[CAMS24] Round1: P1 charnel_mouse [Necromancy]/Anarchy/Blood vs P2 Titania [Finesse]/Feral/Growth

Generally it’s implied but it’s good to say. There are very very rare instances where you might not want to rebuild.
Although just listing the building as having health again is usually good enough

Building Inspector makes re-building non-trivial, so I’d say that mentioning a re-build is a good habit.

P1T6


Starting hand: 4

Crashbarrow
Deteriorate
Graveyard
Bone Collector

Thoughts

Well, I can just about break through again, here: Deteriorate, Zane, Garth, Imp, and a Crashbarrow can take out six targets. Since there are only five, I can get away with keeping the Imp. If I have the Crashbarrow take out the Elite, then it dies, and I can fetch it back, if that’s better than getting a Graveyard or a Collector down. If I want Zane to steal a patrol bonus, that leaves Deteriorate as the only option for taking out the Squad Leader. If I steal a gold, I could fetch, and summon a Skeleton to patrol, leaving the Imp free to chip away at Tech I. Otherwise, I could draw another card, and have 4 gold to spend on either it or Graveyard/Collector. Or just fetch anyway, and go back up to a 5-card hand. Let’s go for the card.

Tech-wise, I think I’m fine to still bring in the other Bugblatter, and a Death Rites can help with crowd control a bit.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: Captured Bugblatter, Doom Grasp
T6: Captured Bugblatter, Death Rites


Get paid - (9)
Deteriorate, Frog A withers away - (8)
Crashbarrow - (5)
Zane kills Frog D, we both draw 1, takes 1 damage

Technician draw: 1

Captured Bugblatter

Thoughts

Hmm. A Bugblatter is tempting. My problem is that, now that Zane’s attacked, I can’t easily get rid of both Calamandra and Tech II without bringing the Crashbarrow back. I do need Calamandra down, otherwise she has a lot of good assassination targets.

Garth kills Frog C, you get a gold, takes 1 damage
Crashbarrow trades with Frog B and Calamandra, Garth hits level 3
Maxband Garth, Crashbarrow returns - (1)
Crashbarrow destroys Tech II, your base to 16
Worker - (0)
Discard 2, draw 4
Crashbarrow collapses


:psblueshield: Thieving Imp 2/1+1A (1 damage)

Garth L7 3/4 (1g, once per turn: create a Skeleton; 1 damage)
Zane L6 4/1 (haste; kills Scavenger/Technician: share bonus; 3 damage)

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


Hand: 4

Bone Collector
Crashbarrow
Pestering Haunt
Skeletal Archery

Deck: 2

Doom Grasp
Shoddy Glider

Discard: 7

Shoddy Glider
Captured Bugblatter
Death Rites
Deteriorate
Crashbarrow
Graveyard
Captured Bugblatter

Card-count details (opponent-viewable)

Expected: 10 + 10 teched = 20
1 on board
4 in hand
2 in deck
7 in discard
6 in workers


Gold: 0
Workers: 10

4 x start
T1: Jandra, the Negator
T2: Skeleton Javelineer
T3: Summon Skeletons
T4: Poisonblade Rogue
T5: Sacrifice the Weak
T6: Bone Collector

You seem to have killed calamandra twice

1 Like

Er, yes, that second one should have been the Tech II. Fixed.

Mmm, building inspector is an excellent point. Thanks for the tip!

P2T6


Tech StartingHand Workers

TECH
Blooming Elm
Oversized Rhinoceros


STARTING HAND
Brick Thief
Blooming Ancient
Murkwood Allies
Centaur
Bloom
Blooming Ancient (from technician draw)


WORKERS
Fruit Ninja
Older Brother
Granfalloon Flagbearer
Spark
Bloom


NextHand

Helpful Turtle
Murkwood Allies
Tenderfoot
Blooming Ancient
Nimble Fencer


Tech 2 card(s)
Get Paid - ($9)
Scavenger and technician bonuses - ($10)
Worker - ($9)
Play Centaur - ($6)
Play brick thief, stealing from your base and gifting to mine - ($4)
Summon Argagarg - ($2)

Tech 2 building reconstruction completes
Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argagarg L1 (1/3 + 1 armor)
  • :psfist: Elite: Wisp (0/1 + 1 attack)
  • :ps_: Scavenger: Brick Thief (2/1)
  • :pschip: Technician:
  • :target: Lookout: Centaur (3/4)

In Play:

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

His available tech 2 cards are depressingly more gold-efficient than mine, but mine are slightly more card-efficient. Only one of these shortcomings corrects itself as the game goes longer, so now that I’ve got a big enough hand for a stable footing and he’s (hopefully?) starting to peter out with Garth max spent I’m just gonna stop giving him technicians to punch with Zane. It’s pretty difficult to know which cards he might have in hand at this point, so until more info comes through I’ll keep attempting to patrol around crashbarrow (in so far as such a thing is possible). It’s both more important and more doable than playing around shoddy glider. Knowing I can’t get hit by deteriorate this turn let’s me arrange the 1-health units a bit more effectively, not that I’d have had much choice but to gamble if I wasn’t sure.

P1T7


Starting hand: 4

Bone Collector
Crashbarrow
Pestering Haunt
Skeletal Archery

Thoughts

Crashbarrow gives me enough attack to destroy Tech II again, but I’m not sure whether I can split it up properly: 6o+4+3+2 vs 4+4+1+1+5. I could bring out Drakk once Zane dies, to make it 7o+4+3+3 instead, but I don’t think that helps.

If Zane trades with Brick Thief, I’d have 8 gold after the Crashbarrow. That’s enough for Tech III, Tech Lab, and Drakk/Collector. It still leaves my board pretty small, but it’s not the worst setup for Gunships: I’d only be leaving the Wisp on the board.

Alternatively, I could get Drakk, Collector, Skeleton, and an add-on, for a better board.

I’m a little concerned that I’m not going to be able to keep up with Allies spam, especially now Titania’s free to get Ancients down, giving them enough health to not trigger Bugblatters. So maybe the plan should be Gunships to get the base down, before the game gets out of hand.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: Captured Bugblatter, Doom Grasp
T6: Captured Bugblatter, Death Rites
T7: 2 x Pirate Gunship


Get paid - (10)
Crashbarrow - (7)
Crashbarrow trades with Argagarg, hits Centaur down to 2, levels fizzle
Thieving Imp trades with Centaur
Zane trades with Brick Thief, we both get a gold, levels fizzle - (8)
Garth kills Wisp, takes 1 damage
Drakk Ramhorn - (6)
Tech III - (1)
Tech Lab Anarchy - (0)
Discard 3, draw 2, reshuffle 13, draw 3
Crashbarrow collapses


:exhaust: Technician: Drakk L1 1/3 (dies: 1 to your base)

Garth L7 3/3 (1g, once per turn: create a Skeleton; 1 damage)

:heart: Base HP: 19
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Blood)
:heart: Tech III HP: 5
:heart: Tech Lab: 4 (Anarchy)


Hand: 5

Doom Grasp
Shoddy Glider
Pirate Gunship
Bone Collector
Death Rites

Deck: 10

Shoddy Glider
Captured Bugblatter
Deteriorate
Crashbarrow
Graveyard
Thieving Imp
Pestering Haunt
Skeletal Archery
Captured Bugblatter
Pirate Gunship

Discard: 1

Crashbarrow

Card-count details (opponent-viewable)

Expected: 10 + 12 teched = 22
0 on board
5 in hand
10 in deck
1 in discard
6 in workers


Gold: 0
Workers: 10

4 x start
T1: Jandra, the Negator
T2: Skeleton Javelineer
T3: Summon Skeletons
T4: Poisonblade Rogue
T5: Sacrifice the Weak
T6: Bone Collector

Judge please @FrozenStorm @Dreamfire @zango !

My opponent crashbarrowed my Argagarg, but unless I’m missing something this doesn’t actually kill crashbarrow. That means it dies end-of-turn after the hand redraw, which also means it doesn’t make it back into the deck, which means the 3 redrawn cards in my opponent’s hand are of pretty dubious validity.

2 Likes

Yep, good call. I’ll have the Crashbarrow die after the re-draw, and re-do that part of the hand.
EDIT: Done, back to you!

1 Like

And also please don’t worry about the nature of such misplays and weird draws. I’ve seen charnel missing on very very goods odds in crucial situations so often by now, I’m 100% sure that he is as far away from doing such a thing in purpose as possible!

1 Like

P2T7


StartingHand Workers

STARTING HAND
Helpful Turtle
Murkwood Allies
Tenderfoot
Blooming Ancient
Nimble Fencer


WORKERS
Fruit Ninja
Older Brother
Granfalloon Flagbearer
Spark
Bloom


NextHand

Blooming Ancient
Giant Panda
Timely Messenger


Discard

Centaur
Brick Thief
Murkwood Allies


Tech 0 card(s)
Get Paid + float - ($12)
Scavenger Bonus - ($13)
Play Booming Ancient - ($9)
Play Nimble Fencer → 1/1 rune on blooming ancient - ($7)
Play Tenderfoot → 1/1 rune on blooming ancient - ($6)
Play Helpful Turtle → 1/1 rune on blooming ancient - ($4)
Summon River → 1/1 rune on blooming ancient - ($2)
Move 2 1/1 runes to Tenderfoot
Tenderfoot attacks and kills Drakk, leveling River to 3
Move 2 1/1 runes to Nimble Fencer
Nimble Fencer attacks and destroys your tech lab, dealing 2 to your base

Float ($2)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River L3 (2/4 + 1 armor)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Helpful Turtle (1/2)
  • :target: Lookout:

In Play:

  • Blooming Ancient (2/4)
  • Tenderfoot (3/4 + 1 damage)
  • Nimble Fencer (4/5)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

This tournament nerfed pirate gunship to try to make it theoretically beatable with a sufficiently-ahead board. This game we’ll maybe learn how successful that was.

1 Like

The Drakk death takes your base down to 16.

P1T8


Starting hand: 5

Doom Grasp
Shoddy Glider
Pirate Gunship
Bone Collector
Death Rites

Technician draw: 1

Graveyard

Thoughts

Well, that’s annoying. I think Death Rites lets me clear the units out here, at least.

Teched cards: 0

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: Captured Bugblatter, Doom Grasp
T6: Captured Bugblatter, Death Rites
T7: 2 x Pirate Gunship


Get paid - (10)
Death Rites - (6)
Shoddy Glider - (5)
Garth summons a Skeleton - (4)
Garth sacrifices the Skeleton, Tenderfoot dies

... I draw

Thieving Imp

Shoddy Glider kills Helpful Turtle, you draw
Doom Grasp, sacrifice Shoddy Glider, Grasp and Rites destroy Nimble Fencer and Blooming Ancient - (0)
Discard 4, draw 5


:psblueshield: Garth L7 3/3+1A (1g, once per turn: create a Skeleton; sacrifice a Skeleton: draw 1; 1 damage)

:heart: Base HP: 17
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Blood)
:heart: Tech III HP: 5


Hand: 5

Captured Bugblatter
Crashbarrow
Pestering Haunt
Skeletal Archery
Captured Bugblatter

Deck: 3

Shoddy Glider
Deteriorate
Pirate Gunship

Discard: 8

Crashbarrow
Death Rites
Shoddy Glider
Doom Grasp
Pirate Gunship
Bone Collector
Graveyard
Thieving Imp

Card-count details (opponent-viewable)

Expected: 10 + 12 teched = 22
0 on board
5 in hand
3 in deck
8 in discard
6 in workers


Gold: 0
Workers: 10

4 x start
T1: Jandra, the Negator
T2: Skeleton Javelineer
T3: Summon Skeletons
T4: Poisonblade Rogue
T5: Sacrifice the Weak
T6: Bone Collector

1 Like

Oh right! Let me adjust my base HP above and then I’ll try to think through what comes next

2 Likes

Sorry to hold this up, but I have a (somewhat complicated) rules question :frowning:. I’m DMing the other judges and Zango right now to get an answer, but I wanted to let you know the reason you’re waiting.

I promise I believe in your ability and generosity to answer it! I just don’t want to ask you anyway, because I don’t want to inquire with the exact (potential, depending on answer) counter-play line I’m fearing.

That’s fine!

Alright, questions answered!

P2T8


StartingHand Workers

STARTING HAND
Blooming Ancient
Giant Panda
Timely Messenger
Oversized Rhinoceros (from technician draw)


WORKERS
Fruit Ninja
Older Brother
Granfalloon Flagbearer
Spark
Bloom


NextHand

Blooming Elm
Murkwood Allies
Wither


Discard

Centaur
Brick Thief
Murkwood Allies
Helpful Turtle
Blooming Ancient
Tenderfoot
Nimble Fencer
Giant Panda


Tech 0 card(s)
Get Paid + float - ($12)
Play Blooming Ancient - ($8)
Play Oversized Rhinoceros → 1/1 rune on Blooming Ancient - ($3)
Summon Calamandra → 1/1 rune on Blooming Ancient - ($1)
Play Timely Messenger → 1/1 rune on Blooming Ancient - ($0)
Move 3 1/1 runes to Timely Messenger
Timely Messenger attacks and kills Garth, leveling Calamandra to 3
River attacks your base down to 15

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Oversized Rhinoceros (7/8 + 1 armor)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • River L3 (2/4)
  • Calamandra L3 (3/4)
  • Blooming Ancient (2/4)
  • Timely Messenger (4/4, 3 damage)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Once he’s not already up on board in order to rely on snazzy combos (death rites, trading off blood haster guys with a bugblatter in play, chaos mirror, etc.), rhino seems like enough of a problem to close this out. I’d be on 2 copies here if it didn’t need the help of blooming elm to get around chump blockers. The one clean way around it is kidnapping, but it’s not that great here when I give it resist 1 and nothing against which it can trade off completely.

The selection of hero for this turn is a little bit interesting, since I want to be able to use Murkwood Allies next turn. If I play Arg I can possibly be locked out of Calamandra, but if I play Calamandra I can get her killed to also be locked out. In the end I think the investment required to get Calamandra through the rhino is enough that I’m okay with that, since double glider isn’t possible this turn. If he needs a Zane max to ping her + single glider that’s 7 gold down (because of shoving her to scavenger and Zane ping kill) and he gets 3 blockers (Zane + 2 gold hero + skeleton javelineer?), which is enough to still be annoying even with Argagarg max + blooming ancient up. I think the fail cases of not patrolling Calamandra to avoid that look better, so that removing Calamandra requires outlandish effort but he can maybe kidnap the rhino and get a good swing. Still gonna put the rhino as a squad leader over lookout though because the 9th point of health is very relevant. With a likely glider + crashbarrow coming out, I don’t want a single point of overpower damage to remove my 4/1.

Finally it looks like I’ve thrown up enough efficient block walls and removed the key threats long enough to get into the advantageous board state, so I just need to close before I get burned out. I think I can probably reliably keep a pirate gunship off the table? But breaking tech buildings repeatedly takes both more effort (higher HP) and doesn’t require investment from the opponent to keep rebuilding, so denying pirate commanders for any real length of time seems dubious. If I can get enough base damage now, I can close through those with a stealthed dinosized Calamandra. I’ll wait to tech it until next turn before the reshuffle to see if that plan still looks promising.

1 Like

P1T9


Starting hand: 5

Captured Bugblatter
Crashbarrow
Pestering Haunt
Skeletal Archery
Captured Bugblatter

Thoughts

Yep, looks like I should have just gone with teching Kidnapping after all. Bah.

Teched cards: 0

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: Captured Bugblatter, Doom Grasp
T6: Captured Bugblatter, Death Rites
T7: 2 x Pirate Gunship


Get paid - (10)
Tech Lab Anarchy - (9)
2 x Captured Bugblatter - (3)
Crashbarrow - (0)
Crashbarrow suicides into Oversized Rhinoceros for 5+1A damage, your base to 14
Discard 2, draw 3, reshuffle 11, draw 1


:ps_: Captured Bugblatter #1 4/2 (any unit dies: 1 to your base)
:exhaust: Captured Bugblatter #2 4/2 (any unit dies: 1 to your base)

:heart: Base HP: 15
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Blood)
:heart: Tech III HP: 5
:heart: Tech Lab HP: 4 (Anarchy)


Hand: 4

Shoddy Glider
Deteriorate
Pirate Gunship
Graveyard

Deck: 10

Crashbarrow
Death Rites
Shoddy Glider
Doom Grasp
Pirate Gunship
Bone Collector
Thieving Imp
Crashbarrow
Pestering Haunt
Skeletal Archery

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

Expected: 10 + 12 teched = 22
2 on board
4 in hand
10 in deck
0 in discard
6 in workers


Gold: 0
Workers: 10

4 x start
T1: Jandra, the Negator
T2: Skeleton Javelineer
T3: Summon Skeletons
T4: Poisonblade Rogue
T5: Sacrifice the Weak
T6: Bone Collector

Well played! It was a pleasure and your team is a scary one. If you don’t mind, may I go back through the thread and read your private info sections to satisfy some curiosities? You’re welcome to any of mine.

P2T9


StartingHand Workers

STARTING HAND
Blooming Elm
Murkwood Allies
Wither


WORKERS
Fruit Ninja
Older Brother
Granfalloon Flagbearer
Spark
Bloom


Tech 0 card(s)
Get Paid - ($10)
Play Blooming Elm - ($7)
Cast Murkwood Allies → 4 1/1 runes on Blooming Ancient - ($2)
Timely Messenger trades into Captured Bugblatter, overpowering down the other Captured Bugblatter. My base goes takes… 6 damage? Is that how that works? Either way you draw and gain 1 gold.
Blooming ancient (4 runes) attacks your base for 6, putting it to 9
Move 4 1/1 runes to Oversized Rhinoceros
Oversized Rhinoceros (4 runes) attacks your base for 11, destroying it to end the game


Board Info:
In Play:

  • River L3 (2/4)
  • Calamandra L3 (3/4)
  • Blooming Ancient (2/4)
  • Oversized Rhinoceros (7/8 + 4x 1/1 runes, 5 damage)
  • Frog A (1/1)
  • Frog B (1/1)
  • Frog C (1/1)
  • Frog D (1/1)
  • Blooming Elm (4 HP)

Buildings:

  • :heart: Base HP: 8
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 1
  • Deck: 1
  • Disc: 10

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

Rawr

I don’t understand how a bugblatter can be ruled to be simultaneously alive to have its ability and dead for its ability to be relevant, but I know that it is. Given that bizarre ruling, I don’t feel confident that intuition or logic can predict how this situation works either: where it, another bugblatter, and timely messenger all die simultaneously.

3 Likes

correct. 6 dmg. You must imagine that bugblatter activates when a unit is about to leave the field (itself included). Since the battle dmg resolves at the same time, messenger trades with bugblatters. Bugblatters effect activates because 3 units are about to leave the field. Each bugblatter resolves its effect (one at a time) then all three cards leave the field. Hope this helps. also @zango

2 Likes

Well played! I took some cards to deal with more Allies spam, but I should probably have just taken some Kidnappings instead.

Feel free to go through my thoughts. Reading those after the match is over is always fair game.

1 Like

I’m not sure that the effects are done before the cards leave, given combat is instant, but they definitely go on the stack before the cards leave.