@FrozenStorm GL HF!
P1T1
StartingHand Workers
STARTING HAND
Temporal Research
Fading Argonaut
Nullcraft
Forgotten Fighter
Time Spiral
WORKERS
Time Spiral
NextHand
Neo Plexus
Battle Suits
Plasmodium
Tinkerer
Hardened Mox
Discard
Forgotten Fighter
Temporal Research
Nullcraft
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Fading Argonaut - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader : Fading Argonaut (2/3A), fading 3
Elite :
Scavenger :
Technician :
Lookout :
In Play:
*
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
If Frozen wants to bring out Jaina for Pillage, that’s fine by me.
@FrozenStorm ’s turn!
1 Like
Been long enough since my last game I had to dust off the template, lmk if anything looks out of place! GL HF @Dreamfire !
Refreshing myself on the relevant rule changes here: Link to all relevant rule changes
No Vandy Resist
Dark Pact costs 1g
Battle Suits only for purple stuff
We probably should have hit Vandy maxband up a level, I suspect after the amount of Vandy in this tourney we might do that
CAWS22 Round 1 Player 2, Turn 1
P2 [Fire]/Demon/Peace aka Burning Legion vs P2 [Present]/Demon/Discipline
Starting Hand
Makeshift Rambaster
Bloodburn
Bombaster
Scorch
Careless Musketeer
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in OR no techs turn 1
All Teched Cards
Main:
Jaina (3)
Bombaster (1)
Worker (0)
Workers
Patrol as below
Discard 3 Draw 5
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Jaina (2/3a lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Nautical Dog
Bloodrage Ogre
Charge
Pillage
Mad Man
End of Turn Discard
My Thoughts
So what is DF’s deck supposed to do? I’m not clear on it tbh. I spose Vandy and Present T2 stuff? Curious to see but not clear on the goal. I’ll have to go back and study Zango’s games with this deck from CAMS22 to see what I should be doing too lol, I think basically it’s just be a hasty peace engine with DP to even out draws? We’ll see how it all goes XD
P1T2
Tech StartingHand Workers
TECH
Rambasa Twin
Sparring Partner
STARTING HAND
Hardened Mox
Tinkerer
Neo Plexus
Plasmodium
Battle Suits
WORKERS
Time Spiral
Plasmodium
NextHand
Sparring Partner
Forgotten Fighter
Neo Plexus
Temporal Research
Tinkerer
Tech 2 card(s)
Get Paid + float - ($6)
Fargo to fading 2.
Worker - ($5)
Tech 1 - ($3)
Hardened Mox - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader : Hardened Mox (1/1A)
Elite :
Scavenger :
Technician : Fading Argonaut (2/3), fading 2
Lookout :
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
@FrozenStorm ’s turn!
Link to card changes being played from standard Codex
CAWS22 Round 1 Player 2, Turn 2
P2 [Fire]/Demon/Peace aka Burning Legion vs P2 [Present]/Demon/Discipline
Starting Hand
Nautical Dog
Bloodrage Ogre
Charge
Pillage
Mad Man
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in OR no techs turn 1
All Teched Cards
Main:
Bloodrage Ogre (4)
Nautical Dog (3)
Tech 1 (1)
Worker (0)
Workers
Patrol as below
Discard 2 rs Draw 4
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Bloodrage Ogre (3/2a)
Elite:
Scavenger:
Technician: Nautical Dog (1/1)
Lookout:
In Play:
Bombaster (2/2)
Jaina (2/3 lvl 1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Careless Musketeer
Makeshift Rambaster
Mad Man
Charge
End of Turn Discard
My Thoughts
shrug this seems fine for now, still not sure what the plan is, SP the Mox? That seems a bit weak sauce. Geiger Maxband and Twins? also weak. Maybe just a desperation mox to help get to tech2? I still think it’s that but idk
P1T3
Tech StartingHand Workers
TECH
Sparring Partner
Dark Pact
STARTING HAND
Forgotten Fighter
Neo Plexus
Tinkerer
Sparring Partner
Temporal Research
WORKERS
Time Spiral
Plasmodium
Temporal Research
NextHand
Battle Suits
Dark Pact
Rambasa Twin
Nullcraft
Tech 2 card(s)
Get Paid - ($6)
Fargo to fading 1.
Worker - ($5)
Fargo and Mox trade with Brogre.
Sparring Partner - ($4)
Neo Plexus - ($2)
Grave - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader : Neo Plexus (2/2A)
Elite :
Scavenger : Grave lvl 1 (2/3)
Technician : Sparring Partner (2/2)
Lookout :
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Crap, didn’t draw any of the cards that would’ve helped me this turn.
@FrozenStorm ’s turn!
Link to card changes being played from standard Codex
CAWS22 Round 1 Player 2, Turn 3
P2 [Fire]/Demon/Peace aka Burning Legion vs P2 [Present]/Demon/Discipline
Starting Hand
Careless Musketeer
Makeshift Rambaster
Mad Man
Charge
Events of Turn:
Upkeep:
Get Gold (7)
Tech 2 cards in OR no techs turn 1
All Teched Cards
Flagstone Garrison, Dark Pact
Overeager Cadet, Lobber
Main:
Mad Man, pings down SQL (6)
Nautical Dog trades with SQL
Jaina kills SP, sparkshots Grave for 1
Worker (5)
Tech 2 Peace (1)
Workers
Careless Musketeer, Pillage, Bloodburn
Patrol as below
Discard 2 Draw 4
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 PEACE
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Bombaster (2/2)
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Overeager Cadet
Lobber
Scorch
Bloodrage Ogre
End of Turn Discard
My Thoughts
Thoughts TBD trying to get this pushed out to avoid delay
P1T4
Tech StartingHand Workers
TECH
Temporal Distortion
Research & Development
STARTING HAND
Battle Suits
Nullcraft
Rambasa Twin
Dark Pact
Fading Argonaut
WORKERS
Time Spiral
Plasmodium
Temporal Research
Dark Pact
NextHand
Forgotten Fighter
Research & Development
Sparring Partner
Tinkerer
Fading Argonaut
Tech 2 card(s)
Get Paid + technician draw - ($7)
Worker - ($6)
Grave trades with Bombaster, you draw, Jaina to lvl 3.
Geiger - ($4)
Mox kills Jaina, Geiger to midband.
Rambasa Twin, other Twin arrives - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
Squad Leader : Rambasa Twin (3/2A)
Elite :
Scavenger : Rambasa Twin (3/2)
Technician :
Lookout :
In Play:
Geiger lvl 3 (2/4)
Hardened Mox (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
I thought about playing maxVandy + HH to threaten Meta, but a 2-hero Meta with Geiger isn’t all that threatening.
@FrozenStorm ’s turn!
Dreamfire:
Grave trades with Bombaster, you draw, Jaina to lvl 3.
Geiger - ($4)
Mox kills Jaina, Geiger to midband.
Unless I’m missing something, Jaina would have 3HP after midbanding so a 1/1 Mox wouldn’t be able to kill her
Edit: Ignore me, I’m talking nonsense
Jaina midband starts at lvl 4
2 Likes
D’oh! Of course, shows how often I’ve played Fire. Guess I’ll be learning a lot about it soon, judging by this tournament lineup
2 Likes
Link to card changes being played from standard Codex
CAWS22 Round 1 Player 2, Turn 4
P2 [Fire]/Demon/Peace aka Burning Legion vs P2 [Present]/Demon/Discipline
Starting Hand
Overeager Cadet
Lobber
Scorch
Bloodrage Ogre
charge (techn)
Events of Turn:
Upkeep:
Get Gold (8+1float)
draw 1 techn
Tech 2 cards in OR no techs turn 1
All Teched Cards
Drill Sergeant, Overeager Cadet
Flagstone Garrison, Dark Pact
Overeager Cadet, Lobber
Main:
Oni (7)
Bloodrage Ogre (5)
Lobber (4)
Overeager Cadet
Workers
Careless Musketeer, Pillage, Bloodburn
Patrol as below
Discard 2 Draw 4
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 PEACE
In Patrol:
Squad Leader: Overeager Cadet (2/2a)
Elite: Onimaru (2+1/3 lvl 1)
Scavenger: Lobber (2/2)
Technician: Bloodrage Ogre (3/2)
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Nautical Dog
Flagstone Garrison
Mad Man
Dark Pact
End of Turn Discard
My Thoughts
I think this is safe enough, we’ll see how much Now! is coming, floating a bunch hoping I’m good though should be able to engine myself to victory
P1T5
Tech StartingHand Workers
TECH
Immortal
Immortal
STARTING HAND
Forgotten Fighter
Tinkerer
Sparring Partner
Research & Development
Fading Argonaut
WORKERS
Time Spiral
Plasmodium
Temporal Research
Dark Pact
Forgotten Fighter
NextHand
Nullcraft
Neo Plexus
Battle Suits
Temporal Distortion
Discard
Tinkerer
Research & Development
Immortal
Immortal
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech 2 (Present) - ($3)
Twin trades with SQL and returns to codex.
Geiger hits Oni and sparkshots Lobber.
Mox kills Oni, Geiger maxbands, flickers remaining Twin, other Twin returns.
Fading Argonaut - ($1)
Sparring Partner - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader : Fading Argonaut (2/3A), fading 3
Elite :
Scavenger : Rambasa Twin (3/2)
Technician : Rambasa Twin (3/2)
Lookout :
In Play:
Geiger lvl 5 (3/4)
Sparring Partner (2/2)
Hardened Mox (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info:
Cards:
Gold:
Thoughts
Well, I can’t keep putting off the decision about tech 2. TBH I’ve probably delayed it too much already.
@FrozenStorm ’s turn!
Link to card changes being played from standard Codex
CAWS22 Round 1 Player 2, Turn 5
P2 [Fire]/Demon/Peace aka Burning Legion vs P2 [Present]/Demon/Discipline
Starting Hand
Nautical Dog
Flagstone Garrison
Mad Man
Dark Pact
Rambaster (dog)
DS (rs Mad Man)
Lobber (DS)
Cadet (Lobber)
Charge (Cadet)
Bombaster (Makeshift Rambaster)
Events of Turn:
Upkeep:
Get Gold (8+4float)
Tech 2 cards in OR no techs turn 1
All Teched Cards
Lobber, Flagstone Garrison
Drill Sergeant, Overeager Cadet
Flagstone Garrison, Dark Pact
Overeager Cadet, Lobber
Main:
Flagstone Garrison (9)
Nautical Dog, draw 1 (8)
Mad Man, rs draw 1 (7)
Drill Sergeant, draw 1 (4)
Lobber, DS+1 draw 1 (3)
Overeager Cadet, DS+1 draw 1
Makeshift Rambaster, DS+1 draw 1 (1)
Brogre +1 rune, kills SQL takes 2
Lobbers trade with scav and techn, one goes to your discard, you draw 1 and get 1g
DS gives two runes to rambaster, it breaks your tech 2, your base to 18
Mad Man hits your tech1 to 4hp
Workers
Careless Musketeer, Pillage, Bloodburn
Patrol as below
Discard 3 Draw 3 rs Draw 2
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 PEACE
In Patrol:
Squad Leader: Overeager Cadet (2/2a)
Elite:
Scavenger: Drill Sergeant (3/3)
Technician:
Lookout: Nautical Dog (1/1)
In Play:
Makeshift Rambaster (3/4, ++)
Bloodrage Ogre (4/1)
Mad Man (1/1)
Flagstone Garrison (4hp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Scorch
Flagstone Garrison
Overeager Cadet
Lobber
Lobber
End of Turn Discard
My Thoughts
Engine online, I’ll lose DS here but should have enough to hit back with to coast to victory
P1T6
Tech StartingHand Workers
TECH
Ready or Not
Tricycloid
STARTING HAND
Temporal Distortion
Battle Suits
Nullcraft
Neo Plexus
Sparring Partner
WORKERS
Time Spiral
Plasmodium
Temporal Research
Dark Pact
Forgotten Fighter
NextHand
Immortal
Ready or Not
Immortal
Tech 2 card(s)
Get Paid + scav + tech draw - ($10)
Rebuild tech 2.
Geiger kills SQL.
Spartner kills Dog.
Battle Suits - ($8)
Ready Spartner, trains Mox - ($6)
Mox kills Sergeant, you get 1 gold.
Nullcraft, kills Brogre - ($4)
Neo Plexus - ($2)
Spartner #2 - ($1)
Float ($1)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
Squad Leader : Neo Plexus (3/2A)
Elite :
Scavenger :
Technician : Sparring Partner (2/2)
Lookout :
In Play:
Geiger lvl 5 (3/2)
Sparring Partner (2/1)
Hardened Mox (3/2), +
Nullcraft (1/1)
Battle Suits
Buildings:
Base HP: 18
Tech I HP: 4
Tech II HP: 5 (Present)
Economy Info:
Cards:
Gold:
Thoughts
Can’t imagine surviving another turn.
@FrozenStorm ’s turn!
Dreamfire:
P1T7
I think it’s turn 6 fyi might be the last
Link to card changes being played from standard Codex
CAWS22 Round 1 Player 2, Turn 6
P2 [Fire]/Demon/Peace aka Burning Legion vs P2 [Present]/Demon/Discipline
Starting Hand
Scorch
Flagstone Garrison
Overeager Cadet
Lobber
Lobber
Bombaster + DP (Lobber1)
Charge + rs Lobber (Lobber2)
DS + OC (OC1)
DS + Brogre (DS1)
Firebat + Mad Man (OC2)
Nautical Dog (Lobber1 part deux, died before the rs)
Events of Turn:
Upkeep:
Get Gold (8+1float+1scav)
Tech 2 cards in OR no techs turn 1
All Teched Cards
Drill Sergeant, Firebat
Lobber, Flagstone Garrison
Drill Sergeant, Overeager Cadet
Flagstone Garrison, Dark Pact
Overeager Cadet, Lobber
Main:
Flagstone Garrison (7)
Lobber, draw 2 (6)
Mad Man and Lobber trade with SQL
Lobber, draw 1 rs Draw 1 (5)
Lobber trades with techn, you draw
Overeager Cadet, draw 2
Drill Sergeant, draw 2 (2)
Overeager Cadet, DS+1, draw 2
Lobber, DS+1, draw 1 and not rs again cuz that’s not allowed (1)
Mad Man, DS+1 nothing to draw (0)
Rambaster breaks your tech2 again, your base to 16
Lend Lobber 2 runes, breaks tech1, your base to 14
Mad Man trades with Spartner
Workers
Careless Musketeer, Pillage, Bloodburn
Patrol as below
Discard 3 Draw 3 rs Draw 2
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 PEACE
In Patrol:
Squad Leader: Overeager Cadet (2/2a)
Elite:
Scavenger: Overeager Cadet (2/2)
Technician:
Lookout:
In Play:
Makeshift Rambaster (3/4, ++)
Lobber (4/4, ++)
Drill Sergeant (4/4, +)
Flagstone Garrison (4hp)
Flagstone Garrison (4hp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Firebat
Bombaster
Charge
Dark Pact
Nautical Dog
End of Turn Discard
My Thoughts
Just peace things, this is over
1 Like
It should be, for sure.
P1T7
Tech StartingHand Workers
TECH
Ready or Not
Hyperion
STARTING HAND
Ready or Not
Immortal
Immortal
Tricycloid
WORKERS
Time Spiral
Plasmodium
Temporal Research
Dark Pact
Forgotten Fighter
Immortal
NextHand
Rambasa Twin
Temporal Distortion
Tinkerer
Research & Development
Discard
Neo Plexus
Sparring Partner
Sparring Partner
Ready or Not
Tricycloid
Immortal
Ready or Not
Hyperion
Tech 2 card(s)
Get Paid + float + tech draw - ($10)
Rebuild tech 1.
Mox kills SQL.
Ready or Not, ready Mox, Rambaster and Lobber stay exhausted - ($6)
Geiger trades with scav, you get 1 gold.
Mox and Nullcraft kill Sergeant.
Grave, to midband - ($2)
Worker - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader : Grave lvl 3 (3/4A)
Elite :
Scavenger :
Technician :
Lookout :
In Play:
Hardened Mox (3/2), +
Nullcraft (1/1)
Battle Suits
Buildings:
Base HP: 14
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Can’t imagine surviving another turn.
@FrozenStorm ’s turn!
Ready or Not, very nice, the show shall go on then!
Link to card changes being played from standard Codex
CAWS22 Round 1 Player 2, Turn 7
P2 [Fire]/Demon/Peace aka Burning Legion vs P2 [Present]/Demon/Discipline
Starting Hand
Firebat
Bombaster
Charge
Dark Pact
Nautical Dog
Scorch + DS (Dog)
Lobber + Brogre (DS)
Mad Man + Boot Camp (lobber)
Boot Camp + OC (Mad Man)
Drill Sergeant + OC (OC1)
Events of Turn:
Upkeep:
Get Gold (8+1scav)
Tech 2 cards in OR no techs turn 1
All Teched Cards
Boot Camp x2
Drill Sergeant, Firebat
Lobber, Flagstone Garrison
Drill Sergeant, Overeager Cadet
Flagstone Garrison, Dark Pact
Overeager Cadet, Lobber
Main:
Nautical Dog, draw 2 (8)
Drill Sergeant, draw 2 (5)
Lobber, draw 1 rs draw 1, DS+1 (4)
Mad Man, draw 2 DS+1 (3)
Overeager Cadet, draw 2 DS+1
Overeager Cadet, nothing left to draw DS+1
Vandy (1)
Give all 3 runes to lobber, kill Grave take 3, Vandy to midband
Mad Man hits your base to 13
Worker (0)
Workers
Scorch, Careless Musketeer, Pillage, Bloodburn
Patrol as below
Discard 8 rs Draw 5
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 PEACE
In Patrol:
Squad Leader: Overeager Cadet (2/2a)
Elite:
Scavenger: Overeager Cadet (2/2)
Technician: Nautical Dog (1/1)
Lookout:
In Play:
Makeshift Rambaster (3/4, ++)
Lobber (4/4, ++)
Lobber (5/2, +++)
Drill Sergeant (3/3)
Mad Man (1/1)
Vandy (3/4 lvl 3)
Flagstone Garrison (4hp)
Flagstone Garrison (4hp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Boot Camp
Bombaster
Drill Sergeant
Firebat
Charge
End of Turn Discard
My Thoughts
Attrition play for Ready or Not, I can’t end here but I’m not really getting farther away from ending either
1 Like
And that’s GG!
Also WP
@zango 1st notch for Burning Legion this tourny.
3 Likes
GGWP! It is kinda absurd how much cheap haste you can bring with this
1 Like