Change Upkeep to “Resummon one lost bird (max: 2)”
P1T1
Starting hand: 5
Playful Panda
Tiger Cub
Spore Shambler
Verdant Tree
Forest’s Favour
Thoughts
I have no idea what to expect from this deck, time to look at previous matches…
OK, looks like I can expect standard Peace engine, bolstered by Lobbers and Dark Pact. I’m not sure what to do about that. No threat of Zane, so I can more safely open with Playful Panda against Red. I might get hit with Pillage, but I’ll take the risk.
That’s a cool versatile deck that you’re having there! Very stoked which of your promising strategies I’ll be facing!
May luck be on your side and I hope you have a lot of fun playing against me!
CAMS22 Round 3 P2T1
P1 [Balance]/Blood/Strength vs. P2 [Fire]/Demonology/Peace
Thanks! Not the strongest deck, but I’m fairly comfortable with it. I’ve been facing lots of specs it usually struggles against, though, so I’ve been improvising. Like this.
P1T2
Starting hand: 5
Thoughts
Interesting choice here, I have two completely different ways to kill Vandy: midband Drakk, or Midori + Rampant Growth on Wisp. With Drakk, I can spend 5 gold to midband, then bring out Merfolk Prospector hasted, and worker with Prospector gold. With Midori, the Panda survives, and I can still bring out the Prospector, just not hasted. No high-level hero, though. I could also not kill Vandy, and tech up.
While Drakk is tempting, Jaina can come out and kill him with a Flame Arrow from turn 3 onwards, so I can’t rely on War Drums this time. He can also be killed immediately with Charge + Bloodrage Ogre for 6 gold if he isn’t in Squad Leader, but zango skips Tech I too to do that, and can’t jump straight to Tech II on turn 3.
I’ll just go with Bloodlust for now, see what happens.
Teched cards: 2
T2: 2 x Bloodlust
Get paid + float - (6)
Drakk Ramhorn - (4)
Midband Drakk - (1)
Wisp trades with Nautical Dog
Playful Panda trades with Vandy, Drakk to level 6 (maxband)
Merfolk Prospector, Drakk gives it haste - (0)
Merfolk Prospector exhausts for gold - (1)
Worker - (0)
Discard 3, reshuffle 9, draw 5
Drakk L6 3/4+1A (dies: 1 to your base; units have frenzy 1; first unit played from hand gains haste)
Oh my goodness, I completely overlooked this obvious line of play
And it’s so horribly close to the finals I blundered so hard in turn 2 against zhavier.
CAMS22 Round 1 P2T2
P1 [Balance]/Blood/Strength vs. P2 [Fire]/Demonology/Peace
Understandable, I hate playing against Drakk.
Speaking of which, that’s a nice patrol, I think that calls for more improvising.
@FrozenStorm Going on holiday tomorrow, so I’ll be slow on this match and the next.
P1T3
Starting hand: 5
Tiger Cub
Verdant Tree
Bloodlust
Playful Panda
Ironbark Treant
Thoughts
Nice split on Bloodlust here for if Drakk doesn’t get sniped by Jaina.
I have 5 attack on the board against 6 health on patrol, Bloodlust gives me 2 more, Tiger Cub is another 3, or I can take Ironbark Treant for 4, or I use Prospector to bring in Cub and Panda, attacking with the Wisp, for 2. That’s 4/5/3 excess damage for 4/5/6 gold. However, with Bloodlust + Ironbark Treant, the only way to split my damage up enough to destroy the Tech I is by killing Onimaru with a Bloodlusted Drakk, leaving him on 1 health with no patrollers to protect him.
Alternatively, I just kill Onimaru and sit back. Without scavenger gold, zango can’t afford to hit a Lookout Drakk and make a worker. Ironbark Treant can sit in Squad Leader at 2+2A health, enough to soak the Ogre and a Mad Man. Charge still lets him get through, however, so this might not be good enough.
On the gripping hand, I can skip worker, and Bloodlust Tiger Cub and a Panda’s Wisp. Cub and Wisp clear patrol, Drakk and Prospector destroy Tech I. Drakk is then still on full health, so unless zango does bring out Fire Arrow, it takes Mad Man + hero + 2-attack unit + Charge to kill him, which is 7 gold, and zango would have 8. He’d still be able to worker, but would be going down on cards even more than me. I think I’m fine with that, whatever I can do to keep him beat down without Cadets to flood the patrol.
Teching in Crash Bombers, even if Drakk dies they should be able to lay good damage down, and their low cost lets me make use of them when down on workers. Not sure whether I’m going for Balance II or Blood II yet, we’ll see how quickly Drakk gets sniped.
Teched cards: 2
T2: 2 x Bloodlust
T3: 2 x Crash Bombers
Get paid - (6)
Tiger Cub, Drakk gives it haste - (4)
Playful Panda, Wisp arrives - (2)
Bloodlust on Tiger Cub and Wisp - (0)
Tiger Cub trades with Onimaru, levels fizzle
Wisp trades with Bloodrage Ogre, you get a gold
Drakk and Merfolk Prospector destroy your Tech I, your base to 18 Skip worker!
Discard 2, draw 4
Drakk L6 3/4 (dies: 1 to your base; units have frenzy 1; first unit played from hand gains haste)
Playful Panda 2/2 (Drakk: frenzy 1)
Merfolk Prospector 1/1 (Drakk: frenzy 1; haste; exhaust: 1g)
Base HP: 20
Hand: 4
Spore Shambler
Bloodlust
Young Treant
Rampant Growth
Spore Shambler
Bloodlust
Young Treant
Rampant Growth
Thoughts
Facing 6 health on patrol with 8 attack on the board, I need 3 more to break again. Spore Shambler gets it, but doesn’t get me a 4-attack to take out Vandy. Passing a rune does, however.
I should be due for a Flame Arrow this turn. Taking Bird’s Nest and a Captured Bugblatter for when we eventually reach Tech II.
Teched cards: 2
T2: 2 x Bloodlust
T3: 2 x Crash Bombers
T4: Bird’s Nest, Captured Bugblatter
Get paid - (6)
Spore Shambler, Drakk gives it haste - (3)
Spore Shambler passes a rune to Playful Panda - (2)
Playful Panda trades with Vandy, levels fizzle
Merfolk Prospector trades with Bombaster, you draw
Drakk and Spore Shambler destroy your Tech I, your base to 16, take 1 tower damage each
Worker - (1)
Discard 2, draw 4
Drakk L6 3/3 (dies: 1 to your base; units have frenzy 1; first unit played from hand gains haste; 1 damage)
Spore Shambler 1/1 (+; Drakk: frenzy 1; haste; exhaust or 1g: pass a + rune to target unit; 1 damage)
Base HP: 20
Hand: 4
Crash Bomber
Tiger Cub
Captured Bugblatter
Playful Panda
Deck: 8
Crash Bomber
Bloodlust
Verdant Tree
Ironbark Treant
Bird’s Nest
Merfolk Prospector
Bloodlust
Young Treant
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 6 teched = 16
1 on board
4 in hand
8 in deck
0 in discard
3 in workers
that last cycle of 6 cards from which I knew 5 would end up in the hand right after my tech 2 was killer when you have something like the peace engine with enough gold and (!) some wheenies at your disposal
CAMS22 Round 3 P2T6
P1 [Balance]/Blood/Strength vs. P2 [Fire]/Demonology/Peace
Tech 0 card(s)
forgot to mark my base to 15 due to Drakk death trigger
Get Paid - ($10)
Garrison - ($7)
Cadet runs in SL
Drill Sergeant, rs 8, draw - ($4)
mad max trades SL, my base takes 1, draw, rune #1 - ($3)
Lobber, draw, rune #2 - ($2)
dog, draw, rune #3 - ($1)
cadet, draw, rune #4
worker - ($0)
move 2 runes to lobber, kills Rook, you draw
Oni readily breaks tech 1, takes 1, your base to 18
distribute 2 runes among soldiers, 3 soldiers break tech 2, your base to 16, two survive
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Overeager Cadet (2/2)
Technician: Nautical Dog (1/1)
Lookout:
In Play:
Flagstone Garrison (4)
Drill Sergeant (3/3)
Lobber (4/1)++
Oni (4/4, lvl8)
soldier (2/1)+
soldier (2/1)+
Buildings:
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Peace)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
Now peace is doing it’s job. Don’t see a possible out for him. I was even a bit unlucky with my draws, MSR came too late and the second cadet and the second lobber are bottom decked in my final three cards, but I won’t complain.
Technician draw is Bird’s Nest, i.e. not Moment’s Peace, resign. @FrozenStorm
Well played! I might have kept you locked down if I went for War Drums, but I assumed you’d have teched in a Flame Arrow when I maxed out Drakk.
Yeah, I think I should be using Kidnapping instead of Bloodlust for early Drakk pushes, it’s probably a lot more board-efficient. Good luck moving forwards!