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

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 theyā€™re really afraid of deteriorate. Either way, Iā€™m not attacking. Letā€™s just sit back for now.
I suspect they will aim for growth tech 2, which is unfortunate as blood doesnā€™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 Iā€™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

Momentā€™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 ? Lichā€™s Bargain? Iā€™m gonna try MoLaC weā€™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 weā€™ve done that, and I dunno maybe Iā€™ll just aim for tech 3. Letā€™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
Momentā€™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
Momentā€™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 didnā€™t really have the means to capitalise, and I suppose they knew that. I canā€™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
Momentā€™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
Momentā€™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 fanā€¦


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

Yikesā€¦ That spells serious disaster for me. I have a couple of different plays here, but theyā€™re mostly quite risky. This is the ā€˜safestā€™ play, but itā€™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
Momentā€™s Peace, Giant Panda
Blooming Ancient x2
Momentā€™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
Momentā€™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 Commanderā€™s text, I didnā€™t remember it being great but figured I should take it seriously as a threat JIC. WOW, breaking tech2 does nothing hereā€¦ 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 unitā€™s HP moving forward so the crashbarrow is tough but not insurmountable. Graveyard will go away on itā€™s own. I should also be more afraid of the sure Barrow than the unsure Kidnapping, get a card for that BA


Itā€™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. Itā€™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 Iā€™m guessing you didnā€™t have itā€¦

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
Momentā€™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
Momentā€™s Peace, Giant Panda
Blooming Ancient x2
Momentā€™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
Momentā€™s Peace

End of Turn Discard
My Thoughts

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


Iā€™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? Iā€™m trying to think of other examples from codex but Iā€™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 Iā€™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 itā€™s enough though. Still feels unwinnable.
Also I think your base should beā€¦ 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

Wellā€¦ itā€™s not as bad as I thought. Itā€™s still really bad though. Their lack of haste might be to my advantage thoughā€¦ they still only get a max attacks of board+1. Letā€™s hope they donā€™t have the +1 and I can start wreaking havocā€¦

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 doesnā€™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 isnā€™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 isnā€™t a ā€œjust loseā€ card like even some tech3s are, youā€™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
Momentā€™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
Momentā€™s Peace, Giant Panda
Blooming Ancient x2
Momentā€™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
  • Momentā€™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, Iā€™m way behind on econ and donā€™t have access to haste like Bryce doesā€¦ I also didnā€™t tech wisely, Blooming Elm or Stampede would have been WAY more helpful than those Pandas right nowā€¦

Well letā€™s hope I can keep up enough offense to stall until I can draw a finisherā€¦ At least Iā€™ll have Midori as a flyer now, and Timely Messenger cycles in next turn. Maybe build surplus next turn? I need more things using MoLaCā€¦


Alright, I see what youā€™re up toā€¦ 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 chanceā€¦

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
Momentā€™s Peace, Giant Panda
Blooming Ancient x2
Momentā€™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)
  • Heroā€™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
  • Heroā€™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

Momentā€™s Peace
Older Brother
Iron Man

End of Turn Discard
My Thoughts

Now itā€™s just hoping and prayingā€¦ even with Bloom Iā€™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
ā€¦
Well fuck this is troubling


@zango Hm I think I did it.


Turn 9

Hand: Hooded Executioner, Crashbarrow, Pirate-Gang Commander, Shoddy Glider
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. Rebuild Tech 3 ($12)
  5. Summon Crashbarrow ($9)
  6. Summon Shoddy Glider ($8)
  7. Summon Executioner with Boost, destroy Timely Messenger, your base takes 1 (to 6) ($3)
  8. Summon Drakk Ramhorn ($1)
  9. Crashbarrow kills Basilisk, your base takes 2 (to 4)
  10. Shoddy Glider hits your base for 3 (to 1)
  11. Discard 1, draw 3
  12. Shoddy Glider dies, your base is destroyed

  • Patrol:
    :psblueshield:Squad Leader: Drakk Ramhorn (1/3+A)
    :psfist:Elite: Hooded Executioner (4/3)
    :ps_:Scavenger:
    :pschip:Technician: Captured Bugblatter (4/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 2
    Tech 2: 4
    Tech 3: 5
  • Units/Heroes:
  • Base: 14
  • Other:

Economy:

  • Workers: 11
  • Gold: 1
  • Hand: 3
  • Deck: 4
  • Discard: 7

Hand

Shoddy Glider, Graveyard, Thieving Imp

Discard

Shoddy Glider, Crashbarrow, Pirate-Gang Commander, Crash Bomber, Crash Bomber, Captured Bugblatter, Kidnapping

Think

1 Like

GG WP! UGH blood, the worst ^.^

I think if Iā€™d teched smarter for Stampede or Elm or Dinosize instead of the Pandas this past cycle, I might have pulled it off. Alas, base damage OP! But this is definitely an indication to me MoLaC is in a good spot, powerful but very beatable!

@zango close but no cigar, I was 1 short last turn of lethal

1 Like

Yeah when you mentioned things dying on upkeep I realised itā€™s not as strong as I thought. Itā€™s still really hard to break through, and I think a lot of specs would struggle very hard.