CAWS22 Round2: P1 FrozenStorm Burning Legion [Fire]/Demonology/Peace vs P2 dwarddd mono purple

Getting dicey isn’t it?

CAWS22 Round 2 Player 1, Turn 8

P1 [Fire]/Demon/Peace aka Burning Legion vs P2 Mono Purple

Starting Hand

Charge
Dark Pact
Boot Camp
Bloodrage Ogre
Drill Sergeant
Mad Man (techn)
Firebat (DS)
Overeager Cadet (Mad Man)
Elite Training + Makeshift Rambaster (DP)
Overeager Cadet (Brogre)
Lobber (Rambaster)

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • Draw 1 techn, rebuild tech1
  • Tech 2 cards in OR no techs turn 1
All Teched Cards

Elite Training, Soul Stone
Elite Training, Firebat
Drill Sergeant, Boot Camp
Dark Pact, Flagstone Garrison
Lobber, Drill Sergeant
Flagstone Garrison, Overeager Cadet
Overeager Cadet, Lobber


Main:

  • Drill Sergeant, draw 1 (6)
  • Mad Man, draw 1 DS+1 (5)
  • Dark Pact, base to 14 draw 2 (4)
  • Bloodrage Ogre, draw 1 DS+1 (2)
  • Makeshift Rambaster, draw 1 DS+1 (0)
  • Dog trades SQL
  • Vandy kills Geiger, takes 4, you draw 1, sparkshots scav
  • Give soldier 1 rune, trades with Argonaut, you get 1g
  • Give Rambaster 1 rune, breaks your tower takes 1, your base to 16
  • Give Mad Man last rune, ping your base to 14
Workers

Careless Musketeer, Pillage, Scorch, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 7 Draw 4 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE

In Patrol:

  • :psblueshield: Squad Leader: Drill Sergeant (3/3a)
  • :psfist: Elite:
  • :pspig: Scavenger: Bloodrage Ogre (3/2)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Mad Man (2/2, +)
  • Makeshift Rambaster (2/2, +)
  • Vandy (6/1A, readiness invisible demon)
  • Flagstone Garrison (4hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Metamorphosis
Flagstone Garrison
Bombaster
Lobber
Boot Camp

End of Turn Discard
My Thoughts

Think it’s coming down to base race time, I need to draw elite training or rambaster to either deal with the tower or the air support. DS Mad Man DP leaves me room to do either well.

Ok I draw both. Which one is better? Elite training is much more passive, and prone to Prynn or ground pound screwing it up. I think better to press the tower and base, we’ll flood the board and wipe his except for the air. If dwarddd wants to press face I think I can come back and roll that, if he keeps trying to chip the tech1 and DS or Garrison I think I can outlast that too, he’s getting really low on cards…


Mm it was close for a while, but i believe i either die to board or die to lobbers here depending on what i kill with shimmer rays. May as well take a slight bet on lobbers being absent!

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Garth Reduce midband stats to 2/3
MoLaC If you have no units in play, remove all runes from this
Lich’s Bargain Base damage increased from 4 to 6
Pirate Gunship Remove obliterate 2
Deteriorate Increase cost to 1
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Buffs
Troq Swap midband and maxband
Mid at 4 and max at 7
Let maxband target any building
The Boot Modify text to “Destroy a tech 0 unit, a tech 1 unit, or an upgrade”, change card type from “Spell - Debuff” to “Spell”

P2T8


Tech StartingHand Workers

TECH
Ready or Not
Ready or Not


STARTING HAND
Fading Argonaut(5/3) Fading 1 (doomed)
Tinkerer
Origin Story → swapped out, then redrawn
Assimilate → swapped in


WORKERS
Forgotten Fighter
Plasmodium
Hardened Mox
Time Spiral


NextHand

Assimilate
Argonaut


Discard

Seer(3/1a)
Neo Plexus(3/2)
Yesterday’s Golgort
Second Chances
Yesterday’s Golgort
Seer(3/1a)
Argonaut(4/4) readiness
Ready or Not
Ready or Not
Origin Story
Tinkerer
Assimilate


Tech 2 card(s)
Get Paid + float + scav, tech draw - ($12)
Hire Vir - ($10)
Peek
swap - ($9)
assimilate garrison - ($6)
Fargo, draw - ($4)
Tower - ($1)
discard 2 for shimmers
shimmer Ray + NC kill drill sargeant
Shimmer Ray kills MSR

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut(3/3a) Fading 3
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Vir(2/3)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Shimmer Ray(3/4) flying, fading 2
  • Shimmer Ray(3/4) flying, fading 2
  • Nullcraft
  • Flagstone Garrison(4)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 12

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

tech draw is origin story. peek is assimilate.

My Garrison! :frowning: I don’t think I’ll quite have lethal this turn and I might still lose the race, but we’ll have to see! Trying to be just threatening enough to survive another turn lol…

CAWS22 Round 2 Player 1, Turn 9

P1 [Fire]/Demon/Peace aka Burning Legion vs P2 Mono Purple

Starting Hand

Metamorphosis
Flagstone Garrison
Bombaster
Lobber
Boot Camp
Lobber (Lob1)
Soul Stone (Lob2)

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in OR no techs turn 1
All Teched Cards

Ember Sparks x2
Elite Training, Soul Stone
Elite Training, Firebat
Drill Sergeant, Boot Camp
Dark Pact, Flagstone Garrison
Lobber, Drill Sergeant
Flagstone Garrison, Overeager Cadet
Overeager Cadet, Lobber


Main:

  • Flagstone Garrison (5)
  • Lobber, draw 1 (4)
  • Lobber, draw 1 (3)
  • Onimaru (1)
  • Boot Camp Fargo, draw 1 (0)
  • Brogre trades with Vir, you draw 1, Oni to level 3
  • Mad Man and Lobber break your tower, your base to 12
  • Vandy and other Lobber hit your base to 4
Workers

Careless Musketeer, Pillage, Scorch, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE

In Patrol:

  • :psblueshield: Squad Leader: Onimaru (2/3a lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Mad Man (2/2, +)
  • Lobber (2/1)
  • Lobber (2/2)
  • Vandy (6/1 readiness invisible demon)
  • Flagstone Garrison (4hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Dark Pact
Overeager Cadet
Firebat
Overeager Cadet
Elite Training

End of Turn Discard
My Thoughts

Okay, lethal, lethal lethal lethal… what can I do with what’s in my hand? How can I tutor for a Dark pact AND put damage on the base? or tutor for Shadow blade? Something? Since the tower’s there I can’t attack first on anything… I think my best bet is to try and fish for the other lobber, Boot Camp the Fargo, trade Brogre, and hope I can put the last bits of damage on the base over the next couple turns before I lose my own. Now + Golgort or something is a risk I think I just run and hope I’m okay, maybe unwise but YOLO!


And now just in case DP wasn’t good enough it has the added functionality of helping in a base race :roll_eyes:
But lol there r so many ways i could die from your deck i dont think i deserve to survive another turn😅

Madman has a dmg i believe

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Garth Reduce midband stats to 2/3
MoLaC If you have no units in play, remove all runes from this
Lich’s Bargain Base damage increased from 4 to 6
Pirate Gunship Remove obliterate 2
Deteriorate Increase cost to 1
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Buffs
Troq Swap midband and maxband
Mid at 4 and max at 7
Let maxband target any building
The Boot Modify text to “Destroy a tech 0 unit, a tech 1 unit, or an upgrade”, change card type from “Spell - Debuff” to “Spell”

P2T9


Tech StartingHand Workers

TECH
Now!
Now!


STARTING HAND
Argonaut
Assimilate
Temporal Research
Yesterday’s Golgort
Origin Story
Second Chances


WORKERS
Forgotten Fighter
Plasmodium
Hardened Mox
Time Spiral


NextHand

Tinkerer
Argonaut(4/4) readiness
Seer(3/1a)
Yesterday’s Golgort


Discard

Temporal Research
Second Chances
Assimilate
Argonaut
Origin Story


Tech 2 card(s)
Get Paid + float - ($10)
Max - ($8)
Temporal research draw 2 - ($6)
golgurt, draw 1 - ($3)
Fargo kills Oni
Shimmer ray and nc kill ur garrison
shimmer Ray kills healthy lobber
tower - ($0)
Discard twice for shimmers

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Yesterday’s Golgort(6/4a) Fading 2
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L3 Max(2/4)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Shimmer Ray(3/4) flying, fading 2
  • Shimmer Ray(3/4) flying, fading 2
  • Nullcraft
  • Fading Argonaut(4/2) Fading 2 (+)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

tech draw is Temporal research (only card in Deck). wins? very small, but all include at least 1 now! so teching double now! also since that is a max spell might as well spring for temporal research from the start instead of argonaut. Temporal research draws are golgurt and origin story… only option is play the golgurt and hope. second chances, I’m out, tower up and hope then

I do in fact have DP in hand and the other available to fetch from Midband, which I do think we should eliminate from vandy’s arsenal in the next balance discussion, but in its current state will win me the game. GGWP!

That air superiority was a devil to survive!

Wow, close call and it’s been fun to watch. I was completely set on this being the first match for this awesome deck to lose in a tournament, but turned out I was wrong. Good game, you two!

And yeah, further nerfs to Vandy might be necessary…

Indeed great game and very well played from both. I thought it would be first blood on burning legion, but it performed well on a base race.

Mm, your main plan failed, but Meta is so ridiculous in the fact that you didn’t have to be planning that way at all and can just rely on Vandy to fetch it…

Also i felt a lot of pressure on many decisions this game, any suggestions for things i could have done differently?

But overall was super fun thanks @FrozenStorm and well played

1 Like

I’d like to say a Slow-Time Generator once your air force is up, since it doesn’t affect your hand size for time rune fuel. I don’t know how easily you could have kept it up, though.