[CAWS18] charnel_mouse [Balance]/Blood/Strength vs tie MonoPurple

P2T7


Tech StartingHand Workers

TECH
Octavian


STARTING HAND
Fading Argonaut
Battle Suits
Warp Gate Disciple
Plasmodium


WORKERS
Tinkerer
Hardened Mox
Temporal Research
Neo Plexus
Forgotten Fighter
Now!
Fading Argonaut


NextHand

Battle Suits
Temporal Distortion
Origin Story
Time Spiral
Octavian


Tech 1 card(s)
Get Paid - ($11)
Vir - ($9)
Vir peek at next card
Tech 3 - ($4)
Worker - ($3)
Immortal does 5 damage to Rook; Prynn is maxxed (-3) and does 3 dmg to Rook, removing his crumbling rune (Prynn remains at 4 runes). Nullcraft does 1 dmg to Rook. That's 9 dmg to Rook so I believe he should be 4/4 & no extra lives left. Hyperian then trades w/ Rook, I draw the card I peeked at. Vir gets 2 levels - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Vir L3 (2/3)
  • :target: Lookout:

In Play:

  • Nullcraft (1/1)
  • Immortal (5/1, indestructible)
  • Prynn L7 (3/1, fading 4)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 12
Thoughts

I have a Warp Gate Disciple here… but I'm thinking Kidnapping actually makes him a terrible idea, and I'm regretting that choice now

Rook is 4/5 after getting hit by Nullcraft, since he heals after all of Prynn’s damage. It works out the same, though.

P1T8


StartingHand Workers

STARTING HAND
Crash Bomber
Spore Shambler
Moment’s Peace
Entangling Vines
Tiger Cub


WORKERS
Rich Earth
Ironbark Treant
Verdant Tree
Merfolk Prospector
Forest’s Favor
Playful Panda


NextHand

Rampant Growth
Doubling Barbarbarian
Young Treant
Doubling Barbarbarian


Discard

Moment’s Peace
Entangling Vines
Spore Shambler


Tech 0 card(s)
Get Paid + float - ($11)
Tower - ($8)
Master Midori - ($6)
Moment’s Peace, your units can’t attack, mine can’t block - ($4)
Tiger Cub - ($2)
Crash Bomber - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Midori L1 2/3+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Tiger Cub 2/2
  • Crash Bomber 2/2 (1 to your base on death)

Buildings:

  • :heart: Base HP: 13
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 10

Wait, what? Rook is 4/6 after crumbling, so how is 1 Nullcraft damage and 4 Hyperion damage supposed to still be enough to finish him off? Edit: Oh, I guess Hyperion and Prynn can go first, the Immortal and Nullcraft can finish him off, and it works out the same.

4 Likes

@Nekoatl - Yeah so I also noted that it could work out either way, but I was not sure how the damage would take effect relative to Rook’s crumbling rune trigger.

For example, let’s say Rook is squad leader and has second life / full health (12 life + 1 armor). I have a character that does 13 damage, the exact amount it takes to kill Rook twice. Some games I have played would work like this:

  1. 13 damage is applied
  2. On the 7th damage, Rook’s crumbling would trigger and he would heal. The attack is still continuing because Rook did not die and is still in process of receiving damage
  3. Damage would continue applying and Rook would die when it’s all finished.

By your reaction, it sounds like in Codex, it does NOT work this way? As in, it would take an entire second attack to kill Rook and any “overflow” to his crumbling rune would not be applied? It doesn’t affect my turn, but is sort of weird to me since Rook is still in the same position to receive damage in that patroller slot.

That’s right, damage is dealt simultaneously, so in your example, he would take all 13 damage, then Two Lives would remove it all and place the crumbling rune, leaving him at 4/6 again.

2 Likes

Damage is not applied 1 point a time in codex. All the damage is applied from an action, then the game state is checked, triggering two lives. The same operation is used for indestructible units, except that two lives does not cause the hero to exhaust and leave patrol. All current damage is removed and a crumbling rune is added.

Carry on. :slight_smile:

2 Likes

Gotcha - thanks for the clarification. I haven’t seen that play out yet til now. @charnel_mouse - just checking, Moment’s Peace means you can’t patrol, right?

3 Likes

It means my units can’t patrol, my heroes still can. Similarly, your heroes can still attack. So yes, I screwed up, only Midori should be in patrol. I played to account for that but forgot when setting up my patrol, so play on!

1 Like

P2T8


StartingHand Workers

STARTING HAND
Origin Story
Time Spiral
Temporal Distortion
Battle Suits
Octavian


WORKERS
Tinkerer
Hardened Mox
Temporal Research
Neo Plexus
Forgotten Fighter
Now!
Fading Argonaut


NextHand

Undo
Argonaut
Plasmodium
Warp Gate Disciple
Hyperian


Discard

Temporal Distortion
Time Spiral
Origin Story
Immortal
Battle Suits


Tech 0 card(s)
Get Paid - ($12)
Octavian - ($4)
Vir peek
Geiger - ($2)
Temporal Distortion; Immortal (cost 6) goes to my hand, Tricycloid (cost 5) comes into play - ($0)
Tricycloid uses 1 rune to take Midori's armor
Prynn attacks, does 3 to Midori, both die. Prynn lvls fizzle. Midori lvls go to Geiger
Tricycloid uses 2 runes to take out Tiger Cub

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Geiger L3 (2/4 + A)
  • :psfist: Elite: Nullcraft (1/1, flying)
  • :ps_: Scavenger: Tricycloid (3/3, no runes)
  • :pschip: Technician: Vir L3 (2/3)
  • :target: Lookout:

In Play:

  • Octavian (8/8, pay 8 & tap to ready Oct & disable 8 units/heroes)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 12
Thoughts

Well, that’s twice I used Vir’s peek and saw a Plasmodium, so that play isn’t working out for me, and the Moment’s Peace slowed me down, but everything else here is feeling good. Temporal Distortion on Immortal is solid in two ways; if he has kidnapping, the rune-less Tric is not enough to break through Geiger, and killing Midori & cub greatly reduce his potential attack power. I can’t see a way to get to Octavian after all that and it controls for Midori flying + hasted Colossus suddenly ending the game. The only flaw I’m feeling here is the lack of one gold, because being able to pay 8 for Octavian plus 5 for Hyperion next turn would guarantee 12 damage, and one from Nullcraft is 13, ending the game. And I’m also realizing I should’ve thought through the possibility to draw Hyperion and setup Tric in a different patroller slot, b/c if he gets kidnapped I won’t get the scav gold, but oh well. Scav on, Tricycloid. Hope you don’t get abducted

P1T9


StartingHand Workers

STARTING HAND
Doubling Barbarbarian
Young Treant
Rampant Growth
Doubling Barbarbarian


WORKERS
Rich Earth
Ironbark Treant
Verdant Tree
Merfolk Prospector
Forest’s Favor
Playful Panda


NextHand

Bloodlust
Whitestar Grappler
Crash Bomber
Bloodlust


Discard

Moment’s Peace
Entangling Vines
Spore Shambler
Tiger Cub
Crash Bomber
Rampant Growth
Doubling Barbarbarian
Young Treant


Tech 0 card(s)
Get Paid + float + scavenger - ($12)
Drakk Ramhorn - ($10)
Midband Drakk - ($7)
Master Midori - ($5)
Rampant Growth on Crash Bomber - ($3)
Crash Bomber trades with Geiger, death damage hits Tricycloid, Drakk hits level 6 (maxband)
Doubling Barbarbarian, Drakk gives it haste - ($0)
Doubling Barbarbarian kills Vir, overpowers into Tricycloid and kills it, you get a gold and draw, takes 2 damage, Midori hits level 3

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Midori L3 2/3+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk L6 3/4 (1 to your base on death)
  • :target: Lookout:

In Play:

  • Doubling Barbarbarian 3/3 (haste, overpower, stat buffs count double, 2 damage)

Buildings:

  • :heart: Base HP: 13
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10

Wow, that was a big turn. Would’ve been a problem for me if you’d gotten through to Tech 2 and you weren’t that far off. Good game! Octavian + Hyperion + Nullcraft add up to 13 damage

"P2T9


StartingHand Workers

STARTING HAND
Plasmodium
Argonaut
Hyperian
Undo
Warp Gate Disciple
Immortal
Temporal Distortion


WORKERS
Tinkerer
Hardened Mox
Temporal Research
Neo Plexus
Forgotten Fighter
Now!
Fading Argonaut


NextHand

Temporal Distortion
Origin Story
Battle Suits
Time Spiral
Tricycloid


Discard

Nullcraft


Tech 0 card(s)
Get Paid - ($12)
Scav gold - ($13)
Draw for Tech
Octavian disables all the things, does 8 damage to base - ($5)
Hyperion hasted, does 4 dmg (draw again) - ($0)
Nullcraft valiantly finishes off your base for the 13th damage, knowing that death comes from the tower. RIP Nullcraft, you’re a hero. GG!

Float ($0)
Discard 6, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Octavian (8/8, pay 8 & tap to ready Oct & disable 8 units/heroes)
  • Hyperion (4/4, draw when attacking)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 1

Gold:

  • Gold: 0
  • Workers: 12
    "
1 Like

GG! Yeah, this deck tends to snowball pretty hard once I can get some Tech IIs to stick around and get a second round of Drakk buffs, you kept me under control though. I should’ve teched in a Grappler before the second Barbarbarian, but I wasn’t thinking of Immortals. Also, I had Rampant Growth in hand on turn 3, and I’m not sure whether I should have just destroyed your Tech I, having more workers once the game reaches Tech II seems pretty good for Drakk surprises. Similar play to swap Tech II destructions on Turn 5.

@zhavier we have a winner, with an Octavian!

1 Like

I had a couple of draws go my way - getting Octavian on the reshuffle was key, as was bottom-decking Tech 2 so I didn’t draw it immediately on the turn I couldn’t build it. The plan was to use Prynn to remove those big strength dudes and Rook, and Immortal to save me from Drakk’s surprises. Kidnapping was a constant concern, though, as kidnapping my Immortal is rough. I also teched a Warp Gate Disciple because my front line was strong enough to protect it, and then realized that if you kidnapped it, I’d be very sad. Ended up never using it.

Not sure about Tech 1 - I wasn’t too worried about Tech 1 blowing up, but Argonaut did have a couple of key plays, being able to kill something, survive, & patrol, so who knows. Blowing up Tech 2 at almost any time would’ve been very bad for me, though.

1 Like

Kidnapping an Immortal is fun, but it leaves the Immortal ready to punish immediately after, and not being able to trade two enemies into each other means it’s not as a big a comeback as it normally is, so that was definitely the right unit to tech.

Good luck in the rest of the tournament! I got knocked out pretty early, but I think I’ll try this deck again next time, Drakk is too much fun.

2 Likes

Not to add insult to injury, but you can’t bring Midori back out right after he just died. Somethin’ to keep an eye on next time

GG WP you two! Cool to see what might be the first Octavian ever played in a PBF tourney
(@Shadow_Night_Black would probably know if it’s been played before, being our resident Mono-Purple veteran)

3 Likes

As an ardent follower of pbf tournies, i think it might have seen play on the old forum once, but that was a Really long time ago at this point. So, 90% chance it’s the first ever in a pbf tourney.

Big kudos for making it work.

2 Likes

Octavian? no, never seen it played, normally add a tech lab for Past/Future tech 3 as they are so much better.

2 Likes

Yeah - it wasn’t a good choice to summon Vir on T7 instead of building the tech lab. I should have foregone the hero, as that would’ve been more reliable than hoping Vir’s peek would top-deck an Origin Story (which it did not…). But it was cool to see it work out anyway :slight_smile: edit: Actually, I workered that turn, too - so that could’ve gotten it done as well. That’s the real mistake… should’ve teched 2 copies of a different tech 3, skipped worker to tech lab, and gone w/ that.

edit2: Was thinking about this some more… and actually it’s not so obvious. At first I thought - well the other Tech 3s are clearly better in their ability to impact the board on the turn they’re played, so I should have spent the gold to Tech Lab, as in most games Past/Future Tech3 will end up being a higher probability win than Present Tech3. So win or no win, it’s an error. But the benefit to Octavian seems to be that if he survives one turn, the game is over. You’d think he’s a spiritual successor to Land Octopus in theme, but really he’s an evolution of Warp Gate Disciple. Given the board position I had and that it was basically assured he’d survive to see the next turn, I think he actually might’ve been the best thing to play. If someone could write a rules engine and feed this game state into a deep neural net, randomizing my opponent’s deck and discard and possible tech options etc and run it a zillion times, I’d like to know which path ends up being the highest probability win rate :slight_smile: Octavian seems at least on par with the others in this particular scenario, if not better in his higher ATK and survivability.

TL;DR: Maybe Octavian is just one of those cards that does have moments where he’s actually a better play than the usually better other Tech 3s.

I’m still goggling how on turn four this man started with four cards, played one worker, and discarded two cards. Where did the other one go? We may never know

2 Likes

I was behind enough on board by the time Octavian came out that I didn’t realistically have any ways to deal with a Tech III that didn’t patrol, so Octavian’s mean weakness compared to the other Tech III was moot. Had I had managed to recover before that, Octavian not doing anything for a turn would have been more of a problem: overpower, Kidnapping + frenzy, and Bloodlust could have eked out a kill.