[CAMS24] Round1: P1 rathyAro [Feral]/Blood/Truth vs P2 Bryce_the_Rice [Finesse]/Discipline/Strength

@Bryce_The_Rice aye, we get a rematch from last tournament. I’ll update later today (hopefully).

edit:

Relevant rule changes:
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”

P1T1

Starting Hand

Young Treant
Rich Earth
Spore Shambler
Playful Panda
Rampant Growth

Workers

Rich Earth

Next Hand

Forest’s Favor
Tiger Cub
Verdant Tree
Ironbark Treant
Merfolk Prospector

Discard

Rampant Growth
Spore Shambler
Young Treant

Tech 0 card(s)
Get Paid - ($4)
Playful Panda, get wisp - ($2)
Worker - ($1)

Float ($1)
Discard 3, draw 5


Board Info:

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Playful Panda (2/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

Delicious, finally, some good fucking codex.


Turn 1

Hand: Wither, Spark, Bloom, Helpful Turtle, Granfalloon Flagbearer
Workers: Granfalloon Flagbearer

Techs

  1. Get paid (+$5, $5)
  2. Hire a worker ($4)
  3. Summon Grave Stormborne ($2)
  4. Cast Bloom on Grave ($0)
  5. Discard 3, draw 5

  • Patrol:
    :psblueshield:Squad Leader: Grave Stormborne (3/4+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

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

Economy:

  • Workers: 6
  • Gold: 0
  • Hand: 5
  • Deck: 0
  • Discard: 4

Hand

Timely Messenger, Brick Thief, Fruit Ninja, Older Brother, Tenderfoot

Discard

Bloom, Wither, Spark, Helpful Turtle

Think

I don’t remember what their deck does. It’s a variant of crashbarrow.dek? I might have to look up some matches. It’s been so long…
Decided to go with Grave here, but it was a tough choice. Mainly Grave because I think the sparkshot will come in handy.

1 Like

P1T2


Tech

Spectral Hound
Spectral Hound

Starting Hand

Ironbark Treant
Tiger Cub
Verdant Tree
Forest’s Favor
Merfolk Prospector

Workers

Rich Earth
Tiger Cub

Next Hand

Spore Shambler
Rampant Growth
Spectral Hound
Spectral Hound
Young Treant

Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech I - ($3)
Calamandra - ($1)
Merfolk Prospector - ($0)

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


Board Info:

In Patrol:

  • :psblueshield: Squad Leader: Playful Panda (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Calamandra (2/3, lvl 1)
  • Merfolk Prospector (1/1)

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

Not sure what to expect here, but seeing grave means there won’t be river midband popping my illusions.

Turn 2

Hand: Timely Messenger, Brick Thief, Fruit Ninja, Older Brother, Tenderfoot
Workers: Granfalloon Flagbearer, Fruit Ninja

Techs

Turn 2: Nimble Fencer, Rambasa Twin


  1. Tech 2 cards
  2. Get paid (+$6, $6)
  3. Hire a worker ($5)
  4. Build Tech 1 ($4)
  5. Summon Older Brother ($2)
  6. Grave kills Panda
  7. Midband Grave ($0)
  8. Discard 3, reshuffle, draw 5

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite: Older Brother (3/2)
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Grave Stormborne lvl 3 (4/5)
  • Base: 20
  • Other:

Economy:

  • Workers: 7
  • Gold: 0
  • Hand: 5
  • Deck: 4
  • Discard: 0

Hand

Nimble Fencer, Helpful Turtle, Tenderfoot, Brick Thief, Rambasa Twin

Discard

Think

Ah nice, I got to worker fruit ninja. Always a good sign.
I’m going to patrol in elite to really discourage attacking here. I know rampant growth can get a kill, but that’ll cost a card and gets me in the lead on cards, especially with twins coming up. Think I want to hit tech 2 before feral strike becomes a threat (though I can of course use grave to murder calamandra if it comes to it) and defend with either discipline big bodies or finesse big bodies. We’ll see how things progress.

P1T3


Tech

Feral Strike
Feral Strike

Starting Hand

Spectral Hound
Spectral Hound
Rampant Growth
Young Treant
Spore Shambler
Verdant Tree

Workers

Rich Earth
Tiger Cub
Spore Shambler

Next Hand

Forest’s Favor
Feral Strike
Ironbark Treant

Tech 2 card(s)
Get Paid - ($6)
Young Treant, draw 1 - ($4)
Rampant Growth Calamandra - ($2)
Midband Calamandra - ($0)
Tap Merfolk Prospector - ($1)
Worker - ($0)
Stealth Calamandra
Killl Grave, Calamandra to maxband

Float ($0)
Discard 1, draw 2, reshuffle, draw 1


Board Info:

In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2, resist 1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp (0/1, resist 1)
  • :target: Lookout:

In Play:

  • Calamandra (4/5, lvl 5)
  • Merfolk Prospector (1/1)

Buildings:

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

Economy Info:

Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I wanted to just go with the normal plan of play resistant hounds, but I think this line guarantees me at least a tech 1 feral strike and possibly a tech 2 feral strike if their board looks weak next turn.

Turn 3

Hand: Nimble Fencer, Helpful Turtle, Tenderfoot, Brick Thief, Rambasa Twin
Workers: Granfalloon Flagbearer, Fruit Ninja, Helpful Turtle

Techs

Turn 2: Nimble Fencer, Rambasa Twin
Turn 3: Leaping Lizard, Nimble Fencer


  1. Tech 2 cards
  2. Get paid (+$7, $7)
  3. Hire a worker ($6)
  4. Summon Nimble Fencer ($4)
  5. Summon Rambasa Twin, second arrives from codex ($0)
  6. Older Brother and Fencer kill Treant
  7. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite: Rambasa Twin (4/2)
    :ps_:Scavenger: Rambasa Twin (3/2)
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Nimble Fencer (2/3)
    Older Brother (2/2)
  • Base: 20
  • Other:

Economy:

  • Workers: 8
  • Gold: 1
  • Hand: 4
  • Deck: 0
  • Discard: 4

Hand

Timely Messenger, Spark, Wither, Bloom

Discard

Tenderfoot, Brick Thief, Nimble Fencer, Leaping Lizard

Think

Hmm well, I did foresee that as an option. I’m way ahead in cards and board presence now, and not even feral strike is scary right now (if they go tech 2, they won’t have much wall and I can probably break in and kill calamandra).

Wisp is in technician, so draw 1 card?

Hmm, you’re right, I think I would make a different play. I will edit my turn.
(My draw will be the same either way so I don’t need to redraw)

1 Like

(I updated it by the way)

P1T4


Tech

Crashbarrow
Crashbarrow

Starting Hand

Forest’s Favor
Ironbark Treant
Feral Strike

Workers

Rich Earth
Tiger Cub
Spore Shambler
Forest’s Favor

Next Hand

Playful Panda
Spectral Hound
Verdant Tree

Discard

Young Treant
Feral Strike
Crashbarrow
Crashbarrow

Tech 2 card(s)
Get Paid - ($7)
Ironbark Treant - ($4)
Tap Calamandra to put Stalking Tiger into play - ($0)
Tap Merfolk Prospector - ($1)
Worker - ($0)

Float ($0)
Discard 1, draw 3


Board Info:

In Patrol:

  • :psblueshield: Squad Leader: Stalking Tiger (4/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Ironbark Treant (1/2+2A)
  • :target: Lookout:

In Play:

  • Calamandra (4/5, lvl 5)
  • Merfolk Prospector (1/1)
  • Wisp (0/1)

Buildings:

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

Economy Info:

Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Sucks to stay at 3 cards, but I can’t ensure Cala’s safety otherwise. I think I can get to Tech 2 next turn. If Cala dies I’m ahead on tech, if she lives I can go for feral strike.

Turn 4

Hand: Timely Messenger, Spark, Wither, Bloom
Workers: Granfalloon Flagbearer, Fruit Ninja, Helpful Turtle, Spark

Techs

Turn 2: Nimble Fencer, Rambasa Twin
Turn 3: Leaping Lizard, Nimble Fencer
Turn 4: Grounded Guide, Star-Crossed Starlet


  1. Tech 2 cards
  2. Get paid (+$8, $8)
  3. Hire a worker ($7)
  4. Build Tech 2 Finesse ($3)
  5. Summon Timely Messenger ($2)
  6. Summon River Montoya ($0)
  7. Rambasa and Brother kill Tiger, Rambasa returns to Codex
  8. Rambasa and Fencer kills Treant, you draw
  9. Timely Messenger trades with Prospector
  10. Discard 2, reshuffle, draw 4

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: River Montoya (2/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
    Nimble Fencer (2/2)
    Rambasa Twin (3/1)
  • Base: 20
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 4
  • Deck: 6
  • Discard: 0

Hand

Tenderfoot, Star-Crossed Starlet, Grounded Guide, Older Brother

Discard

Think

This is actually really good, I set myself up well here. I’m firmly in the lead, being up on tech and on board. They’re also locked into calamandra, so I don’t even have to fear any haste right now.

Edit: fixed! @Bryce_The_Rice

P1T5


Tech

Shody Glider
Shoddy Glider

Starting Hand

Spectral Hound
Verdant Tree
Playful Panda

Workers

Rich Earth
Tiger Cub
Spore Shambler
Forest’s Favor
Playful Panda

Next Hand

Rampant Growth
Merfolk Prospector
Feral Strike

Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech II Blood - ($3)
Verdant Tree - ($1)
Spectral Hound - ($0)
Calamandra kills River, you draw 1

Float ($0)
Discard 1, draw 2, reshuffle, draw 1


Board Info:

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp (0/1)
  • :target: Lookout: Spectral Hound (3/3)

In Play:

  • Calamandra (4/3, lvl 5)
  • Verdant Tree (3)

Buildings:

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

Economy Info:

Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

I don’t think I can protect Cala against grounded guide + fencer, but I think my tech II can survive. I shouldn’t have been so aggresive with teching the feral strikes earlier.

Edit: so sad that I drew a tech 2 with my original draw but after properly teching 2 more I miss

Have a look at your tech choice, I think your reminder did not work :wink:

1 Like

Hm, not sure what happened here or how to fix it without redoing the draw. I actually did add my tech choices.

I’ll just manually change the sheet and this post with the tech I intended.

edit: wait no, the teched cards never made it to discard, I have to redo the discard/draw. one moment.

edit2: the sheet seems bugged, no matter what I put in my tech slot it still shows the place holders when I generate the template. It seems more annoying randomize my deck manually so I’ll try to debug, but if anyone know what might be going on, help would be appreciated.

I’ll just hold off taking my turn until this is resolved.
I don’t use the sheet so I don’t have any suggestions, sorry.
Maybe @FrozenStorm might be able to help

I pretty much see what happened. I’ll fix it when I get to a desktop. That may not be until the evening PST.

1 Like
Turn 5

Hand: Tenderfoot, Star-Crossed Starlet, Grounded Guide, Older Brother, Bloom
Workers: Granfalloon Flagbearer, Fruit Ninja, Helpful Turtle, Spark, Older Brother

Techs

Turn 2: Nimble Fencer, Rambasa Twin
Turn 3: Leaping Lizard, Nimble Fencer
Turn 4: Grounded Guide, Star-Crossed Starlet
Turn 5: Maestro, Blademaster


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$9, $9)
  4. Hire a worker ($8)
  5. Summon Grounded Guide ($3)
  6. Summon Star-Crossed Starlet ($1)
  7. Summon Tenderfoot ($0)
  8. Fencer kills Wisp, you draw
  9. Tenderfoot trades with Hound
  10. Rambasa destroys Verdant Tree
  11. Starlet destroys your Tech 2, your base takes 2
  12. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Grounded Guide (4/4+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
    Nimble Fencer (4/3)
    Star-Crossed Starlet (5/3)
    Rambasa Twin (4/1)
  • Base: 20
  • Other:

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 3
  • Deck: 2
  • Discard: 4

Hand

Brick Thief, Nimble Fencer, Wither

Discard

Maestro, Blademaster, Tenderfoot, Bloom

Think

Just as we drew it up. Rampant growth on cala will be annoying here, but if that happens, I probably just go to tech 3 and start threatening some serious power.
Shame I didn’t draw my lizard here, really could’ve used the defence next turn…

P1T6


Tech

Kidnapping
Desperation

Starting Hand

Rampant Growth
Feral Strike
Merfolk Prospector
Young Treant
Crashbarrow

Workers

Rich Earth
Tiger Cub
Spore Shambler
Forest’s Favor
Playful Panda
Feral Strike

Next Hand

Crashbarrow
Shody Glider
Ironbark Treant

Discard

Spectral Hound
Verdant Tree
Kidnapping
Desperation
Rampant Growth
Crashbarrow

Tech 2 card(s)
Get Paid - ($9)
Rebuild Tech II
Young Treant, draw 1 - ($7)
Rampant Growth Calamandra - ($5)
Calamandra kills grounded guide
Merfolk Prospector - ($4)
Worker - ($3)

Float ($3)
Discard 1, draw 3


Board Info:

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Young Treant (1/2)
  • :ps_: Scavenger:
  • :pschip: Technician: Merfolk Prospector (1/1)
  • :target: Lookout:

In Play:

  • Calamandra (4/1, lvl 5)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 6

Gold:

  • Gold: 3
  • Workers: 10
Thoughts

Not looking good, but finesse can struggle to close out games without grounded guide ime so if they draw badly and I can hit tech 2, I might be able to turn it around.

Turn 6

Hand: Brick Thief, Nimble Fencer, Wither
Workers: Granfalloon Flagbearer, Fruit Ninja, Helpful Turtle, Spark, Older Brother

Techs

Turn 2: Nimble Fencer, Rambasa Twin
Turn 3: Leaping Lizard, Nimble Fencer
Turn 4: Grounded Guide, Star-Crossed Starlet
Turn 5: Maestro, Blademaster
Turn 6: Maestro, Blademaster


  1. Tech 2 cards
  2. Starlet takes 1 damage
  3. Get paid (+$10, $10)
  4. Build Tech 3 ($5)
  5. Summon Nimble Fencer ($3)
  6. Summon River Montoya ($1)
  7. Starlet trades with Treant
  8. Injured Fencer kills Prospector, you draw
  9. Fencer and Rambasa destroy your Tech 2, your base takes 2
  10. Discard 2, draw 2, reshuffle, draw 2

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: River Montoya (2/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tech 3: 5
  • Units/Heroes:
    Nimble Fencer (2/1)
    Nimble Fencer (2/3)
    Rambasa Twin (3/1)
  • Base: 20
  • Other:

Economy:

  • Workers: 10
  • Gold: 1
  • Hand: 4
  • Deck: 8
  • Discard: 0

Hand

Timely Messenger, Leaping Lizard, Brick Thief, Bloom

Discard

Think

And now I’m in a super good position. I probably can’t break through next turn based on this draw, but I can so easily stall out any aggression until I get blademasters online. This is surely as good as done.

P1T7

Starting Hand

Shody Glider
Ironbark Treant
Crashbarrow
Shoddy Glider

Workers

Rich Earth
Tiger Cub
Spore Shambler
Forest’s Favor
Playful Panda
Feral Strike

Next Hand

Stalking Tiger
Kidnapping
Desperation
Spectral Hound
Feral Strike

Tech 0 card(s)
Get Paid + float - ($13)
Rebuild Tech II
Trade Calamandra with River, you draw 1
Quince - ($11)
Max Quince - ($7)
Quince makes Mirror into nimble fencer - ($5)
My fencer trades with your 2/1 fencer
Quince makes a Mirror - ($3)
Ironbark Treant, mirror copies - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


Board Info:

In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant Mirror (1/2+3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Ironbark Treant (1/2+2A)
  • :pschip: Technician: Quince (1/5, lvl 5)
  • :target: Lookout:

In Play:

Buildings:

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

Economy Info:

Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10