[CAWS21] Round4: P1 Moby_Dick [Demonology]/Peace/Finesse vs P2 charnel_mouse [Law]/Fire/Growth

Well, it’s up to nearly 1250 matches now, if we include the 179 matches from Metalize, which pales in comparison to the 3084 possible multicolour decks. Plenty of room for exploration still! This is actually a deck I got randomly drafted by the model in XCAPS last year.

P2T2

Starting hand: 4

Reputable Newsman
Spectral Aven
Jail
Lawful Search

Technician draw: 1

Porkhand Magistrate

Thoughts

About as expected. Do I expect Fencers, or Shadow Blade?

  • Reputable Newsman doesn’t attack back, but blocks something, probably Deteriorate. Vandy needs help from the Javelineer to clear way for Fencers, but nothing on Moby’s side dies in the process. Painful. Jaina could take out the Newsman, so Vandy needs help from hand to kill without maxbanding, but is then vulnerable to even a non-boosted Fencer.
  • Porkhand Magistrate is more risky, due to not blocking anything. It does damage back, but probably doesn’t kill anything. If Vandy kills the Javelineer, I might get damage on Vandy after maxbanding, but if Moby has Deteriorate it doesn’t matter.

Generally, I can reduce the damage from a one-good-card hand by Jaina killing the Javelineer, but it increases the probably of a two-good-card hand. Here, good cards are Deteriorate, Nimble Fencer, or Shadow Blade.

If Jaina kills the Javelineer, a 3 HP unit in Squad Leader can’t have its damage chipped by it, so without two of teched cards / Deteriorate Moby can’t get through, without attacking with an already-maxed Vandy. However, there’s more chance for Moby to draw what he needs. I suppose if he’s teched Dark Pact, it doesn’t matter, but I can hold off a maxband Vandy a little better than Fencers, prior to Metamorphosis.

I can’t expect Jaina to survive here. Maybe taking Flame Arrow would be too risky? Yeah, let’s go with Lobbers. If I don’t tech up immediately, they’ll be decent in front of a Tower. Either way, I might be able to snipe Vandy, we’ll see.

Teched cards: 2

T2: 2 x Lobber


Get paid - (6)
Worker - (5)
Expensive Tech I - (3)
Porkhand Magistrate - (0)
Discard 3, reshuffle 9, draw 5


:psblueshield: Porkhand Magistrate 2/3+1A (1g and exhaust: disable target hero/unit, controller draws 1)
:exhaust: Jaina L1 2/3 (sparkshot)

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


Hand: 5

Building Inspector
Lobber
Lobber
Reputable Newsman
Spectral Aven

Deck: 4

Manufactured Truth
Arrest
Traffic Director
Lawful Search

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 2 teched = 12
1 on board
5 in hand
4 in deck
0 in discard
2 in workers


Gold: 0
Workers: 7

5 x start
T1: Bluecoat Musketeer
T2: Jail

1 Like

Yes, I am curious when your simulation will give you the perfect tournament deck :slight_smile: But good to see, that there are untestet combinations.

P1T3


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Nimble Fencer
Jandra, the Negator
Thieving Imp
Pestering Haunt
Poisonblade Rogue


WORKERS
Graveyard
Skeletal Archery
Jandra, the Negator


NextHand

Deteriorate
Sacrifice the Weak
Summon Skeletons
Nimble Fencer


Discard

Pestering Haunt
Poisonblade Rogue
Flagstone Garrison
Flagstone Garrison


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Vandy + Jav uses rune to kill Porky
Fencer - ($3)
Imp, you discard #1 - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp 2/2 A
  • :psfist: Elite:
  • :ps_: Scavenger: Nimble Fencer 2/3
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy 3/2 l3
  • Skeleton Javelineer 1/1 wo rune

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

No Det, no StW, no second fencer - no Jaina kill. Mouse did very well by not giving me the technician draw and taking 1 damage.
At least the worker line will add up perfectly until turn 4.

There are some ways to kill Vandy. The most probable one is with arrest, lobber and Jaina midband + worker skip. But I don’t think that would be a good trade, since I can kill Jaina with Fencer and Jav. Some other possibilities are with Jaina spells, but I did not find one really threatening me. And he needs at least 2 cards…

As long as I kill all units Vandy is safe from MT + Aven. I want to keep midband Vandy as long as possible to threaten Aven.

So I play him down on cards, I can recover faster from that. He will probably play 1-2 units + tech up. I will tech up as well. With Imp I ensure, that I will not have the secondly teched cards before me. I don’t want to start the cycle too early, so Scav.

It’s given me some good ones, although the best one had been used by someone before, so I had a good reference for how to use it.

P2T3

Starting hand: 5

Building Inspector
Lobber
Lobber
Reputable Newsman
Spectral Aven

Thieving Imp discard: 1

Building Inspector

Thoughts

Did Moby miss the kill, or not think it was worth it? In any case, I have a tough decision on what to do here. I don’t need to tech up yet, since I have another turn before reshuffle, but I don’t have especially good ways to whittle down Moby’s board. I’m a single point of damage away from killing Vandy, even if I midband Jaina. I’m wondering if I put her in front instead, so that one of my own units has to be doomed. Oh, and then Vandy can’t attack something before taking the levels, and the bounty gets wasted. It’ll still be painful, but I think that’s my best option.

Teched cards: 2

T2: 2 x Lobber
T3: Blooming Ancient, Injunction


Get paid - (7)
Worker - (6)
2 x Lobber - (4)
Reputable Newsman, blocking 2 - (2)
Tech Lab - (1)
Discard 0, draw 2


:psblueshield: Jaina L1 2/3+1A (sparkshot)
:psfist: Reputable Newsman 1+0/3 (you can’t play 2-cost spells/upgrades)
:ps_: Lobber #1 2/2 (haste; exhaust: deal 1 to target building)
:exhaust: Lobber #2 2/2 (haste; exhaust: deal 1 to target building)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech Lab HP: 4


Hand: 2

Manufactured Truth
Lawful Search

Deck: 2

Arrest
Traffic Director

Discard: 4

Porkhand Magistrate
Building Inspector
Blooming Ancient
Injunction

Card-count check (opponent-viewable)

Expected: 10 + 4 teched = 14
3 on board
2 in hand
2 in deck
4 in discard
3 in workers


Gold: 1
Workers: 8

5 x start
T1: Bluecoat Musketeer
T2: Jail
T3: Spectral Aven

P1T4


Tech StartingHand Workers

TECH
Maestro
Star-Crossed Starlet


STARTING HAND
Sacrifice the Weak
Summon Skeletons
Deteriorate
Nimble Fencer


WORKERS
Graveyard
Skeletal Archery
Jandra, the Negator
Summon Skeletons


NextHand

Pestering Haunt
Star-Crossed Starlet
Nimble Fencer
Thieving Imp 2/2 A


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Imp + Fencer kill Jaina, Vandy max dooms Jav + Newsman
Det lobber1
Vandy kills lobber2 sparkshot lobber1, you draw +1g
Tech 2 - ($2)
Tech lab - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton Javelineer 3/3 wo rune
  • :target: Lookout:

In Play:

  • Vandy 4/3 l5
  • Nimble Fencer 2/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

OK funny move from mouse, would not have thought about that. But I have det…

He really wants to get rid of Jaina…

But this time I have the cards for a good move.

If Vandy survives it should be GG. Injunction is the most critical card, but he can have it earliest in 2 rounds.

It’s time for fencer rush!

Post Draw: Arrrrrrrgh, I don’t know what I have done to that sheet… No garrisson, not even the maestro. I have to hope for DP, but then 1g is missing to cycle through all cards with 2x garrison + maestro

Tech choices are not in I will add them…

Tech Lab, eh?

P2T4

Starting hand: 2

Manufactured Truth
Lawful Search

Technician draw: 1

Traffic Director

Thoughts

Shame I didn’t draw Arrest as well here. I can play Lawful Search to get it, but Lawful Search + Arrest + Bigby + Manufactured Truth is 6 gold, which isn’t enough to get both Tech II and a worker. I can make the Fencer copy the Javelineer to kill it, though. At least I have slightly less chance of being hit with hasty virtuosos immediately.

I don’t know whether to go with Censorship Council or Judgement Day here. Censorship can actually survive a General’s Hammer, which is nice. Judgement Day won’t keep up with Garrisons + Fencers, so I’ll go with the Council.

Teched cards: 2

T2: 2 x Lobber
T3: Blooming Ancient, Injunction
T4: Censorship Council, Insurance Agent


Get paid + float + Scavenger - (10)
Bigby Hayes - (8)

Lawful Search, I draw... - (7)

Arrest

… and look at your hand
Arrest, Skeleton Javelineer is disabled - (5)
Manufactured Truth, Reputable Newsman copies Nimble Fencer - (4)
Reputable Newsman kills Vandy, takes 4 damage, Bigby hits level 3 (midband)
Tech II Law, Tech Lab is Growth - (0)
Skip worker!
Discard 1, reshuffle 12, draw 3


:psfist: Bigby L1 1+2/4 (stash 1)

Reputable Newsman 2/1 (doomed: +2/+2, dies on your next upkeep; you can’t play 2-cost spells/upgrades; 4 damage)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Law)
:heart: Tech Lab HP: 4 (Growth)


Hand: 3

Building Inspector
Blooming Ancient
Traffic Director

Deck: 9

Porkhand Magistrate
Lobber
Injunction
Lobber
Censorship Council
Insurance Agent
Lawful Search
Arrest
Manufactured Truth

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 6 teched = 16
1 on board
3 in hand
9 in deck
0 in discard
3 in workers


Gold: 0
Workers: 8

5 x start
T1: Bluecoat Musketeer
T2: Jail
T3: Spectral Aven

Something is pretty off:
You should start your turn with 3 cards, not two.
There is no discard from imp (copy pasta?)
You can only summon one hero
MT has to make one of your units a copy of another one

2 Likes

it’s as zango said. You should start with 3 cards, 1 from techn, and you can’t reverse the effects of MT. One of your units becomes a copy, not the other way around. Also, no 2 heroes without tech 2 or HH.

Whoops, “Thieving Imp discard” was actually my technician draw. I’ve fixed everything else, and redrawn.

2 Likes

Just saw, there is a question in the question section about this game. Maybe one of the judges can clarify this, before I go on…

@FrozenStorm @Legion

Nothing looks out of place as of now, what are you referring to @Moby_Dick ?

I think so too, but I am not so familiar with all rules. I hope that works with the link:

Just to ensure before I do my turn twice

he wants to know if the doomed newsman carries the +2/+2 from the doom. Afaik, it does. MT changes the printed values, but doesn’t affects bonus from runes and stuff.
@Moby_Dick

2 Likes

It doesn’t affect runes or attached ongoing spells, but we have a ruling on Polymorph: Squirrel which specifically says that it doesn’t carry over one-time effects. P:S also changes printed values, so I assumed copy affects worked the same way, which would imply that they don’t carry over for copy either. Probably better to discuss it in the rules thread though :slight_smile:

1 Like

Ok, back to the fight.

Yes Mouse, you seem to like tech lab as well :wink: It can bring some funny combinations.

P1T5


Tech StartingHand Workers

TECH
Leaping Lizard
Star-Crossed Starlet


STARTING HAND
Thieving Imp 2/2 A
Pestering Haunt
Star-Crossed Starlet
Nimble Fencer


WORKERS
Graveyard
Skeletal Archery
Jandra, the Negator
Summon Skeletons


NextHand

Flagstone Garrison
Maestro
Sacrifice the Weak
Deteriorate
Flagstone Garrison


Discard

Skeleton Javelineer 1/1
Star-Crossed Starlet
Nimble Fencer
Thieving Imp 2/2 A
Nimble Fencer
Pestering Haunt
Leaping Lizard
Star-Crossed Starlet


Tech 2 card(s)
Get Paid + float - ($9)
Skip worker
Doomed units die
River - ($7)
Starlet - ($5)
Starlet + Fencer trade with Bigby, River l3

Float ($5)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River 2/4 l3
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 8

Gold:

  • Gold: 5
  • Workers: 8
Thoughts

He got Vandy in a sneaky way, and I whiffed…

Bigsby must die. If he plays injunction on tech2 I am done. Lucky me that he played him this round and I can control it. But I have to do a bad trade. Defense with imp would be better, against anything else besides injunction.

Growth and Law, could be everything. Currently I am not so afraid of MoLaC or Ancient. But the Council would be bad. But then I can at least max Vandy and threaten meta.

Unfortanately I am not lucky with drawing, so I need 5 cards and at least 13g next turn. But then 10 damage + solid defense with 2 tech 2 units should be ensured. Maybe Jav or Imp when I am lucky and must not play PBR.

I don’t think he can break tech2 even with two lobber + ancient + arag.

it absolutely does. you have it all correct. carry on :slight_smile:

2 Likes

P2T5

Starting hand: 2

Building Inspector
Blooming Ancient
Traffic Director

Thoughts

Interesting that Moby didn’t play his other Fencer here. Other way, I hopefully have a turn here without hasted attackers coming my way, so I’ll get the rune engine going with Blooming Ancient and Argagarg. Actually, with that much float, maybe not, if Moby has Garrisons in hand. I don’t know how difficult I can make it for him, though. Building Inspector won’t matter much with that much float: Garrisons are underpriced at 3 gold. 7 gold for double Garrison means no gold left over for Maestro + Guide + worker, but I’d rather try to recover my hand size, get to my good cards more quickly.

Teched cards won’t matter for a while, but I think I want the other Insurance Agent and Might of Leaf and Claw. I’ll probably need to add a second Injunction later.

Teched cards: 2

T2: 2 x Lobber
T3: Blooming Ancient, Injunction
T4: Censorship Council, Insurance Agent
T5: Insurance Agent, Might of Leaf and Claw


Get paid - (8)
Worker - (7)
Blooming Ancient - (3)
Argagarg Garg, Wisp, 2 + runes for Blooming Ancient - (1)
Blooming Ancient passes two + runes to Wisp
Discard 1, draw 3


:psblueshield: Wisp 2/3+1A (++)
:exhaust: Argagarg L1 1/3

Blooming Ancient 2/4 (ally arrives: gain a + rune; can pass a + rune to target unit)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Law)
:heart: Tech Lab HP: 4 (Growth)


Hand: 3

Porkhand Magistrate
Censorship Council
Arrest

Deck: 6

Lobber
Injunction
Lobber
Insurance Agent
Lawful Search
Manufactured Truth

Discard: 4

Reputable Newsman
Insurance Agent
Might of Leaf and Claw
Building Inspector

Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
1 on board
3 in hand
6 in deck
4 in discard
4 in workers


Gold: 1
Workers: 9

5 x start
T1: Bluecoat Musketeer
T2: Jail
T3: Spectral Aven
T4: Traffic Director

Fencer rush! Althoug it is only one attack round…

Do I have the record with playing every single unit in the whole deck in 1 round :wink:

P1T6


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Maestro
Flagstone Garrison
Deteriorate
Sacrifice the Weak
Flagstone Garrison
Poisonblade Rogue
Nimble Fencer
Leaping Lizard
Overeager Cadet
Thieving Imp 2/2 A
Skeleton Javelineer 1/1
Nimble Fencer
Star-Crossed Starlet
Overeager Cadet
Pestering Haunt
Star-Crossed Starlet


WORKERS
Graveyard
Skeletal Archery
Jandra, the Negator
Summon Skeletons
Deteriorate


NextHand

Sacrifice the Weak
Star-Crossed Starlet
Flagstone Garrison


Tech 2 card(s)
Get Paid + float - ($13)
Garrison - ($10)
Maxband River - ($8)
Maestro draw1 - ($5)
PBR draw1 - ($4)
Fencer draw1
Lizard draw1 - ($3)
Cadet draw1
Imp draw1, you discard #3 - ($1)
Jav draw1
Fencer draw1
Starlet draw1
Cadet draw1
Haunt draw1
Starlet draw1
Worker - ($0)
River sidelines wisp
Starlet kills Arag you draw
Other starlet trades with wisp
2 Fencer kill Ancient

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer 1/1
  • :psfist: Elite: Overeager Cadet
  • :ps_: Scavenger: Thieving Imp 2/2
  • :pschip: Technician: Poisonblade Rogue
  • :target: Lookout: Leaping Lizard

In Play:

  • Flagstone Garrison
  • River 3/4 l5
  • Maestro
  • Nimble Fencer 2/1
  • Overeager Cadet
  • Nimble Fencer 2/1
  • Star-Crossed Starlet 1/3
  • Pestering Haunt

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

No Council great!

GG

I do it the funny way with one garrison. Even Injuction or will be no issue with all tech 0 units out. Judgement day will just buy him one round.

3 Likes

Can’t do anything about that, no matter what I draw with Technician. GG! @FrozenStorm

1 Like