Got damn don’t love staring down the barrel of that as p2
To cite bansa: “no dog no power”
The reverse is obviously also true
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:
- Squad Leader: Older Brother (2/2A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- 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:
- Squad Leader: Bloodrage Ogre (3/2A)
- Elite:
- Scavenger:
- Technician: Nautical Dog (1/1)
- Lookout: Vandy (2/3, lvl1)
In Play:
*
Buildings:
- Base HP: 20
- 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:
- Squad Leader: Skeleton (1/1A)
- Elite:
- Scavenger: Tenderfoot (1/2)
- Technician: Older Brother (2/2)
- Lookout:
In Play:
- Garth L1 (2/4)+
Buildings:
- Base HP: 20
- 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:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Bloodrage Ogre (3/1)
- Makeshift Rambaster (1/1)
- Vandy (3/4, lvl3)
Buildings:
- Base HP: 20
- 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:
- Squad Leader: River L3 (2/4A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Nimble Fencer (3/1)+
Buildings:
- Base HP: 20
- 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
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:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
- 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:
- Squad Leader: Horror (3/3A)
- Elite:
- Scavenger: Zombie (2/2)
- Technician: Skeleton (1/1)
- Lookout: Skeleton (1/1)
In Play:
- Garth L1 (1/3)
Buildings:
- Base HP: 14
- 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:
- Squad Leader: Flagstone Spy (3/3A)
- Elite: Lobber (2+1/2)
- Scavenger: Nautical Dog (1/1)
- Technician: Overeager Cadet (2/2)
- Lookout: Mad Man (1/1)
In Play:
- Flagstone Garrison (4)
Buildings:
- Base HP: 20
- Tech I HP: 5
- 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:
- Squad Leader: Star-Crossed Starlet (3/2A)
- Elite:
- Scavenger: Skeleton (1/1)
- Technician: Skeleton (1/1)
- Lookout:
In Play:
- Garth L1 (1/2)
Buildings:
- Base HP: 14
- Tech I HP: 5
- Tech II HP: 5 (Finesse)
- 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:
- Squad Leader: Overeager Cadet (5/5A)+++
- Elite:
- Scavenger: Overeager Cadet (5/5)+++
- Technician: Lobber (3/3)+
- Lookout:
In Play:
- Flagstone Garrison (4)
- Drill Sergeant (3/3)
- Drill Sergeant (3/3)
- Flagstone Garrison (4)
Buildings:
- Base HP: 20
- Tech I HP: 5
- 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?
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.
"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:
- Squad Leader: Older Brother (2/2A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- 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:
- Squad Leader: Bloodrage Ogre (3/2A)
- Elite:
- Scavenger:
- Technician:
- Lookout: Vandy (2/3, lvl1)
In Play:
*
Buildings:
- 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
No worries I was following along
Tech StartingHand Workers
TECH
Bone Collector
Bone Collector
STARTING HAND
Timely Messenger
Granfalloon Flagbearer
Bloom
Tenderfoot
Helpful Turtle
WORKERS
Fruit Ninja
Granfalloon Flagbearer
NextHand
Helpful Turtle
Brick Thief
Spark
Bone Collector
Wither
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech 1 - ($4)
Garth + skeleton - ($1)
Tenderfoot - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Older Brother (2/2A)
- Elite:
- Scavenger: Tenderfoot (1/2)
- Technician:
- Lookout: Skeleton (1/1)
In Play:
- Garth L1 (1/3)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Thoughts
still a chance he’s able to get through this patrol but it won’t be super easy. Wish I could put something in Tech but I dont want to get sparkshotted and brother in SQL seems like the best move.