[Casual Draft] charnel_mouse vs FrozenStorm

Hmm, I continue to think Purple/Peace, Black/(Necro or Finesse), Neutral/X are the optimal P2 choices, but I wanna try different things too…

Let’s Try Red/Discipline

I agree, but might as well experiment, right?

I’ll go Green/Balance/Blood.

Thoughts

Sparring Partner with Zane? Haste on Discipline II units? War Drums with Rambasa Twins? I’m not sure, but taking Blood to block some of these seems wise.

I’ll try rounding out with ninja and strength, red/white lol

Heh. I’ll round out with Feral, GLHF!

P1T1


StartingHand Workers

STARTING HAND
Merfolk Prospector
Tiger Cub
Rich Earth
Playful Panda
Rampant Growth


WORKERS
Rich Earth


NextHand

Verdant Tree
Ironbark Treant
Spore Shambler
Forest’s Favor
Young Treant


Discard

Playful Panda
Tiger Cub
Rampant Growth


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Calamandra Moss - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Calamandra L1 2/3+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Merfolk Prospector 1/1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Adding Feral for anti-air from Huntresses, and it also seems like a decent spec to mix with Drakk’s haste.

Opening with Calamandra to try to get some early aggression going, Red starter doesn’t have as much teeth without Zane backing it up. Maybe I need to worry about Speed of the Fox as a replacement? Probably not until late game.

GL HF!

Game 7, Player 2, Turn 1

P1 [Balance/Feral]/Blood vs P2 [Red]/White

Starting Hand

Pillage
Bloodrage Ogre
Careless Musketeer
Makeshift Rambaster
Bombaster

Events of Turn:


Upkeep:

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

Main:

  • Bloodrage Ogre (3)
  • Rook (1)
  • Worker (0)
Workers

Careless Musketeer

  • :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: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Rook (2/4 lvl 1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Charge
Scorch
Nautical Dog
Bloodburn
Mad Man

End of Turn Discard

Bombaster
Makeshift Rambaster
Pillage

My Thoughts

Strong aggro start from him, but Rook is the kryptonite for that aggro. This’ll be an interesting game :slight_smile:


woah, rook and oni at the same time? XD (jk, i know oni is just a copypasta mistake)

That would be a scary Turn 1 tag team.

P1T2


Tech StartingHand Workers

TECH
Huntress
Gemscout Owl


STARTING HAND
Ironbark Treant
Forest’s Favor
Spore Shambler
Young Treant
Verdant Tree


WORKERS
Rich Earth
Verdant Tree


NextHand

Gemscout Owl
Young Treant
Playful Panda
Spore Shambler
Rampant Growth


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Merfolk Prospector exhausts for gold - ($3)
Ironbark Treant - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant 1/2+3A
  • :psfist: Elite:
  • :ps_: Scavenger: Calamandra L1 2/3
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Merfolk Prospector 1/1

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Rook can just midband and walk past a patroller to kill Calamandra, so I can’t afford to get gold with the Prospector here. I could kill Rook, but I’d be delaying Tech I to do so and go down on cards. Oh, or I can just mine with the Prospector, and have Cal sitting behind in a bonus slot. That’s a better idea.

Teching in a Huntress and an Owl, either would handle Birds. I’m planning to go into hasted Balance or Feral units, so Owl into Circle of Life is a viable option later.

… Hmm, not a great hand for getting more blockers, but the Rampant Growth could be handy, and if I mine I could try my luck with the Young Treant.

Game 7, Player 2, Turn 2

P1 [Balance/Feral]/Blood vs P2 [Red]/White

Starting Hand

Charge
Scorch
Nautical Dog
Bloodburn
Mad Man

Events of Turn:


Upkeep:

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

Bird’s Nest x2


Main:

  • Rook and Brogre kill SQL
  • Nautical Dog (5)
  • Charge the Dog, it kills Cala, you get a gold, Rook to lvl 3 (2)
  • Mad Man (1)
  • Worker (0)
Workers

Bloodburn, Careless Musketeer

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Mad Man (1/1)
  • :target: Lookout:

In Play:

  • Rook (2/3 lvl 3)
  • Bloodrage Ogre (3/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Pillage
Scorch
Makeshift Rambaster

End of Turn Discard
My Thoughts

Counter-attack!!! He doesn’t have a great way to take Rook down (tiny b x2 not withstanding) so I think making a play for earthquake makes sense.


Yep, still suck at using Cal.

P1T3


Tech StartingHand Workers

TECH
Tiny Basilisk
Bloodlust


STARTING HAND
Spore Shambler
Gemscout Owl
Playful Panda
Young Treant
Rampant Growth
Huntress


WORKERS
Rich Earth
Verdant Tree
Spore Shambler


NextHand

Tiny Basilisk
Forest’s Favor
Ironbark Treant
Tiger Cub


Tech 2 card(s)
Get Paid + scavenger - ($7)
Young Treant, I draw - ($5)
Huntress - ($3)
Gemscout Owl - ($2)
Merfolk Prospector exhausts for gold - ($3)
Worker - ($2)
Master Midori - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Midori L1 2/3+1A
  • :psfist: Elite:
  • :ps_: Scavenger: Gemscout Owl 0/1 (flying, resist 1, can’t attack, 1 gold at upkeep)
  • :pschip: Technician: Young Treant 0/2 (can’t attack)
  • :target: Lookout:

In Play:

  • Huntress 3/3 (anti-air, sparkshot)
  • Merfolk Prospector 1/1

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Damn, every time I think I’m safe… I think it’s worth bringing in a Tiny Basilisk here, I’ve got no other way to deal with a levelled Rook. Bloodlust to get some attacks going. Worker + Young Treant + Owl leaves me with 3 gold, I might as well try to draw the Huntress… great, got it. Unfortunately I’m still short on defenders if I want to keep the Huntress safe from Rook and that Ogre, and the Panda’s Wisp is too fragile, so Midori gets to be the sacrificial lamb. Owl goes in patrol, because FrozenStorm probably can’t afford to Scorch it out of the way, and it stops Rook walking past the Treant.

… Hmm, got a Basilisk but not a Bloodlust, let’s see if I get a technician draw.

Game 7, Player 2, Turn 3

P1 [Balance/Feral]/Blood vs P2 [Red]/White

Starting Hand

Pillage
Scorch
Makeshift Rambaster

Events of Turn:


Upkeep:

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

Sparring Partner, Rambasa Twins
Bird’s Nest x2


Main:

  • Brogre and Mad Man kill Midori, Rook to level 5
  • Maxband Rook (4)
  • Hero’s Hall (2)
  • Tech 1 (1)
  • Worker (0)
Workers

Pillage, Bloodburn, Careless Musketeer

  • :pspurpleshield: Patrol as below
  • Discard 2 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: Rook (4/6+1a lvl 8 two lives)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Bird's Nest
Charge
Nautical Dog
Bird's Nest

End of Turn Discard

Bloodrage Ogre
Rambasa Twins
Sparring Partner
Mad Man
Makeshift Rambaster
Scorch

My Thoughts

He’s heavy anti-air, but I should be able to put maxband Sets up if I want to. If he didn’t tech Tiny Bs he’s in for some trouble… Bird’s come up next turn too, and I can pivot to tech 2 as well.


P1T4


Tech StartingHand Workers

TECH
Barkcoat Bear
Barkcoat Bear


STARTING HAND
Tiger Cub
Forest’s Favor
Ironbark Treant
Tiny Basilisk


WORKERS
Rich Earth
Verdant Tree
Spore Shambler
Ironbark Treant


NextHand

Barkcoat Bear
Rampant Growth
Playful Panda
Bloodlust


Tech 2 card(s)
Get Paid + owl - ($8)
Worker - ($7)
Tech II Feral - ($3)
Tiny Basilisk - ($1)
Merfolk Prospector exhausts for gold - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant 0/2+1A (can’t attack)
  • :psfist: Elite:
  • :ps_: Scavenger: Huntress 3/3 (anti-air, sparkshot)
  • :pschip: Technician: Tiny Basilisk 1/2+1A (deathtouch, unattackable by Tech 0 units)
  • :target: Lookout: Gemscout Owl 0/1 (flying, resist 1+1, can’t attack, 1 gold at upkeep)

In Play:

  • Merfolk Prospector 1/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

Teching in Bears and hoping to draw one to Bloodlust next turn. Fully expecting to get Thunderclapped here, but I need the card draw in preference to playing the Tiger Cub too. Calamandra could come back in to block too, but I suspect I’d be feeding an easy Setsuki.

Game 7, Player 2, Turn 4

P1 [Balance/Feral]/Blood vs P2 [Red]/White

Starting Hand

Bird's Nest
Charge
Nautical Dog
Bird's Nest

Events of Turn:


Upkeep:

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

Fox’s Den Students x2
Sparring Partner, Rambasa Twins
Bird’s Nest x2


Main:

  • Maxband Setsuki (1)
  • Worker (0)
Workers

Pillage, Bloodburn, Careless Musketeer

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 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: Rook (4/6+1a lvl 8 two lives)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Setsuki (3/4 lvl 6)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Bombaster
Scorch
Sparring Partner
Fox's Den Students
Bird's Nest

End of Turn Discard
My Thoughts

Well there’s a Tiny B… What the hell, let’s go for Sets XD


Does overpower damage still need the gold to hit Setsuki?

no. I asked previously.

2 Likes

P1T5


Tech StartingHand Workers

TECH
Desperation
War Drums


STARTING HAND
Bloodlust
Playful Panda
Rampant Growth
Barkcoat Bear


WORKERS
Rich Earth
Verdant Tree
Spore Shambler
Ironbark Treant
Playful Panda


NextHand

Forest’s Favor
Barkcoat Bear


Discard

Rampant Growth
Bloodlust
Tiny Basilisk
Huntress
Desperation
War Drums


Tech 2 card(s)
Get Paid + float + owl - ($11)
Worker - ($10)
Barkcoat Bear - ($6)
Drakk Ramhorn - ($4)
Merfolk Prospector exhausts for gold - ($5)
Expensive Rampant Growth on Barkcoat Bear - ($2)
Bloodlust on Barkcoat Bear and Drakk - ($0)
Tiny Basilisk suicides into Rook to crumble him
Huntress suicides into Rook for 3 damage
Barkcoat Bear kills Rook, overpowers and kills Setsuki, takes 2+2A damage, Drakk hits level 5 (midband)
Drakk hits your Tech I down to 2
Drakk and Barkcoat Bear take lust damage

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant 0/2+1A (can’t attack)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Gemscout Owl 0/1 (flying, resist 1, can’t attack, 1 gold at upkeep)
  • :target: Lookout:

In Play:

  • Drakk L5 2/2 (1 to your base on death, 1 damage)
  • Barkcoat Bear 5/2 (overpower, resist 2, 3 damage)
  • Merfolk Prospector 1/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

OK, once the Basilisk’s done its thing I need 10 damage to kill off those heroes. 8 base damage on Huntress and Bear, I need two more. I get at least one from Bloodlust on the Bear. The Rampant Growth would get me there, I can put it on the Bear and he’ll survive after the end-of-turn lust damage. Not much I can do to the buildings after wards apart from putting Bloodlust on Drakk, but Setsuki’s swift strike means I can’t just overpower into Rook. Next turn I can bring in another Bear :smiley: Better tech in Desperation, and I’ll see if I can get a War Drums off too. Without Snapback, it’ll be harder for FrozenStorm to deal with a levelled hero, outside of Grave’s sword, and that’s not hasted.

1 Like

Fold lol, nice combo draw. A little meme-y on my part to try that I spose, I didn’t expect Bloodlust, much less a nasty partner for it (omg Bloodlusted Rampaging Elephant would be scary…)

2 Likes

Elephants were getting teched in next :smiley:

Good games, my friend, but I might take a break for a bit now. There are a few side projects like the Codex stats modelling that I want to get back to working on. It’s horribly broken right now and thinks Blue is the best mono deck.

3 Likes

Sounds good my dude, many a GG in this thread I had a great time!

1 Like