CAWS 2016: ARMed-Pirate ([Blood]/Demon/Strength) vs. EricF ([Past]/Peace/Anarchy)

question: how can mox kill vandy? even with BS on is 4/3, vandy is 4/5. what am i missing?

Mox got Vandy-doomed. So it has +2/+2 until my turn. It has a +1/+1 rune from early in the game. So That’s 4/4. With Battle Suits, it’s 5/4.

After killing Vandy, it ā€œdiesā€ and becomes 5/4 again. On my turn it’ll go back to being 3/2. If I have that right.

1 Like

No I have no other changes. Mox got a second +1/+1 rune on my previous turn, so once the Vandy buff wears off it will be a 4/3.

1 Like

[details=Thoughts][spoiler]
Well, this is it. Gargoyle is exhausted. Otherwise popping his Nullcraft with Bombaster could do it.
No way to haste the birds. I wish I had done Technician instead of scavenger!

With all that board and Tech II Anarchy, he could very well have this. If he has Lizzo or Monkey, or even a buff of some sort, he has more than enough damage to kill me. If I pop the Bombaster and take out the Nullcraft, I’ll only have 1 patroller (Musketeer) plus Rook (and birds) to stop his onslaught. If he can bounce Rook with Prynn, it’s over.

So I’ll stick with Drakk + Musketeer and pray he doesn’t have Origin Story in hand. If he does, I get him to 1 and then die. Still a fitting way to go out.

If he has Origin Story, it’s over. If he doesn’t, and doesn’t kill Drakk, I can charge a CB for the final point, unless my Tech 1 is broken. I can Glider and Gargoyle unless my Tech II is broken. If he has a Elite Training and AoW, he can break both my techs with unstoppable/stealthy stuff. Too bad no Bloodlust. The extra damage on Drakk might be crucial. But I don’t think he has anything available to him that Drakk can run into without taking less than 4.
[/spoiler][/details]

P1T8


Tech StartingHand Workers

TECH

Dark Pact
Captured Bugblatter


STARTING HAND
Bombaster
Careless Musketeer
Captured Bugblatter
War Drums
Bird’s Nest

WORKERS

Bloodburn
Pillage
Makeshift Rambaster
Scorch
Soul Stone
War Drums

NextHand

Shoddy Glider
Mad Man
Charge
Crash Bomber
Crash Bomber

Tech 2 card(s)
Get Paid - ($9)
Gargoyle becomes indestructible.
Gargoyle loses its bonus, dying, exhausting, healing, dies again from doom, still exhausted, healing again
Scavenger bonus - ($10)
Rebuild Tech II
Worker - ($9)
Summon and max Drakk - ($2)
Recruit Careless Musketeer with haste - ($0)
Musketeer exhausts to deal 1 damage to your base (to 1) and 1 to mine (to 15)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Drakk Ramhorn, Lv 6 (3/4, Resist 1 from Lookout) ā€œCome at me, bro!ā€
    [B]In Play:[/B]
  • Gargoyle (0/2, Indestructible, tired of dying)
  • Careless Musketeer (2/1, wishes his gun were bigger)
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 5
  • Deck: 11
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
2 Likes

So close, and yet, so far. If I had my Boot Camp in hand, I would win with 16 points of attack power to your base, but alas, my draws continue to be uncooperative.

Good game!

3 Likes

:clap: :clap:

That was another thrilling game to watch - many thanks to both. But especially to @ARMed_PIrate both for the extremely detailed thoughts set out, and also for showing that EricF can be beated, even playing the feared PPA!

And @EricF - I’d love to know the thought processes behind the Tech 2 Anarchy build. Presumably it was to psyche him out, and he clearly was worried about it on his last move - but in the end you didn’t even need Tech 2 to do the lethal damage if your final draw had been more friendly! So what precisely were you trying to bluff him into doing - and did he oblige?

Thanks again both - this was magificent to watch unfold.

:clap: :clap:

I wanted a Tech II building so I could summon a second Hero, and it didn’t matter which one I picked since I had no Tech II cards left in my deck to draw.

I went with Anarchy because if I somehow survived for another turn and would have ended up reshuffling, the Haste/Stealth Anarchy stuff would be the most useful. Also, the threat of Haste/Stealth Anarchy stuff might have induced a Tower?

2 Likes

Whew!

I was most afraid that you had an Origin Story floating around in your deck. I haven’t quite gotten to the point where I can track what you have based on what you’ve played.
I almost wanted to see it, actually. It would have been the most epic comeback, and I loved the idea of your whole army swarming over my base while my avatar, Careless Musketeer, the ARMed_PIrate himself, sat back staring into his gun.

I’m going to read through your thoughts, but for the time being, were there any particular plays I made that you thought were inspired, or others that were really questionable? How lucky was I?

2 Likes

Wow. I hadn’t even realized Boot Camp could be used to sideline enemy heroes! For 1 and replaces itself? Super-good card!

1 Like

i wrote that in the meta decks analysis! and u even liked said post!

2 Likes

Hah! You did, indeed! Somehow I missed that when skimming through!