[CAMS24] Round5: P1 dwarddd monoblue vs P2 Moby_Dick [Fire]/Blood/Demon

I would believe that if the newsman is on 3, you would not be permitted to play that hotter fire

4 Likes

Nice turn, i did not consider that! Reply will take probably a day at least from me, am travelling tomorrow

1 Like

@Moby_Dick really sorry this took so long, this game is very hard to think about

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P1T9


StartingHand Workers

STARTING HANDFree Speech
Censorship Council
Community Service
Elite Training
Lawful Search
Insurance Agent(2/2a) insuring himself


WORKERS
Jail
Porkhand Magistrate
Spectral Aven
Bluecoat Musketeer
Manufactured Truth
Arrest


NextHand

Community Service
Insurance Agent(2/2a) insuring himself
Injunction
Scribe(1/3)
Elite Training


Discard

Free Speech
Traffic Director(1/1a) untargetable
Lawful Search
Elite Training
Censorship Council


Tech 0 card(s)
Get Paid - ($10)
free speech - ($8)
tap bigby draw
lawful search your hand, draw - ($7)
insurance agent, insuring your rambaster - ($6)
mirror - ($4)
Juggernaut hits your tech 2 to 1hp

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L5 Quince(1/5a)
  • :psfist: Elite: Mirror(1/1)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Insurance Agent(2/2) insuring rambaster, +r1

In Play:

  • Justice Juggernaut(4/6) on last life
  • L5 Bigby(3/4)
  • Reputable Newsman(0/3) blocking 2 cost

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 4
  • Workers: 10
Thoughts

killing stuff is too expensive (if only quince could die to Vandy), bigby wants to live, might as well use him to draw first… due diligence before drawing: not gonna community service a hand of three and killing and grabbing firebat too useless. potentially killing firebat and then risking community service could be fun, but really i think i want to keep juggernaut healthy a bit longer and hit some buildings. CS just to know his hand could almost be useful to know whether to use up my free tech 3 break but that’s sonexpensive when it has good chance of whiffing… and doing CS after killing firebat is so so risky. lets see what we draw and go from there

Please do correct this :wink:

1 Like

Yes, very difficult turns, for me as well. This one seems to be more straight forward, so fast response.

CAMS24 P2T9

P1 [Law]/Peace/Truth vs. P2 [Fire]/Blood/Demonology


StartingHand Workers

STARTING HAND
Mad Man (1/1)
Bombaster (2/2)
Fire Dart


WORKERS
Scorch
Pillage
Charge
Careless Musketeer (2/1)
Nautical Dog (1/1)


NextHand

Metamorphosis
Bloodrage Ogre (3/2)
Cinderblast Dragon (6/6)


Discard

Makeshift Rombaster (1/2)
Fire Dart


Tech 0 card(s)
Get Paid - ($10)
MSR dies, BB+1
Jaina + Drakk - ($6)
Vandy and firebat kill SL, Jaina +2
Bombaster - ($4)
MM - ($3)
BB kills Agent, BB +1 - ($2)

Float ($2)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Bloodburn +++
  • Hotter Fire
  • Firebat (3/2)
  • Vandy L5 (4/4)
  • Jaina L3 (2/3)
  • Drakk L1 (1/3)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 1 (Fire)
  • :heart: Tech III HP: 2

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 2

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

After deactivating my only useful card, the hand is too weak. I can make some good trades. Killing Quince is great, means no silence and I can fetch next round DP. Good that he did not kill Tech 3 this allows me to play 3 heroes. But it does not look good at all, too much gold on his side… I can probbably expect tech3 and cannot do much against it.

@Dwarddd’s turn!

If you have just meta/nothing but would have Dark pacted for it, take this! If you have both, i probably could have forfeited before doing my turn but couldn’t afford to find out lol. If you have only dragon… I’d like to change my turn please🫠

If you didn’t even tech meta… i have been bamboozled

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P1T10


Tech StartingHand Workers

TECH
General’s Hammer
General’s Hammer


STARTING HANDCommunity Service
Insurance Agent(2/2a) insuring himself
Scribe(1/3)
Elite Training
Injunction
Injunction
Scribe
Building Inspector(1/1)
Elite Training


WORKERS
Jail
Porkhand Magistrate
Spectral Aven
Bluecoat Musketeer
Manufactured Truth
Arrest


NextHand

Elite Training
Insurance Agent(2/2) insured rambaster
Free Speech
Lawful Search
General’s Hammer


Discard

Injunction
Elite Training
Building Inspector(1/1)
Community Service
Injunction


Tech 2 card(s)
Get Paid + float, insurance 2g 1 card - ($16)
scribe, draw 1 - ($14)
scribe, draw 1 - ($12)
insurance agent on madman - ($11)
bigby kills madman, reshuffle draw 1 - ($12)
oni to lvl 6 - ($5)
elite training oni and juggernaut - ($3)
jugger kills vandy, oni maxband
Injunction tech 1, disable firebat - ($0)

Float ($0)
Stash 1, Discard 3, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Scribe(1/3a)
  • :psfist: Elite:
  • :ps_: Scavenger: Scribe(1/3)
  • :pschip: Technician: Insurance Agent(2/2) insuring himself
  • :target: Lookout: L8 Oni(5/5a) anti air, +r1

In Play:

  • Justice Juggernaut(4+1/3) last life
  • L5 Bigby(3/3)
  • Reputable Newsman(0/3) blocking 3 cost
  • Mirror(0/1)
  • soldier*3(1/1) sparkshot

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

many more thoughts but i lost them, editing spreadsheet on phone is weird. but, even if i peek and see no dragon no meta, if i leave Vandy there’s then 5/8 chance of meta after dark Pact (im not buying that he hasnt teched it) and if i leave tech 3 there’s 60% anyway and this way at least if im lucky I’m still in a good position whereas the other way even with no meta they swing so hard

what about the bombaster?

Justice Juggernaut be unstoppable

1 Like

You cannot hide from justice

Well, i mean invisibility would work, but it sounded cool

3 Likes

No worries, finally I have a good hand with both. This should seal the deal. So far you had an answer to anaything, but I don’t think this time.

CAMS24 P2T10

P1 [Law]/Peace/Truth vs. P2 [Fire]/Blood/Demonology


StartingHand Workers

STARTING HAND
Metamorphosis
Bloodrage Ogre (3/2)
Cinderblast Dragon (6/6)


WORKERS
Scorch
Pillage
Charge
Careless Musketeer (2/1)
Nautical Dog (1/1)


NextHand

Lobber (2/2)
Lobber (2/2)
Firebat (3/3)
Hotter Fire


Discard

Makeshift Rombaster (1/2)
Fire Dart
Mad Man (1/1)
Fire Dart
Flame Arrow
Bloodrage Ogre (3/2)
Metamorphosis


Tech 0 card(s)
Get Paid + float - ($12)
BB shoots down mirror, BB +1
maxband drakk - ($7)
Dragon, Darts from Codex kill newsman, BB +1 - ($0)
Dragon kills Oni, Arrow from Codex kills Bigsby, Jaina Maxband
Jaina shoots down Juggernaut

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk L6 (3/4)
  • :target: Lookout:

In Play:

  • Bloodburn ++++
  • Hotter Fire
  • Firebat (3/2)
  • Cinderblast Dragon (6/1)
  • Jaina L7 (4/3)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 1 (Fire)
  • :heart: Tech III HP: 2

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

1 Damage short for lethal with a potential free speech. Have to play slow, otherwise he might have lethal. Killing all important units and heroes should be enough. Even if he can remove the dragon (and I don’t know how withou oni), I should have in the next hand the second one.

@Dwarddd’s turn!

Yep that’ll do it!

GG, that was really fun, i think i had a narrow window to tech something that would increase chance of winning on T8 when i forgot to tech before community servicing but otherwise i feel was both lucky and didnt make many silly mistakes and am very happy with this outcome!

I think you had lethal this turn too running Drakk into Onimaru for last two dmg

@zango they win

2 Likes

Very well played, it was a challenging game, since you always had an answer! It was the whole time balanced and could fall to one side or the other. I spend a lot of time on each turn evaluating the risks and potential turns.

Good catch with Drakk, I missed that one. Just considered the obvious, putting him in SL.

1 Like

@dwarddd what do you think about BB in this matchup? It is not often used…

I hated it! Especially with Hotter Fire. Also as if Jaina wasnt enough, it meant Truth was unplayable. Interestingly my main response to it was to rely on heroes due to it not being able to target them but i never got a good Oni series of attacks due to lack of HH (which i knew would just be blasted down if i built it).

But overall, it’s good against Peace for hitting garrisons, good against Truth for hitting illusions and good against Law since Law has a tendency to make long-running games where it gets lots of value.

1 Like

Thanks. My thoughts are similar. Seems to be very strong against blue. Newsman was a good answer but difficult to bring in the early game.