[CAMS24] Round3: P1 Moby_Dick [Fire]/Blood/Demon vs P2 Bryce_the_Rice [Finesse]/Discipline/Strength

Hey @Bryce_The_Rice,

good Deck choice! In my ranking it is just about the best one in this tourney. Definitly worth of winning it. But you will surely understand that I cannot let this happen.

Card changes in effect for the tourney linked here

CAMS24 P1T1

P1 [Fire]/Blood/Demonology vs. P2 [Finesse]/Strength/Discipline


StartingHand Workers

STARTING HAND
Mad Man (1/1)
Scorch
Pillage
Charge
Bombaster (2/2)


WORKERS
Scorch


NextHand

Careless Musketeer (2/1)
Makeshift Rambaster (1/2)
Nautical Dog (1/1)
Bloodburn
Bloodrage Ogre (3/2)


Discard

Bombaster (2/2)
Charge
Pillage


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
MM, deals 1 to your base - ($2)
Vandy - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy L1 (2/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Mad Man (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

No dog no power…

@Bryce_The_Rice’s turn!

Ah, a bold declaration… come on then! I welcome the challenge.


Turn 1

Hand: Brick Thief, Spark, Older Brother, Wither, Tenderfoot
Workers: Spark

Techs

  1. Get paid (+$5, $5)
  2. Hire a worker ($4)
  3. Build Tech 1 ($3)
  4. Summon Garus Rook ($1)
  5. Summon Tenderfoot ($0)
  6. Discard 3, draw 5

  • Patrol:
    :psblueshield:Squad Leader: Tenderfoot (1/2+A)
    :psfist:Elite:
    :ps_:Scavenger: Garus Rook (2/4)
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
  • Base: 19
  • Other:

Economy:

  • Workers: 6
  • Gold: 0
  • Hand: 5
  • Deck: 0
  • Discard: 3

Hand

Helpful Turtle, Timely Messenger, Fruit Ninja, Granfalloon Flagbearer, Bloom

Discard

Older Brother, Wither, Brick Thief

Think

Not workering fruit ninja turn 1 doesn’t bode well. Also vandy opener is a bit scary.
Let’s chill out and spend my gold, and see what happens next turn.

Did you enjoy your yearly camp? Australia, right? I was camping on Frazer and Kangaroo Island, long time ago…

CAMS24 P1T2

P1 [Fire]/Blood/Demonology vs. P2 [Finesse]/Strength/Discipline


Tech StartingHand Workers

TECH
Firebat (3/3)
Firebat (3/3)


STARTING HAND
Makeshift Rambaster (1/2)
Nautical Dog (1/1)
Careless Musketeer (2/1)
Bloodrage Ogre (3/2)
Bloodburn


WORKERS
Scorch
Bloodburn


NextHand

Bombaster (2/2)
Careless Musketeer (2/1)
Makeshift Rambaster (1/2)
Firebat (3/3)
Charge


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Oger - ($2)
Tech1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2)
  • :psfist: Elite:
  • :ps_: Scavenger: Mad Man (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy L1 (2/3)

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

Rook in that setup is always a challenge. He can kill Vandy with the right hand, but lobbers or charge would bring the Rook kill. Bomber is usually not playing that aggressive in the beginning, especially with such a big risk.

@Bryce_The_Rice’s turn!

Well, what I do is not ‘real’ camping, aka bush camping.
It’s a youth camp, in cabins, at a campsite.
But yes, I did enjoy it, thank you!

I haven’t been to either of those places, but I’ve heard good things. All of Australia that I’ve seen so far is beautiful.


Turn 2

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

Techs

Turn 2: Rambasa Twin, Nimble Fencer


  1. Tech 2 cards
  2. Get paid (+$6, $6)
  3. Hire a worker ($5)
  4. Build a Tower ($2)
  5. Summon Helpful Turtle ($0)
  6. Discard 3, reshuffle, draw 5

  • Patrol:
    :psblueshield:Squad Leader: Tenderfoot (1/2+A)
    :psfist:Elite:
    :ps_:Scavenger: Helpful Turtle (1/2)
    :pschip:Technician: Garus Rook (2/4)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tower: 4
  • Units/Heroes:
  • Base: 19
  • Other:

Economy:

  • Workers: 7
  • Gold: 0
  • Hand: 5
  • Deck: 3
  • Discard: 0

Hand

Bloom, Older Brother, Nimble Fencer, Wither, Granfalloon Flagbearer

Discard

Think

Lot of scary possible options from my opponent… hopefully this line works out, I’m kind of banking on no shadow blade (which is maybe hubris on my part). I really need my tech 1 to survive because I really want to tech up next turn, and start laying down big blockers.
Picking up rambasa and fencer for versatile options. I’m glad to not have rambasa in my next hand I think, it’ll probably be better to play it after I’ve teched up to help defend…

Basically this is a knife edge right now. If I can survive until turn… 5? I think I win.

Sounds great! Yes, Australia is very nice, I have seen the whole East coast. There is only one issue with that country. It is too far away.

CAMS24 P1T3

P1 [Fire]/Blood/Demonology vs. P2 [Finesse]/Strength/Discipline


Tech StartingHand Workers

TECH
Lobber (2/2)
Hotter Fire


STARTING HAND
Bombaster (2/2)
Careless Musketeer (2/1)
Makeshift Rambaster (1/2)
Firebat (3/3)
Charge


WORKERS
Scorch
Bloodburn
Careless Musketeer (2/1)


NextHand

Firebat (3/3)
Bombaster (2/2)
Pillage
Nautical Dog (1/1)
Bloodrage Ogre (3/2)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
midband Vandy - ($3)
Oger trades SL
Madman and Vandy kill Rook sparkshot Turtle
Vandy maxbands, doom Turtle
Firebat - ($1)

Float ($1)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Firebat (3/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy L5 (4/5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Rook in patrol means no birds, but i kill him anyway.

@Bryce_The_Rice’s turn!

I think you’ll find it’s all the other countries that are too far away!


Turn 3

Hand: Bloom, Older Brother, Nimble Fencer, Wither, Granfalloon Flagbearer, Rambasa Twin
Workers: Spark, Fruit Ninja, Granfalloon Flagbearer

Techs

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


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$7, $7)
  4. Hire a worker ($6)
  5. Summon Nimble Fencer ($4)
  6. Summon Rambasa Twin ($0)
  7. Turtle attacks Firebat
  8. Discard 3, draw 2, reshuffle, draw 3

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

  • Buildings:
    Tech 1: 5
    Tower: 4
  • Units/Heroes:
  • Base: 19
  • Other:

Economy:

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

Hand

Brick Thief, Timely Messenger, Leaping Lizard, Nimble Fencer, Bloom

Discard

Think

Well, they went for the full clear. Not that surprising. I maybe shouldn’t have hit technician though, because now I’m kind of wasting cards if I tech up. I think I played incorrectly.
Choosing to spend cards instead of Hero here, and trying to prevent rambasa from dying to firebat too easily. This is still very touchy, and my cycle is all funky. Just gotta play it out!

CAMS24 P1T4

P1 [Fire]/Blood/Demonology vs. P2 [Finesse]/Strength/Discipline


Tech StartingHand Workers

TECH
Firehouse (4)
Hotter Fire


STARTING HAND
Firebat (3/3)
Pillage
Nautical Dog (1/1)
Bombaster (2/2)
Bloodrage Ogre (3/2)


WORKERS
Scorch
Bloodburn
Careless Musketeer (2/1)
Pillage


NextHand

Hotter Fire
Mad Man (1/1)
Lobber (2/2)
Charge
Makeshift Rambaster (1/2)


Discard

Firebat (3/3)
Bloodrage Ogre (3/2)
Nautical Dog (1/1)
Bombaster (2/2)
Firehouse (4)
Hotter Fire


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Firebat trades SL
Vandy kills lookout sparkshot Fencer
Firebat - ($5)
Tech2 - ($1)

Float ($5)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Firebat (3/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy L5 (4/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Trades are OK so far, but not really good. No mistake, which I could use. Difficult turn. Bryce drew 3 from the new, it could be anything. Maybe he teched fencer and starlet or 2 tech2. I hope no fencer or starlet, which would allow him to break through. At least he cannot use Vandy’s levels and tech up. So this turn she should be safe from wither, too.

@Bryce_The_Rice’s turn!

Please mark your gold for tech 2 appropriately.


Turn 4

Hand: Brick Thief, Timely Messenger, Leaping Lizard, Nimble Fencer, Bloom
Workers: Spark, Fruit Ninja, Granfalloon Flagbearer, Bloom

Techs

Turn 2: Rambasa Twin, Nimble Fencer
Turn 3: Leaping Lizard, Nimble Fencer
Turn 4: Maestro, Grounded Guide


  1. Tech 2 cards
  2. Get paid (+$8, $8)
  3. Hire a worker ($7)
  4. Summon Grave Stormborne ($5)
  5. Summon Nimble Fencer ($3)
  6. Summon Timely Messenger ($2)
  7. Fencers kill Firebat
  8. Messenger kills Vandy, Grave midbands
  9. Discard 2, draw 4

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

  • Buildings:
    Tech 1: 5
    Tower: 4
  • Units/Heroes:
  • Base: 19
  • Other:

Economy:

  • Workers: 9
  • Gold: 2
  • Hand: 4
  • Deck: 0
  • Discard: 8

Hand

Older Brother, Helpful Turtle, Wither, Tenderfoot

Discard

Grounded Guide, Maestro, Nimble Fencer, Nimble Fencer, Leaping Lizard, Timely Messenger, Brick Thief, Rambasa Twin

Think

Teching up here is ideal, but getting a kill on Vandy is too nice to resist. So I’m skipping tech to put levels on Grave. Next turn I tech up and… ??? I don’t know actually. Maxband grave I guess? We’ll find out when we get there.

Thanks corrected!

So you want a hasty direct in the face game? Why did you not tell me before? That is usually not your style. I was unprepared.

CAMS24 P1T5

P1 [Fire]/Blood/Demonology vs. P2 [Finesse]/Strength/Discipline


Tech StartingHand Workers

TECH
Molting Firebird (4/3)
Molting Firebird (4/3)


STARTING HAND
Mad Man (1/1)
Charge
Makeshift Rambaster (1/2)
Lobber (2/2)
Hotter Fire


WORKERS
Scorch
Bloodburn
Careless Musketeer (2/1)
Pillage
Makeshift Rambaster (1/2)


NextHand

Bombaster (2/2)
Lobber (2/2)
Bloodrage Ogre (3/2)
Hotter Fire


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Midband Drakk - ($3)
Lobber - ($2)
Mad Man - ($1)
Lobber and MM trade Grave, Drakk maxband

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk L6 (3/4)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

I screwed up, there was another Fencer. 2x Fencer + Twins until Round 4 is tough. Need to change the plan and go all in to stand the ground against Finesse.

Post draw: Ok that is a completely useless hand to win the game.

@Bryce_The_Rice’s turn!

Ah you forget… I was originally a Blood player!


Turn 5

Hand: Older Brother, Helpful Turtle, Wither, Tenderfoot
Workers: Spark, Fruit Ninja, Granfalloon Flagbearer, Bloom, Wither

Techs

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


  1. Tech 2 cards
  2. Get paid (+$9, $11)
  3. Hire a worker ($10)
  4. Build Tech 2 Finesse ($6)
  5. Summon River Montoya ($4)
  6. Summon Older Brother ($2)
  7. Summon Tenderfoot ($1)
  8. Discard 1, reshuffle, draw 3

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

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tower: 4
  • Units/Heroes:
  • Base: 19
  • Other:

Economy:

  • Workers: 10
  • Gold: 1
  • Hand: 3
  • Deck: 8
  • Discard: 0

Hand

Timely Messenger, Helpful Turtle, Nimble Fencer

Discard

Think

Oops, I made an error last turn. I wanted to put my grave in technician but I didn’t update it, sad!
Well now we suffer with this lackluster defence and try to build tech 3 next turn, and then hopefully win by just having a lot of threats.

Film this match. The world needs this table talk in the form of a Codex shonen series.

1 Like

Honestly I thought it was quite nice that he remembered I do a yearly camp

1 Like

Yes, I remember when people are doing at least a bit extrodinary stuff.

Actually I had you deep in my mind somewhere with blood. But I think that was mainly before my time. And in the last tourneys you played more like a purple player, but never with purple.

CAMS24 P1T6

P1 [Fire]/Blood/Demonology vs. P2 [Finesse]/Strength/Discipline


Tech StartingHand Workers

TECH
Dark Pact
Lobber (2/2)


STARTING HAND
Lobber (2/2)
Bloodrage Ogre (3/2)
Hotter Fire
Bombaster (2/2)


WORKERS
Scorch
Bloodburn
Careless Musketeer (2/1)
Pillage
Makeshift Rambaster (1/2)


NextHand

Firebat (3/3)
Firebat (3/3)
Hotter Fire


Discard

Bloodrage Ogre (3/2)
Bombaster (2/2)
Hotter Fire
Dark Pact
Lobber (2/2)


Tech 2 card(s)
Get Paid + float - ($10)
Oger trades SL - ($8)
Bombaster explodes Tenderfoot - ($5)
Midband Vandy - ($1)
Lobber - ($0)
Drakk kills River, Vandy maxbands, doom lobber
Lobber breaks Tech 2

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy L5 (4/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Lobber (4/3) doomed
  • Drakk L6 (3/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

It is as well important in Codex to know when you are too far behind, even if it does not look like that. Bomber’s Tech 2 plan is more explosive and I am sure he just teched in 2 Blademaster and is planning to build tech 3 next turn. I don’t think there were tech slots for starlets, but all the other nasty Finesse stuff is in. My strategy on the other slide was building on board presence, which I don’t have. So I changed on all in on the birds and missed the 50%. Also missed firebats, firehouse or anything that would give me board presence.

So I have to be more risky from turn to turn. Wither will be my death. But he has a big cycle…

Post draw: Ok I am not meant to win this game. Having the second hotter fire and not the bird is very bad…

@Bryce_The_Rice’s turn!

Perhaps it was, admittedly I haven’t played blood in many years. But it was always my first love.
It’s true I haven’t played much purple… at least not beyond using it as an aid for blood. Maybe I should play more present.


Turn 6

Hand: Timely Messenger, Helpful Turtle, Nimble Fencer, Leaping Lizard
Workers: Spark, Fruit Ninja, Granfalloon Flagbearer, Bloom, Wither

Techs

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


  1. Technician draw
  2. Tech 1 card
  3. Get paid (+$10, $11)
  4. Rebuild Tech 2 ($11)
  5. Summon Garus Rook ($9)
  6. Maxband Rook ($2)
  7. Summon Nimble Fencer ($0)
  8. Discard 3, draw 5

  • Patrol:
    :psblueshield:Squad Leader: Garus Rook lvl 8 (4/6+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout: Nimble Fencer (2/3)

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tower: 4
  • Units/Heroes:
  • Base: 17
  • Other:

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 5
  • Deck: 2
  • Discard: 6

Hand

Nimble Fencer, Blademaster, Star-Crossed Starlet, Rambasa Twin, Maestro

Discard

Maestro, Helpful Turtle, Timely Messenger, Older Brother, Tenderfoot, Leaping Lizard

Think

Well this is not ideal, but Rook will provide a big stalling target, combined with Tower. Yes meta poses an issue here, but rook represents a heavy roadblock and cost. I may need versatile style to survive though.

Yes, Present with purple starter would fit quite well to your current style.

CAMS24 P1T7

P1 [Fire]/Blood/Demonology vs. P2 [Finesse]/Strength/Discipline


Tech StartingHand Workers

TECH
Desperation
Desperation


STARTING HAND
Firebat (3/3)
Firebat (3/3)
Hotter Fire


WORKERS
Scorch
Bloodburn
Careless Musketeer (2/1)
Pillage
Makeshift Rambaster (1/2)


NextHand

Nautical Dog (1/1)
Molting Firebird (4/3)


Discard

Bloodrage Ogre (3/2)
Bombaster (2/2)
Hotter Fire
Dark Pact
Lobber (2/2)
Lobber (2/2)
Desperation
Desperation


Tech 2 card(s)
Get Paid - ($9)
2x Firebat - ($5)
Hotter fire - ($2)
Firebat grills Fencer - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy L5 (4/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Firebat (3/3)
  • :target: Lookout:

In Play:

  • Hotter Fire
  • Drakk L6 (3/1)
  • Firebat (3/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 4
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Yea, that is over. With Fencer I cannot use DP. He will sowly build up and I my draws came in the wrong sequeence.

@Bryce_The_Rice’s turn!

I believe you still need to tech? Or maybe you did and it’s not marked, since your discard pile looks correct.

Forgot it first, and screwed up the sheet by correcting it. But now it is in and my tech coice is reflecting my mood in this game.

Ah the text, yes. Corrected. I am so bad with this sheet if it is going over just pressing the draw discard button.

Hence why I don’t use the sheet.

It makes me happy people are taking notes on my play.
This tournament has enough purple already though, I think!


Turn 7

Hand: Nimble Fencer, Blademaster, Star-Crossed Starlet, Rambasa Twin, Maestro
Workers: Spark, Fruit Ninja, Granfalloon Flagbearer, Bloom, Wither

Techs

Turn 2: Rambasa Twin, Nimble Fencer
Turn 3: Leaping Lizard, Nimble Fencer
Turn 4: Maestro, Grounded Guide
Turn 5: Star-Crossed Starlet, Blademaster
Turn 6: Maestro
Turn 7: Versatile Style, Blademaster


  1. Tech 2 cards
  2. Get paid (+$10, $10)
  3. Build Tech 3 ($5)
  4. Summon Maestro ($2)
  5. Summon Nimble Fencer ($2)
  6. Summon Star-Crossed Starlet ($2)
  7. Summon River Montoya ($0)
  8. Discard 2, draw 2, reshuffle, draw 2

  • Patrol:
    :psblueshield:Squad Leader: Garus Rook lvl 8 (4/6+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Star-Crossed Starlet (3/2)
    :target:Lookout: Maestro (3/5)

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tech 3: 5
    Tower: 4
  • Units/Heroes:
    River Montoya (2/3)
    Nimble Fencer (2/3)
  • Base: 17
  • Other:

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 4
  • Deck: 9
  • Discard: 0

Hand

Grounded Guide, Brick Thief, Blademaster, Rambasa Twin

Discard

Think

If I had one more easy damage, I would kill Vandy here, but I’m not willing to use my rook wal to achieve that. Therefore, I wait. Rook will absorb many attacks. Leaving the fencer backline to avoid getting burned by firebats.
A hasted firebird could prove troublesome here, but I will take the risk. I do have anti-air in my deck somewhere after all.
Versatile style will be necessary, I suspect. I may even pick up a second one soon.

Yes, I don’t like present too much either. I have put done a note in my thoughts for you after the game.

CAMS24 P1T8

P1 [Fire]/Blood/Demonology vs. P2 [Finesse]/Strength/Discipline


Tech StartingHand Workers

TECH
Dark Pact
Crash Bomber (2/2)


STARTING HAND
Molting Firebird (4/3)
Nautical Dog (1/1)


WORKERS
Scorch
Bloodburn
Careless Musketeer (2/1)
Pillage
Makeshift Rambaster (1/2)


NextHand

Molting Firebird (4/3)
Charge
Mad Man (1/1)


Discard

Bloodrage Ogre (3/2)
Bombaster (2/2)
Hotter Fire
Dark Pact
Lobber (2/2)
Lobber (2/2)
Desperation
Desperation
Nautical Dog (1/1)
Dark Pact
Crash Bomber (2/2)


Tech 2 card(s)
Get Paid - ($9)
Firebird breaks tech3 and deals 2 to units and heroes - ($5)
Firebats bring your base down to 9 - ($3)

Float ($3)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy L5 (4/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk L6 (3/1)
  • :target: Lookout:

In Play:

  • Hotter Fire
  • Molting Firebird (4/3)
  • Firebat (3/3)
  • Firebat (3/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 11

Gold:

  • Gold: 3
  • Workers: 9
Thoughts

Tech 3 like expected.

Actually, I don’t really know how I came in this position after the useless hands in turn 6 and 7, but there is still a chance to win. Took a while to realize it. But I have to admit I never completely understood how Bansa won his games, and that is what I want to find out this tournament.

I am pretty sure he everything in his Deck to prevent it, but the question is if he has it on hand? Blademaster is the highest risk especially in combination with lizzards, so Tech 3 has to go. I also have to ensure that I draw my entire deck to avoid the risk of missing bird or charge.

Note for Bomber: You missed backline damage with your fencer, which might have caused another move on my side.

@Bryce_The_Rice’s turn!