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[CAMS22] Round3: P1 charnel_mouse [Balance]/Blood/Strength vs P2 zango [Fire]/Demonology/Peace

GLHF, @zango!

Relevant changes:

Nerfs
Vandy Remove resist 1 at midband
Dark Pact Increase cost to 1
Bird’s Nest 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.


Get paid - (4)
Worker - (3)
Playful Panda, Wisp arrives - (1)
Discard 3, draw 5


:psfist: Wisp 1+0/1

Playful Panda 2/2

:heart: Base HP: 20


Hand: 5

Merfolk Prospector
Young Treant
Ironbark Treant
Rich Earth
Rampant Growth

Deck: 0
Discard: 3

Tiger Cub
Spore Shambler
Verdant Tree

Card-count check (opponent-viewable)

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


Gold: 1
Workers: 5

T1: Forest’s Favour

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

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Bombaster (2/2)
Charge
Nautical Dog (1/1)
Pillage
Scorch


WORKERS
Pillage


NextHand

Bloodburn
Mad Man (1/1)
Careless Musketeer (2/1)
Bloodrage Ogre (3/2)
Makeshift Rambaster (1/2)


Discard

Bombaster (2/2)
Scorch
Charge


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy - ($2)
dog - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Nautical Dog (1+1/1)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

with Bansa in my mind: no Bogre no power :frowning_face:

1 Like

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


:psblueshield: Drakk L6 3/4+1A (dies: 1 to your base; units have frenzy 1; first unit played from hand gains haste)

Merfolk Prospector 1/1 (Drakk: frenzy 1; haste; exhaust: 1g)

:heart: Base HP: 20


Hand: 5

Tiger Cub
Verdant Tree
Bloodlust
Playful Panda
Ironbark Treant

Deck: 4

Spore Shambler
Bloodlust
Young Treant
Rampant Growth

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

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


Gold: 0
Workers: 6

T1: Forest’s Favour
T2: Rich Earth

5 Likes

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Overeager Cadet (2/2)
Overeager Cadet (2/2)


STARTING HAND
Careless Musketeer (2/1)
Makeshift Rambaster (1/2)
Bloodburn
Mad Man (1/1)
Bloodrage Ogre (3/2)


WORKERS
Pillage
Bloodburn


NextHand

Bombaster (2/2)
Overeager Cadet (2/2)
Careless Musketeer (2/1)
Charge
Overeager Cadet (2/2)


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech 1 - ($4)
Oni - ($2)
Borge - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Oni (2/3A, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger: Bloodrage Ogre (3/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I don’t know what sucks more: Failing to see such an obvious line or that I already should have had that learning memorized by now :man_facepalming:

1 Like

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)

:heart: Base HP: 20


Hand: 4

Spore Shambler
Bloodlust
Young Treant
Rampant Growth

Deck: 0
Discard: 6

Crash Bomber
Crash Bomber
Bloodlust
Tiger Cub
Verdant Tree
Ironbark Treant

Card-count check (opponent-viewable)

Expected: 10 + 4 teched = 14
2 on board
4 in hand
0 in deck
6 in discard
2 in workers


Gold: 0
Workers: 6

T1: Forest’s Favour
T2: Rich Earth

word. :rofl:

T3 worker skip and still no tech1… WOW! That’s going to be interesting!

maybe we can squeeze in another turn or two until you leave for your holiday.

CAMS22 Round 3 P2T3

P1 [Balance]/Blood/Strength vs. P2 [Fire]/Demonology/Peace

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Lobber (2/2)
Lobber (2/2)


STARTING HAND
Overeager Cadet (2/2)
Careless Musketeer (2/1)
Charge
Overeager Cadet (2/2)
Bombaster (2/2)


WORKERS
Pillage
Bloodburn
Careless Musketeer (2/1)


NextHand

Scorch
Makeshift Rambaster (1/2)
Nautical Dog (1+1/1)
Mad Man (1/1)
Lobber (2/2)


Tech 2 card(s)
Get Paid+scav - ($8)
Worker - ($7)
Tower - ($4)
Vandy - ($2)
Bombaster - ($0)
Rebuild tech 1

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy (2/3A, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bombaster (2/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

what a CRAAAAAZY game

Green doesn’t need board presence, right?

P1T4

Starting hand: 4

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)

:heart: 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


Gold: 1
Workers: 7

T1: Forest’s Favour
T2: Rich Earth
T4: Rampant Growth

Well, I’m most definitely grateful for the path you chose those last two turns!

CAMS22 Round 3 P2T4

P1 [Balance]/Blood/Strength vs. P2 [Fire]/Demonology/Peace

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Drill Sergeant (3/3)
Flagstone Garrison (4)


STARTING HAND
Nautical Dog (1+1/1)
Makeshift Rambaster (1/2)
Mad Man (1/1)
Scorch
Lobber (2/2)
Bloodrage Ogre (3/2)


WORKERS
Pillage
Bloodburn
Careless Musketeer (2/1)
Scorch


NextHand

Bombaster (2/2)
Charge
Overeager Cadet (2/2)
Overeager Cadet (2/2)
Lobber (2/2)


Tech 2 card(s)
technician draw
Get Paid - ($8)
Worker - ($7)
MSR kills shambler - ($5)
Oni - ($3)
Bogre - ($1)
Rebuild tech 1, again

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Oni (2/3A, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger: Bloodrage Ogre (3/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

I think this should be it, no way he can recover from this depletion of his resources

P1T5

Starting hand: 4

Crash Bomber
Tiger Cub
Captured Bugblatter
Playful Panda

Thoughts

No sign of Flame Arrow… did zango not take it? Damn, I could have taken it and not be facing the Peace engine now.

Teched cards: 2

T2: 2 x Bloodlust
T3: 2 x Crash Bombers
T4: Bird’s Nest, Captured Bugblatter
T5: Captured Bugblatter, Tiny Basilisk


Get paid + float - (8)
Worker - (7)
Tiger Cub, Drakk gives it haste - (5)
Tech I - (3)
Tower - (0)
Discard 2, draw 4


:psblueshield: Drakk L6 3/3+1A (dies: 1 to your base; units have frenzy 1; first unit played from hand gains haste; 1 damage)
:exhaust: Tiger Cub 2/2 (Drakk: frenzy 1; haste)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tower HP: 4


Hand: 4

Crash Bomber
Bloodlust
Bird’s Nest
Young Treant

Deck: 4

Verdant Tree
Ironbark Treant
Merfolk Prospector
Bloodlust

Discard: 5

Spore Shambler
Captured Bugblatter
Tiny Basilisk
Crash Bomber
Captured Bugblatter

Card-count check (opponent-viewable)

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


Gold: 0
Workers: 8

T1: Forest’s Favour
T2: Rich Earth
T4: Rampant Growth
T5: Playful Panda

Finally I’m allowed to play something I have teched :sweat_smile:

Now let’s bring this to a close

CAMS22 Round 3 P2T5

P1 [Balance]/Blood/Strength vs. P2 [Fire]/Demonology/Peace

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Drill Sergeant (3/3)
Flagstone Garrison (4)


STARTING HAND
Overeager Cadet (2/2)
Overeager Cadet (2/2)
Charge
Lobber (2/2)
Bombaster (2/2)


WORKERS
Pillage
Bloodburn
Careless Musketeer (2/1)
Scorch
Bombaster (2/2)


NextHand

Drill Sergeant (3/3)
Lobber (2/2)
Flagstone Garrison (4)
Nautical Dog (1+1/1)
Mad Man (1/1)


Discard

Bloodrage Ogre (3/2)
Makeshift Rambaster (1/1)
Lobber (2/2)
Overeager Cadet (2/2)
Charge
Drill Sergeant (3/3)
Flagstone Garrison (4)


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tech 2 → Peace - ($5)
Bogre+MSR trade Drakk, Oni to lvl 3
midband Oni kills tiger, you draw - ($3)
maxband Oni, soldiers arrive - ($0)
cadet

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Oni (4/5A, lvl8)
  • :psfist: Elite:
  • :ps_: Scavenger: soldier (1/1)
  • :pschip: Technician: soldier (1/1)
  • :target: Lookout:

In Play:

  • Overeager Cadet (2/2)
  • soldier (1/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

yeah, this should be it. taking the fun route with oni maxband instead of a more explosive one with Vandy midband, float 3 and MSR still being alive

P1T6

Starting hand: 4

Crash Bomber
Bloodlust
Bird’s Nest
Young Treant

Technician draw: 1

Bloodlust

Thoughts

I’m probably getting blown up by Lobbers here. Taking Moment’s Peace to attempt to stall.

Teched cards: 2

T2: 2 x Bloodlust
T3: 2 x Crash Bombers
T4: Bird’s Nest, Captured Bugblatter
T5: Captured Bugblatter, Tiny Basilisk
T6: 2 x Moment’s Peace


Get paid - (8)
Tech II Blood - (4)
Garus Rook - (2)
Crash Bomber - (1)
Worker - (0)
Discard 3, draw 3, reshuffle 11, draw 2


:psblueshield: Crash Bomber 2/2+1A (dies: 1 to your base)
:exhaust: Rook L1 2/4

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Blood)
:heart: Tower HP: 4


Hand: 5

Verdant Tree
Ironbark Treant
Merfolk Prospector
Tiny Basilisk
Bloodlust

Deck: 9

Spore Shambler
Captured Bugblatter
Crash Bomber
Captured Bugblatter
Tiger Cub
Moment’s Peace
Moment’s Peace
Bird’s Nest
Bloodlust

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

Expected: 10 + 10 teched = 20
1 on board
5 in hand
9 in deck
0 in discard
5 in workers


Gold: 0
Workers: 9

T1: Forest’s Favour
T2: Rich Earth
T4: Rampant Growth
T5: Playful Panda
T6: Young Treant

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 :exploding_head:

CAMS22 Round 3 P2T6

P1 [Balance]/Blood/Strength vs. P2 [Fire]/Demonology/Peace

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Lobber (2/2)
Nautical Dog (1+1/1)
Flagstone Garrison (4)
Drill Sergeant (3/3)
Mad Man (1/1)
Charge
Drill Sergeant (3/3)
Flagstone Garrison (4)
Overeager Cadet (2/2)
Makeshift Rambaster (1/1)


WORKERS
Pillage
Bloodburn
Careless Musketeer (2/1)
Scorch
Bombaster (2/2)
Charge


NextHand

Lobber (2/2)
Mad Man (1/1)
Bloodrage Ogre (3/2)
Overeager Cadet (2/2)
Drill Sergeant (3/3)


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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet (2/2)
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Flagstone Garrison (4)
  • Drill Sergeant (3/3)
  • Lobber (4/1)++
  • Oni (4/4, lvl8)
  • soldier (2/1)+
  • soldier (2/1)+

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: 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.

1 Like

Can’t tell you how afraid I was of this! Definitely was a nailbiter for me, but after you cleared your board, I was really confident.
GG!!

2 Likes

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!

1 Like