Hand + Tech]Hand:
Behind the Ferns
Murkwood Allies

Tech:
General Hammer
Bloodlust
[/details]


Get Gold (8)
Discard 2 Cards ==> Calamandra gets stealth.
Calamandra and Stalking Tiger hit your base for 8 damage (base at 8 now).
Heroes’ Hall (6)
Tech I (4)
Discard 0, Reshuffle, Draw 2

Board:

Lvl. 5 Calamandra Moss (4/5)
Stalking Tiger (4/4)

Patrol:

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

Buildings:

  • Base: 19 :heartpulse:
  • Tech I: 5 :heartpulse:
  • Heroes’ Hall: 4 :heartpulse:

Economy:

  • Workers: 8
  • 4 Floating gold
  • Hand: 2
  • Deck: 11
  • Discard: 0 + Tech

[details=New Hand]Forest Favor
Young Treant
[/details]

T5:

[details=Hand]Graveyard, Deteriorate (W), Drain, Drain
Tech Crashbarrow, Shoddy Glider [/details]

Collect 7 gold + float (9)
Worker (8)
Nether Drain Cala into Garth (7)
Nether Drain Cala into Garth again. Cala lvl 1, Garth lvl 5 (6)
Graveyard (4)
Tech II Blood (0)
Garth and Javelineer kill Cala. Garth maxbands and heals
Garth’s maxband: summons a Bone Collector from discard
All 4 skeleton tokens shoot down Stalking Tiger

Horror and Zombie destroy your Heroes’ Hall

discard 0, rs, draw 2

Patrol:
Leader:
Elite:
Scavenger:
Technician:
Lookout: Bone Collector 3/3

Buildings: Tech I 5hp, Tech II 5hp, Graveyard () 3hp
Units/Heroes: lvl 7 Garth 3/4, Skeleton token 1/1, Skeleton token 1/1, Javelineer (rune) 1/1, Skeleton token 1/1, Skeleton token 1/1, Horror 3/3, Zombie 2/2
Base: 8
Other: Skeletal Archery

Economy:
Workers: 8
Spare gold: 0
Hand: 2
Deck: 7
Discard: 0

Redraw

Thieving Imp, Shoddy Glider


[details=Hand + Tech]Hand:
Forest Favor
Young Treant

Tech:
General Hammer
Bloodlust
[/details]


Get Gold (12)
Onimaru lvl 8 (3) ==> 3 1/1 blue tokens appear.
Young Treant (1) ==> Draw Card


[details=Card Draw]Hand:
Bloodlust
[/details]


Discard 2, Draw 4

Board:

Lvl. 8 Onimaru (4/5)

Patrol:

  • :psblueshield: Squad Leader: Blue Token (1/1 +1A)
  • :psfist: Elite: Blue Token (2/1)
  • :ps_: Scavenger: Blue Token (1/1)
  • :exhaust: Technician: Young Treant (0/2)
  • :target: Lookout:

Buildings:

  • Base: 19 :heartpulse:
  • Tech I: 5 :heartpulse:

Economy:

  • Workers: 8
  • 1 Floating gold
  • Hand: 4
  • Deck: 6
  • Discard: 5 + Tech

[details=New Hand]Merkfolk Prospector
Art War
Art War
Murkwood Allies
[/details]

[details=Discard]Forest Favor
Bloodlust
Stalker Tiger
General Hammer
Bloodlust
[/details]


Your base has 17 hp after losing 2 to Heroes’ Hall destruction

T6:

[details=Hand]Thieving Imp, Shoddy Glider
Tech Bloodlust, Shoddy Glider
Drawn with skeletons: Drain, crashbarrow, LB, LB, crashbarrow[/details]

Collect 8 gold (8)
Horror trades with Onimaru
All 5 skeletons attack, killing SQL, scav and techn
Garth sacrifices all 5 to draw 5 cards
Crashbarrow (5)
Crashbarrow trades with Elite, dealing 5 at your base, now at 12
Graveyard taps, playing Crashbarrow again (2)
Crashbarrow + Bone Collector + Zombie + Garth deal 14 damage to your base

GG !

GG @Marto, well played!!

Just a question from my side. Would you said that the second turn move (discard hand to kill garth) was definitely bad play? My intention there was to distrupt any skeleton based strat and rely on Calamandra and later Onimaru to threat your base. Essentially, I wanted to avoid a slow paced game, basically because I felt my starter deck was at a disadvantage against yours, and thought that if we both played smoothly I would have no chance.

In this sense, my feeling reviewing the game is that the strategy was not totally doomed. I would say that my huge mistake was on my turn 4. If, instead of doing what I did, I had kept the pressure up (playing my own set of 1/1’s using Murkwood Allies, forcing a trade between Calamandra and your Horror, playing Oni and killing garth with tiger) I would say we would have been on (sort of) even footing.

Do you think I am right on this? Basically I am trying to see if I should rule out completely my initial plan to deal with [Necro] with my current deck or I should give it another try ;).

Thanks!!

On turn 4, your only option was to build a tower instead of a Heroes’ Hall. Murkwood allies wouldn’t have helped much against long range skeletons !

Maybe tapping Cala for another Tiger, building a Tower and killing Garth with your active, invisible Tiger would’ve been a good option. I probably would’ve traded Horror with your patrolling Tiger, but then, if I want my skeletons to kill Calamandra, I lose them all because of your Tower. I probably would’ve changed my plans: summon Quince, trade Horror with patrolling Tiger and all my skeletons with Cala, then building Blood tech II, keeping my Zombie for patrol and building a Tower of my own. This situation is slightly better for you but I think I’m still ahead, with a Tech II plan ready and boards roughly balanced (a 2/2, a midband hero 1/4 vs a 4/3 stealth Tiger)

You probably should’ve built a tower on T3 instead of playing an Ironbark treant ? What I mean is, you must find a solution against a long-ranged skeleton swarm, and just playing units can’t compete with that. With your deck, either spamming Bloodlust with Drakk or building a Tower seem to be the best options, as you have no way to deal directly with the upgrade.

1 Like

As a general rule, spending more cards slows the game down (in the tech progression sense), not speeds it up. The more cards you spend, the fewer you draw, and the longer it takes for you to get to your teched cards.

Thanks for the input guys!!