CAPS 2017: Barrelfish ([Finesse]/Present/Law) vs. Shadow-Night-Black ([Balance]/Growth/Finesse)

Not a judge but pretty certain you don’t need to reshuffle just for having an errant hero in your summary

Also you must be a software developer to comment your Midori’s existence, eh? :grinning:

4 Likes

No reshuffle needed.

The list of actions is the authority for what you attempted to do. If that is legal, and the summary is wrong, we just correct the summary and move along. Note that the list of patrollers is considered part of the actions list.

3 Likes

P1T7


StartingHand Workers

STARTING HAND
Nimble Fencer
Tenderfoot
Judgment Day
Bloom
Argonaut
Judgment Day


WORKERS
Spark
Fruit Ninja
Helpful Turtle
Older Brother
Brick Thief
Granfalloon Flagbearer


NextHand

Injunction
Hyperion
Injunction
Tricycloid
Nimble Fencer


Tech 0 card(s)
Get Paid - ($10)
Geiger - ($8)
Exhaust River to sideline Tiny Basilisk
Messenger suicides into River
Nimble Fencer “My name is Inigo Montoya. You killed my father. Prepare to die” - ($6)
Tenderfoot (free because of River, hasted because of Fencer) "My name is Inigo Montoya. You killed my father. Prepare to die"
Fencer slays your River. You get a gold. Geiger to level 3. "MY NAME IS INIGO MONTOYA. YOU KILLED MY FATHER. PREPARE TO DIE"
Hyperion kills Young Treant. We both draw. Basilisk stops dancing
Maxband Geiger and flicker Hyperion - ($4)
Hyperion hits your Tech III. I draw again.
Argonaut ($1)
Tenderfoot breaks your Tech III. Your base to 17.

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Lvl 5 Geiger (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Argonaut (3/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Lvl 5 River (3/4)
  • Hyperion (4/5)
  • Nimble Fencer (2/1)
  • Tenderfoot (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
3 Likes

Tiny Basilisk is unattackable and unstoppable by tech 0 units. (Cannot be attacked by tech 0 units and can ignore tech 0 patrollers when attacking.)

Might need to adjust your attack target! :wink:

Good catch. Broke Tech III instead and redrew.

I think you’re floating one gold too many.

Also correct. Forgot to edit that part.

What he said.

EDIT, @Barrelfish, forgot I had a MoLaC alrady in play (Doh!)

@Barrelfish my turn should now be legal, (and much like the original now I remember the fake Midori I somehow forgot to remove from my spreadsheet)
b]P2T7[/b]


StartingHand Workers

STARTING HAND
Tiger Cub (2/2)
Merfolk Prospector (1/1)
Playful Panda (2/2)
MoLaC
Potent Basilisk


WORKERS
Rich Earth
Spore Shambler
Forest’s Favor
Verdant Tree
Ironbark Treant (2/2 + AA)


NextHand

Guargum, Eternal Sentinel
Rampant Growth
Nimble Fencer # 1 (2/3, haste)
Nimble Fencer # 2 (2/1, haste)
Wandering Mimic


Discard

Young Dancing Treant (2/4, can’t attack)
Two Step
Tiny Basilisk (1/2, Deathtouch)
Playful Panda
MoLaC
Merfolk Prospector (1/1)


Tech 0 card(s)
Get Paid - ($10)
Scav + Tech Draw - ($11)
Rebuild Tech 3
Arg - ($9)
Basilisk Trades with Geiger, Arg to mid, MoLaC @ 4
Max Arg - ($7)
Potent Basilisk - ($3)
Tiger Cub - ($1)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Potent Basilisk (3/5 + A, Untargetable, Deathtouch)
  • :psfist: [I]Elite[/I]: Wisp (0 + 1/1)
  • :ps_: [I]Scavenger[/I]: Arg (1/5, lvl 3)
  • :pschip: [I]Technician[/I]: Tiger Cub (2/2)
  • :target: [I]Lookout[/I]: Water Elemental (3/3, Anti-Air)
    [B]In Play:[/B]
  • MoLaC 4 runes
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Balance)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

Okay, third time is the charm. Next turn I am gaurnteed to have a haste unit (unless he breaks tech 1 and breaks tech 2/my tech lab or has no haste units in play), so MoLaC will activate and from there it is clean sailing. If he manages both of the above, I can’t see how he also breaks tech 3, so I have 5/6 of just dumping Guargam, which should also just end the game.

1 Like

I was kind of hoping you would forget about MoLaC

P1T8


Tech StartingHand Workers

TECH
Ready or Not


STARTING HAND
Nimble Fencer
Hyperion
Injunction
Tricycloid
Injunction
Judgment Day


WORKERS
Spark
Fruit Ninja
Helpful Turtle
Older Brother
Brick Thief
Granfalloon Flagbearer


NextHand

Judgment Day
Timely Messenger
Wither
Bloom
Injunction


Discard

Injunction
Ready or Not
Nimble Fencer
Judgment Day
Nimble Fencer
Hyperion


Tech 1 card(s)
Get Paid + float - ($11)
Bigby - ($9)
Bigby puts an Injunction on your Tech II. Potent Basilisk is disabled - ($6)
Tenderfoot hits Arg
Hyperion kills Arg. I draw, you get a gold, Bigby to lvl 3
Nimble Fencer trades with Tiger Cub. You draw
Argonaut readily kills Water Elemental
Tricycloid - ($1)
Tricycloid pings your Wisp, killing it
Tricycloid pings your Tech III twice
River breaks your Tech III. Your base to 15. Note that you can’t rebuild next turn because your Tech II is disabled

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Argonaut (3/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Lvl 3 Bigby (2/4)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Lvl 5 River (3/4)
  • Hyperion (4/4)
  • Tenderfoot (1/1)
  • Tricycloid (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
4 Likes

P2T8


Tech StartingHand Workers

TECH
Artisian Mantis
Artisian Mantis


STARTING HAND
Nimble Fencer # 2 (2/1, haste)
Guargum, Eternal Sentinel
Nimble Fencer # 1 (2/3, haste)
Rampant Growth
Wandering Mimic
Wandering Mimic


WORKERS
Rich Earth
Spore Shambler
Forest’s Favor
Verdant Tree
Ironbark Treant (2/2 + AA)
Rampant Growth


NextHand

Two Step
Wandering Mimic
Merfolk Prospector (1/1)
Artisian Mantis
MoLaC


Tech 2 card(s)
Get Paid + float - ($11)
Scav + Tech - ($12)
Complain about the horrors of beurocracy preventing my tech 3 from rebuilding
Nimble Fencer #1 - ($10)
Nimble Fencer #2 - ($8)
Nimble Fencer #1 Trades with Argonaut, MoLaC to 5 and Activates,
Midori - ($6)
Nimble Fencer #2 kills Bigby, Midori to lvl 3
Max Midori - ($1)
Worker - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Midori (9/10, lvl 8)
    [B]In Play:[/B]
  • MoLaC 5 runes
  • Potent Basilisk (8/10, Untargetable, Deathtouch)
  • Nimble Fencer (7/6, haste)
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech Lab HP: 4 (Balance)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

Just need to defend his last few turns, Only playable cards in hand are the Fencers, one need to activate MoLaC, the other might as well kill Bigby to prevent further Injuctions, as he or River can just side line them If I patrol with them. Teching in 2 Artisian Mantis, as in a drawn out game I have a serious advantage, so anything that can prevent him from chipping me out will help greatly. Midori is the most hp I can put out as a defender (only one hero due to no Tech 2), so he is patrolling. The hp from SL doesn’t help much, nor the extra card from Tech, but making Barrelfish pay extra if he wants to target him with Tricycleoids might make a lot of difference. Next turn Arg can fill my board again if Midori dies, and if Midori doesn’t, I have a 9 attack flier to base race with. The main question I have is do I build a hero’s hall. It would make 2 more of my draws dead (my wandering mimics, which might be a dead draw if he kills my tech 2 again anyway), but would all but gaurentee I have a patrol zone next turn.

2 Likes

That’s GG! @EricF Thanks for a fun game. I never realized how much Princess Bride potential this deck has.

I’m not sure how this deck should best handle MoLaC. Although the fact that you played it and instantly got 3 runes on T5 but couldn’t actually activate until T8 gives me hope that the “play lots of hasty guys” strategy could work. Maybe I should have base-raced you instead of going for tech buildings.

5 Likes

yeah, This deck can have trouble activating MoLaC, only hasty units are Fencers and Wandering Mimics (who still need Fencers…) so I’ve had a couple of games now where I can only guarantee 2 runes per deck cycle, unlike the Anarchy Strength version, which leads me floundering in the wind. Once MoLaC hits killing tech 1 is very important against my deck, Tech 2 only if you are using hasty units yourself (or just the tech lab, waste my turns and money), but a base race is a good idea (I only just teched the mantis to stop that idea)

Very fun game! Thanks for playing!

2 Likes