[CAMS21] Round5: P1 FrozenStorm [Anarchy]/Strength/Growth vs P2 Dreamfire [Discipline/Strength]/Finesse

GL HF @Dreamfire!

CAMS21 Round5: Player 1, Turn 1

P1 [Anarchy]/Strength/Growth vs P2 Discipline/Strength/Finesse

Starting Hand

Makeshift Rambaster
Bloodrage Ogre
Scorch
Nautical Dog
Bombaster

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Nautical Dog (3)
  • Bloodrage Ogre (1)
  • Worker (0)
Workers

Scorch

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Careless Musketeer
Pillage
Mad Man
Charge

End of Turn Discard
My Thoughts

Happy to be P1 against this nasty daymare deck! Like my chances ok


GL HF!

P2T1


StartingHand Workers

STARTING HAND
Fox Viper
Snapback
Sensei’s Advice
Fox Primus
Aged Sensei


WORKERS
Fox Primus


NextHand

Smoker
Morningstar Flagbearer
Safe Attacking
Savior Monk


Discard

Sensei’s Advice
Snapback


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Fox Viper - ($2)
Aged Sensei - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Aged Sensei (2/1)
  • :ps_: Scavenger:
  • :pschip: Technician: Fox Viper (2/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Another tough matchup as P2. At least I have upgrade hate.

CAMS21 Round5: Player 1, Turn 2

P1 [Anarchy]/Strength/Growth vs P2 Discipline/Strength/Finesse

Starting Hand

Careless Musketeer
Pillage
Mad Man
Charge

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Gunpoint Taxman, Bird’s Nest


Main:

  • Zane, trades Viper, you draw (3)
  • Dog trades Sensei
  • Brogre hits your base to 17
  • Worker (2)
  • Tech 1 (0)
Workers

Careless Musketeer, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

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

In Play:

  • Bloodrage Ogre (3/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Bloodburn
Mad Man
Charge
Bombaster
Nautical Dog

End of Turn Discard
My Thoughts

Huh, okay, so seeing if I wanna trade cards for gold. Zane is fine to just keep parity, I’ll keep my big bad of Ogre on the board so I can defo threaten a hero kill, we’ll go from there!

WHAT ARE THESE WHIFFS AAGHGHGH


P2T2


Tech StartingHand Workers

TECH
Nimble Fencer
Discord


STARTING HAND
Smoker
Savior Monk
Morningstar Flagbearer
Safe Attacking
Grappling Hook


WORKERS
Fox Primus
Grappling Hook


NextHand

Discord
Sensei’s Advice
Safe Attacking
Nimble Fencer


Tech 2 card(s)
Get Paid + float - ($7)
Technician draw
Worker - ($6)
Tech 1 - ($5)
Smoker - ($4)
Savior Monk - ($2)
River - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Smoker (2/1)
  • :ps_: Scavenger:
  • :pschip: Technician: Savior Monk (2/2)
  • :target: Lookout:

In Play:

  • River lvl 1 (2/3)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Past games suggest Frozen teched GPT+birds, so Discord should be good. I think I add Fencer now to punish aggression, and Rambasa next to keep up with sharks. Flagbearer will be key later to deal with Bloomers.
Since Zane is spent, River should be safe from anything but Mad Man + Scorch / Bombaster, which sounds inefficient.

CAMS21 Round5: Player 1, Turn 3

P1 [Anarchy]/Strength/Growth vs P2 Discipline/Strength/Finesse

Starting Hand

Bloodburn
Mad Man
Charge
Bombaster
Nautical Dog

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest


Main:

  • Rook (4)
  • Mad Man, trades with smoker (3)
  • Brogre trades with Monk, you draw 1
  • Worker (2)
Workers

Bloodburn, Careless Musketeer, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7

End of Turn Hand

Pillage
Bird’s Nest
Makeshift Rambaster
Gunpoint Taxman
Surprise Attack

End of Turn Discard
My Thoughts

Arright, do the best we can with what we got. DF seems content to keep the board quiet, okay, I think I win at Tech2 so that’s fine. Gonna float to try to play both next turn, I guess if I get hit with Hook + Fencer or Snapback, so be it. Hoping the River bring is a sign of Discord tech


P2T3


Tech StartingHand Workers

TECH
Maestro
Grounded Guide


STARTING HAND
Nimble Fencer
Sensei’s Advice
Discord
Safe Attacking
Fox Viper


WORKERS
Fox Primus
Grappling Hook
Safe Attacking


NextHand

Aged Sensei
Snapback
Morningstar Flagbearer


Discard

Smoker
Savior Monk
Sensei’s Advice
Discord
Maestro
Grounded Guide


Tech 2 card(s)
Get Paid - ($7)
Technician draw
Worker - ($6)
Nimble Fencer - ($4)
Sensei’s Advice on Fencer - ($2)
River and Fencer kill Rook, River to midband
Fox Viper - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Fox Viper (2/1)
  • :target: Lookout:

In Play:

  • River lvl 3 (2/4)
  • Nimble Fencer (2/2)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Is Rook out here as bait before Zane+sharks, or just setting up for GPT+birds+tech 2? I think the latter is more likely, so I’ll kill Rook and prepare for my own tech 2. Virtuoso rush seems appropriate.

CAMS21 Round5: Player 1, Turn 4

P1 [Anarchy]/Strength/Growth vs P2 Discipline/Strength/Finesse

Starting Hand

Pillage
Bird’s Nest
Makeshift Rambaster
Gunpoint Taxman
Surprise Attack

Events of Turn:


Upkeep:

  • Get Gold (7+2float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Blooming Ancient, Surprise Attack
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest


Main:

  • Gunpoint Taxman (7)
  • Worker (6)
  • Tech 2 Growth (2)
Workers

Pillage, Bloodburn, Careless Musketeer, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 8

End of Turn Hand

Charge
Nautical Dog
Bloodrage Ogre
Blooming Ancient
Bombaster

End of Turn Discard
My Thoughts

Oh well, that’s a bummer cost cards for sure though. Let’s hope Tech 2 lives! If not I spose we’ll run Arg or Zane shenanigans, too bad I drew Sharks this turn though. Mad Man would have been nice to eliminate that viper


P2T4


Tech StartingHand Workers

TECH
Versatile Style
Nimble Fencer


STARTING HAND
Snapback
Morningstar Flagbearer
Aged Sensei


WORKERS
Fox Primus
Grappling Hook
Safe Attacking


NextHand

Savior Monk
Sensei’s Advice
Smoker
Grounded Guide


Tech 2 card(s)
Get Paid - ($8)
Skip worker
Tech 2 (Finesse) - ($4)
River to maxband - ($2)
Morningstar Flagbearer - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River lvl 5 (3/4A)
  • :psfist: Elite:
  • :ps_: Scavenger: Fox Viper (2/1)
  • :pschip: Technician: Nimble Fencer (2/2)
  • :target: Lookout:

In Play:

  • Morningstar Flagbearer (2/2)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I’m tempted to build a tower to let my units trade with GPT and rebuild hand size, but Flagbearer is too important against probable Bloomers. Hmm, what if I skip worker and maxband River? I won’t be able to instamax Rook next turn, but if I want to do that I’m in trouble anyway.

Big swing coming ^ _ ^

CAMS21 Round5: Player 1, Turn 5

P1 [Anarchy]/Strength/Growth vs P2 Discipline/Strength/Finesse

Starting Hand

Charge
Nautical Dog
Bloodrage Ogre
Blooming Ancient
Bombaster

Events of Turn:


Upkeep:

  • Get Gold (8+2float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Might of Leaf and Claw x2
Blooming Ancient, Surprise Attack
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest


Main:

  • Blooming Ancient (6)
  • Arg, +2 runes (4)
  • Zane, +1 rune (2)
  • Charge BA, kills River, Zane to level 3 (0)
  • GPT kills Viper, steals your scav (1)
  • Midband Zane, kill techn, we both draw 1 (0)
Workers

Pillage, Bloodburn, Careless Musketeer, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 4 rs Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader: Arg (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Blooming Ancient (5/4, +++)
  • Gunpoint Taxman (3/1)
  • Zane (3/1 lvl 4)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Might of Leaf and Claw
Charge
Bombaster
Bird’s Nest
Blooming Ancient

End of Turn Discard
My Thoughts

Big swing here, gonna go for MoLaC b/c seems likely I can get high value from it by charging it same turn


Growth engine is online, no way for me to stop it. GG WP!

2 Likes

Tough to stop the Growth engine, have to be able to keep a tech 2 down which is hard to keep up.

GG WP! White P2 is a struggle for sure, GL next round!

1 Like