[CAMS20] ROUND6 charnel_mouse [Necromancy]/Anarchy/Blood vs codexnewb [Anarchy]/Strength/Growth

GLHF @codexnewb!

P1T1

Starting hand: 5

Pestering Haunt
Jandra, the Negator
Skeletal Archery
Deteriorate
Sacrifice the Weak

Thoughts

Not great to draw both my spells here.


Get paid - (4)
Worker - (3)
Garth Torken - (1)
Garth raises a Skeleton - (0)
Pestering Haunt
Discard 3, draw 5


:psblueshield: Garth L1 1/3+1A
:ps_: Skeleton 1/1

Pestering Haunt 1/1 (unstoppable, can’t patrol or be sacrificed, attack capped at 1)

:heart: Base HP: 20


Hand: 5

Skeleton Javelineer
Poisonblade Rogue
Thieving Imp
Graveyard
Summon Skeletons

Deck: 0
Discard: 3

Skeletal Archery
Deteriorate
Sacrifice the Weak

Card-count details (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers


Gold: 0
Workers: 5

4 x start
T1: Jandra, the Negator

[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Bloodrage Ogre
Charge
Mad Man
Pillage
Bombaster


WORKERS
Pillage


NextHand

Bloodburn
Scorch
Makeshift Rambaster
Careless Musketeer


Discard

Charge
Mad Man


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
bombaster - ($2)
brogre - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bombaster (2/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

hmm, not many good options. BB/BRo is solid, but imp is a threat…

if my hand is decimated, i might just rush tech 2.

i dont see any good options bringing out rook. since they are P1, odds are low for an imp patrol after their turn 3.

expecting imp and LB rush next turn.

P1T2

Starting hand: 5

Skeleton Javelineer
Poisonblade Rogue
Thieving Imp
Graveyard
Summon Skeletons

Thoughts

This is less than ideal. Poisonblade Rogue is the only way I’d have two-attack patrollers down to trade with codexnewb’s units and stop Bombaster firing, but then Zane or Mad Man still lets the Ogre kill Garth. I guess I keep putting Skeletons down, but then Bombaster definitely fires to kill two, so Zane still blows me up. Oh, but not if I run the Haunt into the Bombaster. Let’s do that, then codexnewb needs Zane and a hasted unit from hand, I think. Having something in Elite over Technician has no effect unless the hasted unit is Rambaster instead of Mad Man, since Mad Man -> Elite/Tech and Zane -> Scavenger, but I don’t need the card draw so I might as well play around that, make codexnewb trade the Rambaster.

Teched cards: 2

T2: 2 x Bone Collector


Get paid - (5)
Worker - (4)
Tech I - (2)
Skeleton Javelineer - (1)
Garth summons Skeleton #2 - (0)
Pestering Haunt suicides into Bombaster for 1 damage
Discard 3, reshuffle, draw 5


:psblueshield: Skeleton #1 1/1+1A
:psfist: Skeleton #2 1+1/1
:ps_: Skeleton Javelineer 1/1 (javelin, lose javelin: gain long range that turn)

Garth L1 1/3

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


Hand: 5

Sacrifice the Weak
Bone Collector
Bone Collector
Thieving Imp
Pestering Haunt

Deck: 4

Skeletal Archery
Deteriorate
Graveyard
Summon Skeletons

Discard: 0
Card-count details (opponent-viewable)

Expected: 10 + 2 teched = 12
1 on board
5 in hand
4 in deck
0 in discard
2 in workers
Total: 12


Gold: 0
Workers: 6

4 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue

[b]P2T2[/b]
Tech StartingHand Workers

TECH
Surprise Attack
Surprise Attack


STARTING HAND
Scorch
Bloodburn
Careless Musketeer
Makeshift Rambaster


WORKERS
Pillage
Bloodburn


NextHand

Nautical Dog
BB (2/1)
Careless Musketeer
Surprise Attack


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
zane - ($3)
makeshift rambaster - ($1)
zane kills sql, takes 1
bombaster trades with elite
rambaster kills scav, you get a gold
brogre kills garth, zane to level 3
mid zane, heals - ($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:

  • Zane, lvl 4, (3/3)
  • BRO (3/1)
  • MSR (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

well that went better than expected. do i want to kill garth?

optoin 1 - tech 1 / rook
gg 6, worker 5, tech one 3, bro->sql, BB->elite, rook 1, tech in…GPT/GPT
pro - solid patrol with rook, welll balanced
con - let’s them move their strategy forward

option 2 - kill garth
gg 6, worker 5, zane->sql 3, bb->elite, MSR->scav 1, bro->garth, mid zane, heals 0. …tech in…double surprise attack.
pro - more fun, single SA gives me tech break next turn, board flood, etc…
con - they can respond with gg 7, worker 6, mid zane 1, trades with zane,

for option 2, i suppose i can respond with gg 7, worker 6, tech one 4, rook 2, unit 0…tech in double molac.

let’s go with option 2. i think i like that line better as player 2. also, the aggression worked

P1T3

Starting hand: 5

Sacrifice the Weak
Bone Collector
Bone Collector
Thieving Imp
Pestering Haunt

Thoughts

Painful to lose Garth here, but the Scavenger gold makes this a simple response, I think: double Bone Collector, and Zane trades with the Bloodrage Ogre. It puts codexnewb’s Zane at maxband, but it wastes his shove and he can no longer heal. That seems like a decent tradeoff for 1 card advantage and reducing his attack by 2. Two Bone Collectors aren’t enough defence against Surprise Attack, though. Does playing the Pestering Haunt too help? Zane kills SQL, Shark kills other, Shark + Rambaster destroy Tech I. Then Haunt can kill Zane if there’s no Mad Man too. Puts me really down on cards, but it guarantees that I can tech more cards before my reshuffle. I’ll give it a shot.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider


Get paid + Scavenger - (7)
Worker - (6)
2 x Bone Collector - (2)
Captain Zane - (0)
Zane trades with Bloodrage Ogre, your Zane hits level 6 (maxband), shove whiffs
Pestering Haunt
Discard 1, draw 3


:psblueshield: Bone Collector 3/3+1A (attacks: I get a Skeleton)
:exhaust: Bone Collector 3/3 (attacks: I get a Skeleton)

Pestering Haunt 1/1 (unstoppable, can’t patrol or be sacrificed, attack capped at 1)

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


Hand: 3

Skeletal Archery
Deteriorate
Summon Skeletons

Deck: 1

Graveyard

Discard: 4

Skeleton Javelineer
Crashbarrow
Shoddy Glider
Sacrifice the Weak

Card-count details (opponent-viewable)

Expected: 10 + 4 teched = 14
3 on board
3 in hand
1 in deck
4 in discard
3 in workers
Total: 14


Gold: 0
Workers: 7

4 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue
T3: Thieving Imp

[b]P2T3[/b]
Tech StartingHand Workers

TECH
Might of Leaf and Claw
Calypso Vystari


STARTING HAND
Nautical Dog
Surprise Attack
BB (2/1)
Careless Musketeer


WORKERS
Pillage
Bloodburn
Careless Musketeer


NextHand

Charge
Scorch
Mad Man
Surprise Attack


Discard

Surprise Attack
BRO (3/1)
BB (2/1)
Nautical Dog
Might of Leaf and Claw
Calypso Vystari


Tech 2 card(s)
Get Paid - ($7)
worker - ($6)
surprise attack - ($1)
Zane kills sql, takes 3
Shark trades with tech, you draw
Shark trades with haunt
Rambaster hits your base to 17

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Zane, lvl 6 (4/1)
  • MSR (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

I can work with that. I think I see a route for base race here. Clearing haunt allows another surprise attack next turn, plus tech 1. Double BC and no reshuffle means no other techs, so no fear of drak spells. I can see them dropping drak and teching up next turn?

teching molac, just in case, and…Calypso. let’s give this a shot.

P1T4

Starting hand: 3

Skeletal Archery
Deteriorate
Summon Skeletons

Technician draw: 1

Graveyard

Thoughts

Oh, looks like he’s going for a base race, interesting. Looks like I’m probably in for a few more turns of hurt. I think I tech in the Bloodlusts early. Garth + Deteriorate Rambaster is obvious, but do I tech up, bring in three Skeletons to slow codexnewb down? I think the former, at Tech I with only a highly-damaged Zane on the board my best chance for a lull in attacks is in the next turn or two. Plus, codexnewb is probably comfortable teching up against Skeletons instead, and I really don’t want to be facing a base rush against any of codexnewb’s Tech II choices. Putting Garth in Technician instead of Squad Leader: it means a Shark can kill him instead of Zane, but I want as high chances of drawing a Bloodlust as I can get.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: 2 x Bloodlust


Get paid - (7)
Worker - (6)
Tech II Blood - (2)
Garth Torken - (0)
Deteriorate, Makeshift Rambaster dies
Discard 2, reshuffle, draw 4


:exhaust: Garth L1 1/3

:heart: Base HP: 17
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Blood)


Hand: 4

Sacrifice the Weak
Bone Collector
Bloodlust
Graveyard

Deck: 8

Skeleton Javelineer
Crashbarrow
Shoddy Glider
Bone Collector
Pestering Haunt
Bloodlust
Deteriorate
Summon Skeletons

Discard: 0
Card-count details (opponent-viewable)

Expected: 10 + 6 teched = 16
0 on board
4 in hand
8 in deck
0 in discard
4 in workers
Total: 16


Gold: 0
Workers: 8

4 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue
T3: Thieving Imp
T4: Skeletal Archery

[b]P2T4[/b]
Tech StartingHand Workers

TECH
Might of Leaf and Claw
Calypso Vystari


STARTING HAND
Mad Man
Scorch
Surprise Attack
Charge


WORKERS
Pillage
Bloodburn
Careless Musketeer
Scorch


NextHand

BRO (3/1)
Might of Leaf and Claw
Might of Leaf and Claw


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
surprise attack - ($3)
tech 1 - ($1)
Mad man - ($0)
Shark kills Garth, you draw
Zane and mad man break tech 2, your base to 15
Shark hits your base to 12

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


Board Info:
In Patrol:

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

In Play:

  • Zane, lvl 6 (4/1)
  • Mad Man (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Bummer to lose the MSR, but glad Garth isn’t in SQL. Let’s tech break and hit that base. Hopefully they draw all those tech 2’s right now. Also, they might be forced to max drak, drak spell, or Zane to trade away my Zane. Next turn, I’m probably gg9, worker8, tech two growth 4, arg, wisp, 2, unit 0. Fingers crossed no MOLAC next draw!!!


well, doubel molac…that’s a bummer. 5% for that…oh well, that’s how the cookie crumbles sometimes. let’s see if i can base-race this one and still win out.

P1T5

Starting hand: 4

Sacrifice the Weak
Bone Collector
Bloodlust
Graveyard

Technician draw: 1

Bone Collector

Thoughts

OK, I drew well, let’s shut this down. But I really need to pay more attention on early turns: I didn’t notice the lack of a Tech I.

Drakk + Bloodlust + Bone Collector leaves me 2 gold, while killing Zane with lust damage and hitting his Tech I to 1 HP. Options for the rest:

  • Worker and level on Drakk, so he midbands at end of turn. Worker makes this the best long-term, but I can’t get the Tech I down. I also go to a 4-card hand, instead of 3-card, so this is better for card economy too.
  • Second Bone Collector. More secure on defence and more expected damage next turn, but I’m losing economy and not doing more damage, since I need one lust target to be Zane to stop those Sharks.
  • Graveyard. Still losing gold and card economy, but promises to improve my card economy later, and threaten double Crashbarrow more consistently.

How big a retaliation can I really expect? Dinosize on the Mad Man to kill Drakk? Whatever, I’d have Zane / Crashbarrow on the way afterwards. So no reason for the extra defence in option 2. Rook + Birds is more of a problem with Skeletal Archery in workers, but Blood II + Deteriorate might let me muddle through. Graveyard is tempting, but let’s keep both economies improving.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: 2 x Bloodlust
T5: Crashbarrow, Shoddy Glider


Get paid - (8)
Rebuild Tech II
Drakk Ramhorn - (6)
Bone Collector - (4)
Bloodlust on Zane and Bone Collector - (2)
Bone Collector hits Tech I to 1 HP, Skeleton arrives
Worker - (1)
Drakk to level 2 - (0)
Discard 2, draw 4
Bone Collector takes one lust damage, Zane dies of lust, Drakk hits level 4 (midband)


:psblueshield: Skeleton 1/1+1A (Drakk aura: frenzy 1)
:exhaust: Drakk L4 2/3 (dies: 1 to your base; units have frenzy 1)

Bone Collector 3/2 (Drakk aura: frenzy 1; attacks: I get a Skeleton; 1 damage)

:heart: Base HP: 12
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Blood)


Hand: 4

Skeleton Javelineer
Crashbarrow
Shoddy Glider
Deteriorate

Deck: 3

Pestering Haunt
Bloodlust
Summon Skeletons

Discard: 5

Crashbarrow
Shoddy Glider
Bloodlust
Sacrifice the Weak
Bone Collector

Card-count details (opponent-viewable)

Expected: 10 + 8 teched = 18
1 on board
4 in hand
3 in deck
5 in discard
5 in workers
Total: 18


Gold: 0
Workers: 9

4 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue
T3: Thieving Imp
T4: Skeletal Archery
T5: Graveyard

[b]P2T5[/b]
Tech StartingHand Workers

TECH
Artisan Mantis
Artisan Mantis


STARTING HAND
BRO (3/1)
Might of Leaf and Claw
Might of Leaf and Claw


WORKERS
Pillage
Bloodburn
Careless Musketeer
Scorch
BRO (3/1)


NextHand

Charge
MSR (1/1)
Surprise Attack
BB (2/1)


Discard

Might of Leaf and Claw
Might of Leaf and Claw
Artisan Mantis
Artisan Mantis


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
tech 2 growth - ($4)
arg, wisp - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 1
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

Yep, bummer, bummer. Tech up, west case I max rook next turn, best case I double surprise attack. tech doubel mantis to prepare for the base race…

I consider myself very lucky with draws here.

P1T6

Starting hand: 4

Skeleton Javelineer
Crashbarrow
Shoddy Glider
Deteriorate

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: 2 x Bloodlust
T5: Crashbarrow, Shoddy Glider
T6: 2 x Whatever


Get paid - (9)
Maxband Drakk - (7)
Captain Zane - (5)
Skeleton Javelineer, Drakk gives it haste - (4)
Crashbarrow - (1)
Shoddy Glider - (0)
Deteriorate, Mad Man dies
Drakk kills Argagarg, Zane hits level 3, takes 2 damage
Crashbarrow kills Wisp, hits base to 14, you draw
Shoddy Glider (4), Skeleton (2), Skeleton Javelineer (2), Zane (2), and Bone Collector (4) destroy your base, GG!


Drakk L6 3/2 (dies: 1 to your base; units have frenzy 1, 2 damage)
Zane L3 2/2 (haste)
Crashbarrow 6/2 (Drakk aura: frenzy 1; overpower, haste, ephemeral)
Shoddy Glider 3/1 (Drakk aura: frenzy 1; haste, flying, ephemeral)
Bone Collector 3/2 (Drakk aura: frenzy 1; attacks: I get a Skeleton; 1 damage)
Skeleton Javelineer 1/1 (Drakk aura: frenzy 1; javelin, lose javelin: get long range that turn)
Skeleton #1 1/1 (Drakk aura: frenzy 1)
Skeleton #2 1/1 (Drakk aura: frenzy 1)(from BC attack)

:heart: Base HP: 12
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Blood)


Ending hand: 0
Deck: 3

Pestering Haunt
Bloodlust
Summon Skeletons

Discard: 8

Crashbarrow
Shoddy Glider
Bloodlust
Sacrifice the Weak
Bone Collector
Whatever
Whatever
Deteriorate

Card-count details (opponent-viewable)

Expected: 10 + 10 teched = 20
4 on board
0 in hand
3 in deck
8 in discard
5 in workers
Total: 20


Gold: 0
Workers: 9

4 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue
T3: Thieving Imp
T4: Skeletal Archery
T5: Graveyard


@zhavier

1 Like

yep, not much to do about that. GG!!!

1 Like

GG! Wasn’t expecting a base race, that would’ve been very scary if you’d gotten MoLaC out.

I see we were both thinking about my trading Zanes on Turn 3. I don’t know whether maxing out yours instead was the better play, but it seemed to work out fine, as long as I planned for a tech break. Zane isn’t quite as scary without healing / shove.