[Casual Draft] charnel_mouse vs FrozenStorm

P1T7


Tech StartingHand Workers

TECH
Xenostalker
Hive


STARTING HAND
Xenostalker
Sensei’s Advice
Aged Sensei
Sickness
Tiny Basilisk


WORKERS
Fox Viper
Fox Primus
Grappling Hook
Smoker


NextHand

Gilded Glaxx
Sensei’s Advice
Safe Attacking
Sickness
Hive


Tech 2 card(s)
Get Paid + scavenger - ($9)
Tiny Basilisk - ($7)
Aged Sensei - ($6)
Vir Garbarean - ($4)
Peek
Tech II Future - ($0)

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk 1/2+1A (deathtouch, can’t be attacked by Tech 0 units)
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei 1/1
  • :pschip: Technician: Vir L1 2/3
  • :target: Lookout:

In Play:

  • Battle Suits (+1 attack for soldiers/mystics)

Buildings:

  • :heart: Base HP: 8
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Max Garth to get a crashbarrow, kill tiny b and vir, zombie kills Sensei, horrors Fargo and Garth take down your base. GG WP!

Want to play another?

1 Like

Bah, I should’ve just started with Sickness instead of going for Assimilate so early.

I’m up for more! I’ll start with Black/Law.

I’ll try white discipline finesse

OK, let’s see how [Disease/Necromancy]/Law fares.

I’ll round out with Strength then. GL HF!

Game 2, Player 1, Turn 1

P1 [Discipline/Strength]/Finesse vs P2 [Disease/Necro]/Law

Starting Hand

Morningstar Flagbearer
Smoker
Fox Primus
Savior Monk
Fox Viper

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Main:

  • Grave (2)
  • Smoker (1)
  • Worker (0)
Workers

Fox Viper

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Grave (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Smoker (1/1)

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Safe Attacking
Grappling Hook
Sensei's Advice
Aged Sensei
Snapback

End of Turn Discard
My Thoughts

Let’s try the aggro white P1 draft


GLHF! No prior experience with the White vs. Black matchup, so we’ll see what happens.

P2T1


StartingHand Workers

STARTING HAND
Sacrifice the Weak
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Thieving Imp


WORKERS
Jandra, the Negator


NextHand

Pestering Haunt
Skeleton Javelineer
Graveyard
Summon Skeletons
Deteriorate


Discard

Skeletal Archery
Sacrifice the Weak
Poisonblade Rogue


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Thieving Imp, you discard card #5 of 5 - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp 2/2+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

No point playing the Rogue with that Smoker out, so I’m holding off on heroes for now and just starting with the Imp. Imp in Elite would be nice to delay Grave, but Sensei’s Advice would let the Smoker trade with it. Actually, is that so bad? I’d lose 3g+1c at a cost of 2g+2c, plus the card that’s already been lost. Or he Hooks to kill for 1c, but he can do that anyway. No, he can just midband to survive, right? I’ll just stick to SQL.

Not sure what to expect here. I know FrozenStorm’s deck did really well last tournament, but I didn’t read the matches too closely. Lots of Fencers. No Rook for early Birds, I imagine he’ll be taking River as a secondary hero. Let’s wait and see.

Game 2, Player 1, Turn 2

P1 [Discipline/Strength]/Finesse vs P2 [Disease/Necro]/Law

Starting Hand

Safe Attacking
Grappling Hook
Sensei's Advice
Aged Sensei
Snapback (discarded)

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Bird’s Nest, Sparring Partner


Main:

  • Smoker pings your base to 19
  • Aged Sensei (4)
  • Worker (3)
  • Tech 1 (2)
  • Hero’s Hall (0)
Workers

Grappling Hook, Fox Viper

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Grave (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Aged Sensei (1/1)
  • :target: Lookout:

In Play:

  • Smoker (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Safe Attacking
Sensei's Advice
Sparring Partner
Snapback

End of Turn Discard
My Thoughts

I could kill the Imp but I think I’d rather get on two heroes ASAP, creates tons of pressure. Birds feel a good call as well.


P2T2


Tech StartingHand Workers

TECH
Lich’s Bargain
Lich’s Bargain


STARTING HAND
Skeleton Javelineer
Deteriorate
Graveyard
Summon Skeletons
Pestering Haunt


WORKERS
Jandra, the Negator
Summon Skeletons


NextHand

Poisonblade Rogue
Lich’s Bargain
Pestering Haunt
Deteriorate
Sacrifice the Weak


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech I - ($4)
Garth Torken - ($2)
Skeleton Javelineer - ($1)
Garth makes a Skeleton - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton 1/1+1A
  • :psfist: Elite:
  • :ps_: Scavenger: Thieving Imp 2/2
  • :pschip: Technician:
  • :target: Lookout: Skeleton Javelineer 1/1 (javelin rune)

In Play:

  • Garth L1 1/3

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Do I go for the Graveyard or not? I’d be limiting to adding a hero to the patrol, if so. That’s 9 attack needed to destroy it, there’s currently 4, so 5 more needed from midbanding Grave, Sensei’s Advice, Grappling Hook, and Nimble Fencers. Cheapest way is Nimble Fencer, boost it with Sensei to kill Imp, Smoker and another Fencers to kill my hero, then midbanded Grave destroys the Graveyard, total cost 4 gold and all attackers survive. I don’t think I can risk it.

I’m thinking Garth, Skeleton Javelineer, and a Skeleton. For tech options, I probably units with good stats. No point to Tax Collector here. That limits me to my Black units. Plague Spitter might be nice to keep Grave under control, Bone Collector’s nice if I get to do attack later. Hooded Executioner scales nicely later in the game, but I’m expecting Tech II Strength or Finesse, which both would spit out reasonably cheap units that he’d boost-kill at cost parity or worse.

What do I want to do for Tech II? Disease + Law opens up an interesting option where I insure Abominations, and shoot for Tech III for Gryphons. There’s something similar with Skeleton Lords, but Discord makes that far too risky to build up. If I want small buffer units, I’d probably be better off using Lich’s Bargain. OK, I’ll plan to go with Lich’s Bargain into Abominations with Insurance. And Lich’s Bargain only costs 2, so I could play it next turn and still afford to Tech up first. The worker loss would prevent a really quick Tech III, but would allow easy maxing of Garth for Death Rites. Sounds like a decent plan, let’s see if it survives contact. One Lich’s Bargain now, or two? I really need to draw one next turn, I’ll risk two.

Game 2, Player 1, Turn 3

P1 [Discipline/Strength]/Finesse vs P2 [Disease/Necro]/Law

Starting Hand

Safe Attacking
Sensei's Advice
Sparring Partner
Snapback

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Discord, Nimble Fencer
Bird’s Nest, Sparring Partner


Main:

  • Safe Attacking (5)
  • Grave kills SQL
  • Sensei kills lookout
  • Smoker hits your tech1 to 4hp
  • Sparring Partner (4)
  • Rook (2)
  • Worker (1)
Workers

Sensei’s Advice, Grappling Hook, Fox Viper

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Sparring Partner (2/2)
  • :target: Lookout:

In Play:

  • Grave (2/2 lvl 1)
  • Aged Sensei (1/1)
  • Smoker (1/1)
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Savior Monk
Morningstar Flagbearer
Fox Primus

End of Turn Discard
My Thoughts

Garth is easy to mess with via Discord, so we’ll tech one of those (I get the feeling he wants to go Disease t2 rush?) and hopefully lay Birds + get aggro with heroes next turn. Safe Attacking nets me a good trade right now and is good for me in general so we’ll go with that.

Ugh these whiffs!!!


P2T3


Tech StartingHand Workers

TECH
Abomination
Insurance Agent


STARTING HAND
Sacrifice the Weak
Deteriorate
Lich’s Bargain
Poisonblade Rogue
Pestering Haunt


WORKERS
Jandra, the Negator
Summon Skeletons


NextHand

Pestering Haunt
Lich’s Bargain
Graveyard
Skeletal Archery


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II Disease - ($2)
Lich’s Bargain, I lose a worker, base goes to 15, Skeleton, Zombie, and Horror arrive - ($0)
Deteriorate, Aged Sensei withers away

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Zombie 2/2+1A
  • :psfist: Elite:
  • :ps_: Scavenger: Thieving Imp 2/2
  • :pschip: Technician:
  • :target: Lookout: Skeleton 1/1

In Play:

  • Garth L1 1/3
  • Horror 3/3 (deathtouch)

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Disease)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Hmm, I hadn’t noticed the early Heroes’ Hall. He’s gone for Rook over River, though, so no Discord to worry about. Thunderclap’s pretty dangerous here, though, and Safe Attacking’s bad enough. I might need to Bargain again next turn. Full steam ahead on Tech II plan for now. Holding one Abomination in codex in case I need to fetch Uh, Garth can’t fetch Abominations. Fetching a Gorgon could be handy, if the Horror lets me maxband Garth cheaply.

Game 2, Player 1, Turn 4

P1 [Discipline/Strength]/Finesse vs P2 [Disease/Necro]/Law

Starting Hand

Savior Monk
Morningstar Flagbearer
Fox Primus

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Earthquake x2
Discord, Nimble Fencer
Bird’s Nest, Sparring Partner


Main:

  • Midband Grave, kill SQL (6)
  • Partner safely kills lookout
  • Smoker pings your tech2 to 4hp
  • Level Rook to 6, walk past Imp and kill Garth, Rook maxbands (1)
  • Worker (0)
Workers

Fox Primus, Sensei’s Advice, Grappling Hook, Fox Viper

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Grave (3/2+1armor lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Sparring Partner (2/2)
  • Rook (4/6 lvl 8 two lives)
  • Smoker (1/1)
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Bird's Nest
Earthquake
Earthquake
Savior Monk

End of Turn Discard
My Thoughts

wow, he’s just going to let me set up earthquake for free? sure, okay, take the kill on Garth, ping the tech 2, and draw 64% into it next turn? You bet, bring it on :slight_smile: I’ll happily give up Grave levels for that (I want River anyway XD)

And I hit both lol… Not ideal but still plenty fine, he’s probably got a dead LB in hand and is only 28% to have drawn a tech 2. I’ll gladly take those odds and take him down to 7 base hp and no buildings XD


Ouch

P2T4


Tech StartingHand Workers

TECH
Nether Drain
Nether Drain


STARTING HAND
Skeletal Archery
Graveyard
Lich’s Bargain
Pestering Haunt


WORKERS
Jandra, the Negator
Summon Skeletons
Skeletal Archery


NextHand

Skeleton Javelineer
Deteriorate
Sacrifice the Weak
Abomination


Discard

Graveyard
Lich’s Bargain
Nether Drain
Nether Drain


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Orpal Gloor - ($4)
Tower - ($1)
Horror trades with Grave, Orpal hits level 3
Midband Orpal - ($0)
Pestering Haunt

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Orpal L4 2/4+1A (deals damage in - runes)
  • :psfist: Elite:
  • :ps_: Scavenger: Thieving Imp 2/2
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt 1/1 (unstoppable)

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4 (Disease)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Um. Double Nether Drain’s my only chance to stop an instant Earthquake win. I can sacrifice the Horror and the Imp to kill Grave and the Sparring Partner, so get a hero and a Heroes’ Hall to prevent being locked out of Garth. Actually, keep the Imp in patrol so Rook can’t just walk past and destroy Tech II while he waits for an Earthquake. I can get Orpal, pay 1 to midband, then put a Tower behind, and that’s just enough health to require Rook or a card play to get the Orpal kill. Still not hopeful.

Game 2, Player 1, Turn 5

P1 [Discipline/Strength]/Finesse vs P2 [Disease/Necro]/Law

Starting Hand

Bird's Nest
Earthquake
Earthquake
Savior Monk

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Nimble Fencer, Two Step
Earthquake x2
Discord, Nimble Fencer
Bird’s Nest, Sparring Partner


Main:

  • Earthquake, your tech buildings fall, your base to 7hp (3)
  • Bird’s Nest (1)
  • Sparring Partner buffs Big Bird
  • Worker (0)
Workers

Earthquake, Fox Primus, Sensei’s Advice, Grappling Hook, Fox Viper

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Rook (4/6+1armor lvl 8)
  • :psfist: Elite:
  • :pspig: Scavenger: Smoker (1/1)
  • :exhaust: Technician: Tweetie Bird (1/1)
  • :target: Lookout: Big Bird (2/2)

In Play:

  • Sparring Partner (2/2)
  • Bird’s Nest
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Morningstar Flagbearer
Snapback
Discord

End of Turn Discard
My Thoughts

Boom lol, pain train arrives, this is likely gg


P2T5


Tech StartingHand Workers

TECH
Gorgon
Insurance Agent


STARTING HAND
Skeleton Javelineer
Deteriorate
Abomination
Sacrifice the Weak


WORKERS
Jandra, the Negator
Summon Skeletons
Skeletal Archery
Sacrifice the Weak


NextHand

Insurance Agent
Lich’s Bargain
Gorgon


Tech 2 card(s)
Get Paid - ($8)
Rebuild Tech I
Maxband Orpal - ($6)
Skeleton Javelineer - ($5)
Orpal sacrifices Skeleton Javelineer to put a - rune on Sparring Partner
Pestering Haunt trades with Sparring Partner, runes spread to Smoker and Big Bird, Smoker returns to your hand, no patrol bonus - ($4)
Deteriorate, Big Bird explodes in a puff of feathers - ($3)
Worker - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Orpal L6 2/5+1A (deals damage in - runes, first runed unit death spreads runes to two allied units)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Thieving Imp 2/2
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 7
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 3

Economy Info:
Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

Bah, I was hoping for at least a turn before that happened…

Game 2, Player 1, Turn 6

P1 [Discipline/Strength]/Finesse vs P2 [Disease/Necro]/Law

Starting Hand

Morningstar Flagbearer
Snapback
Discord
Smoker (returned)

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Two Step, Entangling Vines
Nimble Fencer, Two Step
Earthquake x2
Discord, Nimble Fencer
Bird’s Nest, Sparring Partner


Main:

  • Grave (7)
  • Snapback Orpal for Garth, Rook kills Garth, Grave midbands (4)
  • Tweetie Bird hits your base to 6hp
  • Tech 2 Finesse (0)
Workers

Earthquake, Fox Primus, Sensei’s Advice, Grappling Hook, Fox Viper

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 2 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Hero’s Hall HP: 4

In Patrol

  • :psblueshield: Squad Leader: Grave (3/4+1armor lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Big Bird (1/1)
  • :target: Lookout:

In Play:

  • Tweetie Bird (1/1)
  • Rook (4/5 lvl 8 two lives)
  • Bird’s Nest
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Aged Sensei
Nimble Fencer
Morningstar Flagbearer
Savior Monk
Snapback

End of Turn Discard
My Thoughts

Yea that’s a nice maxband play to make but I still own the board and the sky, I’ll tech the other Two Step for insta-win birds, and a Vines to help Rook contribute to killin’ the base. Earthquake ends it if I draw that too, maybe I shouldn’t have workered the other one lol…


GG, nothing I can play from my hand, well played! Up for another if you are.

It feels like I’m still hanging myself in a lot of games, which is frustrating. Game 2 I should have patrolled with the Horror, and I didn’t notice the early Hall. Game 1 I guess I should have topdecked the Assimilate instead of playing it as soon as Vir arrived, and gotten some more patrollers down, plus I hadn’t been thinking about Lich’s Bargain.

I’m game for another. I was surprised you didn’t patrol horror.

How about I try red + anarchy this game

Yeah, I blanked on Rook’s midband, thought Garth was safer.

Sounds good, I’ll go Black/Growth/Strength.

Thoughts

Main worry here is a Miracle Grow deck. Anarchy works with Growth more than it does with Strength, so the easiest thing to do is take Growth myself. While I’m at it, I’ll take Black + Strength, and threaten a Legendary rush.

I’ll take blood and finesse