Casual Zhavier vs EricF Core Set Factions

[details=Player 2; Turn 2]Bloodburn -> Worker
Pillage
Bloodrage Ogre
Careless Musketeer
Mad Man

Sure, let’s just be absurd and do Option 1 below, after teching for Maximum Anarchy and Kidnapping (since I don’t want to play anything else, just put this in my deck for Turn 4 or 5)

Bonus Draw: Charge
[/details]

[details=Option 1]
6 gold (8)
Bombaster attacks Ironbark for 2
Mad Man, suicide into Ironbark for 1 (7)
Sac Bombaster to finish off Ironbark (6)
Zane, Mid-band (1)
Zane kills Arg, I reshuffle and we both draw 1
Zane max-bands, pays 1 to push Wisp to Scavenger, kills it, we both gain 1 (1)
Pillage your gold, dealing 1 to your base (1)
Worker OR Tech I[/details]

[details=Option 2]6 gold (8)
Worker (7)
Tech I (6)
BRO (4)
Zane (2)
Zane, Bombaster, and sac Bombaster kill Ironbark (1)
Mad Man, kill off the Wisp (0)[/details]

[details=Option 3]6 gold (8)
Bombaster attacks Ironbark, sacrifice it to deal another 2 (7)
Max-band Zane (0), pushing Ironbark to Scavenger and killing it (1)
Pillage your gold, dealing 1 to your base (1)
Zane kills Arg, we both draw (or patrol Zane)
Worker OR Tech I[/details]

6 gold (8)
Bombaster attacks Ironbark for 2
Mad Man, suicide into Ironbark for 1 (7)
Sac Bombaster to finish off Ironbark (6)
Zane, Mid-band (1)
Zane kills Arg, I reshuffle and we both draw 1
Zane max-bands, pays 1 to push Wisp to Scavenger, kills it, we both gain 1 (1)
Pillage your gold, dealing 1 to your base (1)
Worker (0)
Discard 3, Draw 5

No patrol

L6 Zane (4/4)

7 workers, 0 gold
Hand: 5
Deck: 1
Discard: 4

Honestly, I am second guessing my every move, I went back and forth on patrolling Arg and didn’t even see that line of play. I figured Rambaster would start breaking things if I didn’t patrol with Arg, and of course I missed the actual play.

P1T3


Tech StartingHand Workers

TECH
Ferocity
Tiny Basilisk


STARTING HAND
Young Treant
Rampant Growth
Forest’s Favor
Giant Panda
Playful Panda


WORKERS
Rich Earth
Tiger Cub
Young Treant


NextHand

Centaur
Spore Shambler
Ferocity
Tiny Basilisk


Draw 1, Tech 2, Get Paid - ($6)
Worker - ($5)
Tap Verdant Tree - ($5)
Instant Build Tech 1 - ($4)
Prospect - ($5)
Playful Panda - ($3)
Giant Panda - ($0)

Discard 2, draw 2, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp 0/1+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp 0/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector 1/1
  • Verdant Tree 3 :heart:
  • Playful Panda 2/2
  • Giant Panda 2/4
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech 1 HP: 5

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

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Player 2; Turn 3]Bombaster
Mad Man -> Worker
Makeshift Rambaster
Kidnapping
Maximum Anarchy

Tech in Desperation & Lobber
[/details]

[details=Alternate Course]7 gold (7)
Bombaster, sac to kill SQL (4)
Mad Man (3), kill Tech
Zane kills Giant Panda
Rambaster, kill Tree (1)
Worker (0)
… this leaves a Panda + Prospector alive, and doesn’t leave me with a particularly good board [/details]

7 gold (7)
Worker (6)
Tech I (5)
Maximum Anarchy (2) - everything dies, you draw a card
Makeshift Rambaster (0), break your Verdant Tree
Discard 2, Draw 1, rs, Draw 3.

No Patrol

Makeshift Rambaster (1/2)

Base - 20
Tech I - 5

8 workers, 0 gold
Hand: 4
Deck: 6
Discard: 0

I consistently find myself at a loss to play around the abilities you bring to bear. Admittedly, verdant tree was simply a bad idea, but I’m doing a terrible job anticipating your moves, and you clearly read me like an open book.

P1T4


Tech StartingHand Workers

TECH
Moment’s Peace
Moment’s Peace


STARTING HAND
Centaur
Spore Shambler
Ferocity
Tiny Basilisk
Ironbark Treant - Tech draw


WORKERS
Rich Earth
Tiger Cub
Young Treant
Spore Shambler


NextHand

Forest’s Favor
Rampant Growth
Moment’s Peace
Verdant Tree


Get Paid - ($7)
Worker - ($6)
Centaur - ($3)
Ironbark Treant - ($0)

Discard 2, draw 2, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant 1/2+3A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Centaur 3/4
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Player 2; Turn 4]Pillage -> Worker
Bloodrage Ogre
Desperation
Nautical Dog

Tech in Marauder + Crash Bomber (a.k.a stuff to do if my building(s) get blown up) - will grab Gunships next turn, whether or not I build my Tech III (unless building it looks completely out of reach)
[/details]
8 gold (8)
Worker (7)
Tech II Anarchy (3)
Jaina (1)
Discard 3, Draw 5. Float 1 gold.

SQL - Jaina (2/3 +1)

Makeshift Rambaster (1/2)

Base - 20
Tech I - 5
Tech II - 5
Spec: Anarchy

9 workers, 1 gold
Hand: 5
Deck: 1
Discard: 5

P1T5


Tech StartingHand Workers

TECH
Dinosize
Centaur


STARTING HAND
Forest’s Favor
Rampant Growth
Verdant Tree
Giant Panda


WORKERS
Rich Earth
Tiger Cub
Young Treant
Spore Shambler
Verdant Tree


NextHand

Merfolk Prospector
Moment’s Peace


Discard

Moment’s Peace
Rampant Growth
Forest’s Favor
Dinosize
Centaur


Get Paid - ($8)
Midori - ($6)
Rampant Growth on Ironbark Treant - ($4)
Forest’s Favor on Centaur - ($2)
Centaur kills Jaina, Midori to lvl 3 - ($2)
Ironbark Treant breaks Tech 2, base to 18 - ($2)
Moment’s Peace - ($0)

Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Midori 2/3+A, Lvl 3
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Ironbark Treant 3/2
  • Centaur 4/3, 1 Rune
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 3
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Player 2; Turn 5]Bombaster
Maximum Anarchy
Careless Musketeer -> Worker
Charge
Lobber

Well, I was annoyed to bottom-deck my Kidnapping, but with Moment’s Peace in effect, I guess that’s actually a good thing.

Tech in Lobber + War Drums
[/details]
9 gold (10)
Zane (8), level to 4 (5)
Attack Midori for 3, taking 2 damage
Max-Band Zane (3), healing, pushing Midori to Scavenger, and killing him, we both gain a gold (4)
Worker (3)
Lobber (2)
Bombaster (0)
Re-build Tech II
Discard 2, Draw 1, rs, Draw 3.

SQL - Lobber (2/2 +1)
Scavenger - Bombaster (2/2)

L6 Zane (4/4)
Makeshift Rambaster (1/2)

Base - 18
Tech I - 5
Tech II - 5
Spec: Anarchy

10 workers, 0 gold
Hand: 4
Deck: 6
Discard: 0

P1T6


Tech StartingHand Workers

TECH
Circle of Life
Potent Basilisk


STARTING HAND
Merfolk Prospector
Moment’s Peace
Tiny Basilisk


WORKERS
Rich Earth
Tiger Cub
Young Treant
Spore Shambler


NextHand

Giant Panda
Ferocity
Playful Panda
Forest’s Favor
Moment’s Peace


Get Paid + Scav - ($9)
Tech 2 (Balance) - ($5)
Ironbark Treant trades with Lobber - ($5)
Argagarg - ($3)
Centaur kills Bombaster, takes 2, kills Rambaster, you gain 1g - ($3)
Tower - ($0)

Discard 3, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp 0/1+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Argagarg 1/3
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Centaur 4/1, 1 Rune
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 10
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Player 2; Turn 6]Nautical Dog
Crash Bomber
War Drums
Kidnapping
[/details]
Tech Nothing
10 + 1 gold (11)
Drakk, Mid-band (6)
Kidnap the Centaur (2)
5/1 Centaur kills Wisp and Arg, dies to Tower. Drakk to Max-band.
Crash Bomber (1)
Crash Bomber and Zane break your Tech II, taking 1 damage each
Nautical Dog (0)
Discard 1, Draw 3.

SQL - L6 Drakk (3/4 +1)
Tech - Nautical Dog (1/1)

L6 Zane (4/3)
Crash Bomber (2/1)

Base - 18
Tech I - 5
Tech II - 5
Spec: Anarchy

10 workers, 0 gold
Hand: 3
Deck: 3
Discard: 5

Yea, kidnapping is a thing.
P1T7


Tech StartingHand Workers

TECH
Ferocity
Gemscout Owl


STARTING HAND
Giant Panda
Ferocity
Playful Panda
Forest’s Favor
Moment’s Peace
Merfolk Prospector - Technician


WORKERS
Rich Earth
Tiger Cub
Young Treant
Spore Shambler


NextHand

Verdant Tree
Moment’s Peace
Circle of Life
Tiny Basilisk
Potent Basilisk


Discard

Forest’s Favor
Moment’s Peace
Merfolk Prospector
Playful Panda
Ferocity
Giant Panda
Ferocity
Gemscout Owl


Get Paid - ($8)
Midori - ($6)
Rebuild Tech 2 - ($6)
Forest’s Favor on Midori - ($4)
Moment’s Peace - ($2)
Midori to Lvl 3 - ($0)

Discard 4, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Midori 3/4+A, 1 rune, lvl 3
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 0
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=P2; Turn 7]Second Moment’s Peace is fairly likely, so I think I need to bring in spells of some sort, likely Flame Arrow. So, tech Flame Arrow x2.

Charge -> Worker
Marauder
Lobber
[/details]
Tech 2 cards
10 gold (10)
Worker (9)
Tech III (4)
Hero’s Hall (2)
Discard 2, Draw 3, rs, Draw 1. Float 2 gold.

SQL - Nautical Dog (1/1 +1)
Scavenger - L6 Zane (4/3)
Tech - L6 Drakk (3/4)
Lookout - Crash Bomber (2/1)

Base - 18
Tech I - 5
Tech II - 5
Tech III - 5
Spec: Anarchy
Hero’s Hall - 4

11 workers, 2 gold
Hand: 4
Deck: 8
Discard: 0

And then the dam breaks…

P1T8


Tech StartingHand Workers

TECH
Tyrannosaurus Rex
Tyrannosaurus Rex


STARTING HAND
Verdant Tree
Moment’s Peace
Circle of Life
Tiny Basilisk
Potent Basilisk


WORKERS
Rich Earth
Tiger Cub
Young Treant
Spore Shambler
Verdant Tree


NextHand

Centaur
Dinosize
Ironbark Treant
Rampant Growth


Discard

Forest’s Favor
Moment’s Peace
Merfolk Prospector
Playful Panda
Ferocity
Giant Panda
Ferocity
Gemscout Owl
Moment’s Peace
Tiny Basilisk
Circle of Life
Tyrannosaurus Rex
Tyrannosaurus Rex


Get Paid - ($8)
Worker - ($7)
Moment’s Peace - ($5)
Potent Basilisk, nothing to destroy - ($1)

Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Midori 3/4+A, 1 rune, lvl 3
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Potent Basilisk 3/5
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 0
  • Disc: 13
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9

:thinking::thinking::thinking:

If he only built one I could stop him from Summoning jaina In Theory. I’m pretty screwed anyway.

If he Leveled Midori to Max, he could fly over and break anything he wanted. It was very important that I be able to summon Jaina this turn, so I double-committed.

[details=Player 2, Turn 8]Flame Arrow
Maximum Anarchy -> Worker
Bloodrage Ogre
Desperation

Draw 3:
Flame Arrow
Kidnapping
Bombaster
[/details]
11 gold (13)
Jaina (11)
Flame Arrow Midori (7)
Worker (6)
Bloodrage Ogre (4)
Desperation, Draw 3 cards
Flame Arrow Midori again, Jaina to L3 (0)
Zane blows up the Tower
Drakk hits your base for 3, reducing it to 12 hp
Discard my hand
Discard 0, Draw 2

SQL - Nautical Dog (1/1 +1)
Scavenger - Bloodrage Ogre (3/2)
Tech - Crash Bomber (2/1)

L6 Zane (4/2)
L3 Jaina (2/3)
L6 Drakk (3/4)

Base - 18
Tech I - 5
Tech II - 5
Tech III - 5
Spec: Anarchy
Hero’s Hall - 4

12 workers, 0 gold
Hand: 2
Deck: 3
Discard: 4

That was basically what I expected minus the desperation. I think I needed to tech in moments Peace a lot earlier.

You have lethal next turn with just what’s on the board. I needed ferocity in that hand and I could have lived a little longer. But alas no. If I hadn’t made a worker yet again I could have had a 2in14 chance to draw it… :confused:

GG!

Ggs, do you want to continue?

I think my only counterplay to another swift strike deathtouch wall was to grab gunships, max Jaina, burn the base for 3 and keep patrolling stuff. Probably build a Surplus too.

I’ll bow out for now, I appreciate the matches. I think I lost to mooseknuckles 8 games in a row a while back, and am all the better for it.

I decided to make the worker because I was trying to get to Tech 3, where I thought Trex might have enugh board impact to stabilize a bit, but I should have just gambled on a ferocity draw. I was also thinking you would just flame arrow my base into oblivion if i tried to stall.