CAWS22 Round2: P1 charnel_mouse [Disease]/Discipline/Law vs P2 thehug0naut [Balance]/Blood/Demonology

GL, HF, @thehug0naut! Good to see you again.

Relevant changes:

Card Change
Vandy Remove resist 1 at midband
Deteriorate Increase cost to 1
Dark Pact Increase cost to 1

P1T1

Starting hand: 5

Pestering Haunt
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Summon Skeletons

Thoughts

Let’s see if we can be aggressive with Grave when Deteriorate is more expensive.


Get paid - (4)
Worker - (3)
Grave Stormborne - (1)
Pestering Haunt
Discard 3, draw 5


Grave L1 2/3 (sparkshot)
Pestering Haunt 1/1 (unstoppable; can’t patrol or be sacrificed)

:heart: Base HP: 20


Hand: 5

Skeleton Javelineer
Graveyard
Skeletal Archery
Deteriorate
Sacrifice the Weak

Deck: 0
Discard: 3

Poisonblade Rogue
Thieving Imp
Summon Skeletons

Card-count check (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers


Gold: 1
Workers: 5

4 x start
T1: Jandra, the Negator

Thanks @charnel_mouse, it’s nice to be back again! GLHF to you too, really interesting deck you have here

P2T1


StartingHand Workers

STARTING HAND
Rich Earth
Verdant Tree
Rampant Growth
Tiger Cub
Young Treant


WORKERS
Rich Earth


NextHand

Merfolk Prospector
Forest’s Favor
Playful Panda
Spore Shambler
Ironbark Treant


Discard

Tiger Cub
Young Treant
Rampant Growth
Verdant Tree


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy + Midband - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Vandy Anadrose 3/4A [Sparkshot]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

He can get to 4 attack with Grave and Haunt so Vandy should survive this turn.

@charnel_mouse’s turn!

1 Like

It’s a fun little deck, looks like the change to Deteriorate might hit it pretty hard early on, though.
Yours looks very similar to my regular [Balance]/Blood/Strength!

P1T2

Starting hand: 5

Skeleton Javelineer
Graveyard
Skeletal Archery
Deteriorate
Sacrifice the Weak

Thoughts

Can’t take out Vandy here, and Rampant Growth makes it too dangerous to have Grave out in front.

Main worries here are Blood II and Wandering Mimic / Faerie Dragon. The latter, in particular makes Abominations too risky, but they’re still worth teching if I suspect Blood II for shutting down Shoddy Gliders, and making Crashbarrows a little smaller. Otherwise, I’m thinking either rune spam + Carrion crow or a jump to Plague Lords looks good. Maybe Community Service, but that’s risky.

Taking Rambasa Twin for insurance abuse, and Tax Collector to sit in the Graveyard. I’ll worry about anti-air later.

Teched cards: 2

T2: Rambasa Twin, Tax Collector


Get paid + float - (6)
Worker - (5)
Expensive Tech I - (3)
Graveyard - (1)
Pestering Haunt hits your base to 19
Skeleton Javelineer - (0)
Discard 2, reshuffle 7, draw 4


:exhaust: Skeleton Javelineer 1/1 (javelin rune; remove javelin rune: gains long range this turn)

Grave L1 2/3 (sparkshot)
Pestering Haunt 1/1 (unstoppable; can’t patrol or be sacrificed)

:heart: Graveyard HP: 3 (exhaust: play a buried unit; 4+ buried units: destroyed)

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


Hand: 4

Thieving Imp
Rambasa Twin
Tax Collector
Sacrifice the Weak

Deck: 3

Poisonblade Rogue
Summon Skeletons
Deteriorate

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

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


Gold: 0
Workers: 6

4 x start
T1: Jandra, the Negator
T2: Skeletal Archery

1 Like

@charnel_mouse I’m not used to your post structure, is Jav patrolling in technician?

And yes I’m a big green and Midori fan so I read up on your deck and thought I’d take something similar for a spin.

1 Like

Ah, nice :slight_smile:

Yes, sorry, Javelineer is in Technican. I use these patrol icons:
:psblueshield: :psfist: :ps_: :exhaust: :target:

1 Like

P2T2


Tech StartingHand Workers

TECH
Dark Pact
Shadow Blade


STARTING HAND
Forest’s Favor
Merfolk Prospector
Spore Shambler
Ironbark Treant
Playful Panda


WORKERS
Rich Earth
Forest’s Favor


NextHand

Verdant Tree
Playful Panda
Rampant Growth
Shadow Blade


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Vandy kills Jav, takes 1, Jav to Graveyard, you draw 1 card
Merfolk Prospector - ($4)
Spore Shambler, arrives with Runes - ($1)
Rune to Prospector - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spore Shambler 1/2A [+]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Merfolk Prospector 2/2 [+]
  • :target: Lookout:

In Play:

  • L3 Vandy Anadrose 3/3 [Sparkshot]

Buildings:

  • :heart: Base HP: 19

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Hard to defend against the threat of Grave/Reversal/Sac the Weak/Deteriorate so I’ll skip Tech I one turn and make my patrol annoying to break through. Dark Pact should let me even out my draws.

@charnel_mouse’s turn!

Edit: fixed base HP

P1T3

Starting hand: 4

Thieving Imp
Rambasa Twin
Tax Collector
Sacrifice the Weak

Technician draw: 1

Deteriorate

Thoughts

I need to start worrying about Shadow Blade now. If the Prospector stays alive, then it can take out the other Rambasa Twin, and let Vandy kill Grave.

Under normal rules, I could play Tax Collector, midband Grave, then he can take out Spore Shambler, and Deteriorate + Haunt takes out the Prospector. Then Grave sits in SQL on 3/3+1, so Vandy has to maxband to kill him, even with a Shadow Blade. That’s not possible with Grave needing 2 gold to cast Deteriorate, though.

One option here is to just bring back the Javelineer to help the Twins block, then I think I’m safe, at least if thehug0naut doesn’t want to delay Tech II.

Working Thieving Imp into a worker, there’s not much point to card drain when Vandy can just use Dark Pact to recover.

Teched cards: 2

T2: Rambasa Twin, Tax Collector
T3: 2 x Insurance Agent


Get paid - (6)
Worker - (5)
Rambasa Twin, his brother arrives - (1)
Skeleton Javelineer returns from Graveyard - (0)
Grave hits Spore Shambler for 1+1A, takes 1 damage
Pestering Haunt trades with Spore Shambler
Discard 3, draw 2, reshuffle 5, draw 3


:psblueshield: Skeleton Javelineer 1/1+1A (javelin rune; remove javelin rune: gains long range this turn)
:ps_: Rambasa Twin #1 3/2 (arrives: fetch a Rambasa Twin from codex)
:target: Rambasa Twin #2 3/2 (arrives: fetch a Rambasa Twin from codex)

Grave L1 2/2 (sparkshot; 1 damage)

:heart: Graveyard HP: 3 (exhaust: play a buried unit; 4+ buried units: destroyed)
Buried: Pestering Haunt

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


Hand: 5

Poisonblade Rogue
Summon Skeletons
Insurance Agent
Tax Collector
Deteriorate

Deck: 2

Insurance Agent
Sacrifice the Weak

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

Expected: 10 + 4 teched + 1 fetched Twin = 15
4 on board
1 in Graveyard
5 in hand
2 in deck
0 in discard
3 in workers


Gold: 0
Workers: 7

4 x start
T1: Jandra, the Negator
T2: Skeletal Archery
T3: Thieving Imp

Edit: retaken turn below

Just to check, Graveyard has the same priority as the Twin going to the codex, if you’d prefer it to go there.

1 Like

That I didn’t know. That potentially changes my turn. I’ll go back and look.

1 Like

Thanks for the heads up, so many little things like that in this game are hard to intuit.

P2T3


Tech StartingHand Workers

TECH
Tiny Basilisk
Crash Bomber


STARTING HAND
Rampant Growth
Verdant Tree
Shadow Blade
Playful Panda


WORKERS
Rich Earth
Forest’s Favor


NextHand

Rampant Growth
Dark Pact
Tiger Cub
Ironbark Treant
Young Treant


Tech 2 card(s)
Get Paid - ($7)
Expensive Tech I - ($5)
Vandy kills Jav, takes 1, Jav to Graveyard
Prospector trades with Lookout Rambasa, Rambasa to Graveyard rather than codex
Shadow Blade Scavenger Rambasa, you discard 2/5, Rambasa to Graveyard, you gain 1 gold, Graveyard bursts - ($2)
Maxband Vandy, doom whiffs - ($0)
Skip Worker

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


Board Info:
In Patrol:

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

In Play:

  • L5 Vandy Anadrose 4/5 [Sparkshot]

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Now that I know how Graveyard interacts with Rambasa I can burst it and put both Rambasa’s into his deck as expensive chaff. Sadly 1 gold short of max Vandy and a worker, but I need to not give him cheap levels here so I guess we skip a worker.

@charnel_mouse’s turn!

1 Like

And there’s the Graveyard destruction I was worried about :smile:

P1T4

Starting hand: 5

Poisonblade Rogue
Summon Skeletons
Insurance Agent
Tax Collector
Deteriorate

Shadow Blade discard: 1

Summon Skeletons

Thoughts

Not much to do about losing the Graveyard, Rambasa insurance abuse is probably off the cards now, but I’m about to tech in other decent options.

Still, the worker skip, and Vandy being on his own with no imminent haste, means I can safely tech up, and keep Grave safe behind a single patroller, outside of thehug0naut drawing or fetching a Shadow Blade, but I’d be very surprised, and there’s not much to gain out of going for Grave that hard. Maybe a really early Metamorphosis, but I don’t expect that either.

Teched cards: 2

T2: Rambasa Twin, Tax Collector
T3: 2 x Insurance Agent
T4: Abomination, Medusa


Get paid + Scavenger - (8)
Worker - (7)
Tech II Disease - (3)
Tech Lab: Law - (2)
Tax Collector - (0)
Grave hits your Tech I to 3 HP
Discard 2, draw 2, reshuffle 10, draw 2


:exhaust: Tax Collector 2/3

Grave L1 2/2 (sparkshot; 1 damage)

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


Hand: 4

Insurance Agent
Sacrifice the Weak
Skeleton Javelineer
Rambasa Twin

Deck: 8

Graveyard
Pestering Haunt
Rambasa Twin
Summon Skeletons
Abomination
Medusa
Insurance Agent
Deteriorate

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

Expected: 10 + 6 teched + 1 fetched Twin = 17
1 on board
4 in hand
8 in deck
0 in discard
4 in workers


Gold: 0
Workers: 8

4 x start
T1: Jandra, the Negator
T2: Skeletal Archery
T3: Thieving Imp
T4: Poisonblade Rogue

1 Like

I have such a strong dislike for Graveyard that it was irresistible :joy:

P2T4


Tech StartingHand Workers

TECH
Nature Reclaims
Kidnapping


STARTING HAND
Ironbark Treant
Tiger Cub
Dark Pact
Young Treant
Rampant Growth
Shadow Blade (Dark Pact)
Crash Bomber (Dark Pact)


WORKERS
Rich Earth
Forest’s Favor
Young Treant


NextHand

Verdant Tree
Playful Panda
Tiny Basilisk
Spore Shambler
Merfolk Prospector


Discard

Nature Reclaims
Kidnapping
Dark Pact
Shadow Blade
Tiger Cub
Rampant Growth
Ironbark Treant


Tech 2 card(s)
Get Paid - ($7)
Dark Pact, my base to 17, I draw 2 cards - ($6)
Worker - ($5)
Shadow Blade Tax Collector, you discard #2/4, you draw 1 card - ($2)
Vandy kills Grave, takes 2, levels whiff
Crash Bomber - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Crash Bomber 2/2

In Play:

  • L5 Vandy Anadrose 4/3 [Sparkshot]

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 3

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Well, when Dark Pact gives you Shadow Blade, you Shadow Blade those motherfuckers. Was unsure if I should break Tech Lab or kill Grave, but I reckon the combo here is Plague Lab + Juggernauts. The discards and Graveyard burst should have gummed up his plans and if that is the plan then both of those things can’t patrol. I need a bit more gold for hero + tutor and play meta so I’ll delay HH a turn and play a Crash Bomber instead. Short of unit removal, it should let me continue pressure, especially given the Spore Shambler I have guaranteed next turn. Nature Reclaims and Kidnapping give me a lot of flexibility to combat whatever Tech II plan he has.

@charnel_mouse’s turn!

Edit: fixed Tech I HP

1 Like

Your Tech I is at 3 HP, not 2.

P1T5

Starting hand: 4

Insurance Agent
Sacrifice the Weak
Skeleton Javelineer
Rambasa Twin

Shadow Blade discard: 1

Sacrifice the Weak

Technician draw: 1

Summon Skeletons

Thoughts

That’s a lot of effort to put into killing a hero that’s barely done anything. Well, we definitely shouldn’t be facing another Shadow Blade now, unless seeing Twins prompted teching in a second one.

Teched cards: 2

T2: Rambasa Twin, Tax Collector
T3: 2 x Insurance Agent
T4: Abomination, Medusa
T5: Martial Mastery, Plague Lord


Get paid - (8)
Worker - (7)
Rambasa Twin - (3)
Insurance Agent, insuring Rambasa Twin - (2)
Skeleton Javelineer - (1)
Discard 0, draw 2


:psblueshield: Rambasa Twin 3/2+1A (insured by Insurance Agent)
:exhaust: Skeleton Javelineer 1/1 (javelin rune; remove javelin rune: gains long range for that turn)

Insurance Agent 2/2 (insuring Rambasa Twin; insured unit dies: draw 1, get gold cost back)

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


Hand: 2

Medusa
Deteriorate

Deck: 5

Graveyard
Pestering Haunt
Rambasa Twin
Abomination
Insurance Agent

Discard: 4

Tax Collector
Sacrifice the Weak
Martial Mastery
Plague Lord

Card-count check (opponent-viewable)

Expected: 10 + 8 teched + 1 fetched Twin = 19
3 on board
2 in hand
5 in deck
4 in discard
5 in workers


Gold: 1
Workers: 9

4 x start
T1: Jandra, the Negator
T2: Skeletal Archery
T3: Thieving Imp
T4: Poisonblade Rogue
T5: Summon Skeletons

You have not written your teched cards in.

1 Like

Looks like my card count is off too, I’ll have to edit the turn.
EDIT: Fixed and redrawn; go ahead, @thehug0naut.

1 Like

P2T5


Tech StartingHand Workers

TECH
Metamorphosis
Crash Bomber


STARTING HAND
Playful Panda
Spore Shambler
Verdant Tree
Tiny Basilisk
Merfolk Prospector → Worker


WORKERS
Rich Earth
Forest’s Favor
Young Treant
Merfolk Prospector


NextHand

Crash Bomber
Tiger Cub
Rampant Growth
Kidnapping


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Heroes’ Hall - ($6)
Playful Panda, arrives with Wisp - ($4)
Spore Shambler, arrives with runes - ($1)
Rune to Wisp - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp 1/2A [+]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Spore Shambler 1/2 [+]
  • :target: Lookout:

In Play:

  • L5 Vandy Anadrose 4/3 [Sparkshot]
  • Crash Bomber 2/2
  • Playful Panda 2/2

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 3
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

What I can’t tell is how important the Tech Lab is to his plans. I could break it this turn, but I need to give him 4 gold and 2 cards which seems silly given the huge card/tempo advantage I currently find myself in. I’ve got time to set up for a kill, so lets have a weenie boardv with + runes to counteract disease and make it hard to trade the Rambasa other than by Orpal sacrifice or Bigby wiping the board. With this patrol, lines where Vandy dies seem limited to where he has two of Plague Lab, Sickness, Sac the Weak or Deteriorate in hand. With just two cards I think my odds are good so it’s time to tech in Metamorphosis and another Crash Bomber to feed Drakk.

@charnel_mouse’s turn!

Edit: Secret thoughts changed

Nice patrol, but I’m still taking that insurance :wink:

P1T6

Starting hand: 2

Medusa
Deteriorate

Thoughts

I can still take the insurance with Orpal’s midband. Even better, if I use it to rune the Shambler, I can Deteriorate the Shambler, and have my other two units kill Vandy. That should put thehug0naut on the back foot. After that, i’ll get the insurance, and see what I draw.

Tech choices… I think I go for Tech III, still, Kidnapping makes Abomination and Medusa a bit more of a liability, and the threat of Metamorphosis makes Plague Lab less desirable. On the other hand, thehug0naut seems intent on staying at Tech I, so maybe Plague Lab still isn’t so bad.

Teched cards: 2

T2: Rambasa Twin, Tax Collector
T3: 2 x Insurance Agent
T4: Abomination, Medusa
T5: Martial Mastery, Plague Lord
T6: Plague Lab, Plague Lord


Get paid + float - (10)
Rambasa Twin kills Wisp, takes 1 damage
Orpal - (8)
Midband Orpal - (5)
Orpal sacrifices Rambasa Twin, it goes to codex, Spore Shambler loses its + rune

Insurance - (9)

Rambasa Twin

Thoughts

Hmm, I could play Medusa and the Twins if I skip a worker. Grave might be safer to patrol with if there’s a chance of Kidnapping, though. Actually, no, we put maxband Orpal in front, then it takes more than those two 2/2 units frenzied by Drakk to take him down, due to the rune spread. If I have enough other stuff sitting behind, that puts me in a good position for next turn.

Deteriorate, Spore Shambler dies, you draw - (8)
Skeleton Javelineer throws a javelin at Vandy, hits her to 2 HP
Insurance Agent trades with Vandy, Orpal hits level 6 (maxband)
Worker - (7)
Rambasa Twin, his brother returns - (3)
Grave Stormborne - (1)
Discard 0, draw 2


:psblueshield: Orpal L6 2/5+1A (deals damage in - runes; sacrifice a non-Demon unit once per turn: give target unit a - rune; first time a unit with a - rune dies each turn; it spreads a - rune to two target allied units)
:ps_: Rambasa Twin #1 3/2 (first Twin dies this turn: returns to codex)
:exhaust: Rambasa Twin #2 3/2 (first Twin dies this turn: returns to codex)

Grave L1 2/3 (sparkshot)
Skeleton Javelineer 1/1

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


Hand: 2

Pestering Haunt
Abomination

Deck: 2

Graveyard
Insurance Agent

Discard: 4

Tax Collector
Sacrifice the Weak
Martial Mastery
Plague Lord
Plague Lab
Plague Lord
Deteriorate
Insurance Agent

Card-count check (opponent-viewable)

Expected: 10 + 10 teched + 1 fetched Twin = 21
3 on board
2 in hand
2 in deck
8 in discard
6 in workers


Gold: 1
Workers: 10

4 x start
T1: Jandra, the Negator
T2: Skeletal Archery
T3: Thieving Imp
T4: Poisonblade Rogue
T5: Summon Skeletons
T6: Medusa

3 Likes

I always assumed Vandy, the Queen of Demons, was a ‘her’ :wink:

2 Likes

Haha it nearly worked. I knew you’d get the insurance with Orpal, but I was hoping you wouldn’t have/draw Deteriorate!

P2T6


Tech StartingHand Workers

TECH
Bloodlust
Gargoyle


STARTING HAND
Kidnapping
Tiger Cub
Rampant Growth → Worker
Crash Bomber
Nature Reclaims (Technician Draw)


WORKERS
Rich Earth
Forest’s Favor
Young Treant
Merfolk Prospector
Rampant Growth


NextHand

Dark Pact
Verdant Tree
Shadow Blade
Metamorphosis
Ironbark Treant


Discard

Spore Shambler
Bloodlust
Gargoyle
Kidnapping
Crash Bomber
Playful Panda
Crash Bomber
Tiger Cub
Nature Reclaims


Tech 2 card(s)
Technician Draw
Get Paid - ($9)
Worker - ($8)
Master Midori - ($6)
Drakk - ($4)
Kidnapping Technician Rambasa - ($0)
Kidnapped Rambasa and Bomber suicide into Orpal, Bomber explodes Orpal to death, Drakk to level 3, returns to codex
Panda trades with Scavenger Rambasa, you gain 1 gold

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Master Midori 2/3A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L3 Drakk 1/3
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 3
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Nice turn from him. Had a few ways to do this but let’s deny him more card draw and clear his patrol. I don’t really have faith in Shoddy Gliders vs Disease so lets go for Bloodlust and a Gargoyle to give me some haste and flying. I’m guaranteed to get a chance to throw some Crashbarrows next turn in if I think I’ll be able to Tech up,

@charnel_mouse’s turn!