[CAWS18] codexnewb [Necro]/Anarchy/Growth vs thehug0naut [Feral]/Present/Blood

@thehug0naut

GLHF!!

"P1T1


StartingHand Workers

STARTING HAND
Sacrifice the Weak
Jandra, the Negator
Skeleton Javelineer
Thieving Imp
Deteriorate


WORKERS
Jandra, the Negator


NextHand

Summon Skeletons
Graveyard
Poisonblade Rogue
Skeletal Archery
Pestering Haunt


Discard

Thieving Imp
Sacrifice the Weak
Deteriorate


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
garth - ($1)
sk jav - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Garth, lvl 1, (1/3)
  • Sk Jav (1/1)*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Initial Thoughts:

  1. temporal distortion is bad, mmkkk.
  2. blood and present seem like his go to
  3. Skeletons might do well here.

Options,

  1. Garth, sj jav. - he’ll most likely put Cal out in front. that means turn 2, im stuck with putting garth out front, which dies to cal/unit, or putting skeleton/jav out front, meaning they get wiped and im behind turn 3. although, i can technician to try and drop double BC turn 3. cal can still stealth to kill garth, but that wouldnt be horrible for me long term.

okay, T1, garth, sk jav, T2, sk, tech 1, haunt, T3, ideal, double BC.

"

GLHF back at you!

P2T1


StartingHand Workers

STARTING HAND
Playful Panda
Ironbark Treant
Tiger Cub
Verdant Tree
Rampant Growth


WORKERS
Ironbark Treant


NextHand

Forest’s Favor
Young Treant
Spore Shambler
Merfolk Prospector
Rich Earth


Discard

Rampant Growth
Verdant Tree
Tiger Cub


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Calamandra Moss - ($2)
Playful Panda and Wisp - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Calamandra Moss 2/3A
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Playful Panda 2/2

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I don’t play against black starter very often, so I’m not entirely comfortable in my early game choices against it yet. I think I always play Calamandra here but I wasn’t sure between midbanding her right away or playing a unit. I think I like the extra pressure from the unit and the additional chump blocker in the Wisp. Rampant Growth can suddenly make it an attacker if need be and it and Panda give me two blockers for one card, even if one of them is insta-dead to Deteriorate.

@codexnewb’s turn!

"P1T2


Tech StartingHand Workers

TECH
BC
BC


STARTING HAND
Graveyard
Pestering Haunt
Skeletal Archery
Poisonblade Rogue
Summon Skeletons


WORKERS
Jandra, the Negator
Summon Skeletons


NextHand

Graveyard
Skeletal Archery
BC
Deteriorate
Poisonblade Rogue


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Garth makes a skeleton - ($3)
Pesting Haunt
tech 1 - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sk Jav (1/1)*
  • :target: Lookout:

In Play:

  • Garth, lvl 1, (1/3)
  • Pestering Haunt (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

worker summon skeletons. even though he doesnt have flying, archery might be good if he doesnt clear my skeletons by turn 3.

well, he dropped cal like i thought. putting sk jav on tech to maybe get the double BC. if e stealth’s for garth, at least ill have the cycle advantage.

next turn, gg 6, float 7, worker 6, bc 5, bc 3, bc 1 (or imp/pbr)

"

just checking in so we can try to finish by friday. thanks! @thehug0naut

No problem, will be able to take my turns a bit faster over the next few days

P2T2


Tech StartingHand Workers

TECH

Huntress
Crash Bomber


STARTING HAND
Rich Earth -> Worker
Spore Shambler -> Discard
Young Treant -> Discard
Merfolk Prospector
Forest’s Favor


WORKERS

Ironbark Treant
Rich Earth


NextHand

Verdant Tree
Young Treant
Tiger Cub
Forest’s Favor


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Midband Calamandra - ($1)
Discard 2 cards, Calamandra gains Stealth
Calamandra kills Garth, takes 1, Calamandra maxbands

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Playful Panda 2/2A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp 0/1
  • :target: Lookout:

In Play:

  • L5 Calamandra Moss 4/5 [Units have Resist 1]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Keeping Garth off the field seems pretty important. I’m expecting to keep Calamandra from this position, but don’t feel like I can risk the tempting double Feral Strike, given the likelihood he has Zane to counter attack with and the potential of Doom Grasp/Nether Drain before I could get Tech II up. Much more conservative to get some solid value Tech Is in and hope to hit him hard after my next cycle. Might try Tigers into TD without a Tech II but it could be a risk with the amount of unit removal he has.

@codexnewb’s turn!

"P1T3


Tech StartingHand Workers

TECH
Liches Bargain
Blooming Ancient


STARTING HAND
BC
Poisonblade Rogue
Graveyard
Deteriorate
Skeletal Archery


WORKERS
Jandra, the Negator
Summon Skeletons
Graveyard


NextHand

Liches Bargain
Thieving Imp
BC
Sacrifice the Weak


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Bone Collector - ($4)
poisonblade rogue - ($2)
zane, runs into panda, lvls fizzle - ($0)
sk jav throws spear to kill panda
haunt pings your tech 1

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger: PBR (2/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)
  • Sk Jav (1/1)
  • BC (3/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

him being able to wall up next turn with tech 2, potential argo, and Cal makes me nervous. i wouldnt be able to get at his tech 2 at all, and the tricycloids would come with a vengence.

i think dropping BC and PBR, with Sk out front would be best. he has no haste with Cal as is right now. if PBR survives, it makes it more likely that BC can survive against any wall he throws out there. i like PBR more than STW since he has that wisp, which im relectant to kill given his dampened cycle.

also, limited my reshuffledraw to just 1, so hopefully, wont draw that BA just yet.

worker the graveyard. im more focussed on keeping my units out there right now, pretty successfully for the time being.

"

P2T3


Tech StartingHand Workers

TECH
Temporal Distortion
Bloodlust


STARTING HAND
Tiger Cub
Forest’s Favor
Young Treant
Verdant Tree -> Worker
Huntress (Young Treant)


WORKERS

Ironbark Treant
Rich Earth
Verdant Tree


NextHand

Crash Bomber
Merfolk Prospector
Rampant Growth


Discard

Playful Panda
Forest’s Favor
Temporal Distortion
Bloodlust
Tiger Cub


Tech 2 card(s)
Get Paid + float - ($8)
Young Treant, 1 card for me - ($6)
Forest’s Favour on Wisp - ($4)
Calamandra kills Skele, takes 1
Wisp trades with PBR, 1 gold for you
Worker - ($3)
Huntress - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress 3/3A [Anti-Air, Sparkshot]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Young Treant 0/2 [Can’t Attack]
  • :target: Lookout:

In Play:

  • L5 Calamandra Moss 4/4 [Units have Resist 1]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Still not very confident about my chances here. Need to stabilise and get to Tech II and/or HH+Tigers soon.

@codexnewb’s turn!

"P1T4


Tech StartingHand Workers

TECH
netherdrain
netherdrain


STARTING HAND
Sacrifice the Weak
Thieving Imp
BC
Liches Bargain


WORKERS
Jandra, the Negator
Summon Skeletons
Graveyard
W4 - Thieving Imp


NextHand

Liches Bargain
Skeletal Archery
Deteriorate
Blooming Ancient


Tech 2 card(s)
Get Paid - ($7)
Scav gold - ($8)
Worker - ($7)
bone collector - ($5)
tech 2 growth - ($1)
haunt pings your tech 1 down to 3 hp

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: BC #2 (3/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sk Jav (1/1)
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)
  • BC #1 (3/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

hmmm, dont want to trade with him since he has the advantage. just let him run into me. assuming he tech’s up right now, feral strike will be a real problem. teching two netherdrains and can use garth to dig for them worst case. save a BA in the codex for garth max of course.

bc out front to force a rampant growth or cal to take 3 damage. good news is if he electes to go at my tech 2 with stealth, it doesnt destroy me. i can lay out garth for a turn.

"

P2T4


Tech StartingHand Workers

TECH
Hyperion
Hyperion


STARTING HAND
Rampant Growth
Crash Bomber
Merfolk Prospector


WORKERS

Ironbark Treant
Rich Earth
Verdant Tree


NextHand

Spore Shambler
Hyperion
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($9)
Rampant Growth on Huntress - ($7)
Huntress kills BC2, takes 1
Calamandra kills Jav, takes 1, 1 card for you
Crash Bomber - ($6)
Tech II Present - ($2)
Skip Worker

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Crash Bomber 2/2A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Young Treant 0/2 [Can’t Attack]
  • :target: Lookout:

In Play:

  • L5 Calamandra Moss 4/3 [Units have Resist 1]
  • Huntress 3/2 [Anti-Air, Sparkshot]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

Yuck. I really don’t want to skip my worker here but I reckon thats my only hope of recovering my hand. With MoLaC likely next turn I’m pretty spooked. Double Hyperion because I need cards desperately.

@codexnewb’s turn!

edit, put note as the last line of my turn noting to distribute runes. sorry, took it for granted and got ahead of myself.

"P1T5


Tech StartingHand Workers

TECH
Liches Bargain
Surprise Attack


STARTING HAND
Skeletal Archery
Deteriorate
Blooming Ancient
Liches Bargain
PBR (2/1)


WORKERS
Jandra, the Negator
Summon Skeletons
Graveyard
W4 - Thieving Imp


NextHand

netherdrain
BC #2 (3/3+A)
netherdrain
Sacrifice the Weak


Tech 2 card(s)
Get Paid + float - ($9)
tech draw
worker - ($8)
blooming ancient - ($4)
garth, rune - ($2)
liches bargain, 3 runes - ($0)
BC kills Crash Bomber, my base to 15, make skeleton, rune
haunt pings your tech 2 to 4hp
BA distributes runes

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Horror (4/4+A)+
  • :psfist: Elite: SK (3/2)+
  • :ps_: Scavenger: SK (2/2)+
  • :pschip: Technician: Zombie (3/3)+
  • :target: Lookout: BA (2/4)

In Play:

  • Pestering Haunt (1/1)
  • BC (4/2)+
  • Garth, lvl 1, (1/3)

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

well, i can either just put my strong turn out there, or i can dig for the netherdrain to try and prevent a potential feral strike. i think the former is better for me at this point.

whats the worst case? maybe double hyperion? double crashbarrow? i thiiiiiiiink my wall can handle either of those. just need garth to survive so i can use those ND’s next turn.

teching second LB and then Surprise Attack just in ase he ice’s Garth. I dont like it, but i need to patrol the BA.

"

P2T5


Tech StartingHand Workers

TECHTemporal Distortion
Kidnapping


STARTING HAND
Spore Shambler
Rampant Growth
Hyperion
Playful Panda (Hyperion) -> Worker


WORKERS

Ironbark Treant
Rich Earth
Verdant Tree
Playful Panda


NextHand

Hyperion
Temporal Distortion
Forest’s Favor


Discard

Crash Bomber
Huntress
Rampant Growth
Spore Shambler
Temporal Distortion
Kidnapping


Tech 2 card(s)
Get Paid + float - ($10)
Rampant Growth on Huntress - ($8)
Huntress trades with Horror, Sparkshot Elite Skele
Hyperion - ($3)
Hyperion kills BA, takes 2, 1 card for me
Calamandra kills Scav Skele, takes 2, 1 gold for you
Worker - ($2)
Drakk - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Drakk Ramhorn 1/3A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Young Treant 0/2 [Can’t Attack]
  • :target: Lookout:

In Play:

  • L5 Calamandra Moss 4/1 [Units have Resist 1]
  • Hyperion 4/3 [Haste]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 4 (Present)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Yeah I’m definitely dead. Not quite ready to concede though.

@codexnewb’s turn!

P1T6


Tech StartingHand Workers

TECH
Blooming Ancient
Surprise Attack


STARTING HAND
netherdrain
Sacrifice the Weak
netherdrain
BC #2 (3/3+A)


WORKERS
Jandra, the Negator
Summon Skeletons
Graveyard
W4 - Thieving Imp


NextHand

Surprise Attack
Sk Jav (1/1)
Deteriorate
Liches Bargain


Discard

netherdrain
Sacrifice the Weak
BC #2 (3/3+A)
netherdrain
Blooming Ancient
Surprise Attack


Tech 2 card(s)
Get Paid - ($8)
scav gold - ($9)
netherdrain Cal, dies, Garth to lvl 5 - ($8)
Zombie hits Drak
Garth kills Drak, maxband, heal, summon Blooming Ancient
Garth makes a skeleton #2, rune - ($7)
SK #1 kills young treant
Bone Collector breaks your tech 2, your base to 18, makes SK #3, rune
sacrifice the weak, kill SK #3 and Hyperion - ($5)
hero's hall - ($3)
arg, wisp, 2 runes - ($1)
BA moves 4 runes to SK #2
Haunt hits your base to 17

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: SK #2 (5/5+A)++++
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Garth, lvl 7, (3/4)
  • Arg, lvl 1, (1/3)
  • BA (2/4)
  • BC (4/2)+
  • Zombie (3/2)+
  • SK #1 (2/1)+
  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

hopefully LB's next turn for the win.

That’s GG. No way I can fight back against your horde.

Need to go back to the drawing board for a deck for next time methinks. Felt thoroughly outclassed this whole game lol

@zhavier I have been bested

1 Like