[CAPS25] Round2: P1 thehug0naut [Bashing]/Balance/Disease vs P2 charnel_mouse [Anarchy]/Demonology/Disease

Well met @charnel_mouse and GLHF as always

Active Changes
Card Change
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.”
Pirate Gunship Loses Obliterate
Vandy Midband loses Resist and cannot fetch Metamorphosis
Dark Pact Cost → 1g

P1T1


StartingHand Workers

STARTING HAND

Tenderfoot
Timely Messenger
Brick Thief
Fruit Ninja → Worker
Granfalloon Flagbearer


WORKERS

Fruit Ninja


NextHand

Older Brother
Helpful Turtle
Spark
Bloom
Wither


Discard

Timely Messenger
Brick Thief
Granfalloon Flagbearer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Troq - ($1)
Tenderfoot - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Troq Bashaar 2/3A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Tenderfoot 1/2

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Pretty good split, let’s see how he plays P2T1

1 Like

GL, HF!

P2T1

Starting hand: 5

Nautical Dog
Bloodrage Ogre
Makeshift Rambaster
Bloodburn
Scorch

Thoughts

I’m not sure what to expect as Tech II just yet, but hug0 doesn’t have any cheap combat heroes here – Troq and Midori are expensive to level, Orpal doesn’t have a high attack – so I don’t expect too much early aggression.


Get paid - (5)
Worker - (4)
Bloodrage Ogre - (2)
Nautical Dog - (1)
Float 1
Discard 2, draw 4


:psblueshield: Bloodrage Ogre 3/2+1A (end of turn: returns to hand if didn’t arrive or attack)
:exhaust: Nautical Dog 1/1 (frenzy 1)

:heart: Base HP: 20


Hand: 4

Mad Man
Bombaster
Careless Musketeer
Charge

Deck: 1

Pillage

Discard: 2

Makeshift Rambaster
Scorch

Card-count check (opponent-viewable)

Expected: 10
2 on board
4 in hand
1 in deck
2 in discard
1 in workers


Gold: 1
Workers: 6

5 x start
T1: Bloodburn

1 Like

P1T2


Tech StartingHand Workers

TECH

Intimidate
Intimidate


STARTING HAND

Wither
Older Brother
Helpful Turtle
Bloom
Spark → Worker


WORKERS

Fruit Ninja
Spark


NextHand

Intimidate
Helpful Turtle
Bloom
Granfalloon Flagbearer


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bloom Troq, kills Brogre, takes 3 - ($2)
Tenderfoot kills Dog, takes 1, you draw
Brother - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother 2/2A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Troq Bashaar 3/1 [+]
  • Tenderfoot 1/1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I want to clear his board so that I maintain my stronger aggro, only issue is he can easily counter kill Troq. I think I’m right to keep him under pressure so let’s skip Tech I this turn and put Brother in SQL

@charnel_mouse friendly nudge :grin:

1 Like

P2T2

Starting hand: 4

Mad Man
Bombaster
Careless Musketeer
Charge

Technician draw: 0

Pillage

Thoughts

Hmm. A bit of an awkward defence I’m putting up here, but I’m waiting for a good opening to counter-attack.

I expect either Balance II or Disease II, so Taxman or Disease I should be good in case of air units. If I go for Disease II, it’s probably more for Gorgon + Cursed Crow.

It’s interesting that hug0 didn’t build a Tech I, I suppose he’s going for Troq spells? Probably Intimidate, unless he’s going for an early Tech break with Wrecking Ball. I’ll take Sickness, to make sure I can still reduce his board with Intimidate reducing my counter-damage, and Gunpoint Taxman for some anti-air, in case of Balance II.

Teched cards: 2

T2: Gunpoint Taxman, Sickness


Get paid + float - (7)
Worker - (6)
Bombaster - (4)
Tech I - (2)
Careless Musketeer - (0)
Discard 2, reshuffle 8, draw 4


:psblueshield: Careless Musketeer 2/1+1A (exhaust: deal 1 to target unit/building, 1 to my base)
:exhaust: Bombaster 2/2 (1g, sacrifice: deal 2 damage to target patrolling unit)

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


Hand: 4

Scorch
Bloodrage Ogre
Nautical Dog
Gunpoint Taxman

Deck: 4

Makeshift Rambaster
Sickness
Charge
Mad Man

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

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


Gold: 0
Workers: 7

5 x start
T1: Bloodburn
T2: Pillage

1 Like

Troq likes bashing

P1T3


Tech StartingHand Workers

TECH

Fairie Dragon
Wandering Mimic


STARTING HAND

Granfalloon Flagbearer → Worker
Helpful Turtle
Intimidate
Bloom


WORKERS

Fruit Ninja
Spark
Granfalloon Flagbearer


NextHand

Wither
Brick Thief
Timely Messenger
Intimidate


Discard

Older Brother
Intimidate
Fairie Dragon
Wandering Mimic
Bloom
Helpful Turtle


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Expensive Tech I - ($3)
Intimidate Musketeer, dies - ($2)
Brother trades Bombaster, you draw
Midband Troq, hits Tech I to 1HP, midband breaks, your base to 18 - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot 1/1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L3 Troq Bashaar 4/5 [+, Attacks: deal 1 damage to a defending building]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Tech I break seems good to me here. Sharks probably the most obvious counter play but will he have played into that?

I guessed an Intimidate was probably coming, but I forgot about the balance changes…

P2T4

Starting hand: 4

Scorch
Bloodrage Ogre
Nautical Dog
Gunpoint Taxman

Technician draw: 1

Mad Man

Thoughts

OK… I’ll tech in a Carrion Curse to try to slow down the spell slinging, and make hug0 worry about hand size more. I’d like to bring out Zane to kill the Tenderfoot here, but if hug0’s taken double Intimidate then it can kill him afterwards if I don’t heal, and the last thing I want is Troq getting overpower at maxband. I can’t do that and play Bloodrage Ogre to block. I’ll just go for a Tower, to try to bleed Troq a little bit.

Teched cards: 2

T2: Gunpoint Taxman, Sickness
T3: Carrion Curse, Gunpoint Taxman


Get paid - (7)
Rebuild Tech I
Worker - (6)
Bloodrage Ogre - (4)
Nautical Dog - (3)
Tower - (0)
Discard 2, draw 3, reshuffle 6, draw 1


:psblueshield: Bloodrage Ogre 3/2+1A (end of turn: bounces to hand if didn’t arrive or attack)
:exhaust: Nautical Dog 1/1 (frenzy 1)

:heart: Base HP: 18
:heart: Tech I HP: 5
:heart: Tower HP: 4


Hand: 4

Makeshift Rambaster
Sickness
Charge
Gunpoint Taxman

Deck: 5

Careless Musketeer
Bombaster
Carrion Curse
Gunpoint Taxman
Mad Man

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

Expected: 10 + 4 teched = 14
2 on board
4 in hand
5 in deck
0 in discard
3 in workers


Gold: 0
Workers: 8

5 x start
T1: Bloodburn
T2: Pillage
T3: Scorch