[CAMS23] Round4: P1 FrozenStorm [Bashing]/Balance/Growth vs P2 Bryce_the_Rice [Necromancy]/Blood/Truth

@Bryce_The_Rice GL HF!

CAMS23 Game 4 Player 1, Turn 1

P1 [Bashing]/Balance/Growth vs P2 Necro/Blood/Truth

Current balance patch changes in effect

Starting Hand

Older Brother
Tenderfoot
Helpful Turtle
Bloom
Wither

Events of Turn:


Upkeep:

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

Main:

  • Troq (2)
  • Tenderfoot (1)
  • Worker (0)
Workers

Helpful Turtle

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Tenderfoot (1/2)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Troq (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Brick Thief
Timely Messenger
Spark
Fruit Ninja
Granfalloon Flagbearer

End of Turn Discard
My Thoughts

This should be an interesting match, haven’t played Mirror Barrows in awhile! May need to go scout Bomber’s other games, I only saw a Bugblatter bleed out finale last round


Oh wow, a deck that isn’t playing present or finesse.


Turn 1

Hand: Thieving Imp, Skeleton Javelineer, Graveyard, Deteriorate, Jandra, the Negator
Workers: Jandra, the Negator

Techs

  1. Get paid (+$5, $5)
  2. Hire a worker ($4)
  3. Summon Thieving Imp, you discard ($1)
  4. Summon Skeleton Javelineer ($0)
  5. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Thieving Imp (2/2+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Skeleton Javelineer (1/1)
    :target:Lookout:

  • Buildings:
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 6
  • Gold: 0
  • Hand: 4
  • Deck: 1
  • Discard: 2

Hand

Summon Skeletons, Pestering Haunt, Poisonblade Rogue, Skeletal Archery

Discard

Deteriorate, Graveyard

Think

Hmm, this is going to be pretty rough for me early. Really strong aggression from troq+neutral is very tough for my deck with black and no combat heroes. Just gotta try and delay for a bit to get to tech 2 safely. I will probably have to give up some levels but that’s a necessary evil.

CAMS23 Game 4 Player 1, Turn 2

P1 [Bashing]/Balance/Growth vs P2 Necro/Blood/Truth

Current balance patch changes in effect

Starting Hand

Brick Thief
Timely Messenger (random discard)
Spark
Fruit Ninja
Granfalloon Flagbearer

Events of Turn:


Upkeep:

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

Tiny Basilisk, Iron Man


Main:

  • Granfalloon Flagbearer (2)
  • Worker (1)
  • Tech 1 (0)
Workers

Fruit Ninja, Helpful Turtle

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Troq (2/3 lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Tenderfoot (1/2)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Granfalloon Flagbearer (2/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Wither
Spark
Tiny Basilisk
Timely Messenger

End of Turn Discard
My Thoughts

Imp’s such a bummer lol


Turn 2

Hand: Summon Skeletons, Pestering Haunt, Poisonblade Rogue, Skeletal Archery
Workers: Jandra, the Negator, Summon Skeletons

Techs

Turn 2: Crash Bomber, Hooded Executioner


  1. Tech 2 cards
  2. Get paid (+$6, $6)
  3. Hire a worker ($5)
  4. Build Tech 1 ($3)
  5. Summon Poisonblade Rogue ($1)
  6. Discard 2, draw 1, reshuffle, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Thieving Imp (2/2+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Skeleton Javelineer (1/1)
    :target:Lookout: Poisonblade Rogue (2/1)

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 7
  • Gold: 1
  • Hand: 4
  • Deck: 3
  • Discard: 0

Hand

Sacrifice the Weak, Deteriorate, Pestering Haunt, Crash Bomber

Discard

Think

Flagbearer is an odd choice here. Either frozen drew poorly, or imp hit a good target, or they’re really afraid of deteriorate. Either way, I’m not attacking. Let’s just sit back for now.
I suspect they will aim for growth tech 2, which is unfortunate as blood doesn’t match up super well into growth. Sadly, neither of my other tech 2 plans are very good at all here, and I have no hero plan. I am beginning to suspect this deck is incredibly one dimensional, and I’m not very good at piloting that singular dimension.

CAMS23 Game 4 Player 1, Turn 3

P1 [Bashing]/Balance/Growth vs P2 Necro/Blood/Truth

Current balance patch changes in effect

Starting Hand

Wither
Spark
Tiny Basilisk
Timely Messenger

Events of Turn:


Upkeep:

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

Moment’s Peace, Might of Leaf and Claw
Tiny Basilisk, Iron Man


Main:

  • Tiny Basilisk (4)
  • Midband Troq, kill SQL, take 2, ping tech1 to 4hp (2)
  • Timely messenger, trades lookout (1)
  • Tenderfoot kills Techn, takes 1, you draw 1
  • Flagbearer hits your tech1 to 2hp
  • Worker (0)
Workers

Spark, Fruit Ninja, Helpful Turtle

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk (1/2a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Granfalloon Flagbearer (2/2)
  • Tenderfoot (1/1)
  • Troq (3/2 lvl 3)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Older Brother
Iron Man
Brick Thief

End of Turn Discard
My Thoughts

This seems fine? Am I missing something? Hounds ? Lich’s Bargain? I’m gonna try MoLaC we’ll see if that works out :slight_smile:


Turn 3

Hand: Sacrifice the Weak, Deteriorate, Pestering Haunt, Crash Bomber, Hooded Executioner
Workers: Jandra, the Negator, Summon Skeletons, Deteriorate

Techs

Turn 2: Crash Bomber, Hooded Executioner
Turn 3: Crashbarrow, Shoddy Glider


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$7, $8)
  4. Hire a worker ($7)
  5. Build Tech 2 Blood ($3)
  6. Summon Crash Bomber ($2)
  7. Summon Hooded Executioner ($0)
  8. Discard 2, draw 2, reshuffle, draw 2

  • Patrol:
    :psblueshield:Squad Leader: Crash Bomber (2/2+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Hooded Executioner (3/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 2
    Tech 2: 5
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 8
  • Gold: 0
  • Hand: 4
  • Deck: 5
  • Discard: 0

Hand

Graveyard, Skeletal Archery, Crashbarrow, Pestering Haunt

Discard

Think

As expected, their board is getting rather scary while mine is not so much. It was vital to build my tech 2 this turn before my tech 1 is destroyed, so we’ve done that, and I dunno maybe I’ll just aim for tech 3. Let’s see what happens.

CAMS23 Game 4 Player 1, Turn 4

P1 [Bashing]/Balance/Growth vs P2 Necro/Blood/Truth

Current balance patch changes in effect

Starting Hand

Older Brother
Iron Man
Brick Thief

Events of Turn:


Upkeep:

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

Blooming Ancient x2
Moment’s Peace, Might of Leaf and Claw
Tiny Basilisk, Iron Man


Main:

  • Troq Trades SQL, pings tech2 to 4hp
  • Worker (6)
  • Tech 2 Growth (2)
Workers

Brick Thief, Spark, Fruit Ninja, Helpful Turtle

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk (1/2a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Tenderfoot (1/1)
  • :target: Lookout: Granfalloon Flagbearer (2/2)

In Play:


Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8

End of Turn Hand

Bloom
Moment’s Peace
Blooming Ancient
Iron Man

End of Turn Discard
My Thoughts

Who knows if this works XD


Your base takes 1 from Crash Bomber.


Turn 4

Hand: Graveyard, Skeletal Archery, Crashbarrow, Pestering Haunt
Workers: Jandra, the Negator, Summon Skeletons, Deteriorate, Skeletal Archery

Techs

Turn 2: Crash Bomber, Hooded Executioner
Turn 3: Crashbarrow, Shoddy Glider
Turn 4: Kidnapping, Captured Bugblatter


  1. Tech 2 cards
  2. Get paid (+$8, $8)
  3. Hire a worker ($7)
  4. Build Graveyard ($5)
  5. Summon Crashbarrow ($2)
  6. Summon Sirus Quince ($0)
  7. Crashbarrow kills Basilisk and Flagbearer
  8. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Hooded Executioner (3/3+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Sirus Quince (1/3)
    :target:Lookout: Mirror Illusion (0/1)

  • Buildings:
    Tech 1: 2
    Tech 2: 4
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 3
  • Deck: 2
  • Discard: 4

Hand

Sacrifice the Weak, Poisonblade Rogue, Skeleton Javelineer

Discard

Kidnapping, Captured Bugblatter, Crash Bomber, Pestering Haunt

Think

Weird choice to play nothing here. But I didn’t really have the means to capitalise, and I suppose they knew that. I can’t tell what their plan is, but it probably involves ancient. It always does.

Got a good draw lineup :grin:

CAMS23 Game 4 Player 1, Turn 5

P1 [Bashing]/Balance/Growth vs P2 Necro/Blood/Truth

Current balance patch changes in effect

Starting Hand

Bloom
Moment’s Peace
Blooming Ancient
Iron Man

Events of Turn:


Upkeep:

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

Blooming Ancient x2
Moment’s Peace, Might of Leaf and Claw
Tiny Basilisk, Iron Man


Main:

  • Blooming Ancient (6)
  • Arg + Wisp, BA+2 runes (4)
  • Midori, BA+1 (2)
  • Tenderfoot gets all the runes, kills Hoodie takes 3
  • Moments Peace (0)
Workers

Brick Thief, Spark, Fruit Ninja, Helpful Turtle

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

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader: Midori (2/3a lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Tenderfoot (4/1 +++)
  • Blooming Ancient (2/4)
  • Wisp (0/1)
  • Arg (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Blooming Ancient
Older Brother
Might of Leaf and Claw
Timely Messenger

End of Turn Discard
My Thoughts

This looks super good!


Not a fan…


Turn 5

Hand: Sacrifice the Weak, Poisonblade Rogue, Skeleton Javelineer
Workers: Jandra, the Negator, Summon Skeletons, Deteriorate, Skeletal Archery, Poisonblade Rogue

Techs

Turn 2: Crash Bomber, Hooded Executioner
Turn 3: Crashbarrow, Shoddy Glider
Turn 4: Kidnapping, Captured Bugblatter
Turn 5: Pirate-Gang Commander, Pirate-Gang Commander


  1. Tech 2 cards
  2. Get paid (+$9, $9)
  3. Hire a worker ($8)
  4. Build Tech 3 ($3)
  5. Summon Hooded Executioner from Graveyard ($1)
  6. Summon Skeleton Javelineer ($0)
  7. Discard 1, draw 2, reshuffle, draw 1

  • Patrol:
    :psblueshield:Squad Leader: Skeleton Javelineer (1/1+A)
    :psfist:Elite: Sirus Quince (2/3)
    :ps_:Scavenger:
    :pschip:Technician: Hooded Executioner (3/3)
    :target:Lookout: Mirror Illusion (0/1)

  • Buildings:
    Tech 1: 2
    Tech 2: 4
    Tech 3: 5
    Graveyard: 3 (Crashbarrow)
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 3
  • Deck: 6
  • Discard: 0

Hand

Thieving Imp, Shoddy Glider, Pirate-Gang Commander

Discard

Think

Yikes… That spells serious disaster for me. I have a couple of different plays here, but they’re mostly quite risky. This is the ‘safest’ play, but it’s still quite a gamble. I foresee multiple tech buildings dying in my future.

Tech 3, interesting!

CAMS23 Game 4 Player 1, Turn 6

P1 [Bashing]/Balance/Growth vs P2 Necro/Blood/Truth

Current balance patch changes in effect

Starting Hand

Blooming Ancient
Older Brother
Might of Leaf and Claw
Timely Messenger

Events of Turn:


Upkeep:

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

Giant Panda, Artisan Mantis
Moment’s Peace, Giant Panda
Blooming Ancient x2
Moment’s Peace, Might of Leaf and Claw
Tiny Basilisk, Iron Man


Main:

  • Blooming Ancient, BA+1 (4)
  • Timely Messenger, BA+2 (3)
  • Might of Leaf and Claw (0)
  • Midori kills SQL, takes 1, MOLAC@1
  • Ready BA kills Quince, takes 2, Arg Midbands, MOLAC@2
  • Give two runes to TM, trades Hoodie, you draw 1, MOLAC@3
  • Arg kills Mirror, MOLAC@4
  • Give one rune to wisp, pings your tech3 to 2hp, MOLAC@5
  • Tenderfoot breaks your tech3, your base to 18
Workers

Brick Thief, Spark, Fruit Ninja, Helpful Turtle

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 1 rs Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Blooming Ancient (2/4)
  • :target: Lookout:

In Play:

  • Tenderfoot (4/1 +++)
  • Blooming Ancient (2/2)
  • Wisp (1/2+)
  • Arg (1/4 lvl 1)
  • Midori (2/2 lvl 1)
  • Might of Leaf and Claw (6 charges)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Wither
Artisan Mantis
Moment’s Peace

End of Turn Discard
My Thoughts

MoLaC online, Graveyard nearly full, I think I about have this in the bag.

EDIT I posted my turn before re-reading Pirate Gang Commander’s text, I didn’t remember it being great but figured I should take it seriously as a threat JIC. WOW, breaking tech2 does nothing here… I suppose I break tech 3? Or the graveyard and reduce chances of extra crashbarrow? I think just break the tech3, I have cheat mode on now for my unit’s HP moving forward so the crashbarrow is tough but not insurmountable. Graveyard will go away on it’s own. I should also be more afraid of the sure Barrow than the unsure Kidnapping, get a card for that BA


It’s a threat.


Turn 6

Hand: Thieving Imp, Shoddy Glider, Pirate-Gang Commander, Captured Bugblatter
Workers: Jandra, the Negator, Summon Skeletons, Deteriorate, Skeletal Archery, Poisonblade Rogue

Techs

Turn 2: Crash Bomber, Hooded Executioner
Turn 3: Crashbarrow, Shoddy Glider
Turn 4: Kidnapping, Captured Bugblatter
Turn 5: Pirate-Gang Commander, Pirate-Gang Commander
Turn 6: Captured Bugblatter, Shoddy Glider


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$10, $10)
  4. Rebuild Tech 3 ($10)
  5. Summon Captured Bugblatter ($7)
  6. Summon Shoddy Glider ($6)
  7. Summon Crashbarrow from Graveyard ($3)
  8. Summon Thieving Imp, you discard ($0)
  9. Crashbarrow kills both Ancients, you draw, your base takes 3
  10. Glider kills Midori
  11. Discard 1, draw 3
  12. Glider dies, your base takes 1, Graveyard is destroyed

  • Patrol:
    :psblueshield:Squad Leader: Thieving Imp (2/2+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Captured Bugblatter (4/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 2
    Tech 2: 4
    Tech 3: 5
  • Units/Heroes:
  • Base: 18
  • Other:

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 3
  • Deck: 2
  • Discard: 8

Hand

Kidnapping, Pestering Haunt, Pirate-Gang Commander

Discard

Crashbarrow, Shoddy Glider, Shoddy Glider, Captured Bugblatter, Hooded Executioner, Skeleton Javelineer, Graveyard, Pirate-Gang Commander

Think

Wow, molac. It’s still busted. I lose here guaranteed. No way I can do 16 base damage before I get locked down by infinite +3/+3.

Bigger threat than I remembered, especially coupled w/ the graveyard. I was gonna break the tech2 last turn but literally no point to that if you had PGC. Based on your cards played I’m guessing you didn’t have it…

So with this new MoLaC, it will wear off at my next upkeep, yeah? So wisp will die?

CAMS23 Game 4 Player 1, Turn 7

P1 [Bashing]/Balance/Growth vs P2 Necro/Blood/Truth

Current balance patch changes in effect

Starting Hand

Wither
Artisan Mantis
Moment’s Peace (discard #3 of 3 via random.org)
Older Brother (techn)

Events of Turn:


Upkeep:

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

Stampede, Blooming Elm
Giant Panda, Artisan Mantis
Moment’s Peace, Giant Panda
Blooming Ancient x2
Moment’s Peace, Might of Leaf and Claw
Tiny Basilisk, Iron Man


Main:

  • MoLaC activiates
  • Wisp kills SQL, takes 2, my base to 16
  • Arg kills techn, takes 4, my base to 15
  • Tenderfoot breaks your tech3, your base to 16
  • Artisan Mantis, my base to 18 (4)
  • Maxband Arg, Water Elemental arrives (2)
  • Troq (0)
Workers

Brick Thief, Spark, Fruit Ninja, Helpful Turtle

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader: Troq (5/6a lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Water Elemental (6/6)
  • :exhaust: Technician:
  • :target: Lookout: Artisan Mantis (7/8)

In Play:

  • Tenderfoot (7/4 +++)
  • Arg (4/8 lvl 1)
  • Wisp (4/3)
  • Might of Leaf and Claw (9 charges, active)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Giant Panda
Iron Man
Giant Panda
Moment’s Peace

End of Turn Discard
My Thoughts

That really hurt… I may not be able to keep up enough attack, even with new MoLaC :frowning: gonna lose wisp next turn at upkeep


I’m going to ask a question here, and I want to be clear that I understand the intent and I am not asking for a rules change this game. This is just a question of phrasing/rules terminology.
Probably debate about this in the balance change thread actually. I dunno, it just crossed my mind.

The current might of leaf and claw has an activated ability that grants units and heroes +3/+3 until next upkeep. Do activated abilities affect things that come into play after they are activated? I’m trying to think of other examples from codex but I’m coming up short.

Anyway I know the intent of the card is that it does so of course we will play like that. I just had the thought that we might need to change the phrasing or something, or maybe I’m just very wrong.

Turn coming soon.

1 Like

I think the comp is like feral strike and I believe that affects units or heroes you play after, right?

I guess it is interesting that the buffed units can die inbetween turns. Not sure if it’s enough though. Still feels unwinnable.
Also I think your base should be… on 16. I did 4 damage to it on my turn, and then 2 more on your turn, and it was at 19 before that. Then you healed it for 3.


Turn 7

Hand: Kidnapping, Pestering Haunt, Pirate-Gang Commander, Sacrifice the Weak
Workers: Jandra, the Negator, Summon Skeletons, Deteriorate, Skeletal Archery, Poisonblade Rogue, Pestering Haunt

Techs

Turn 2: Crash Bomber, Hooded Executioner
Turn 3: Crashbarrow, Shoddy Glider
Turn 4: Kidnapping, Captured Bugblatter
Turn 5: Pirate-Gang Commander, Pirate-Gang Commander
Turn 6: Captured Bugblatter, Shoddy Glider
Turn 7: Crash Bomber, Crashbarrow


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$10, $10)
  4. Rebuild Tech 3 ($10)
  5. Hire a worker ($9)
  6. Summon Drakk Ramhorn ($7)
  7. Cast Kidnapping on Tenderfoot ($3)
  8. Summon Garth Torken ($1)
  9. Summon Skeleton ($0)
  10. Tenderfoot hits Troq
  11. Discard 2, draw 1, reshuffle, draw 3
  12. Troq and Wisp die in your upkeep, you choose who gains levels

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite: Garth Torken (2/3)
    :ps_:Scavenger: Skeleton (1/1)
    :pschip:Technician: Drakk Ramhorn (1/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 2
    Tech 2: 4
    Tech 3: 5
  • Units/Heroes:
  • Base: 16
  • Other:

Economy:

  • Workers: 11
  • Gold: 0
  • Hand: 4
  • Deck: 12
  • Discard: 0

Hand

Crash Bomber, Captured Bugblatter, Captured Bugblatter, Crash Bomber

Discard

Think

Well… it’s not as bad as I thought. It’s still really bad though. Their lack of haste might be to my advantage though… they still only get a max attacks of board+1. Let’s hope they don’t have the +1 and I can start wreaking havoc…

1 Like

Feral strike? You mean ferocity?

Right you are TY for catching that, and TY for also (I think) understanding the intent of MoLaC to buff units and heroes I control, so Tendy doesn’t just keep those stats when you kidnap it. I was operating on this assumption at least :slight_smile:

I actually really like this version of MoLaC and it feels a lot more beatable. +3/+3 is a big buff but that it falls off and isn’t +5/+5 makes it a lot harder to build a big board, plus not getting immediate activation on it. You have to earn it much more now and it isn’t a “just lose” card like even some tech3s are, you’re still battling. I think this one is far from decided, I have this very fat deck to work through with some questionable tech choices!

CAMS23 Game 4 Player 1, Turn 8

P1 [Bashing]/Balance/Growth vs P2 Necro/Blood/Truth

Current balance patch changes in effect

Starting Hand

Giant Panda
Iron Man
Giant Panda
Moment’s Peace

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards (except turn 1)
  • Wisp and Troq die, levels to Garth
All Teched Cards

Stampede, Gemscout Owl
Stampede, Blooming Elm
Giant Panda, Artisan Mantis
Moment’s Peace, Giant Panda
Blooming Ancient x2
Moment’s Peace, Might of Leaf and Claw
Tiny Basilisk, Iron Man


Main:

  • MoLaC activates
  • Midori (6)
  • Mantis Kills Garth, takes 2, Midori to level 3
  • Arg kills Skeleton, takes 1, you get 1g
  • Water Elemental kills Drakk, my base to 15, you draw 1, Midori to level 5
  • Moment’s Peace (4)
  • Giant Panda (1)
Workers

Brick Thief, Spark, Fruit Ninja, Helpful Turtle

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

Board Info:

Buildings:

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader: Midori (6/7a lvl 5)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Artisan Mantis (7/6)
  • Water Elemental (6/5)
  • Arg (4/7 lvl 5)
  • Wisp (5/6)
  • Giant Panda (5/7)
  • Might of Leaf and Claw (9 charges, active)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 13

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Timely Messenger
Granfalloon Flagbearer
Tiny Basilisk
Bloom

End of Turn Discard
My Thoughts

Yeah this is tough, I’m way behind on econ and don’t have access to haste like Bryce does… I also didn’t tech wisely, Blooming Elm or Stampede would have been WAY more helpful than those Pandas right now…

Well let’s hope I can keep up enough offense to stall until I can draw a finisher… At least I’ll have Midori as a flyer now, and Timely Messenger cycles in next turn. Maybe build surplus next turn? I need more things using MoLaC…


Alright, I see what you’re up to… now face my BASE DAMAGE BOARD


Turn 8

Hand: Crash Bomber, Captured Bugblatter, Captured Bugblatter, Crash Bomber, Kidnapping
Workers: Jandra, the Negator, Summon Skeletons, Deteriorate, Skeletal Archery, Poisonblade Rogue, Pestering Haunt

Techs

Turn 2: Crash Bomber, Hooded Executioner
Turn 3: Crashbarrow, Shoddy Glider
Turn 4: Kidnapping, Captured Bugblatter
Turn 5: Pirate-Gang Commander, Pirate-Gang Commander
Turn 6: Captured Bugblatter, Shoddy Glider
Turn 7: Crash Bomber, Crashbarrow


  1. Technician draw
  2. Tech 0 cards
  3. Get paid (+$11, $12)
  4. Summon Captured Bugblatter ($9)
  5. Summon Captured Bugblatter ($6)
  6. Summon Crash Bomber ($5)
  7. Summon Crash Bomber ($4)
  8. Summon Sirus Quince ($2)
  9. Summon Mirror Illusion ($0)
  10. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Crash Bomber (2/2+A)
    :psfist:Elite: Mirror Illusion (1/1)
    :ps_:Scavenger: Crash Bomber (2/2)
    :pschip:Technician: Sirus Quince (1/3)
    :target:Lookout: Mirror Illusion (0/1)

  • Buildings:
    Tech 1: 2
    Tech 2: 4
    Tech 3: 5
  • Units/Heroes:
    Captured Bugblatter (4/2)
    Captured Bugblatter (4/2)
  • Base: 16
  • Other:

Economy:

  • Workers: 11
  • Gold: 0
  • Hand: 3
  • Deck: 8
  • Discard: 5

Hand

Hooded Executioner, Crashbarrow, Pirate-Gang Commander

Discard

Kidnapping

Think

Well, this is worth a lot of base damage. I still have a chance…

Hooomg what a base damage draw! this is very scary!

CAMS23 Game 4 Player 1, Turn 9

P1 [Bashing]/Balance/Growth vs P2 Necro/Blood/Truth

Current balance patch changes in effect

Starting Hand

Timely Messenger
Granfalloon Flagbearer
Tiny Basilisk
Bloom

Events of Turn:


Upkeep:

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

Dinosize x2
Stampede, Blooming Elm
Stampede, Blooming Elm
Giant Panda, Artisan Mantis
Moment’s Peace, Giant Panda
Blooming Ancient x2
Moment’s Peace, Might of Leaf and Claw
Tiny Basilisk, Iron Man


Main:

  • MoLaC activates
  • Wisp kills SQL, takes 2, my base to 12
  • Panda kills Quince, Midori to level 7, you draw 1
  • Midori maxbands, flies over and kills a bugblatter, my base to 11 (8)
  • Mantis kills Scav, takes 2, my base to 9
  • Arg kills elite, takes 1, my base to 8
  • Timely Messenger, kills lookout, my base to 7 (7)
  • WE breaks your tech 3, your base to 14
  • Tiny Basilisk (5)
  • Granfalloon Flagbearer (2)
  • Hero’s Hall (0)
Workers

Brick Thief, Spark, Fruit Ninja, Helpful Turtle

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

Board Info:

Buildings:

  • :heart: Base HP: 7
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk (4/5a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Granfalloon Flagbearer (5/5)
  • :target: Lookout:

In Play:

  • Artisan Mantis (7/4)
  • Water Elemental (6/5)
  • Arg (4/6 lvl 5)
  • Wisp (5/4)
  • Giant Panda (5/6)
  • Timely Messenger (4/4)
  • Midori (7/8 lvl 8)
  • Might of Leaf and Claw (5+ charges, active)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 13
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Moment’s Peace
Older Brother
Iron Man

End of Turn Discard
My Thoughts

Now it’s just hoping and praying… even with Bloom I’m one shy of breaking straight face, so best I think I can do is kill a bugblatter early to maximize my own health, Dinosize x2 and hope Stampede or Dinosize gets drawn for me to finish the game before I die

Well fuck this is troubling