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[CAMS22] Round5: P1 zango [Fire]/Demonology/Peace vs P2 Penatronic [Finesse]/Disease/Necromancy

GL & HF @Penatronic

I hope you enjoy our match!

CAMS22 Round5 P1T1

P1 [Fire]/Demonology/Peace vs. P2 [Finesse]/Necromancy/Disease

Link to all relevant rule changes


StartingHand Workers

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


WORKERS
Scorch


NextHand

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


Discard

Mad Man (1/1)
Charge
Bombaster (2/2)


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
dog - ($2)
Vandy - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Nautical Dog (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

solid split. as his deck has it’s high point in tech 2 a big pressure attack t3/t4 might be what is required here

Got damn don’t love staring down the barrel of that as p2

1 Like

To cite bansa: “no dog no power”
The reverse is obviously also true :wink:

P2T1


StartingHand Workers

STARTING HAND
Granfalloon Flagbearer
Brick Thief
Timely Messenger
Older Brother
Helpful Turtle


WORKERS
Helpful Turtle


NextHand

Spark
Tenderfoot
Wither
Bloom
Fruit Ninja


Discard

Timely Messenger
Brick Thief
Granfalloon Flagbearer


Tech card(s)
Get Paid - ($5)
Worker - ($4)
Brother - ($2)

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 6
Thoughts

man that + the threat of mad man is a pretty scary P1T1. I could do older brother + hero or maybe mesenger + skele + garth. Either one can secure a hero kill with Vandy lvl + madman, which seems pretty bad, so I should probably skip the hero. Making him take a -1/-1 on vandy with orpal doesnt seem worth the instant threat of metamorphosis. So the question is to go down on cards T1 or just do a weak ass patrol and let him bang on my base already. I can’t really drop a creature and protect a Tower this early either.

"

CAMS22 Round5 P1T2

P1 [Fire]/Demonology/Peace vs. P2 [Finesse]/Necromancy/Disease

Link to all relevant rule changes


Tech StartingHand Workers

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


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


WORKERS
Scorch
Pillage


NextHand

Careless Musketeer (2/1)
Mad Man (1/1)
Bombaster (2/2)
Makeshift Rambaster (1/2)
Lobber (2/2)


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bogre - ($2)
tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout: Vandy (2/3, lvl1)

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

float 2 really is weird, ok let’s go for maximum damage t3

"P2T2


Tech StartingHand Workers

TECH
Nimble Fencer
Lich’s Bargain


STARTING HAND
Tenderfoot
Fruit Ninja
Bloom
Wither
Spark


WORKERS
Helpful Turtle
Fruit Ninja


NextHand

Spark
Nimble Fencer
Bloom
Brick Thief


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
T1 - ($6)
Tenderfoot - ($5)
Garth and skeleton - ($2)
Bloom Garth - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Tenderfoot (1/2)
  • :pschip: Technician: Older Brother (2/2)
  • :target: Lookout:

In Play:

  • Garth L1 (2/4)+

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I hate to go down in cards and put another card in my discard but I think this is the only way to reasonably expect Garth to expect next turn.

"

CAMS22 Round5 P1T3

P1 [Fire]/Demonology/Peace vs. P2 [Finesse]/Necromancy/Disease

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Flagstone Garrison (4)
Overeager Cadet (2/2)


STARTING HAND
Lobber (2/2)
Mad Man (1/1)
Bombaster (2/2)
Makeshift Rambaster (1/2)
Careless Musketeer (2/1)


WORKERS
Scorch
Pillage
Careless Musketeer (2/1)


NextHand

Charge
Lobber (2/2)
Bloodburn
Lobber (2/2)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bogre kills SL
Vandy kills brother, sparkshots tenderfoot, you draw
MSR kills tenderfoot, you gain 1 - ($3)
dog runs into garth
lobber trades garth, vandy midband heals - ($2)

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


Board Info:
In Patrol:

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

In Play:

  • Bloodrage Ogre (3/1)
  • Makeshift Rambaster (1/1)
  • Vandy (3/4, lvl3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

bloomed garth??? what’s that for? But as I can easily kill him with only 2g invest, I don’t have to worry about that

"P2T3


Tech StartingHand Workers

TECH
Nimble Fencer
Grounded Guide


STARTING HAND
Brick Thief
Spark
Nimble Fencer
Timely Messenger
Bloom


WORKERS
Helpful Turtle
Fruit Ninja
Spark


NextHand

Lich’s Bargain
Granfalloon Flagbearer
Wither


Discard

Tenderfoot (1/2)
Older Brother (2/2)
Timely Messenger
Bloom
Brick Thief
Nimble Fencer
Grounded Guide


Tech 2 card(s)
Get Paid + scav/tech - ($8)
Worker - ($7)
Nimble fencer - ($5)
Timely messenger - ($4)
River - ($2)
River blooms fencer - ($0)
Fencer and messenger kill vandy, River midbands

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River L3 (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nimble Fencer (3/1)+

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Well didn’t bank on him drawing two hasties but that was always a possibility. At least I got lucky drawing around the Lich’s bargain, but I guess it kind of ties me up on heroes, though feeding vandy seems like a bad deal…. Wait I’m stupid. I was looking at efficiently trading with his units while thinking ""how the hell do I deal with vandy before she maxbands and destroys me with metamorphosis, when I realized I can kill her. I have to go down in cards pretty hard and he can probably kill River next turn but at least this takes some pressure off his biggest threat. Next turn is gonna be a bit of a dud but at least I won’t be getting metamorphosised in two turns.

"

Well, seems like I was too greedy here…
But you going down on cards hard is also something I like, even though I would have liked my Vandy to survive better :wink:

CAMS22 Round5 P1T4

P1 [Fire]/Demonology/Peace vs. P2 [Finesse]/Necromancy/Disease

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Drill Sergeant (3/3)
Overeager Cadet (2/2)


STARTING HAND
Lobber (2/2)
Bloodburn
Charge
Lobber (2/2)


WORKERS
Scorch
Pillage
Careless Musketeer (2/1)
Bloodburn


NextHand

Bombaster (2/2)
Flagstone Garrison (4)
Mad Man (1/1)
Overeager Cadet (2/2)


Discard

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


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech 2 → Peace - ($4)
lobber from hand plus Bogre trade River - ($3)
MSR trades fencer

Float ($3)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 3
  • Workers: 8
Thoughts

that’s a bummer to lose Vandy here, I was too greedy on cards+float to not play a patroller. But him going down on cards while I have an 80% to have the peace enginge running next turn still seems like a very good spot to be in. He probably has two tech 0 cards plus one tech1 unit/spell, so not having a patrol this round should not hurt. And maybe he underestimates the explosiveness of my deck with me not having any board presence.

Trust me I don’t like going down on cards at all, but I don’t know what I could have done vs metamorphosis, surviving the first 3 turns against the start you had feels like an accomplishment in and of itself.

"P2T4


Tech StartingHand Workers

TECH
Star-Crossed Starlet
Star-Crossed Starlet


STARTING HAND
Granfalloon Flagbearer
Lich’s Bargain
Wither


WORKERS
Helpful Turtle
Fruit Ninja
Spark


NextHand

Star-Crossed Starlet
Tenderfoot (1/2)
Bloom


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Garth - ($5)
Lich’s bargain, sac worker, nearly explode my base in one shot - ($3)
Make skeleton - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Horror (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Zombie (2/2)
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout: Skeleton (1/1)

In Play:

  • Garth L1 (1/3)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

Well I’m hoping he’s out of haste threats in his hand and my horror will live here. Not going t2 sucks and a seamless transition into peace plan sucks, but hopefully this Lich’s bargain can get me ahead on the board enough to contest a garrison.

"

Well for my deck meta is more a nice to have and yes the deck feels incredibly powerful. I really don’t understand why nobody has gone the fire starter+peace engine with bully Hero route before…

PS: I miscounted my gold and had to revert a Bogre that I wanted to play but didn’t have the gold for in the end. Hope I was able to correct everything properly

CAMS22 Round5 P1T5

P1 [Fire]/Demonology/Peace vs. P2 [Finesse]/Necromancy/Disease

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Flagstone Spy (3/3)
Drill Sergeant (3/3)


STARTING HAND
Mad Man (1/1)
Bombaster (2/2)
Flagstone Garrison (4)
Overeager Cadet (2/2)
Nautical Dog (1/1)
Lobber (2/2)
Bloodrage Ogre (3/1)
Flagstone Spy (3/3)
Charge


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


NextHand

Overeager Cadet (2/2)
Drill Sergeant (3/3)
Drill Sergeant (3/3)
Makeshift Rambaster (1/1)


Discard

Bombaster (2/2)
Bloodrage Ogre (3/1)


Tech 2 card(s)
Get Paid + float - ($11)
garrison - ($8)
cadet, draw 1
mad max, rs, draw 1 - ($7)
lobber, draw 1 - ($6)
Dog, draw 1 - ($5)
spy, draw 1 - ($2)
Worker - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Flagstone Spy (3/3A)
  • :psfist: Elite: Lobber (2+1/2)
  • :ps_: Scavenger: Nautical Dog (1/1)
  • :pschip: Technician: Overeager Cadet (2/2)
  • :target: Lookout: Mad Man (1/1)

In Play:

  • Flagstone Garrison (4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

hmmm, I’ve bottom decked both Sergeants, that sucks…

For Penatronic

Out of interest, what did you worker here?

Sorry for the delay, was out of town @zango

"P2T5


Tech StartingHand Workers

TECH
Grounded Guide
Maestro


STARTING HAND
Tenderfoot (1/2)
Bloom
Star-Crossed Starlet


WORKERS
Helpful Turtle
Fruit Ninja
Spark


NextHand

Grounded Guide
Nimble Fencer
Lich’s Bargain
Older Brother (2/2)


Discard

Bloom
Tenderfoot (1/2)
Grounded Guide
Maestro


Tech 2 card(s)
Get Paid + float - ($10)
Skip Worker
Tech 2 - ($6)
Make a skeleton - ($5)
Horror trades with SQL
Skeleton trades with scav, you get 1g
Zombie trades with elite
Garth kills lookout
Tower - ($2)
Starlet - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Star-Crossed Starlet (3/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Garth L1 (1/2)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Not looking good, pretty behind economically

"

No worries, especially as we are way up ahead the others and our game is coming to a close, there is absolutely no reason to hurry.

CAMS22 Round5 P1T6

P1 [Fire]/Demonology/Peace vs. P2 [Finesse]/Necromancy/Disease

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Firebat (3/3)
Flagstone Garrison (4)


STARTING HAND
Drill Sergeant (3/3)
Overeager Cadet (2/2)
Drill Sergeant (3/3)
Makeshift Rambaster (1/1)
Lobber (2/2)
Firebat (3/3)
Bombaster (2/2)
Overeager Cadet (2/2)
Flagstone Garrison (4)


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


NextHand

Bloodrage Ogre (3/1)
Lobber (2+1/2)
Flagstone Spy (3/3A)
Nautical Dog (1/1)


Discard

Firebat (3/3)
Makeshift Rambaster (1/1)


Tech 2 card(s)
Get Paid + float + scav - ($11)
cadet suicides into starlet for 1 damage after armor
Sergeant, draw 1 - ($8)
Sergeant, RS, draw 1, rune #1 - ($5)
cadet, draw 1, rune #3
lobber, draw 1, rune #5 - ($4)
cadet, draw 1, rune #7
garrison #2 - ($1)
worker - ($0)
move around some runes

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (5/5A)+++
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet (5/5)+++
  • :pschip: Technician: Lobber (3/3)+
  • :target: Lookout:

In Play:

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

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

bummer to draw garrison instead of any hasters, but still I got the big turn!
Now it’s time for mortal combat: “resistance is futile”

I can’t see a line of play for me that does significant enough damage for me to come back this game, GG! I guess it was a mistake to invest so much in Vandy, but I don’t know how much that would have changed the outcome.

do you mind playing a casual with opposite P1/P2 while we wait for everyone else?

2 Likes

GG! Well it’s hard to tell what might have made a difference there. Early pressure with possibly something like 18 attack in t3 with a very strong peace/Meta plan to follow up is what this deck was designed for by Moby. If you choose to not invest heavy and don’t get some kind of pressure release, the DP availability also helps a lot being even faster and more consistent in the following turns. So I really can’t tell what I would have done in your position.

Yes please go ahead for a casual rematch, I just have to warn you that I have a ton of other things going on currently and I might have some delays here and there.

1 Like

"P1T1


StartingHand Workers

STARTING HAND
Spark
Older Brother
Wither
Brick Thief
Fruit Ninja


WORKERS
Fruit Ninja


NextHand

Granfalloon Flagbearer
Bloom
Helpful Turtle
Tenderfoot
Timely Messenger


Discard

Brick Thief
Wither
Spark


Tech card(s)
Get Paid - ($4)
Worker - ($3)
Brother - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother (2/2A)
  • :psfist: Elite:
  • :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: 5
    "

well then, good luck and have fun!

CAMS22 Round5 - casual rematch P2T1

P1 [Finesse]/Necromancy/Disease vs. P2 [Fire]/Demonology/Peace

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Bombaster (2/2)
Scorch
Bloodburn
Careless Musketeer (2/1)
Bloodrage Ogre (3/2)


WORKERS
Scorch


NextHand

Nautical Dog (1/1)
Makeshift Rambaster (1/2)
Charge
Mad Man (1/1)
Pillage


Discard

Bombaster (2/2)
Careless Musketeer (2/1)
Bloodburn


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

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

first I was disappointed against this deck to not have my two good 2-drops split, then I realized that probably a Vandy midband healing might be a good thing next turn, but let’s see how it turns out

@FrozenStorm we completely forgot to tag you

2 Likes

No worries I was following along

1 Like