[CAPS25] Round4: P1 charnel_mouse [Anarchy]/Demonology/Disease vs P2 Bryce_The_Rice monopurple

GL, HF @Bryce_The_Rice!

Relevant changes:

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.”
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Hyperion change stats to 4/4
Tricycloid change stats to 3/2

P1T1

Starting hand: 5

Mad Man
Bombaster
Makeshift Rambaster
Bloodburn
Pillage

Thoughts

I mostly have hasted units in hand, so let’s get Zane and Mad Man down, and I can put more of a patrol down next turn, ready to cover Zane and set up for Sharks if I feel like it.


Get paid - (4)
Worker - (3)
Mad Man - (2)
Captain Zeno Zane - (0)
Zane and Mad Man hit your base to 17
Discard 3, draw 5


Zane L1 2/2 (haste)
Mad Man 1/1 (haste)

:heart: Base HP: 20


Hand: 5

Nautical Dog
Bloodrage Ogre
Careless Musketeer
Charge
Scorch

Deck: 0
Discard: 3

Bombaster
Makeshift Rambaster
Pillage

Card-count check (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers


Gold: 0
Workers: 5

4 x start
T1: Bloodburn

Oh, so it’s like that.


Turn 1

Hand: Hardened Mox, Plasmodium, Time Spiral, Tinkerer, Fading Argonaut
Workers: Plasmodium

Techs

  1. Get paid (+$5, $5)
  2. Hire a worker ($4)
  3. Summon Fading Argonaut ($2)
  4. Summon Max Geiger ($0)
  5. Discard 3, draw 5

  • Patrol:
    :psblueshield:Squad Leader: Fading Argonaut (2/3+A) (Fading 3)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Max Geiger (2/3)
    :target:Lookout:

  • Buildings:
  • Units/Heroes:
  • Base: 17
  • Other:

Economy:

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

Hand

Temporal Research, Forgotten Fighter, Neo Plexus, Nullcraft, Battle Suits

Discard

Hardened Mox, Tinkerer, Time Spiral

Think

I would like to play mox, but pillage is a real concern. Better to not allow it and stack up some defence. Geiger in technician for much the same reason, and I probably will want to play two things if he dies.

P1T2

Starting hand: 5

Nautical Dog
Bloodrage Ogre
Careless Musketeer
Charge
Scorch

Thoughts

I could maxband Zane to get rid of the Argonaut, but that seems a little premature. The alternative is to get Ogre down, and do something big next turn. I’m more comfortable with that, even if it means attacking into Battle Suits or the like.

Putting Mad Man in Squad Leader would stop Nullcraft allowing a Zane kill, but Forgotten Fighter would be a problem, so it goes in Scavenger.

Teched cards: 2

T2: 2x Surprise Attack


Get paid - (5)
Worker - (4)
Tech I - (2)
Bloodrage Ogre - (0)
Discard 3, reshuffle 8, draw 5


:psblueshield: Bloodrage Ogre 3/2+1A (end of turn: returns to hand if didn’t arrive or attack)
:ps_: Mad Man 1/1 (haste)

Zane L1 2/2 (haste)

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


Hand: 5

Bombaster
Surprise Attack
Surprise Attack
Nautical Dog
Scorch

Deck: 3

Makeshift Rambaster
Pillage
Charge

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

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


Gold: 0
Workers: 6

4 x start
T1: Bloodburn
T2: Careless Musketeer

Turn 2

Hand:
Workers: Plasmodium, Temporal Research

Techs

Turn 2: Argonaut, Argonaut


  1. Tech 2 cards
  2. Fading
  3. Get paid (+$6, $6)
  4. Hire a worker ($5)
  5. Build Tech 1 ($4)
  6. Summon Neo Plexus ($2)
  7. Summon Nullcraft ($0)
  8. Nullcraft kills Mad Man
  9. Discard 2, reshuffle, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Fading Argonaut (2/3+A) (Fading 2)
    :psfist:Elite:
    :ps_:Scavenger: Neo Plexus (2/2)
    :pschip:Technician: Max Geiger (2/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Nullcraft (1/1)
  • Base: 17
  • Other:

Economy:

  • Workers: 7
  • Gold: 0
  • Hand: 4
  • Deck: 3
  • Discard: 0

Hand

Argonaut, Tinkerer, Battle Suits, Forgotten Fighter

Discard

Think

There’s a line where I clear their board, but I’m left with only geiger and nullcraft and like… that’s not very threatening. They can easily just play vandy and taxman and dare me to make a move. I think walling up is a bit stronger than going on the offensive. It should give me space to build tech 2 reasonably safely, I think.

Dear players, please speed up this match as two turns in 6 days is not exactly what we’re hoping for. Also this is the only undecided match left from the current round…

@charnel_mouse I hope all is fine on your side?

I’m fine, just too busy.

P1T3

Starting hand: 5

Bombaster
Surprise Attack
Surprise Attack
Nautical Dog
Scorch

Thoughts
  1. Surprise Attack (2), Ogre and Sharks trade with Fading Argonaut and Geiger. Zane hits midband, so I can patrol, or steal gold from the Plexus and accept Nullcraft killing Zane (3). Worker (1/2), then Nautical Dog or Bombaster to patrol (0).
  2. Maxband Zane (2), shove Argonaut, Ogre kills Geiger, Zane kills Plexus (3), patrol with Bombaster (1), worker (0).
    I prefer the latter here: it keeps the Surprise Attacks concealed, is more likely to keep Zane alive, and bypasses the Argonaut instead of killing it, so I can hit better targets and get it closer to fading away.
Teched cards: 2

T2: 2x Surprise Attack
T3: Gunpoint Taxman, Sickness


Get paid + Scavenger - (7)
Maxband Zane, shove Fading Argonaut to Lookout, hit to 2 - (2)
Bloodrage Ogre trades with Geiger, you draw, levels fizzle
Zane kills Neo Plexus, shares the Scavenger gold, takes 2 damage - (3)
Worker - (2)
Bombaster - (0)
Discard 3, draw 3, reshuffle 7, draw 2


:psblueshield: Bombaster 2/2+1A (1g, sacrifice: deal 2 damage to patrolling unit)

Zane L6 4/2 (haste; shares Scavenger/Technician bonus on kill)

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


Hand: 5

Makeshift Rambaster
Pillage
Charge
Bloodrage Ogre
Surprise Attack

Deck: 5

Mad Man
Gunpoint Taxman
Sickness
Surprise Attack
Nautical Dog

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

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


Gold: 0
Workers: 7

4 x start
T1: Bloodburn
T2: Careless Musketeer
T3: Scorch

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Turn 3

Hand: Argonaut, Tinkerer, Battle Suits, Forgotten Fighter, Hardened Mox
Workers: Plasmodium, Temporal Research, Tinkerer

Techs

Turn 2: Argonaut, Argonaut
Turn 3: Immortal, Tricycloid


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$7, $8)
  4. Summon Vir Garbarean ($6)
  5. Cast Forgotten Fighter, returning Bombaster to your hand ($4)
  6. Fading Argonaut kills Zane, Vir gains 2 levels
  7. Summon Argonaut ($1)
  8. Hire a worker ($0)
  9. Nullcraft hits your Tech 1
  10. Discard 2, draw 2, reshuffle, draw 2

  • Patrol:
    :psblueshield:Squad Leader: Argonaut (3/4+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Vir Garbarean lvl 3 (2/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Nullcraft (1/1)
  • Base: 17
  • Other:

Economy:

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

Hand

Argonaut, Time Spiral, Immortal, Neo Plexus

Discard

Think

Ok, aggression begins. I can swing back though. It does delay my tech 2 sadly, but I think the board control I get in return is worth it.

@charnel_mouse I know life may be busy but still: friendly poke as right now there are 6 other players waiting

I am away from my computer for a week starting today, but I can still take turns from my phone (slower)

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Just put me down with a loss, this isn’t going to change any time soon.

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Thanks for letting the tournament proceed while it saddens me to stress you with the progress.
@Bryce_The_Rice with you bring afk I’ll pick the round with you having a bye as the next one.

Hey man if you want to play it out later I’d be down

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