CAWS22 Round3: P1 Moby_Dick Burning Legion [Fire]/Demonology/Peace vs P2 FrozenStorm Burning Legion [Fire]/Demonology/Peace

@Frozen this was unavoidable. I think P1 is favoured, but I testet mainly Burning Legion against other decks. The only mirror match I lost as P1 against Zango. It will be interesting…

GL&HF

CAWS22 P1T1

P1 [Fire]/Demonology/Peace vs. P2 [Fire]/Demonology/Peace


StartingHand Workers

STARTING HAND


WORKERS
Bloodburn


NextHand

Charge
Scorch
Pillage
Careless Musketeer (2/1)
Bombaster (2/2)


Discard

Bloodrage Ogre (3/2)
Makeshift Rambaster (1/2)
Mad Man (1/1)


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Dog - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy
  • :psfist: Elite:
  • :ps_: Scavenger: Nautical Dog (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Dog is good, no bogre or haste on the second not so much. Workering BB probably OK, I don’t think I will be able to play it.

@FrozenStorm’s turn!

I suspect you’re right but let’s find out! GL HF @Moby_Dick

Link to all relevant rule changes

  • No Vandy Resist
  • Dark Pact costs 1g

CAWS22 Round 3 Player 2, Turn 1

P2 [Fire]/Demon/Peace aka Burning Legion vs P2 [Present]/Demon/Discipline

Starting Hand

Pillage
Mad Man
Bombaster
Charge
Nautical Dog

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in OR no techs turn 1
All Teched Cards

Main:

  • Bombaster (3)
  • Vandy (1)
  • Worker (0)
Workers

Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • nuthin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Makeshift Rambaster
Bloodrage Ogre
Scorch
Bloodburn
Careless Musketeer

End of Turn Discard
My Thoughts

Do I feel like I can play very straight-up and win? Or should I think a little outside the box? I might be able to get to tech2 first, but what will that require? Strong sustain against Vandy and early lobbers I spose. Something Red starter isn’t great at… I could Midband Vandy here, I could Bombaster or dog just as a slowdown… Bombaster SQL this turn, mid vandy + tech1 next turn might get me there. Oni maxband angle is another thing I could think about, there isn’t a strong anti-hero on the other side when AoW is up. Gargoyle also would be a pita to deal with. Might be a good counter play. IDK I don’t have the answer so I’m gonna Bombaster + Vandy, we’ll see how that works out, it’s actually not easy to deal with that without maxbanding Vandy and that’s probably okay for me.


CAWS22 P1T2

P1 [Fire]/Demonology/Peace vs. P2 [Fire]/Demonology/Peace


Tech StartingHand Workers

TECH
Lobber (2/2)
Lobber (2/2)


STARTING HAND
Bombaster (2/2)
Scorch
Charge
Pillage
Careless Musketeer (2/1)


WORKERS
Bloodburn
Charge


NextHand

Bloodrage Ogre (3/2)
Lobber (2/2)
Mad Man (1/1)
Careless Musketeer (2/1)
Makeshift Rambaster (1/2)


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech1 - ($2)
Bombaster - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Vandy L1 (2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Not much I can do…

@FrozenStorm’s turn!

@Frozen, I realized I had dog still on scav und wanted him on tech. Just forgot to copy. I changed it. If that is not OK for you, then just assume he is still on Scav.

No sweat @Moby_Dick please feel free to stealth edit within an hour or so of posting, it’s unlikely I’ll be able to play back that quickly and if it does happen we can just sort it out case by case :slight_smile:

Link to all relevant rule changes

  • No Vandy Resist
  • Dark Pact costs 1g

CAWS22 Round 3 Player 2, Turn 2

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

Starting Hand

Makeshift Rambaster
Bloodrage Ogre
Scorch
Bloodburn
Careless Musketeer

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in OR no techs turn 1
All Teched Cards

Main:

  • Bloodrage Ogre (4)
  • Worker (3)
  • Tech 1 (1)
Workers

Bloodburn, Pillage

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

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

In Play:

  • Vandy (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Brave Knight
Mad Man
Careless Musketeer
Charge
Overeager Cadet

End of Turn Discard
My Thoughts

I’m gonna veer a bit and go BK + OC, hope to draw the BK and plan to fast tech, hoping the BK poses a tough enough body to get through. Let’s hope that gets me there quickly. It just occurred to me that Lobber + Air Hammer is a nasty combo for wrecking buildings, I may try that out as well we’ll see :slight_smile:


Thanks, but I know you are not allowed to change the patrol after drawing, but it had nothing to do with my hand. Burning legion must always be on technician after turn 2 under these cirumstances.

It was a bit quiet, so let’s get started. Against all other decks I would say that’s it, but against burning legion the game just started.

CAWS22 P1T3

P1 [Fire]/Demonology/Peace vs. P2 [Fire]/Demonology/Peace


Tech StartingHand Workers

TECH
Flagstone Garrison (4)
Flagstone Garrison (4)


STARTING HAND
Mad Man (1/1)
Lobber (2/2)
Makeshift Rambaster (1/2)
Bloodrage Ogre (3/2)
Careless Musketeer (2/1)


WORKERS
Bloodburn
Charge
Careless Musketeer (2/1)


NextHand

Pillage
Mad Man (1/1)
Lobber (2/2)
Scorch


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Madman - ($4)
MSR - ($2)
Midband Vandy - ($0)
Madman + Dog trade SL
Bombaster trades Techn
Vandy kills Vandy, maxbands dooms MSR
MSR breaks Tech1

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

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

In Play:

  • Vandy L5 (4/5)
  • Makeshift Rambaster (1/2) doomed

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Break Tech1 and remove witnesses - done

Vandy is gone and his cycle with tech plans are hopefully disturbed. But it is not that good like it seems. There are several ways for Frozen to strike back or stay in game. Oger in my second hand would have ended the game…

But meta is now another option.

@FrozenStorm’s turn!

That is certainly true, you’d be expected to re-draw your hand if you make that mistake, but I have trust in this community to do that and you’re no exception :slight_smile:

Link to all relevant rule changes

  • No Vandy Resist
  • Dark Pact costs 1g

CAWS22 Round 3 Player 2, Turn 3

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

Starting Hand

Brave Knight
Mad Man
Careless Musketeer
Charge
Overeager Cadet
Scorch (techn)

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards in OR no techs turn 1
All Teched Cards

Overeager Cadet, Flagstone Garrison
Brave Knight, Overeager Cadet


Main:

  • Oni (6)
  • Tower (3)
  • Mad Man (2)
  • Worker (1)
Workers

Scorch, Bloodburn, Pillage

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 2 rs Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

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

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Nautical Dog
Makeshift Rambaster
Bombaster
Overeager Cadet
Careless Musketeer

End of Turn Discard
My Thoughts

Well that hurts, I probably don’t get tech2 first now, but let’s see if I can’t get ahold of the board while that happens…


@FrozenStorm No of course I did not redraw, because I asked you if you accept the change otherwise it is still scav. You played directly. So no chance to redraw or discuss it. As described it was anyway just that i forgot to copy. If I wanted to cheat and change after the draw I would have just changed it before posting.

So I can jump back and redraw and check if it would change the game. Or you assume it would be on scav and kill the dog.

1 Like

Yes I understood in that case it was a copy paste issue, we’re good, no need to fret :wink: let’s play on

2 Likes

Ok thanks, I think the discussion was anyway unnecessary. After rethinking Scav might have even been the better option with my tech choice. Next time I consider that first, before asking for change.

Seems I was very lucky. That was another thing I realized too late. My move in T3 was maybe not the best thing against Burning Legion… Curious to see your hand, must have been a very odd one with 6 out of 8. Maybe the workers…

CAWS22 P1T4

P1 [Fire]/Demonology/Peace vs. P2 [Fire]/Demonology/Peace


Tech StartingHand Workers

TECH
Overeager Cadet (2/2)
Drill Sergeant (3/3)


STARTING HAND
Lobber (2/2)
Pillage
Scorch
Mad Man (1/1)


WORKERS
Bloodburn
Charge
Careless Musketeer (2/1)
Pillage


NextHand

Nautical Dog (1/1)
Flagstone Garrison (4)
Flagstone Garrison (4)
Lobber (2/2)


Discard

Makeshift Rambaster (1/2) doomed
Scorch
Mad Man (1/1)
Overeager Cadet (2/2)
Drill Sergeant (3/3)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
MSR dies
Lobber - ($5)
Tech2 - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Lobber (2/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Vandy L5 (4/5)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

No revenche Tech break, seems I was lucky. Maybe charge and scorch are already a worker.

But I don’t know if the tower was a good idea. I will have a weak first garrison cycle, and this would be his chance to strike back. But he would need enough money for that, and tower is expensive. Without the tower I might had to take the risk of not playing a lobber to get further in my cycle. But with it no need.

But with the tower meta is no option, that was probably the intend.

@FrozenStorm’s turn!

Idk didn’t seem that odd lol

Link to all relevant rule changes

  • No Vandy Resist
  • Dark Pact costs 1g

CAWS22 Round 3 Player 2, Turn 4

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

Starting Hand

Nautical Dog
Makeshift Rambaster
Bombaster
Overeager Cadet
Careless Musketeer

Events of Turn:


Upkeep:

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

Flagstone Garrison, Drill Sergeant
Overeager Cadet, Flagstone Garrison
Brave Knight, Overeager Cadet


Main:

  • Oni kills SQL
  • Overeager Cadet
  • Bombaster (7)
  • Worker (6)
  • Tech 2 Peace (2)
Workers

Scorch, Bloodburn, Pillage

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 2 rs Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2a)
  • :psfist: Elite:
  • :pspig: Scavenger: Bombaster (2/2)
  • :exhaust: Technician: Mad Man (1/1)
  • :target: Lookout:

In Play:

  • Oni (2/1 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 9

End of Turn Hand

Flagstone Garrison
Charge
Overeager Cadet
Brave Knight

End of Turn Discard
My Thoughts

Going to be tough here but let’s hope I can catch up…


CAWS22 P1T5

P1 [Fire]/Demonology/Peace vs. P2 [Fire]/Demonology/Peace


Tech StartingHand Workers

TECH
Overeager Cadet (2/2)
Drill Sergeant (3/3)


STARTING HAND
Nautical Dog (1/1)
Flagstone Garrison (4)
Lobber (2/2)
Flagstone Garrison (4)
Bloodrage Ogre (3/2)
Bombaster (2/2)


WORKERS
Bloodburn
Charge
Careless Musketeer (2/1)
Pillage
Bombaster (2/2)


NextHand

Scorch
Mad Man (1/1)
Flagstone Garrison (4)
Overeager Cadet (2/2)


Tech 2 card(s)
Get Paid + float - ($9)
Garrison - ($6)
Lobber, draw - ($5)
Oger, draw - ($3)
Worker - ($2)
oni - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2)
  • :psfist: Elite:
  • :ps_: Scavenger: Oni L1 (2/3)
  • :pschip: Technician: Vandy L5 (4/5)
  • :target: Lookout: Lobber (2/2)

In Play:

  • Flagstone Garrison (4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Now comes the difficult part. His first garrison round will be more powerful than mine. I hope Vandy is enough, that he does not break garrison or tech building. Garrison DS cadet + 2x lobber is possible… If teched something strange like air hammerer hoping for charge would be OK for me. That is too expensive. Same for Jaina spells so early.

If I survive that, it looks good. I think this game will be decided via cycle managment. My next cycle will be excellent and I can play it completely. So I don’t want to touch it now. If I would draw ds now, would be really bad.

The other possibility would be 2 garrisons and try to cycle to cadets. Much more risky with the wrong draws.

Oh… bad draw. No DS and 2 from the cards I don’t want to play.

@FrozenStorm’s turn!

Don’t let me wait too long, now it is becoming interesting.

Lol weekends are not great for me to play a lot, but I’ll do my best to play at least one turn a day

2 Likes

Link to all relevant rule changes

  • No Vandy Resist
  • Dark Pact costs 1g

CAWS22 Round 3 Player 2, Turn 5

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

Starting Hand

Flagstone Garrison
Charge
Overeager Cadet
Brave Knight
Brogre (OC)
Mad Man (rs Brogre)
Makeshift Rambaster (Mad Man)
Lobber (MR)
DS (Lobber, phooey)

Events of Turn:


Upkeep:

  • Get Gold (9+2float)
  • Tech 2 cards in OR no techs turn 1
All Teched Cards

Drill Sergeant, Lobber
Flagstone Garrison, Drill Sergeant
Overeager Cadet, Flagstone Garrison
Brave Knight, Overeager Cadet


Main:

  • Flagstone Garrison (8)
  • Overeager Cadet, draw 1
  • Ready OC and Mad Man trade with SQL
  • Bloodrage Ogre, draw 1 (6)
  • Mad Man, draw 1 (5)
  • Makeshift Rambaster, draw 1 (3)
  • Lobber, draw 1 (2)
  • Vandy (0)
  • Lobber and Mad Man trade with your Oni, Vandy to level 3
  • Bombaster trades with Lobber
  • Oni runs into your Vandy, dies, levels fizzle
Workers

Careless Musketeer, Scorch, Bloodburn, Pillage

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2a)
  • :psfist: Elite:
  • :pspig: Scavenger: Bloodrage Ogre (3/2)
  • :exhaust: Technician: Vandy (3/4 lvl 3)
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/2)
  • Flagstone Garrison (4hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Nautical Dog
Lobber
Overeager Cadet
Drill Sergeant
Brave Knight

End of Turn Discard
My Thoughts

Let’s hope that’s enough defense… Bummer my draws didn’t work out great, would have been awesome to draw the DS earlier and then the OC, get some runes out to do some damage, might just be happening to me here momentarily…


Good that was fast!

CAWS22 P1T6

P1 [Fire]/Demonology/Peace vs. P2 [Fire]/Demonology/Peace


Tech StartingHand Workers

TECH
Firebat (3/3)
Firebat (3/3)


STARTING HAND
Mad Man (1/1)
Flagstone Garrison (4)
Scorch
Overeager Cadet (2/2)
Overeager Cadet (2/2)
Makeshift Rambaster (1/2) doomed
Lobber (2/2)
Drill Sergeant (3/3)
Drill Sergeant (3/3)
Nautical Dog (1/1)
Bloodrage Ogre (3/2)
Firebat (3/3)
Firebat (3/3)
Lobber (2/2)


WORKERS
Bloodburn
Charge
Careless Musketeer (2/1)
Pillage
Bombaster (2/2)


NextHand

Drill Sergeant (3/3)
Makeshift Rambaster (1/2) doomed
Mad Man (1/1)
Bloodrage Ogre (3/2)
Scorch


Tech 2 card(s)
Get Paid + scav - ($10)
Garrison - ($7)
mm, draw 2 - ($6)
Cadet, draw 2
DS, draw 2 - ($3)
Lobber, draw 2 rune - ($2)
Cadet, draw 2 rune
Lobber, rune - ($1)
Dog, rune - ($0)
Rune to lobber, who trades with sl
Vand trades with your Vandy sparkshot oger
mm trades oger
2 runes to other lobber who kills garrison

Float ($0)
Discard 6, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2)
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet (3/3)+
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Flagstone Garrison (4)
  • Flagstone Garrison (4)
  • Drill Sergeant (3/3)
  • Lobber (4/3) ++

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

OK I have the chance to kill the garrison. If I just play the units, I will need the MSR. That means float 1 + worker. It might go wrong if I bottom deck both ds.

The other way is with the second garrison. The garrison kill is safe, but it might be with worker skip. But with two garrisons I can dillute the deck a bit more.

My def will not be optimal, with 2 garrisons out he will probably go for the tech 2. Not ideal, but let’s see. So I will tech tech1 units. It depends how his draws will line up. Garrison + DS + 3 lobber + mm will be the worst case. Don’t know if that would be possible with his hand.

  • OK draws did not line up perfectly so I have just 3 runes after clearing patrol left, and no repeated lobber play possible. Kill tech 2 or garrison? Better garrison that are definetly 3g.

@FrozenStorm’s turn!

edit stats cadet adapted.

Think that’s game, I’m not going to be able to come back, GG WP!

It was certainly close, I almost got to your Garrison or T1 last turn (needed to draw the DS earlier) but didn’t quite get there. The Tech1 break on your turn 3 really hurt as well, I was hoping to have the inside track on Tech2 and would have if I’d kept the tech1. An aggressive play but a great one!

1 Like

GG WP!

It was indeed very close. And when going through it you were not really lucky with your draws. I had at several turns a hand in mind that would cause big trouble for me.

If you have the dog oger split and play that with Vandy you have the most aggressive start for turn 3 in that game. With msr and lobber I don’t think any deck can prevent a tech break. And not drawing everything might be enough…