Hey @charnel_mouse,
thanks for your feedback. Good luck and have fun!
Link to all relevant rule changes
CAWS22 P1T1
P1 [Fire]/Demonology/Peace vs. P2 [Disease]/Discipline/Law
StartingHand Workers
STARTING HAND
Bombaster (2/2)
Scorch
Bloodrage Ogre (3/2)
Nautical Dog (1/1)
Pillage
WORKERS
Pillage
NextHand
Charge
Makeshift Rambaster (1/2)
Bloodburn
Careless Musketeer (2/1)
Mad Man (1/1)
Discard
Bombaster (2/2)
Scorch
Bloodrage Ogre (3/2)
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Dog - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Vandy L1 (2/3)
-
Elite:
-
Scavenger: Nautical Dog (1/1)
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Not the god hand, but solid start.
1 Like
Have fun! Looks like I picked a short straw for Round 1 opponent deck, here.
Relevant changes:
Card |
Change |
Vandy |
Remove resist 1 at midband |
Deteriorate |
Increase cost to 1 |
Dark Pact 2 |
Increase cost to 1 |
P2T1
Starting hand: 5
Pestering Haunt
Poisonblade Rogue
Graveyard
Skeletal Archery
Summon Skeletons
Thoughts
Burning Legion looks to potentially outpace my deck at every stage of the game. I think the priority here is to get to Tech II first, so I can get down a Censorship Council as quickly as possible.
The only nerf I have is the expensive Deteriorate, but that’s enough to make opening with Grave more painful. The awkward opening hand makes me think I just build Tech I now, and hope for a good second turn for defence.
Get paid - (5)
Worker - (4)
Poisonblade Rogue - (2)
Pestering Haunt
Expensive Tech I - (0)
Discard 2, draw 4
Poisonblade Rogue 2/1 (attacks: deals damage in - runes)
Pestering Haunt 1/1 (unstoppable; can’t patrol or be sacrificed)
Base HP: 20
Tech I HP: 5
Hand: 4
Skeleton Javelineer
Thieving Imp
Deteriorate
Sacrifice the Weak
Deck: 1
Discard: 2
Graveyard
Summon Skeletons
Card-count check (opponent-viewable)
Expected: 10
2 on board
4 in hand
1 in deck
2 in discard
1 in workers
Gold: 0
Workers: 6
5 x start
T1: Skeletal Archery
Yes sorry, you did. But don’t tell me that I did not give you a way out 
If no one else had taken it, I would have changed the deck with your approvals. But this time i don’t want to be the guy coming with a knife to a gun fight.
b]CAWS22 P1T2[/b]
P1 [Fire]/Demonology/Peace vs. P2 [Disease]/Discipline/Law
Tech StartingHand Workers
TECH
Lobber (2/2)
Lobber (2/2)
STARTING HAND
Careless Musketeer (2/1)
Bloodburn
Mad Man (1/1)
Charge
Makeshift Rambaster (1/2)
WORKERS
Pillage
Careless Musketeer (2/1)
NextHand
Bloodburn
Lobber (2/2)
Charge
Bloodrage Ogre (3/2)
Mad Man (1/1)
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Vandy kills PBR, you draw
MSR kills haunt - ($0)
Dog deals 2 to Tech 1
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Vandy L1 (2/1)
- Nautical Dog (1/1)
- Makeshift Rambaster (1/1)
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Ok, this should already be it, if I will not have really odd draws the next rounds.
Oh, I’m not complaining! It’s a tournament, I expect people to play to win. Gold nerf for Deteriorate hitting me hard here.
P2T2
Starting hand: 4
Skeleton Javelineer
Thieving Imp
Deteriorate
Sacrifice the Weak
Technician draw: 1
Thoughts
Looks like Moby’s draws are lining up pretty well for him here, and I can expect some Lobbers incoming this turn too, maybe Mad Man. I think I have to play Deteriorate on something here, otherwise losing Tech I is a certainty. Even then, Moby just needs to have two damage sources in hand. Well, maybe not if the Javelineer is in Squad Leader. I think that’s fine, outside of Mad Man it takes Vandy or two units to kill Orpal either way. I suppose he can just maxband Vandy if he really wants to, though. Do I definitely want the Javlineer over using Sacrifice the Weak? Hmm, maybe Sacrifice the Weak and going down one card is OK, it makes Moby rely more on his hand.
Putting Orpal in Squad Leader instead of Elite, so he doesn’t just die to midband Vandy, or Lobber + Mad Man, or Charge nonsense. It means I don’t get the chance to put several - runes on Vandy, but that chance is pretty slight anyway.
I still don’t expect to have Tech I standing, what can I bring in for spells? The only thing I can see is Injunction.
Teched cards: 2
T2: Injunction, Tax Collector
Get paid - (6)
Worker - (5)
Orpal Gloor - (3)
Deteriorate, Nautical Dog dies - (2)
Sacrifice the Weak, Makeshift Rambaster dies - (0)
Discard 2, reshuffle 10, draw 4
Orpal L1 1/3+1A (deals damage in - runes)
Base HP: 20
Tech I HP: 3
Hand: 4
Summon Skeletons
Injunction
Tax Collector
Deteriorate
Deck: 6
Graveyard
Poisonblade Rogue
Pestering Haunt
Sacrifice the Weak
Skeleton Javelineer
Thieving Imp
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 2 teched = 12
0 on board
4 in hand
6 in deck
0 in discard
2 in workers
Gold: 0
Workers: 7
5 x start
T1: Skeletal Archery
T2: Jandra, the Negator
Agree, it weakens black defense, which is already not the best one. A change like Deteriorate cost 1, except as P2 in turn 1&2 only 0g would be the optimum, but makes it more complicated. And white has probably a weaker defense even with det cost 1.
CAWS22 P1T4
P1 [Fire]/Demonology/Peace vs. P2 [Disease]/Discipline/Law
Tech StartingHand Workers
TECH
Flagstone Garrison (4)
Flagstone Garrison (4)
STARTING HAND
WORKERS
Pillage
Careless Musketeer (2/1)
Bloodburn
NextHand
Bombaster (2/2)
Scorch
Lobber (2/2)
Flagstone Garrison (4)
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Charge Oger - ($0)
Oger kills Orpal, midband Vandy
Vandy breaks tech1
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Vandy L3 (3/4)
- Bloodrage Ogre (2/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Tech break is the best option, besides if Mouse is going for injunction. Did he really tech it even without being sure that I kill Orpal? And then it is not sure that he drew it. Anyway I can still live with injunction. But I will take the 1g more expensive way, to avoid a -1-1 on Vandy and not having a disabled lobber.
OK, I copied my worker in discard. I have to redraw. Damn, had a nice card…
Now it should be correct.
I think it would still be fine with Garth, since those Skeletons can smooth over bad splits. With Orpal, not so much.
P2T3
Starting hand: 4
Summon Skeletons
Injunction
Tax Collector
Deteriorate
Thoughts
Hmm, Ogre rather than a Lobber. Well, it’ll get bounced from Injunction, so maybe that’s better for me.
Where from here? I’d still like a Council, but Metamorphosis is going to become a serious threat with all the heroes I’m feeding Vandy with. Carrion Curse? Medusa? Training Grounds for cheap Judgement Days? I’ll take an Insurance Agent for now, I might need insurance to stabilise.
Teched cards: 2
T2: Injunction, Tax Collector
T3: Censorship Council, Insurance Agent
Get paid - (7)
Rebuild Tech I
Bigby Hayes - (5)
Injunction, your Tech I is disabled - (2)
Worker - (1)
Discard 2, draw 4
Bigby L1 2/3+1A
Base HP: 18
Tech I HP: 5
Hand: 4
Poisonblade Rogue
Pestering Haunt
Sacrifice the Weak
Skeleton Javelineer
Deck: 2
Discard: 5
Censorship Council
Insurance Agent
Injunction
Tax Collector
Deteriorate
Card-count check (opponent-viewable)
Expected: 10 + 4 teched = 14
0 on board
4 in hand
2 in deck
5 in discard
3 in workers
Gold: 1
Workers: 8
5 x start
T1: Skeletal Archery
T2: Jandra, the Negator
T3: Summon Skeletons
Nasty injunction… I considered it but not really thought you would go for it. Injunction would have been the only reason to let Orpal live and don’t go for the tech break…
CAWS22 P1T5
P1 [Fire]/Demonology/Peace vs. P2 [Disease]/Discipline/Law
Tech StartingHand Workers
TECH
Drill Sergeant (3/3)
Overeager Cadet (2/2)
STARTING HAND
Lobber (2/2)
Scorch
Bombaster (2/2)
Flagstone Garrison (4)
WORKERS
Pillage
Careless Musketeer (2/1)
Bloodburn
Scorch
NextHand
Mad Man (1/1)
Lobber (2/2)
Nautical Dog (1/1)
Flagstone Garrison (4)
Discard
Bloodrage Ogre (2/1)
Flagstone Garrison (4)
Lobber (2/2)
Drill Sergeant (3/3)
Overeager Cadet (2/2)
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Vandy und Oger kill SL, Vandy maxband
HH - ($4)
Bombaster - ($2)
Float ($2)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Bombaster (2/2)
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
From MSR as the best card to the worst card, due to my stupidity, lol.
Ok defenitely I need to kill Bigsby, that not another injunction comes. HH gives another thread.
Now he might be the first one with tech2 cards. Draw 2 from the new cycle… No idea what to expect. I think flyers from disease or discipline. But crow ist not strong enough to kill a garrison. And Discipline??? I am the one with HH. Law race for tech 3 with council? Is too slow even when supportet with injunction.
This feels horrible 
P2T4
Starting hand: 4
Poisonblade Rogue
Pestering Haunt
Sacrifice the Weak
Skeleton Javelineer
Thoughts
No good choices left for patrolling here. Orpal + Sacrifice the Weak on Bombaster might be the best option.
I’m still not really sure what I want to do. Rambasa Twin insurance would be nice for trying to come back, but it also leaves me less cards for dealing with Garrison / Metamorphosis. I need to cycle to the Council as quickly as I can, though, so maybe I just go for it anyway.
Teched cards: 2
T2: Injunction, Tax Collector
T3: Censorship Council, Insurance Agent
T4: Insurance Agent, Rambasa Twin
Get paid + float - (9)
Tech II Law - (5)
Worker - (4)
Orpal Gloor - (2)
Sacrifice the Weak, Bombaster dies, you draw - (0)
Discard 2, draw 2, reshuffle 10, draw 2
Orpal L1 1/3+1A (deals damage in - runes)
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Law)
Hand: 4
Graveyard
Thieving Imp
Censorship Council
Injunction
Deck: 8
Insurance Agent
Tax Collector
Deteriorate
Insurance Agent
Rambasa Twin
Sacrifice the Weak
Poisonblade Rogue
Skeleton Javelineer
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 6 teched = 16
0 on board
4 in hand
8 in deck
0 in discard
4 in workers
Gold: 0
Workers: 9
5 x start
T1: Skeletal Archery
T2: Jandra, the Negator
T3: Summon Skeletons
T4: Pestering Haunt
I know, I tested/played a lot against burning legion before this and last tournament. It is horrible that you have to hope for very lucky draws on both sides. But so far I had not the lucky draws…
CAWS22 P1T6
P1 [Fire]/Demonology/Peace vs. P2 [Disease]/Discipline/Law
Tech StartingHand Workers
TECH
Dark Pact
Overeager Cadet (2/2)
STARTING HAND
Nautical Dog (1/1)
Lobber (2/2)
Flagstone Garrison (4)
Mad Man (1/1)
Charge
WORKERS
Pillage
Careless Musketeer (2/1)
Bloodburn
Scorch
Charge
NextHand
Bloodrage Ogre (2/1)
Overeager Cadet (2/2)
Makeshift Rambaster (1/1)
Flagstone Garrison (4)
Drill Sergeant (3/3)
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Oni - ($7)
Vandy kills Orpal, Oni L3
Lobber deals 2 to tech 2 - ($6)
Tech 2 - ($2)
Float ($2)
Discard 3, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Oni L3 (2/3)
-
Lookout:
In Play:
- Vandy L5 (3/4)
- Lobber (2/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Again not the MSR for tech break… Unfortunately I have to take the -1 on Vandy this time.
Law interesting, so no flyers. Worst case is probably incunction, which he can still have from the first cycle. I need to tech DP + cadet to bring out sufficient units even without garrison. Maybe council. I need to break throught that with my heroes. He might also have already tech3 in the cycle so I need to be careful. Maybe combined with guardian.
Dog or not? Would be better to play it now against injunction, but I would prefer 5 cards without injunction.
P2T5
Starting hand: 4
Graveyard
Thieving Imp
Censorship Council
Injunction
Thoughts
Despite appearances, this is not a good hand: Injunction and Council are both cards I want to play, but playing both would mean skipping a worker, and with Bigby as sole patroller the Coucil would probably get destroyed anyway.
What if I just use the Injunction, and stash the Council? That gives me Bigby + Thieving Imp on defence. That’s likely to not be enough: even if I disable Tech I instead of Tech II, risking Garrisons coming out, I’m still looking at 3 and 3-5 for onboard attacks, against 3+2+1A defending a 3-HP building, so I still lose Tech II to a Makeshift Rambaster, and then can’t play the Council anyway.
OK, suppose I just play the Council, and give up on Injunction. That lets me put two heroes or hero + Imp in front. At worst, outside of Metamorphosis, I’d be facing Vandy, Onimaru, and two Lobbers, or a Lobber and Makeshift Rambaster.
Of course, there’s nothing stopping Moby from just fetching Metamorphosis, and having Onimaru destroy the Council. I can’t cover all the likely turns from Moby.
I’ll try Bigby + Injunction + Tower, Bigby in Elite at least might give Vandy and midband Onimaru some pause.
Teched cards: 2
T2: Injunction, Tax Collector
T3: Censorship Council, Insurance Agent
T4: Insurance Agent, Rambasa Twin
T5: Judgement Day, Sparring Partner
Get paid - (9)
Worker - (8)
Bigby Hayes - (6)
Tower - (3)
Injunction, your Tech I and Lobber are disabled - (0)
Stash 1
Discard 1, draw stash and 3
Bigby L1 1+2/3
Base HP: 18
Tech I HP: 5
Tech II HP: 3 (Law)
Tower HP: 4
Hand: 4
Censorship Council
Tax Collector
Deteriorate
Poisonblade Rogue
Deck: 5
Insurance Agent
Insurance Agent
Rambasa Twin
Sacrifice the Weak
Skeleton Javelineer
Discard: 4
Judgement Day
Sparring Partner
Injunction
Graveyard
Card-count check (opponent-viewable)
Expected: 10 + 8 teched = 18
0 on board
4 in hand
5 in deck
4 in discard
5 in workers
Gold: 0
Workers: 10
5 x start
T1: Skeletal Archery
T2: Jandra, the Negator
T3: Summon Skeletons
T4: Pestering Haunt
T5: Thieving Imp
You could not defend against everything… Finally I have to draw MSR. This should be it.
CAWS22 P1T7
P1 [Fire]/Demonology/Peace vs. P2 [Disease]/Discipline/Law
Tech StartingHand Workers
TECH
Drill Sergeant (3/3)
Flagstone Spy (3/3)
STARTING HAND
Makeshift Rambaster (1/1)
Drill Sergeant (3/3)
Flagstone Garrison (4)
Overeager Cadet (2/2)
Bloodrage Ogre (2/1)
Nautical Dog (1/1)
Flagstone Garrison (4)
Dark Pact
WORKERS
Pillage
Careless Musketeer (2/1)
Bloodburn
Scorch
Charge
Dark Pact
NextHand
Lobber (2/2)
Mad Man (1/1)
Flagstone Spy (3/3)
Overeager Cadet (2/2)
Bombaster (2/2)
Tech 2 card(s)
Get Paid + float - ($11)
Garrison - ($8)
DS - ($5)
MSR rune - ($3)
dog rune - ($2)
Vandy trades with Bigby, oni midbands
Oni breaks tech 2
MSR with two runes breaks tech 1
Worker - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Oni L5 (3/3)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Flagstone Garrison (4)
- Lobber (2/2)
- Nautical Dog (1/1)
- Makeshift Rambaster (3/3) ++
- Drill Sergeant (3/3)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
That injunction, should have played the dog, but it does not really matters.
Many opportunities, mouse was defending a bit against everything. I think injunction on tech 2 would have been better.
Indeed, I just had to defend against what you could do with your starting board – including fetching Metamorphosis – and hope you didn’t have a good hand. You did, so that’s that. GG! Maybe I’d have been OK with a better split. @zango
1 Like
Well played, GG! Usually you have a good hand with burning legion at that stage and if not you can still fetch dp or meta.
I think that game was already lost after you had not the optimal start at turn 2. At least my simulations showed that you can see it very early in a lot of the cases. So I don’t know if there would have been any combination of cards that would have brought you the victory if I don’t do a major mistake.
With a better start I think law was the best option. First thought about flyers but that would have been worse. Double injunction, maybe guardian or council and directly to gryphon. If you get somehow the gryphon out you should win. But you still have to rely on a lot lucky draws.
I was half-considering taking a Juggernaut to deal with Vandy / Garrisons, but the usual option would be taking a Tech Lab to run Disease. I think I pretty much had to gun for Injunction and Council first, though, since otherwise your deck can out-pressure mine at every stage of the game.
When thinking of meta I first thought spreading plague would be the biggest thread, since Vandy already had a -1-1. Combined with sickness. But you can see only 1 and tower is expensive as well.
Spreading Plague is nice in theory, but, with Metamorphosis giving heroes 2 + runes, you need some serious rune stacking to make it count if Metamorphosis comes out first. Grave’s maxband ability would be better, but that needs a more stable board.
1 Like
Is the -1-1 eaten by a +1+1? I thought they would both lie on the card. So in case of spreading plague they would die independent from the +1+1.
No, they cancel each other out. It should be in the rulebook.