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[CAWS21] Round1: P1 zhavier [Anarchy]/Strength/Growth vs P2 NekoAtl [Balance/Growth]/Strength

@Nekoatl

GLHF!

P1T1


StartingHand Workers

STARTING HAND
Mad Man
Charge
Nautical Dog
Pillage
Makeshift Rambaster


WORKERS
Pillage


NextHand

Careless Musketeer
Bloodrage Ogre
Scorch
Bombaster


Discard

Nautical Dog
Charge


Tech card(s)
Get Paid - ($4)
Worker - ($3)
Mad Man - ($2)
Makeshift Rambaster - ($0)
Hit baase to 16

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Makeshift Rambaster 1/2
  • Mad Man 1/1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

GL HF!

P2T1


StartingHand Workers

STARTING HAND
Tiger Cub
Spore Shambler
Merfolk Prospector
Verdant Tree
Forest’s Favor


WORKERS
Spore Shambler


NextHand

Ironbark Treant
Young Treant
Rampant Growth
Rich Earth
Playful Panda


Discard

Verdant Tree
Forest’s Favor
Merfolk Prospector


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Tiger Cub - ($2)
Garus Rook - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Garus Rook (2/4)
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 16

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

Worst case scenario, Zane + Dog + Charge… in which case, I’m looking at attacks from a 2/2, a 3/1, a 1/1, and a (3)/1. That’s enough to trade with 2 2/3s and still hit my base for 3 damage. But, only the 3/1 would survive, and I do have the ability to repair my base later. Then again, I also have Rook as an option. Let’s build a wall.

P1T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Gunpoint Taxman


STARTING HAND
Careless Musketeer
Scorch
Bloodrage Ogre
Bombaster


WORKERS
Pillage
Careless Musketeer


NextHand

Nautical Dog
Charge
Bloodburn
Bombaster
Gunpoint Taxman


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Rook - ($2)
Tech 1 - ($0)

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mad Man 1/1
  • :psfist: Elite:
  • :ps_: Scavenger: Rook 2/4
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Makeshift Rambaster 1/2

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

P2T2


Tech StartingHand Workers

TECH
Tiny Basilisk
Tiny Basilisk


STARTING HAND
Young Treant
Ironbark Treant
Rich Earth
Rampant Growth
Playful Panda


WORKERS
Spore Shambler
Young Treant


NextHand

Tiny Basilisk
Playful Panda
Verdant Tree
Rich Earth
Tiny Basilisk


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Tiger Cub kills Mad Man
Ironbark Treant - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Ironbark Treant (2/2AA)
  • :ps_: Scavenger: L1 Garus Rook (2/4)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Tiger Cub (2/1) [1dmg]

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

I feel like Basilisks would be good here. I’m also kind of worried about Thunderclap, so I’ll deploy the Treant… is what I’d like to say, but a SQL Treant won’t be much of an obstacle without a Tower to back it up, and an Elite Treant would leave Rook to be taken down. Would it really be a problem if Rook goes down, though? I mean, it’d be giving away free levels, but otherwise, wouldn’t have much of an impact. And with Basilisks on the way, free levels only matter if Rook hits maxband and gains two lives… which I guess is a concern, because Earthquake. However, if I counter Earthquake with Morningstar Pass, it becomes much less threatening.

P1T3


Tech StartingHand Workers

TECH
Steam Tank
Steam Tank


STARTING HAND
Bloodburn
Nautical Dog
Gunpoint Taxman
Charge
Bombaster


WORKERS
Pillage
Careless Musketeer
Bloodburn


NextHand

Scorch
Gunpoint Taxman
Bloodrage Ogre


Discard

Mad Man
Charge
Bombaster
Steam Tank
Steam Tank


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Gunpoint Taxman - ($3)
Charge - ($0)
Taxman kills fake Rook, I steal 1g, my Rook to lvl 3 - ($1)
Nautical Dog - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nautical Dog 1/1+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rook 2/4, lvl 3
  • :target: Lookout:

In Play:

  • Makeshift Rambaster 1/2
  • Gunpoint Taxman 3/1

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 7

P2T3


Tech StartingHand Workers

TECH
Morningstar Pass
Morningstar Pass


STARTING HAND
Tiny Basilisk
Tiny Basilisk
Rich Earth
Playful Panda
Verdant Tree


WORKERS
Spore Shambler
Young Treant
Rich Earth


NextHand

Rampant Growth
Forest’s Favor
Merfolk Prospector


Discard

Tiger Cub
Playful Panda
Morningstar Pass
Morningstar Pass


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tiger Cub trades with Nautical Dog
Tiny Basilisk - ($4)
Tiny Basilisk - ($2)
Verdant Tree - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk (1/2A) Deathtouch, aloof
  • :psfist: Elite: Ironbark Treant (2/2AA)
  • :ps_: Scavenger:
  • :pschip: Technician: Tiny Basilisk (1/2) Deathtouch, aloof
  • :target: Lookout:

In Play:

  • Verdant Tree (3) Healing 1, build

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

Didn’t take into account theft… will not make that mistake this turn. Also, need to avoid relying on tokens.

P1T4


Tech StartingHand Workers

TECH
Chameleon Lizzo
Surprise Attack


STARTING HAND
Bloodrage Ogre
Gunpoint Taxman
Scorch


WORKERS
Pillage
Careless Musketeer
Bloodburn
Bloodrage Ogre


NextHand

Charge
Bombaster
Steam Tank


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Gunpoint traades with SQL
Gunpoint Taxman - ($4)
Tech 2 Anarchy - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman 3/3+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rook 2/4, lvl 3
  • :target: Lookout:

In Play:

  • Makeshift Rambaster 1/2

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

P2T4


Tech StartingHand Workers

TECH
Ardra’s Boulder
Mythmaking


STARTING HAND
Merfolk Prospector
Forest’s Favor
Rampant Growth


WORKERS
Spore Shambler
Young Treant
Rich Earth
Merfolk Prospector


NextHand

Playful Panda
Ardra’s Boulder
Tiny Basilisk


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tower - ($4)
Argagarg Garg - ($2)
Forest’s Favor on Ironbark Treant - ($0)
Basilisk trades with Taxman
Treant kills Rook

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L3 Argagarg Garg (1/4) Bless
  • :target: Lookout:

In Play:

  • Verdant Tree (3) Healing 1, build
  • Ironbark Treant (4/1) [1+, 2dmg]

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

I’m most worried about hasty stealth and worker destruction. The worker destruction… I can live with, but if a hasty unit takes out my Tree, I’ll be disappointed. I’ll build a Tower to defend against that, meaning, any green tech II units will be one-shots fetched with Circle of Life. For now, though, I want to bolster my defenses.

P1T5


Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Steam Tank
Charge
Bombaster
Mad Man


WORKERS
Pillage
Careless Musketeer
Bloodburn
Bloodrage Ogre


NextHand

Nautical Dog
Gunpoint Taxman
Steam Tank


Discard

Gunpoint Taxman
Charge
Mad Man
Pirate Gunship
Pirate Gunship
Bombaster


Tech 2 card(s)
Get Paid - ($8)
Zane, kills Wisp - ($6)
Steam Tank - ($3)
Charge Tank - ($1)
Tank Kills Arg
Rambaster Breaks Verdant Tree
Mad Man trades with Treant - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Makeshift Rambaster 1/1
  • Steam Tank 3/4
  • Zane 2/1, lvl 3

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

kill things, let treant swing or wall again. But I cant let that tree live with mimics around. I really shouldnt skip a worker to kill that treant, but I cant pass it up. This might screw me.

P2T5


Tech StartingHand Workers

TECH
Circle of Life
Circle of Life


STARTING HAND
Playful Panda
Tiny Basilisk
Ardra’s Boulder
Tiger Cub


WORKERS
Spore Shambler
Young Treant
Rich Earth
Merfolk Prospector
Tiger Cub


NextHand

Forest’s Favor
Mythmaking
Morningstar Pass
Tiny Basilisk


Discard

Verdant Tree
Ironbark Treant
Playful Panda
Ardra’s Boulder
Circle of Life
Circle of Life


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tiny Basilisk - ($6)
Tech II: Strength - ($2)
Garus Rook - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk (1/2A) Deathtouch, aloof
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Garus Rook (2/4)
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

I should really be thinking about how to deal with Gunships. Polymorph: Squirrel would work, if not for their haste. Dinosized Grapplers, maybe? [EDIT: For some reason I was thinking Grappler ability was influenced by attack buffs, but that’s not how it works.] Still, the problem is, they have haste. I guess my only option is to deny his Tech III building entirely, but can I do that? I’m not so sure… but going into this game with a defensive mentality may have been a mistake. Yeah… I should have aimed for T-Rex and forgotten about Morningstar Pass. Maybe it’s not too late, though… I could pivot from Tower to Tech Lab and come in for a surprise on my next cycle, maybe?

For Nekoatl

How would Dinosized Grapplers help? Their ability damage isn’t tied to their stats.

3 Likes

P1T6


Tech StartingHand Workers

TECH
Calypso Vystari
Stampede


STARTING HAND
Nautical Dog
Gunpoint Taxman
Steam Tank


WORKERS
Pillage
Careless Musketeer
Bloodburn
Bloodrage Ogre
Nautical Dog


NextHand

Chameleon Lizzo
Steam Tank
Scorch
Surprise Attack


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Steam Tank trades with Basilisk
Argagarg - ($5)
Maxband Zane, move Rook to Scav - ($2)
Zane kills Rook, Arg to lvl 3, we bnoth get 1g - ($3)
Makeshift Rambaster hits base to 13
Maxband Argagarg - ($1)

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


Board Info:
In Patrol:

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

In Play:

  • Zane 4/1, lvl 6
  • Water Elemental 3/3
  • Argagarg 1/5

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

P2T6


Tech StartingHand Workers

TECH
Tyrannosaurus Rex
Tyrannosaurus Rex


STARTING HAND
Morningstar Pass
Forest’s Favor
Mythmaking
Tiny Basilisk


WORKERS
Spore Shambler
Young Treant
Rich Earth
Merfolk Prospector
Tiger Cub


NextHand

Morningstar Pass
Rampant Growth
Tyrannosaurus Rex


Tech 2 card(s)
Get Paid + scavenger - ($11)
Mythmaking - ($9)
Morningstar Pass - ($5)
Tiny Basilisk - ($3)
Argagarg Garg - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk (1/2A) Deathtouch, aloof
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: L1 Argagarg Garg (1/3)
  • :target: Lookout:

In Play:

  • Mythmaking
  • Morningstar Pass (6) Protect, tax

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

P1T7


Tech StartingHand Workers

TECH
Surprise Attack
Detonate


STARTING HAND
Chameleon Lizzo
Surprise Attack
Scorch
Steam Tank


WORKERS
Pillage
Careless Musketeer
Bloodburn
Bloodrage Ogre
Nautical Dog
Scorch


NextHand

Makeshift Rambaster
Calypso Vystari
Pirate Gunship
Gunpoint Taxman


Discard

Surprise Attack
Chameleon Lizzo
Surprise Attack
Detonate


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Steam Tank - ($5)
Tech 3 - ($0)
Water Elemental kills Arg
Zane trades with Basilisk

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argagarg 1/5+A
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Steam Tank 3/6
  • :target: Lookout:

In Play:

  • Water Elemental 3/1

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Why didnt a tech a detonate sooner >.<

P2T7


Tech StartingHand Workers

TECH
Moment’s Peace
Moment’s Peace


STARTING HAND
Rampant Growth
Morningstar Pass
Tyrannosaurus Rex
Ardra’s Boulder


WORKERS
Spore Shambler
Young Treant
Rich Earth
Merfolk Prospector
Tiger Cub


NextHand

Tyrannosaurus Rex
Tiny Basilisk
Verdant Tree
Ironbark Treant
Circle of Life


Discard

Tiny Basilisk
Tyrannosaurus Rex
Morningstar Pass
Rampant Growth
Moment’s Peace
Moment’s Peace


Tech 2 card(s)
Get Paid + float - ($11)
Tech III - ($6)
Tech Lab: Balance - ($5)
Ardra’s Boulder - ($3)
Garus Rook - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ardra’s Boulder (2/8A)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: L1 Garus Rook (2/4)
  • :target: Lookout:

In Play:

  • Mythmaking
  • Morningstar Pass (6) Protect, tax

Buildings:

  • :heart: Base HP: 13
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Balance)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 10

Thoughts

Ah, of course… how could I forget about Moment’s Peace, after my practice games with Frozen? Clearly my head’s not in the game. Well, it’s probably too late now, but here goes…

P1T8


StartingHand Workers

STARTING HAND
Gunpoint Taxman
Pirate Gunship
Calypso Vystari
Makeshift Rambaster


WORKERS
Pillage
Careless Musketeer
Bloodburn
Bloodrage Ogre
Nautical Dog
Scorch


NextHand

Gunpoint Taxman
Bombaster
Stampede


Discard

Surprise Attack
Chameleon Lizzo
Surprise Attack
Detonate
Gunpoint Taxman


Tech 0 card(s)
Get Paid - ($10)
Pirate Gunship - ($4)
Gunship attacks Rook, wisp and Boulder Obliterate
Steam Tank breaks Morningstar Pass - ($3)
Makeshift Rambaster - ($1)
Calypso Vystari - ($0)
Makeshift Rambaster and Arg break Tech Lab, base to 11
Water Elemental hits base to 8

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Calypso Vystari 2/2
  • :target: Lookout:

In Play:

  • Water Elemental 3/1
  • Argagarg 1/5
  • Pirate Gunship 7/6
  • Steam Tank 3/6
  • Makeshift Rambaster 1/2

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

I’ll fold here, GG WP. @FrozenStorm

Heh, I really wanted to detonate that pass, but totally didnt tech it… and it looks like you didn’t tech moment’s peace appropriately. That last turn, I was expecting a maxband Rook, but then, you wouldn’t have the tech 3.

Yeah, I should have just spammed Moment’s Peace and Earthquake. My head just wasn’t in the right place.