CAWS 2016 *FINALS* - petE ([Anarchy]/Strength/Growth) vs. zhavier ([Necro]/Blood/Truth)

@petE will be going first in the first game against @zhavier. Having crushed all opponents, the two will alternate going first (regardless of game results) until someone has lost 3 games (including the 1 game zhavier already lost… to petE).

Good luck to both of our finalists, and may the best competitor win!

5 Likes

@zhavier GLHF!

P1 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Nautical Dog
Bombaster
Charge
Makeshift Rambaster
Bloodburn


WORKERS
Bloodburn


[/spoiler][/details]

[details=NextHand][spoiler]
Scorch
Careless Musketeer
Bloodrage Ogre
Mad Man
Pillage


[/spoiler][/details]

[details=Discard][spoiler]
Bombaster
Charge
Makeshift Rambaster


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Rook - ($1)
Nautical Dog - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Rook lvl 1 (2/4 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5

[details=Thoughts][spoiler]


Think I got off lightly in our first game as I wasn’t hit by Free Speech. That card messes with many lthings my deck wants to do midgame – hits Zane’s haste and prevents Sharks to slow down a MoLaC activation, and stops me casting Growth spells or Chaos Mirror on Birds. Will need to find ways to play around that.

For this game I get a good starting split, with Dog in T1 hand and Ogre and Mad Man in T2. I need early pressure to stop him going for a T3 Tech II build, so hoping he doesn’t have Deteriorate in his first hand.


[/spoiler][/details]

P2T1


StartingHand Workers

STARTING HAND
Jandra, the Negator
Graveyard
Thieving Imp
Deteriorate
Poisonblade Rogue


WORKERS
Jandra, the Negator


NextHand

Sacrifice the Weak
Skeletal Archery
Summon Skeletons
Pestering Haunt


Discard

Deteriorate
Thieving Imp
Graveyard


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth - ($2)
Deteriorate Nautical Dog
Poisonblade Rogue - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Garth 1/3+A, lvl 1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Poisonblade Rogue 2/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 1
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

So, he could spend all his gold killing Garth here, but I am hopeful he will not. More likely he throws out a blocker against the Rogue and builds tech 1

This is hype, gl you two!

3 Likes

This is at most 4 games to determine a winner, I think I have an uphill climb ahead of me.

1 Like

Apart from being Kidnapped, Mirrored, Crashbarrowed from the Graveyard and beyond, while having my Free Speech denied for up to 4 games, this should be a lot of fun.

P1 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Bird’s Nest
Might of Leaf and Claw


STARTING HAND
Bloodrage Ogre
Scorch
Pillage
Careless Musketeer
Mad Man


WORKERS
Bloodburn
Scorch


[/spoiler][/details]

[details=NextHand][spoiler]
Pillage
Bird’s Nest
Bombaster
Makeshift Rambaster


[/spoiler][/details]
Tech 2 card(s)
Get Paid + scav - ($6)
Worker - ($5)
Bloodrage Ogre - ($3)
Mad Man - ($2)
Tech I - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Mad Man (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rook lvl 1 (2/4 + 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

[details=Thoughts][spoiler]


Sorry to lose the Dog to Deteriorate, but at least he’s down a card and less likely to add Haunt to his next turn. Thinking I need to play both Ogre and Mad Man, so Ogre is protected from StW and Rook from -1/-1s. Not so worried by going down a card (even with possible Imping) as I can build by levelling Rook. Problem is I only leave $1 spare in next two turns if I want to max Rook and build Tech II, so may end up not playing a Tech I card. So teching in Bird’s Nest and MoLaC, sure to want them during the game.


[/spoiler][/details]

2 Likes

P2T2


Tech StartingHand Workers

TECH
Lich’s Bargain
Lich’s Bargain


STARTING HAND
Pestering Haunt
Sacrifice the Weak
Summon Skeletons
Skeletal Archery


WORKERS
Jandra, the Negator
Sacrifice the Weak


NextHand

Skeletal Archery
Lich’s Bargain
Deteriorate
Skeleton Javelineer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Summon Skeletons - ($0)
Poisonblade Rogue trades with Bloodrage Ogre
Garth kills Mad Man

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


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

  • :psblueshield: [I]Squad Leader[/I]: Skeleton 1/1+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Skeleton 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth 1/2, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Lich’s Bargain seem like a reasonable plan. I should be able to build Tech 2 and make lich’s Bargain next turn or flood the board with even more stuff. Or I could forego the tech 1 and either play skeletal archery or a skeleton and save a gold. I am certain a bird’s nest is coming, and I need two blockers to keep garth alive, so summon skeletons seems pretty important. I will go with Tech 1 so that I can get to tech 2 on time. Playing pestering hurts my chances of getting lich’s bargain and doesn’t really justify the card cost.

P1 Turn3


[details=Tech StartingHand Workers][spoiler]
TECH
Surprise Attack
Blooming Ancient


STARTING HAND
Bird’s Nest
Pillage
Bombaster
Makeshift Rambaster


WORKERS
Bloodburn
Scorch
Pillage


[/spoiler][/details]

[details=NextHand][spoiler]
Charge
Nautical Dog
Might of Leaf and Claw
Careless Musketeer


[/spoiler][/details]

[details=Discard][spoiler]
Mad Man
Bloodrage Ogre
Makeshift Rambaster
Bombaster
Surprise Attack
Blooming Ancient


[/spoiler][/details]
Tech 2 card(s)
Get Paid + scav - ($7)
Worker - ($6)
Bird’s Nest, summon Birds - ($4)
Rook kills SQL Skeleton
Rook to midband - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bird #1 (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Bird #2 (1/1)
    [B]In Play:[/B]
  • Bird’s Nest
  • Rook lvl 5 (3/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts][spoiler]


Even trades helping him more than me, less pressure so easier to put down a Graveyard or early Tech II. This turn he could even try the super aggressive Tech II + Lich’s Bargain, with scary follow up of max Garth pulling Crashbarrow from discard.

Also got my numbers wrong last turn (tournament fatigue!), with scav bonus I’m still $1 short for max Rook + Birds + Tech II by T4. Anyway, as he’s playing skeletons I need to play Birds this turn. Birds also threaten a Garth kill. Teching Surprise Attack and Ancient, so next cycle I’m getting a balance of cards I can play under Free Speech and with/without Tech II intact.


[/spoiler][/details]

"P2T3


Tech StartingHand Workers

TECH
Free Speech
Free Speech


STARTING HAND
Skeleton Javelineer
Lich’s Bargain
Skeletal Archery
Deteriorate


WORKERS
Sacrifice the Weak
Skeleton Javelineer


NextHand

Summon Skeletons
Graveyard
Lich’s Bargain


Discard

Lich’s Bargain
Deteriorate
Skeletal Archery
Free Speech
Free Speech


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 Blood - ($2)
Lich’s Bargain - ($0)
Garth hits Base to 19
Skeleton hits base to 18
Deteriorate Scavenger Bird

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Horror 3/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Zombie 2/2
  • :pschip: [I]Technician[/I]: Skeleton 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth 1/2, lvl 1
  • Skeleton 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 Blood

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

  • Hand: 3
  • Deck: 3
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

So, I can make sure Garth lives by using Deteriorate on the scavenger Bird and still get my tech 2. The alternative was heroes hall and skeletal archery. Either way I am going down on cards, but tech 2 feels much more worth it.

P1 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
Earthquake
Earthquake


STARTING HAND
Might of Leaf and Claw
Careless Musketeer
Nautical Dog
Charge


WORKERS
Bloodburn
Scorch
Pillage
Careless Musketeer


[/spoiler][/details]

[details=NextHand][spoiler]
Might of Leaf and Claw
Earthquake
Makeshift Rambaster
Bloodrage Ogre


[/spoiler][/details]
Tech 2 card(s)
Get Paid + scav - ($8)
Worker - ($7)
Resummon Bird #1
Charge on Bird #1 - ($4)
Bird #1 kills Garth, Rook to lvl 7
Bird #2 kills non-patrolling Skeleton
Rook to maxband - ($3)
Heroes’ Hall - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Rook lvl 8 (4/6) [two lives]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird’s Nest
  • Bird #1 (1/1)
  • Bird #2 (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8

[details=Thoughts][spoiler]


Aggressive game on! I can avoid the most scary followup (max Garth summons Crashbarrow) by charging a Bird to kill Garth. Means delaying Tech II, but can max Rook and tech in two Earthquakes with a 62% chance of drawing one next turn. Don’t know if my board position will be too far behind even if that hits, but seems a better bet than getting flattened trying to get something going and defended in Tech II.

Options are: (1) charged Bird kills Garth, other Bird kills non-patrolling Skeleton, Rook maxes, Heroes Hall, or (2) charged Bird kills Zombie, other Bird kills patrolling Skeleton, Rook walks by to kill Garth, maxes, Heroes Hall (similar line if I’d Bombaster or Scorch instead of Charge). Going for the first option, prefer he keeps the Zombie than gets scav + technician bonuses. Either way Rook loses one life to Horror, but should survives the turn unless there’s a Crashbarrow in his 3-card hand (very ballsy T2 teching if so!).

After the draw: got one of the Earthquakes, hopefully get to play it and will see if it’s enough to contain the rush.


[/spoiler][/details]

Edit: corrected Base HP to 18

P2T4


Tech StartingHand Workers

TECH
Crashbarrow
Bone Collector


STARTING HAND
Lich’s Bargain
Summon Skeletons
Graveyard


WORKERS
Sacrifice the Weak
Skeleton Javelineer
Lich’s Bargain


NextHand

Poisonblade Rogue
Free Speech
Pestering Haunt
Thieving Imp


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tower - ($3)
Quince - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Horror 3/3+A
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton 1/1
  • :pschip: Technician: Mirror 0/1
  • :target: Lookout: Zombie 2/2
    In Play:
  • Quince 1/3, lvl 1
    Buildings:
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0
    Gold:
  • Gold: 1
  • Workers: 8
Thoughts

.< Charging Bird, damnit. Well, I think that will be game if I don’t find a way to recover. I see both tech buildings dead by earthquake and bird’s, but at least he skips a worker to build tech 2 and destroy my stuff :confused: More likely he will just break my tech 2 and snipe the mirror, I dunno. I could be at 8 base health next turn, so either way this is pretty grim.

P1 Turn5


[details=Tech StartingHand Workers][spoiler]
TECH
Dinosize
Ardra’s Boulder


STARTING HAND
Might of Leaf and Claw
Bloodrage Ogre
Makeshift Rambaster
Earthquake


WORKERS
Bloodburn
Scorch
Pillage
Careless Musketeer


[/spoiler][/details]

[details=NextHand][spoiler]
Bombaster
Mad Man
Surprise Attack
Charge


[/spoiler][/details]

[details=Discard][spoiler]
Earthquake
Bloodrage Ogre
Might of Leaf and Claw
Dinosize
Ardra’s Boulder


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($9)
Birds #1 and #2 peck your Tech I and II buildings, die to Tower
Earthquake, breaks your Tech I and Tech II, 8dmg to Base to 8HP, 1dmg to Tower - ($4)
Rook kills Horror, gains crumbling rune
Argagarg, summons Wisp - ($2)
Makeshift Rambaster kills Mirror, you draw - ($0)
Skip worker

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Argagarg lvl 1 (1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird’s Nest
  • Makeshift Rambaster (1/1)
  • Rook lvl 8 (4/6) [crumbling rune]
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 3
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]


No big surprises, so get to Quake. Need to prevent him mirroring Horror and taking both Rook’s lives, so trading one life against Horror. Also skipping a worker to take the Mirror with Rambaster, stabilizes the board and protects my buildings. Rook should survive his turn, so could get the chance to play the second Earthquake if I draw it and he doesn’t play Free Speech.

Teching Dinosize (potential game ender) and Ardra’s Boulder (patrol in SQL to absorb a Crashbarrow or prevent a 2-kill Kidnapping). Think I’m best with a mix of spells and units. If I don’t get hit with Free Speech this deck will play fine at Tech I level with the Heroes’ Hall. If I get a dead draw, can use that turn to build Tech II.

After the draw: didn’t draw the Earthquake, maybe build Tech II next turn. Interesting though is I’ve Charge in next hand, so if I get the technician draw there’s a 1/3 chance I draw Earthquake for a game ending Charge Bird -> Quake.


[/spoiler][/details]

"P2T5


Tech StartingHand Workers

TECH
Doom Grasp
Shoddy Glider


STARTING HAND
Thieving Imp
Pestering Haunt
Poisonblade Rogue
Free Speech
Summon Skeletons


WORKERS
Sacrifice the Weak
Skeleton Javelineer
Lich’s Bargain
Pestering Haunt


NextHand

Deteriorate
Free Speech
Bone Collector
Skeletal Archery


Discard

Free Speech
Summon Skeletons
Poisonblade Rogue
Doom Grasp
Shoddy Glider


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Free Speech - ($6)
Skeleton and Quince kill Wisp
Thieving Imp, discard #1 of 4 - ($3)
Rebuild tech 1
Summon Mirror - ($1)

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Thieving Imp 2/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Zombie 2/2
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Mirror 0/1
  • Quince 1/3, lvl 1
  • Skeleton 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 8
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 3

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

  • Hand: 4
  • Deck: 3
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

in retrospect, I could have put zombie in SQL for a much better play. I still think I have lost this though, but I’ll see if I can eke out a win anyway.

Presume that Rook doesn’t resummon Birds at upkeep under Free Speech, but just checking…

Free Speech prevents hero abilities and spells, it doesn’t silence spells already in play. Bird’s Nest summons the Birds, not Rook.

3 Likes

That is accurate, birds do come out.

1 Like

Sorry for the slow reply, busy few days.

P1 Turn6 redone


[details=Tech StartingHand Workers][spoiler]
TECH
Artisan Mantis
Surprise Attack


STARTING HAND
Mad Man -> discard to Imp
Bombaster
Charge
Surprise Attack


WORKERS
Bloodburn
Scorch
Pillage
Careless Musketeer


[/spoiler][/details]

[details=NextHand][spoiler]
Charge
Nautical Dog
Earthquake
Blooming Ancient


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Resummon Birds
Rook kills Imp
Bombaster, sac to kill Zombie, you draw
Rambaster hits your Base for 3 to 5HP, dies to Tower - ($5)
Argagarg kills Mirror token
Tech II Growth - ($1)
Skip worker

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bird #1 (1/1)
  • :pschip: [I]Technician[/I]: Bird #2 (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird’s Nest
  • Rook lvl 8 (4/3) [crumbling rune]
  • Argagarg lvl 1 (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 11
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8

[details=Thoughts][spoiler]


Redone turn. Taking his Base to 5HP with Rambaster. If I’m lucky enough not to be Free Speeched can win with Quake next turn. If not, can play Ancient + Dog + Zane, move 2 runes to Birds for 4atk. Still 1 hit short, so skipping a worker and hope to draw a unit for the extra rune. (Also considered taking his Base to 6HP rather than 5HP by breaking his Tower with Rambaster rather than hitting Base – but then no chance of snatching a win with Birds next turn.) If these don’t work next turn, this is going to get scary very fast, as he’s on for a potential monster T7 with Mirrored Tech IIs.

Teching Artisan Mantis (absorb a Crashbarrow and help on the Base health) and a second Surprise Attack.

After the draw: no luck, didn’t get a unit with the extra draw :frowning:


[/spoiler][/details]

I think you got free speeched, so I don’t think rook can be sneaky like that @petE. Also makeshift rambaster can’t patrol

4 Likes

That is correct. Rook has no abilities at all at the moment. Also note changes mean you redraw that one card maybe, as always.

1 Like

Oops, good points.

Redone turn now edited in.