[CAWS18] charnel_mouse [Balance]/Blood/Strength vs Shadow_Night_Black [Present]/Past/Finesse

P1T3


Tech StartingHand Workers

TECH
Crash Bomber
Bloodlust


STARTING HAND
Tiger Cub
Merfolk Prospector
Gemscout Owl
Playful Panda
Forest’s Favor


WORKERS
Rich Earth
Verdant Tree
Merfolk Prospector


NextHand

Nature Reclaims
Rampant Growth
Spore Shambler
Young Treant


Discard

Forest’s Favor
Playful Panda
Crash Bomber
Bloodlust


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Gemscout Owl - ($4)
Tiger Cub - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Midori L1 2/2 (1 damage)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

Shadow doesn’t have the gold to hit Tech II and bring in an Argonaut or a Stewardess, which were my main worries, so a Tiny Basilisk isn’t the immediate priority it normally is. What am I worried about? Definitely a Nimble Fencer. In that case I’d need two ground blockers, which is more cards than I can really afford. Skipping the Owl isn’t an option either, since then Nullcraft’s damage comes back into play. I think I’ll just have to take the risk.

Long-term, even without Future Shadow has some great air options – Now! on Cloud Sprites is pretty good – so I’m wondering whether I can afford to go Strength. I haven’t done a matrix in a while, so here goes.

Past: Cheap units that either hit hard to bring in other units. Nothing with more than 4 health, though, which makes them good fodder for unblocked flying Mimics, boosted Shoddy Gliders, and Whitestar Grapplers. Needs more effort if they’re in SQL, but that won’t happen for Rememberer, and the other two have quick fading. Second Chances doesn’t do much if I’m killing everything with lusted units, and I doubt Slow-Time Generator will appear. I think Balance is a bit worse here, because it relies on fliers to deal with both Rays and Rememberers, and Golgoth can rip through Basilisks.
Present: Ugh, I don’t like fighting Present. Balance can put Basilisks in front to lessen the effect of Tricycloids, Blood is probably just asking for my buildings to be wrecked, Strength can’t deal with Warp Gate Disciples or Immortals very easily.
Finesse: Another spec with very cheap options, plus some more expensive buffers. I think Balance units are too expensive to keep up. Blood could be an interesting response, clearing out Virtuosos with Crashbarrows, or Octopi later if I get ahead. Strength can get to Grounded Guides with Grapplers, but Maestros are more of a problem. However, Barbarbarians are cheap enough that hasting and boosting them could clear out Virtuosos pretty efficiently. I would need Birds or Circle of Life to deal with Cloud Sprites, though.

Mine Past Present Finesse
Balance o + -
Blood + - +
Strength + - +

Could go either way at the moment, I think Balance can deal with Present where the others can’t. Let’s bring in Tech I stuff for now, and see if Shadow’s Tech I plays give me any hints.

… Phew, drew the Nature Reclaims. Let’s see if Two Step comes out.