CAWS 2016: Mooseknuckles ([Growth]/Necro/Strength) vs. FrozenStorm ([Blood]/Strength/Growth)

Hey, sorry I missed the start of this! GLHF as always!

P1T1:

Starting Hand

Merfolk Prospector Young Treant Ironbark Treant Forest’s Favor Verdant Tree

Gold (4)
Worker (3)
Merfolk Prospector (2)
Rook (0)

Patrol:
Leader: Level 1 Rook (2/4 + a)
Elite:
Scavenger:
Technician:
Lookout:

Buildings:
Units/Heroes: Merfolk Prospector (1/1)
Base: 20
Other:

Economy:

Workers: 5
Hand: 5
Deck: 0
Discard: 3

Worker

Verdant Tree

New Hand

Playful Panda Tiger Cub Spore Shambler Rich Earth Rampant Growth

No worries @Mooseknuckles, it’s been a busy time for me! GL HF as always :slight_smile:

Player 2, Turn 1

P1 [Growth]/Necro/Strength vs P2 [Blood]/Growth/Strength

[details=Starting Hand]
Charge
Careless Musketeer
Bloodburn
Bombaster
Mad Man
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Rook (3)
  • Bombaster (1)
  • Worker (0)

[details=Workers]
Careless Musketeer
[/details]

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

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Nautical Dog
Makeshift Rambaster
Pillage
Scorch
Bloodrage Ogre
[/details]

[details=End of Turn Discard]
Mad Man
Bloodburn
Charge
[/details]

[details=My Thoughts]
Well this will be a bit of a rough matchup I think… I’ve played Moose and this deck in the fall swiss, and he’s very good with it. I was playing PPA at the time I believe, though, so this will be a very different game in all likelihood. He always goes for birds first with an early rook, and then usually transitions into Might of Leaf and Claw and Lich’s Bargain. DeGrey might be a fun way to attack this deck, so I’m going to consider doing early Mythmaking, but I think my primary concern will be getting Birds of my own to clog things up. Kidnapping will also be a key spell for me this game I think, and I might be able to do damage with Blood Tech 2. We’ll see where this goes!
[/details]

P1T2:

Tech

Bird Nest, Bone Collector

Starting Hand

Playful Panda Tiger Cub Spore Shambler Rich Earth Rampant Growth

Gold + prospector (6)
Worker (5)
Tech I (3)
Tiger Cub (1)
Discard 3, rs, Draw 5

Patrol:
Leader: Tiger Cub (2/2 + a)
Elite:
Scavenger: Level 1 Rook (2/4)
Technician:
Lookout:

Buildings: Tier I - 5
Units/Heroes: Merfolk Prospector (1/1)
Base: 20
Other:

Economy:

Workers: 6 + 1 float
Hand: 5
Deck: 3
Discard: 0

Worker

Rich Earth

New Hand

Playful Panda Spore Shambler Rampant Growth Young Treant Ironbark Treant

Player 2, Turn 2

P1 [Growth]/Necro/Strength vs P2 [Blood]/Growth/Strength

[details=Starting Hand]
Nautical Dog
Makeshift Rambaster
Pillage
Scorch
Bloodrage Ogre
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 Cards In

[details=All Teched Cards]
Bird’s Nest, Ardra’s Boulder
[/details]


###Main:

  • Bloodrage Ogre (4)
  • Tech 1 (2)
  • Worker (1)

[details=Workers]
Scorch, Careless Musketeer
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

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

####In Play:

  • Rook (2/4 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Mad Man
Bird’s Nest
Nautical Dog
Bloodburn
Pillage
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
I’m not really sure what the right play is here. I do know that Degrey should be pretty good against his primary gameplan. It means Bird’s Nest is a stop-gap tech for myself, but there isn’t much way around that in my eyes… Maybe Water Elemental? I dunno.

Kidnapping and Mythmaking next tech? Mythmaking and Galina? I want to try and keep a board presence that keeps him off tech 2, though I have to be weary of Lich’s Bargain overwhelming me. I expect a Hero’s Hall next turn from him.
[/spoiler][/details]

your Rook isn’t showing, @frozenstorm.

He’s chillin’ behind everyone, ty :slight_smile:

Such a passive/friendly game so far!

P1T3:

Tech

Lich’s Bargain, Blooming Ancient

Starting Hand

Playful Panda Spore Shambler Rampant Growth Young Treant Ironbark Treant -> Bird Nest

Gold + f + prospector (8)
Worker (7)
YT (5)
Ironbark Treant (2)
Bird Nest (0)
Discard 2, Draw 2, rs, Draw 2

Patrol:
Leader: Tiger Cub (2/2 + a)
Elite: Ironbark Treant (2/4)
Scavenger:
Technician: Young Treant (0/2)
Lookout:

Buildings: Tier I - 5
Units/Heroes: Merfolk Prospector (1/1), Level 1 Rook (2/4), Bird #1 (1/1), Bird #2 (1/1)
Base: 20
Other:

Economy:

Workers: 7
Hand: 4
Deck: 2
Discard: 0

Worker

Rampant Growth

New Hand

Forest’s Favor Bone Collector Lich’s Bargain Playful Panda

We’re all friends here, right? XD

Player 2, Turn 3

P1 [Growth]/Necro/Strength vs P2 [Blood]/Growth/Strength

[details=Starting Hand]
Nautical Dog
Makeshift Rambaster
Pillage
Scorch
Bloodrage Ogre
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+1float)
  • Tech 2 Cards In

[details=All Teched Cards]
Ogre Recruiter x2
Bird’s Nest, Ardra’s Boulder
[/details]


###Main:

  • Bird’s Nest (6)
  • Tech 2 Blood (2)
  • Bloodrage Ogre trades with Tiger Cub
  • Worker (1)

[details=Workers]
Bloodburn, Scorch, Careless Musketeer
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC BLOOD

####In Patrol:

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

####In Play:

  • Bird’s Nest

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Ardra’s Boulder
Makeshift Rambaster
Charge
Mad Man
Pillage
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
No idea what I’m doing… Pretty sure I lost this game already, that was a HUGE drop he just laid down! I’m bad at this game, but since I know I’m going to be drawing Charge, I’m going to try something funky and catch him off guard by getting an Ogre Recruiter in hastily (it’s a 33% draw if I tech one of them, ). That’s also an anti-token strategy of sorts…? All I know is Growth and Strength are going to be too slow with how far behind I already am…
[/details]

nope!

P1T4:

Tech

Blooming Ancient, Blooming Elm

Starting Hand

Forest’s Favor Bone Collector Lich’s Bargain Playful Panda

Gold + f + prospector (8)
Worker (7)
Tier II - Growth (3)
FF on Bird #1 (0)
Bird #1 kills SQL birdie
Bird #2 hits your Rook for 1
Ironbark Treant trades with your Rook, Bird Nest is discarded and my Rook gains 2 levels
Rook kills Bombaster, takes 2 damage
Discard 2, Draw 2, rs, Draw 2

Patrol:
Leader:
Elite:
Scavenger:
Technician: Young Treant (0/2)
Lookout:

Buildings: Tier I - 5, Tier II (Growth) - 5
Units/Heroes: Merfolk Prospector (1/1), Level 3 Rook (2/2), Bird #1 w rune (2/1), Bird #2 (1/1)
Base: 20
Other: Bird Nest

Economy:

Workers: 8
Hand: 4
Deck: 5
Discard: 0

Worker

Bone Collector

New Hand

Blooming Ancient Spore Shambler Lich’s Bargain Ironbark Treant

Harsh!

Player 2, Turn 4

P1 [Growth]/Necro/Strength vs P2 [Blood]/Growth/Strength

[details=Starting Hand]
Ardra’s Boulder
Makeshift Rambaster
Charge
Mad Man
Pillage
Nautical Dog (no recruiter…)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1float+1scavenger)
  • Draw 1 for technician
  • Tech 2 Cards In

[details=All Teched Cards]
Pirate-Gang Commander
Crashbarrow, Dinosize
Ogre Recruiter x2
Bird’s Nest, Ardra’s Boulder
[/details]


###Main:

  • Drakk + Midband (5)
  • Big Bird kills Rook w/ Frenzy, Drakk maxbands
  • Nautical Dog, gains haste (4)
  • Mad Man (3)
  • Makeshift Rambaster (1)
  • Dog kills Treant, you draw 1
  • Mad Man and Rambaster break your tech 2, your base to 18hp
  • Worker (0)

[details=Workers]
Pillage, Bloodburn, Scorch, Careless Musketeer
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC BLOOD

####In Patrol:

  • :psblueshield: Squad Leader: Drakk (3/4+1armor, lvl 6)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Big Bird (1/1)
  • Nautical Dog (1/1)
  • Mad Man (1/1)
  • Makeshift Rambaster (1/2)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Ogre Recruiter
Ogre Recruiter
Bloodrage Ogre
Charge
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Well… He goes straight for tech 2 and trades off somewhat poorly, so I can get some good value this turn DESPITE NOT GETTING THE RECRUITER DRAWN TECHING TWO OF THEM!! He’ll have a tough choice of what to go at with birds, let’s see what he does
[/details]

Scary! Leaving up Drakk is not good…

P1T5:

Tech

Doom Grasp, Artisan Mantis

Starting Hand

Blooming Ancient Spore Shambler Lich’s Bargain Ironbark Treant Blooming Ancient

Gold + Prospector, rebuild T2 (9)
Garth (7)
Skeleton (6)
Ironbark Treant (3)
Lich’s Bargain (1)
Worker (0)
Bird #1 kills Rambaster
Bird #2 kill Naughty Dog
Discard 2, Draw 4

Patrol:
Leader: Zombie (2/2 + a)
Elite: Ironbark treant (2/4)
Scavenger: Skeleton #1 (1/1)
Technician: Horror (3/3)
Lookout: Skeleton #1 (1/1)

Buildings: Tier I - 5, Tier II (Growth) - 5
Units/Heroes: Merfolk Prospector (1/1), Bird #1 w rune (2/1), Bird #2 (1/1), Level 1 Garth (1/3)
Base: 14
Other:

Economy:

Workers: 8
Hand: 4
Deck: 0
Discard: 7

Worker

Spore Shambler

New Hand

Tiger Cub Blooming Elm Forest’s Favor Playful Panda

I imagine you didn’t have much in the way of a choice though… Speaking of scary!

Player 2, Turn 5

P1 [Growth]/Necro/Strength vs P2 [Blood]/Growth/Strength

[details=Starting Hand]
Ogre Recruiter
Ogre Recruiter
Bloodrage Ogre
Charge
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Tech 2 Cards In

[details=All Teched Cards]
Dinosize, Shoddy Glider
Crashbarrow, Dinosize
Ogre Recruiter x2
Bird’s Nest, Ardra’s Boulder
[/details]


###Main:

  • Ogre Recruiter, has haste (4)
  • Drakk kills Zombie, takes 2 damage
  • Recruiter kills Ironbark, takes 2 damage, steals your Big Bird
  • Charge new Big Bird, it and my old Big Bird kill your tech 2, your base to 12 (2)
  • Rook (0)
  • Skip Worker (0)

[details=Workers]
Pillage, Bloodburn, Scorch, Careless Musketeer
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC BLOOD

####In Patrol:

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

####In Play:

  • your Bigger Bird (2/1)
  • my Big Bird (1/1)
  • Ogre Recruiter (5/2 from 2 damage)
  • Drakk (3/2 from 2 damage, lvl 6)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 7

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Ardra’s Boulder
Crashbarrow
Bird’s Nest
Dinosize
[/details]

[details=End of Turn Discard]
Makeshift Rambaster
Nautical Dog
Charge
Dinosize
Shoddy Glider
Bloodrage Ogre
Ogre Recruiter
[/details]

[details=My Thoughts]
Okay, almost time to go all-in on base it looks like, but #1 thing I want to do is keep him off tech 2. Without it, he’s just a swarm of tokens (still annoying but manageable). I have near-guaranteed access to Barrow + Dinosize next turn, so he has to be careful about attacking with too much, and he can’t Lich’s Bargain very safely again. He also has to prioritize between my tech 2, my Drakk, and the Recruiter, and he can’t confidently buff his bird for fear I’ll steal the buff like I just did. It’s going to be a fun finish to see if I can win a race!
[/details]

1 Like

Ouch - don’t know if I’ll have time/the chance to recover from that…

P1T6:

Tech

Ardra’s Boulder, Artisan Mantis

Starting Hand

Tiger Cub Blooming Elm Forest’s Favor Playful Panda

Gold + Prospector, rebuild T2 (9)
Forest’s Favor my bird (6)
Skeleton (5)
Garth to level 3 (3)
Worker (2)
Playful Panda (0)
Bird kills Drakk, Garth to level 5, my base to 11
Garth kills madman
Horror kills Rook, Garth to level 7, grabs Ardra’s Boulder from the discard
skeletons kill recruiter
Discard 1, rs, Draw 3

Patrol:
Leader: Ardra’s Boulder (0/6 + a)
Elite:
Scavenger: wisp (0/1)
Technician: skeleton (1/1)
Lookout:

Buildings: Tier I - 5, Tier II (Growth) - 5
Units/Heroes: Merfolk Prospector (1/1), Bird #2 w rune (2/2), Level 7 Garth (3/4), Horror (3/1), Playful Panda (2/2)
Base: 11
Other:

Economy:

Workers: 9
Hand: 3
Deck: 8
Discard: 0

Worker

Blooming Elm

New Hand

Young Treant Lich’s Bargain Forest’s Favor

Player 2, Turn 6

P1 [Growth]/Necro/Strength vs P2 [Blood]/Growth/Strength

[details=Starting Hand]
Ardra’s Boulder
Crashbarrow
Bird’s Nest
Dinosize
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Draw 1 for technician
  • Tech 2 Cards In

[details=All Teched Cards]
Shoddy Glider, Kidnapping
Dinosize, Shoddy Glider
Crashbarrow, Dinosize
Ogre Recruiter x2
Bird’s Nest, Ardra’s Boulder
[/details]


###Main:

  • Arg (7)
  • Boulder (5)
  • Dinosize my big bird (1)
  • My Dinobird kills your tech 2, your base to 9
  • Bigger Bird kills your Horror
  • Worker (0)

[details=Workers]
Bombaster, Pillage, Bloodburn, Scorch, Careless Musketeer
[/details]

  • :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
  • Tech2 HP: 5 SPEC BLOOD

####In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Boulder (0/6)
  • :target: Lookout:

####In Play:

  • Bigger Bird (2/1)
  • Big Bird (1/1)
  • Arg (1/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Shoddy Glider
Dinosize
Bloodrage Ogre
Shoddy Glider
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Well he does buff his bird and get both Drakk and Recruiter, as well as put up a great Barrow wall. Nice play, but I’m still going to keep that tech 2 down. Without it he has no way to threaten me very well, and I can slowly grind a base race with gliders and arg buffs. Grabbing kidnapping as well, just in case he tries to block with bird.

COULD NOT HAVE HAD A BETTER DRAW FOR NEXT TURN, will be very tough for him to stop the glider swarm.
[/spoiler][/details]

P1T7:

Tech

Doom Grasp, Might of Leaf and Claw

Starting Hand

Young Treant Lich’s Bargain Forest’s Favor -> Tiger Cub Bird Nest Artisan Mantis - was really hoping to draw a doom grasp, at which point I have a decent shot at coming back. I’m just screwed now I think.

Gold, Rebuild T2 (9)
Young Treant (7)
Skeleton breaks your wisps armor, sacrifice it to draw a card
Skeleton, sacrifice it to draw a card (6)
Worker (5)
Tower (2)
Tiger Cub (0)
Prospector taps for a gold (1)
Panda kills wisp
Garth hits boulder for 3
My Bird kills your 1/1 Bird
Discard 3, Draw 5

Patrol:
Leader: Ardra’s Boulder (0/6 + a)
Elite:
Scavenger: wisp (0/1)
Technician: Young Treant (0/2)
Lookout:

Buildings: Tier I - 5, Tier II (Growth) - 5, Tower - 4
Units/Heroes: Merfolk Prospector (1/1), Bird #2 w rune and a damage (2/1), Level 7 Garth (3/4), Playful Panda (2/2), Tiger Cub (2/2)
Base: 9
Other:

Economy:

Workers: 10 + 1 float
Hand: 5
Deck: 0
Discard: 5

Worker

Lich’s Bargain

New Hand

Doom Grasp Blooming Ancient Blooming Ancient Ironbark Treant Artisan Mantis

I have Glider + Dinosize, so I’m doing that to kill base.

GG WP! @EricF

2 Likes

Nice game! good luck in the rest of the tourney

You too, I’m surprised I won you play that deck really well!

1 Like

I think that my variant of the deck (green starter, necro) is probably favored in this matchup over yours, but you played a better game. In particular, Ogre Recruiter was a nice tech that worked out really well for you.

On turn 4, I should have midbanded my Rook. I could have traded in prospector + treant to kill your rook, killed the bombaster, then midbanded mine. I was thinking that my Rook was doomed either way because I was expecting crashbarrows, but I don’t even think my play protected me that well against it.

2 Likes