[CAMS19, Round2] hardy83 [Balance/Feral/Growth] vs codexnewb [Demonology/Necromancy]/Finesse

gl & hf @codexnewb! green again, huh? i fear, you’re not the noob your nickname suggests… :wink:

[b]P1T1[/b]
StartingHand Workers

STARTING HAND
Ironbark Treant
Forest’s Favor
Tiger Cub
Merfolk Prospector
Spore Shambler


WORKERS
Spore Shambler


NextHand

Rampant Growth
Verdant Tree
Rich Earth
Young Treant
Playful Panda


Discard

Tiger Cub
Forest’s Favor
Spore Shambler
Ironbark Treant


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

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • :codexcalamandra: Calamandra Moss, L1 (2/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

merfolk in hand… seems like a standard play (maybe lvl cala to 3 to prevent cheap deteriorate…). where do i go from here? codexnewb suggested in his thoughts against persephone that he can’t handle molac well and also doesn’t like ba… is that a hint for my strategy this game?

note to myself: do not forget that he has fencers in his deck as a tech 1 option!

haha, well i certainly was when i created the account with that name. haha. GLHF!

[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Thieving Imp
Sacrifice the Weak
Poisonblade Rogue
Jandra, the Negator
Skeletal Archery


WORKERS
Skeletal Archery


NextHand

Summon Skeletons
Skeleton Javelineer
Pestering Haunt
Deteriorate
Graveyard


Discard

Sacrifice the Weak
Thieving Imp
Poisonblade Rogue


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
jandra - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Jandra, the Negator (4/3)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

well, odd opening split, not a lot of synergy between turns 1 and 2.

  1. sk archery, float 2, next turn gg 8, worker 7, tech 1 6, sk jav 5, tower 2,
  2. janda (scav), float 1, next turn, gg 7, scav 8, worker 7, tech 1 6, sk jav 5, tower 2,
  3. Thieving imp, same.
  4. mid vandy, next turn, gg 6, worker 5, tech 1 4, sk jav , tower 0.

im thinking jandra to elite. force him to spend some gold to kill her, otherwise, leave her alone.

worker Imp since ill worker jandra eventually too. id liek to save PBR just in case. she can be useful. i also want to save archery just in case i need anti air later.

"P1T2


Tech StartingHand Workers

TECH
Huntress
Centaur


STARTING HAND
Verdant Tree
Rampant Growth
Rich Earth
Playful Panda
Young Treant


WORKERS
Spore Shambler
Rich Earth


NextHand

Ironbark Treant
Huntress
Centaur
Verdant Tree
Forest’s Favor


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Prospector - ($5)
Cast Rampant Growth on calamandra - ($3)
Calamandra kills jandra
Lvl up and heal - ($1)
Tech 1 - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • :exhaust: :codexcalamandra: Calamandra Moss, L3 (3/4) - grants resist
  • :exhaust: Merfolk Prospector (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

OK, I’m satisfied for the moment… Prospector lives and has his aura. I wonder which hero I’ll see first. Seems like he has three attractive choices. Probably he’d like to see my tech choices first? For the moment I want to go for solid feral units that can deal with a Bc and don’t die to fencers

"

[b]P2T2[/b]
Tech StartingHand Workers

TECH
Nimble Fencer
Nimble Fencer


STARTING HAND
Summon Skeletons
Pestering Haunt
Deteriorate
Graveyard
Skeleton Javelineer


WORKERS
Skeletal Archery
Summon Skeletons


NextHand

Thieving Imp
Jandra, the Negator
Nimble Fencer
Poisonblade Rogue
Sacrifice the Weak


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
tech 1 - ($5)
mid vandy - ($1)
deteriorate merfolk - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy, lvl 3, (3/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

i can see why he would take that trade. he has every reason to bring in centaurs so long as he can drop a panda/wisp as well. huntress/centaurs deal with my fencers well.

i don’t really see a way to put any real pressure on him outside of mid vandy. he can gg 6, worker 5, rampant growth 3, cal kills vandy, maxbands, centaur 0.

i can bring in fencers as an all around good option. if vandy survives, i can tap for a dark pact, fencer - maybe tech up.

"P1T3


Tech StartingHand Workers

TECH
Ferocity
Giant Panda


STARTING HAND
Centaur
Ironbark Treant
Huntress
Forest’s Favor
Verdant Tree


WORKERS
Spore Shambler
Rich Earth
Ironbark Treant


NextHand

Playful Panda
Tiger Cub
Rampant Growth
Young Treant


Discard

:exhaust: Merfolk Prospector (1/1)
Forest’s Favor
Verdant Tree
Ferocity
Giant Panda


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Hire huntress and centaur - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress (3/3a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Centaur (3/4)
  • :target: Lookout:

In Play:

  • :codexcalamandra: Calamandra Moss, L3 (3/4) - grants resist

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Wish I had drawn rampant Growth again… That would be nice :slight_smile: but probably must not complain with huntress and centaur in hand… Only thing is that it leaves me vulnerable for stw. Guess I’ll just take the risk, but maybe tech in a panda as a blocker that comes with a wisp to sac? And should I take ferocity or btf? I guess ferocity stays valuable longer and can be better used for defense…

"

i think this is legal. can we get a ruling @zhavier?

[b]P2T3[/b]
Tech StartingHand Workers

TECH
Maestro
Star-Crossed Starlet


STARTING HAND
Nimble Fencer
Sacrifice the Weak
Thieving Imp
Poisonblade Rogue
Jandra, the Negator


WORKERS
Skeletal Archery
Summon Skeletons
Jandra, the Negator


NextHand

Nimble Fencer
Pestering Haunt
Deteriorate
Graveyard


Discard

Sacrifice the Weak
Poisonblade Rogue
Thieving Imp
Maestro
Star-Crossed Starlet


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
sacrifice the weak, kill centaur - ($4)
nimble fencer - ($2)
max vandy, boost/doom fencer, can’t pay resist for huntress, so no boost/doom for her - ($0)
fencer kill huntress
vandy kills Cal, lvls fizzle

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Vandy, lvl 5, (4/2)
  • Nimble Fencer (4/2) doomed

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

okay, so i can board sweep, leaving me with weakened vandy. i think it’s worth it given how dangerous Cal can be.

vandy can handle arg/wisp. i can wall up against elemental if needed.

next turn, probably hero’s hall. regarding teching, im bringing maestro and starlet

if you mean the don’t boost huntress cuz resist, then yes, is legal.

2 Likes

I didn’t see anything wrong with this turn.

3 Likes

Same, StW targeting was players choice, fine to choose centaur given tie in attack and tech level, resist does indeed prevent vandy Maxband targeting. Play on

2 Likes

legal, yes - but also a bit rude, i have to say! :stuck_out_tongue:

P1T4


Tech StartingHand Workers

TECH
Murkwood Allies
Blooming Ancient


STARTING HAND
Rampant Growth
Tiger Cub
Playful Panda
Young Treant
Verdant Tree
:exhaust: Merfolk Prospector (1/1)


WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
Tiger Cub


NextHand

Ferocity
Centaur (3/4)
Giant Panda
Forest’s Favor


Tech 2 card(s)
Get Paid - ($7)
hire Young Treant, draw a card - ($5)
worker - ($4)
hire Playful Panda - ($2)
plant Verdant Tree - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: Young Treant (0/2)
  • :target: Lookout:

In Play:

  • :exhaust: Playful Panda (2/2)
  • :heart: Verdant Tree (3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

chances are that he has a second fencer in hand… i’m not very confident constructing tech 2. so i’ll put out some units and maybe my verdant tree - just to have the option for an instant tech 2 in case i draw my BA (and feel safe to play it… which i actually doubt). plus the tree is a target, that he can’t ignore… kind of another patroller

1 Like
[b]P2T4[/b]
Tech StartingHand Workers

TECH
Lich’s Bargain
Maestro


STARTING HAND
Graveyard
Pestering Haunt
Nimble Fencer
Deteriorate


WORKERS
Skeletal Archery
Summon Skeletons
Jandra, the Negator


NextHand

Skeleton Javelineer
Thieving Imp
Maestro
Deteriorate


Tech 2 card(s)
Get Paid - ($8)
doomed fencer dies
vandy kills treant, sparkshot wisp, you draw and get a gold
nimble fencer, kill panda - ($6)
tech 2 finesse - ($2)
graveyard - ($0)

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

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

In Play:

  • Vandy, lvl 5, (4/2)
  • Nimble Fencer (2/1)
  • Graveyard 3HP

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

going for the gold efficiency of maestro’s. skipping worker seems fine as P2, if it can net me some gold advantage from a maestro…

teching a maestro and a liches bargain as backup. ill be relying on that graveyard to help my hand / tempo.

P1T5


Tech StartingHand Workers

TECH
Might of Leaf and Claw
Blooming Ancient


STARTING HAND
Giant Panda
Forest’s Favor
Ferocity
Centaur (3/4)
Rampant Growth


WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
Tiger Cub
Forest’s Favor


NextHand

Huntress (3/3a)
Murkwood Allies
Might of Leaf and Claw
:exhaust: Merfolk Prospector (1/1)
Blooming Ancient


Tech 2 card(s)
Get Paid + scav - ($9)
Worker - ($8)
hire Centaur - ($5)
Tech 2 - growth - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Centaur (3/4)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • :heart: Verdant Tree (3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

idea 1: put centaur into scav, hope that he kills centaur but can’t get rid of tree and tech 2 - with 11 gold next turn i could hire ba & call allies…

idea 2: buff centaur with ferocity and put him into SQL. a swift striker with 3 attack could give him some problems…

both plans rely on him not having stw and/or grounded guide/more virtuosos. but sacrificing a buffed centaur would hurt even more, i think - so i’ll go with idea 1

all in all, it’s of course a desperate position. don’t really see how to turn this game around… with his graveyard set up and the initiative on his side, my outlooks are grim :frowning:

[b]P2T5[/b]
Tech StartingHand Workers

TECH
Grounded Guide
Grounded Guide


STARTING HAND
Skeleton Javelineer
Maestro
Thieving Imp
Star-Crossed Starlet
Nimble Fencer


WORKERS
Skeletal Archery
Summon Skeletons
Jandra, the Negator
W - Thieving Imp


NextHand

Poisonblade Rogue
Pestering Haunt
Sacrifice the Weak
Maestro


Discard

dark pact
Skeleton Javelineer
Deteriorate
Grounded Guide
Grounded Guide


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Maestro - ($4)
Garth - ($2)
make a skeleton - ($1)
tap vandy, dark pact to hand from codex and play it, my base to 18, draw 2…wow… - ($0)
2nd fencer from hand for free
star corssed starlet from hand for free
injured fencer runs into centaur
tap graveyard first fencer back for free
first fencer trades with centaur, back to graveyard
starlet breaks your verdant tree
Fencer hits your base to 18

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Maestro (3/5+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Graveyard 3HP (NF)
  • Vandy, lvl 5, (4/2)
  • Garth, lvl 1, (1/3)
  • Nimble Fencer (2/3)
  • Star-Crossed Starlet (3/2)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

alright, should i dark pact here? i have the gold for it. basically, i don’t have to worry about haste with his growth tech, but BA’a and MOlac are a big problem. I’m more worried about BA’s given his lack of board presence.

ill dark pact because vandy attacking his tree/base isn’t SUPER great for right now.


holy crap. could not have asked for a better draw. i will take that (knowing it will even out over time and ill regret it in a later game).

-clear the board
-break teh tree since i can

Next turn, max garth for the GG, maybe STW or LB depending on what i get. clear whatever he drops out there. we’ll see what he has in hand. fingers crossed…

P1T6


Tech StartingHand Workers

TECH
Moment’s Peace
Tiny Basilisk


STARTING HAND
:exhaust: Merfolk Prospector (1/1)
Huntress (3/3a)
Blooming Ancient
Murkwood Allies
Might of Leaf and Claw


WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
Tiger Cub
Forest’s Favor


NextHand

Rampant Growth
Blooming Ancient
:exhaust: Playful Panda (2/2)
Ferocity
Young Treant (0/2)


Discard

Centaur (3/4)
:heart: Verdant Tree (3)
Murkwood Allies
:exhaust: Merfolk Prospector (1/1)
Might of Leaf and Claw
Huntress (3/3a)
Moment’s Peace
Tiny Basilisk


Tech 2 card(s)
Get Paid + float + scav - ($11)
hire Blooming Ancient - ($7)
summon Calamandra, 1 rune - ($5)
cast Murkwood Allies, 4 runes - ($0)
redistribute runes

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Frog (3/3a) ++
  • :psfist: Elite: Frog (3/2) +
  • :ps_: Scavenger: Frog (2/2) +
  • :pschip: Technician: Frog (2/2) +
  • :target: Lookout:

In Play:

  • Blooming Ancient (2/4)
  • :codexcalamandra: Calamandra Moss, L1 (2/3)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

nothing to prevent metamorphosis/grounded guide from discard-combo… :crying_cat_face:

actually, i think i’ll concede… no need to bother you with another turn, if you don’t want to :wink: unless you’d like to, of course!

really thought about maxing calamandra and buff her with forest’s favor to kill vandy on turn 3. but having both tech 1s at hand just was too tempting (and 4g for a damaged Cala seemed too expensive). and i originally didn’t want to put too much gold into calamandra in case of Doom Grasp. somehow that thought stuck to my mind even when i saw vandy out…

WP anyway!

sounds good! GG!!

regarding turn 3, i think i would have done the same had i drawn both techs. can’t blame you there!

@FrozenStorm

2 Likes