CAWS22 Round4: P1 charnel_mouse [Disease]/Discipline/Law vs P2 FrozenStorm Burning Legion [Fire]/Demonology/Peace

@FrozenStorm Let’s see whether I can do better on the second try!

P1T1

Starting hand: 5

Skeleton Javelineer
Poisonblade Rogue
Skeletal Archery
Sacrifice the Weak
Summon Skeletons

Thoughts

Straightforward start, here.


Get paid - (4)
Worker - (3)
Grave Stormborne - (1)
Skeleton Javelineer - (0)
Discard 3, draw 5


:psblueshield: Grave L1 2/3+1A (sparkshot)

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

:heart: Base HP: 20


Hand: 5

Pestering Haunt
Thieving Imp
Jandra, the Negator
Graveyard
Deteriorate

Deck: 0
Discard: 3

Poisonblade Rogue
Sacrifice the Weak
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: 0
Workers: 5

4 x start
T1: Skeletal Archery

1 Like

We shall see, GL HF @charnel_mouse!

Link to all relevant rule changes

  • No Vandy Resist
  • Dark Pact costs 1g
  • Deteriorate costs 1g

CAWS22 Round 4 Player 2, Turn 1

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

Starting Hand

Bloodrage Ogre
Pillage
Scorch
Mad Man
Makeshift Rambaster

Events of Turn:


Upkeep:

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

Main:

  • Bloodrage Ogre (3)
  • Vandy (1)
  • Worker (0)
Workers

Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2a)
  • :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

Careless Musketeer
Charge
Nautical Dog
Bloodburn
Bombaster

End of Turn Discard
My Thoughts

interesting deck Charnel has here, I think if I can shut down early Grave pressure I can pretty well win on Tech2, and I have the cards to do it here, so Brogre + Vandy, cmon down and bring the counter pressure! Grave can’t easily use black spells to StW or Deteriorate into kill threat so I think I’m safe to challenge in that way


(Turn deleted, because it was silly)

P1T2

Starting hand: 5

Pestering Haunt
Thieving Imp
Jandra, the Negator
Graveyard
Deteriorate

Thoughts

Not great options for defence. I’d like to have Grave kill the Ogre, but midband or Deteriorate both leave him on 1 health with the Javelineer in front, so any hasted unit in FrozenStorm’s hand gets the kill. In that case, I might as well try to get patrol bonuses instead.

Plenty of tech options here. Injunction is the last resort, I don’t think my current board position is bad enough to need it. Tax Collector, Scribe in Elite, and Sparring Partner trade decently with Lobbers. I’ll go with Scribe and Sparring Partner: the former increases my chances of playing both, and the latter lets me shore up defence if it survives.

Teched cards: 2

T2: Scribe, Sparring Partner


Get paid - (5)
Worker - (4)
Expensive Tech I - (2)
Midband Grave - (0)
Grave readily kills Bloodrage Ogre, takes 3 damage
Discard 4, reshuffle 9, draw 5


:psblueshield: Skeleton Javelineer 1/1+1A (javelin rune; remove javelin rune: gains long range that turn)
:ps_: Grave L3 3/1 (3 damage; sparkshot; readiness)

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


Hand: 5

Poisonblade Rogue
Summon Skeletons
Sparring Partner
Thieving Imp
Graveyard

Deck: 4

Sacrifice the Weak
Scribe
Pestering Haunt
Deteriorate

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

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


Gold: 0
Workers: 6

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

Link to all relevant rule changes

  • No Vandy Resist
  • Dark Pact costs 1g
  • Deteriorate costs 1g

CAWS22 Round 4 Player 2, Turn 2

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

Starting Hand

Careless Musketeer
Charge
Nautical Dog
Bloodburn
Bombaster

Events of Turn:


Upkeep:

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

Overeager Cadet, Lobber


Main:

  • Vandy kills SQL
  • Nautical Dog (5)
  • Bombaster (3)
  • Tech1 (1)
  • Worker (0)
Workers

Bloodburn, Scorch

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Vandy (2/2 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Charge
Overeager Cadet
Careless Musketeer
Makeshift Rambaster

End of Turn Discard
My Thoughts

Maybe I get the kill on Grave maybe not, either way I should be in good shape for tech2 hopefully!


P1T3

Starting hand: 5

Poisonblade Rogue
Summon Skeletons
Sparring Partner
Thieving Imp
Graveyard

Thoughts

I could block up with Thieving Imp and Sparring Partner here, but I think I’d rather just play the Partner, and have Grave kill the Bombaster and Vandy. It’s expensive, but it limits how much damage Frozen can do while teching up.

Teched cards: 2

T2: Scribe, Sparring Partner
T3: Censorship Council, Insurance Agent


Get paid - (6)
Worker - (5)
Sparring Partner - (4)
Maxband Grave - (0)
Grave readily kills Bombaster, takes 2 damage
Grave swordswipes Vandy, levels fizzle
Discard 3, draw 4, reshuffle 6, draw 1


:psblueshield: Sparring Partner 2/2+1A (:exhaust:: target ally with no - runes gets one; 2g: ready, can’t attack)

Grave L7 4/3 (sparkshot; readiness; 2 damage)

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


Hand: 5

Sacrifice the Weak
Scribe
Pestering Haunt
Deteriorate
Insurance Agent

Deck: 5

Skeleton Javelineer
Censorship Council
Poisonblade Rogue
Thieving Imp
Graveyard

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

Expected: 10 + 4 teched = 14
1 on board
5 in hand
5 in deck
0 in discard
3 in workers


Gold: 0
Workers: 7

4 x start
T1: Skeletal Archery
T2: Jandra, the Negator
T3: Summon Skeletons

Link to all relevant rule changes

  • No Vandy Resist
  • Dark Pact costs 1g
  • Deteriorate costs 1g

CAWS22 Round 4 Player 2, Turn 3

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

Starting Hand

Charge
Overeager Cadet
Careless Musketeer
Makeshift Rambaster

Events of Turn:


Upkeep:

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

Flagstone Garrison, Overeager Cadet
Overeager Cadet, Lobber


Main:

  • Overeager Cadet
  • Jaina (5)
  • Worker (4)
  • Tech 2 Peace (0)
Workers

Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE

In Patrol:

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

In Play:

  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Bloodrage Ogre
Mad Man
Pillage
Lobber

End of Turn Discard
My Thoughts

Interesting choice to go sword, I feel okay about that, think I’m pretty well set up. We’ll do Jaina or Vandy Lobber things next turn and then it’s on to peace engine stuff


P1T4

Starting hand: 5

Sacrifice the Weak
Scribe
Pestering Haunt
Deteriorate
Insurance Agent

Thoughts

The main question here is whether to play the Scribe, and risk drawing both of my Tech II cards early. Alternatively, I use Deteriorate on the Cadet to kill Jaina, but Grave would be easily killed in reprisal. Or I just Deteriorate the Dog, or give a rune to Grave then pay to ready the Partner.

With no outright removal options on Frozen’s side, Abominations or Plague Labs are a decent way to go against the Peace engine here. Abominations are probably a bit more reliable against hasted threats. Adding those makes me a little more confident about playing the Scribe this turn, even if I’m not building the Tech Lab yet.

Teched cards: 2

T2: Scribe, Sparring Partner
T3: Censorship Council, Insurance Agent
T4: 2 x Abomination


Get paid - (7)

Scribe, draw 1 - (5)

Graveyard

Worker - (4)
Sparring Partner gives Scribe a + rune
Grave readily kills Overeager Cadet, takes 2 damage
Discard 4, draw 4, reshuffle 6, draw 1


:psblueshield: Scribe 2/4+1A (+)
:ps_: Grave L7 4/1 (sparkshot; readiness; 4 damage)

Sparring Partner 2/2 (:exhaust:: target ally with no - runes gets one; 2g: ready, can’t attack)

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


Hand: 5

Skeleton Javelineer
Censorship Council
Poisonblade Rogue
Thieving Imp
Graveyard

Deck: 5

Abomination
Abomination
Sacrifice the Weak
Deteriorate
Insurance Agent

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

Expected: 10 + 6 teched = 16
2 on board
5 in hand
5 in deck
0 in discard
4 in workers


Gold: 0
Workers: 8

4 x start
T1: Skeletal Archery
T2: Jandra, the Negator
T3: Summon Skeletons
T4: Pestering Haunt

Okay Law T2, let’s see how we do!

Link to all relevant rule changes

CAWS22 Round 4 Player 2, Turn 4

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

Starting Hand

Bloodrage Ogre
Mad Man
Pillage
Lobber

Events of Turn:


Upkeep:

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

Flagstone Garrison, Lobber
Flagstone Garrison, Overeager Cadet
Overeager Cadet, Lobber


Main:

  • Midband Jaina (5)
  • Lobber, it suicides into beefy book boi, Jaina kills (4)
  • Vandy (2)
  • Mad Man, trades with Grave, you get 1g, Vandy midbands (1)
  • Dog trades with SP
  • Worker (0)
Workers

Pillage, Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Vandy (3/4 lvl 3)

In Play:

  • Jaina (3/1 lvl 4)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Mad Man
Charge
Overeager Cadet

End of Turn Discard
My Thoughts

Well it’s going a little thin for next turn, but I think clearing the field and going down the 3 cards is fine if I get mid Vandy out of it, she can fetch DP if we come up dry on Garrison.


Indeed!

P1T5

Starting hand: 5

Skeleton Javelineer
Censorship Council
Poisonblade Rogue
Thieving Imp
Graveyard

Thoughts

Vandy not maxbanding means that I do at least have one turn to not be having the Censorship Council destroyed by Demon Jaina. I’m thinking about teching in another copy, since I’m not sure the first one will hold, and Frozen can soon afford to put a Garrison down afterwards. In the meantime, if an insured Abomination dies I can hit Tech III easily, so maybe Plague Lord isn’t such a bad idea, or I go for Bigby spells to keep Frozen’s units locked down. Gorgon is also a pick for trying to kill those heroes.

Teched cards: 2

T2: Scribe, Sparring Partner
T3: Censorship Council, Insurance Agent
T4: 2 x Abomination
T5: Censorship Council, Injunction


Get paid + Scavenger - (9)
Censorship Council - (5)
Worker - (4)
Skeleton Javelineer - (3)
Orpal Gloor - (1)
Tech Lab Disease - (0)
Discard 2, draw 4


:psblueshield: Orpal L1 1/3+1A (deals damage in - runes)
:exhaust: Skeleton Javelineer 1/1+1A (javlin rune; remove javlin rune: gains long range that turn)

:heart: Censorship Council HP: 5 (you can only play one non-worker card from hand per turn)

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


Hand: 4

Abomination
Sacrifice the Weak
Deteriorate
Insurance Agent

Deck: 1

Abomination

Discard: 0

Scribe
Sparring Partner
Censorship Council
Injunction
Poisonblade Rogue
Graveyard

Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
2 on board
4 in hand
1 in deck
6 in discard
5 in workers


Gold: 0
Workers: 9

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

Censorship Council, interesting choice! Let’s see how it goes :slight_smile:

Link to all relevant rule changes

CAWS22 Round 4 Player 2, Turn 5

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

Starting Hand

Mad Man
Charge
Overeager Cadet

Events of Turn:


Upkeep:

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

Drill Sergeant, Dark Pact
Flagstone Garrison, Lobber
Flagstone Garrison, Overeager Cadet
Overeager Cadet, Lobber


Main:

  • Mad Man (8)
  • Maxband Vandy, doom Mad Man and Skele (6)
  • Vandy kills Orpal, takes -1/1, levels to Jaina
  • Mad Man and Skele trade, you draw 1
  • Jaina hits the Council to 2hp
  • Worker (5)
  • Tech 3 (0)
Workers

Pillage, Careless Musketeer, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Jaina (3/1 lvl 6)
  • Vandy (3/4 lvl 5, -)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Flagstone Garrison
Nautical Dog
Flagstone Garrison

End of Turn Discard
My Thoughts

Gotta setup the meta threat with little else to do here, I don’t think I really need tech3 but I spose it wouldn’t hurt to have options and the rebuild-ability for 3g extra, Jaina’s safe at 1hp. Next turn I can Meta tutor with Oni and play something after I shoot down the Council, or I spose if I draw both Garrisons I can set that up instead.

Sure, why not, double Garrison and maybe wait on meta


P1T6

Starting hand: 4

Abomination
Sacrifice the Weak
Deteriorate
Insurance Agent

Technician draw: 1

Abomination

Thoughts

That’s a strong push for Metamorphosis, that I don’t think I can do much about. If I get the insurance gold, I’m probably going to attempt to go for Gryphons, then I’m not too badly off if I switch the Tech Lab out for a tower to slow Frozen down.

Teched cards: 2

T2: Scribe, Sparring Partner
T3: Censorship Council, Insurance Agent
T4: 2 x Abomination
T5: Censorship Council, Injunction
T6: 2 x Lawbringer Gryphon


Get paid - (9)
Abomination - (3)
Insurance Agent, insuring Abomination - (2)
Worker - (1)
Discard 2, reshuffle 11, draw 4


:psblueshield: Abomination 6/6+1A (insured by Insurance Agent; all other units have -1/-1)
:exhaust: Insurance Agent 1/1 (Abomination aura; insuring Abomination)

:heart: Censorship Council HP: 2 (you can only play one non-worker card from hand per turn)

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


Hand: 4

Sparring Partner
Censorship Council
Poisonblade Rogue
Skeleton Javelineer

Deck: 7

Scribe
Injunction
Graveyard
Lawbringer Gryphon
Lawbringer Gryphon
Deteriorate
Abomination

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

Expected: 10 + 10 teched = 20
3 on board
4 in hand
7 in deck
0 in discard
6 in workers


Gold: 1
Workers: 10

4 x start
T1: Skeletal Archery
T2: Jandra, the Negator
T3: Summon Skeletons
T4: Pestering Haunt
T5: Thieving Imp
T6: Sacrifice the Weak

That’s a large insurance contract, they should make you pay premiums on that stuff :stuck_out_tongue:

Link to all relevant rule changes

CAWS22 Round 4 Player 2, Turn 6

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

Starting Hand

Flagstone Garrison
Nautical Dog
Flagstone Garrison
Bombaster + Lobber (doggo)
Brogre + Cadet (lobber)
Lobber + rs Dark Pact (Lobber)
Boot Camp + Nautical Dog (Lobber 2)

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Elect to tech 2 cards
All Teched Cards

Boot Camp, Drill Sergeant
Drill Sergeant, Dark Pact
Flagstone Garrison, Lobber
Flagstone Garrison, Overeager Cadet
Overeager Cadet, Lobber


Main:

  • Maxband Jaina, tap to snipe the Censorship Council (9)
  • Flagstone Garrison (6)
  • Flagstone Garrison (3)
  • Nautical Dog, dies to Abom pestilence, draw 2 (2)
  • Lobber, draw 2 (1)
  • Overeager Cadet, draw 1 rs draw 1
  • Lobber, draw 2 (0)
  • Lobbers ping tech 2 to 3hp
Workers

Charge, Pillage, Careless Musketeer, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 5 Draw 4 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (1/1A)
  • :psfist: Elite: Vandy (3+1/4 lvl 5, -)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Jaina (4/3 lvl 6)
  • Lobber (1/1)
  • Lobber (1/1)
  • Flagstone Garrison (4hp)
  • Flagstone Garrison (4hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Mad Man
Overeager Cadet
Drill Sergeant
Drill Sergeant
Boot Camp

End of Turn Discard
My Thoughts

Guess we’ll see how we do with Tech 2 Disease, Plague Lab could kinda f me up but let’s see! Teching in the other DS and Boot Camp cuz I expect I want those next turn


Don’t worry, he’s going to get repo’d first.

P1T7

Starting hand: 4

Sparring Partner
Censorship Council
Poisonblade Rogue
Skeleton Javelineer

Thoughts

Hmm.

  1. Tech up before my Tech II goes down to Jaina this coming turn.
  2. Bring Orpal to get some - runes down off of sacrificing Sparring Partner. If I also want to play the Council, that leaves 7 gold.
    a) Maxband Orpal immediately, kill all the units with rune spread from sacrificing Sparring Partner, Abomination kills Vandy. No Council because I’m 1 gold short, but I’ve staved off three-hero Metamorphosis for a while. Jaina can snipe the Abomination afterwards for full-strength Peace spam, though.
    b) Midband Orpal, kill Cadet, Abomination kills Vandy, Orpal maxbands. 5 gold left to play Council with or tech up. Jaina and the Lobbers can destroy either by themselves, so this situation is pretty dicey. On the other hand, he probably can’t hit both the Abomination and the Council.
    c) Sacrifice the Insurance Agent instead. I’ll miss out on insurance, but I can kill almost everything and build another Censorship Council this turn.
    I think 2.c is the way to go.
Teched cards: 0

T2: Scribe, Sparring Partner
T3: Censorship Council, Insurance Agent
T4: 2 x Abomination
T5: Censorship Council, Injunction
T6: 2 x Lawbringer Gryphon


Get paid + float - (11)
Orpal Gloor - (9)
Maxband Orpal - (4)
Orpal sacrifices Insurance Agent, Overeager Cadet gets a - rune and dies, - runes spead to kill Lobbers
Abomination kills Vandy, takes 4 damage, levels fizzle
Censorship Council - (0)
Discard 3, draw 5


:psblueshield: Orpal L6 2/5+1A (deals damage in - runes; sacrifice a unit, once per turn: give target unit a - rune; first unit with a - rune dies this turn: it spreads a - rune to two target allied units)

Abomination 6/2 (all other units have -1/-1; 4 damage)

:heart: Censorship Council HP: 5 (you can only play one non-worker card from hand per turn)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 3 (Law)
:heart: Tech Lab HP: 4 (Disease)


Hand: 5

Scribe
Injunction
Lawbringer Gryphon
Deteriorate
Abomination

Deck: 2

Graveyard
Lawbringer Gryphon

Discard: 5

Censorship Council
Insurance Agent
Sparring Partner
Poisonblade Rogue
Skeleton Javelineer

Card-count check (opponent-viewable)

Expected: 10 + 10 teched = 20
2 on board
5 in hand
2 in deck
5 in discard
6 in workers


Gold: 0
Workers: 10

4 x start
T1: Skeletal Archery
T2: Jandra, the Negator
T3: Summon Skeletons
T4: Pestering Haunt
T5: Thieving Imp
T6: Sacrifice the Weak

Getting pretty attrition-y here! Somethin’s gotta give

Link to all relevant rule changes

CAWS22 Round 4 Player 2, Turn 7

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

Starting Hand

Mad Man
Overeager Cadet
Drill Sergeant
Drill Sergeant
Boot Camp

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Elect to tech 2 cards
All Teched Cards

Zarramonde, the Obliterator, The Art of War
Boot Camp, Drill Sergeant
Drill Sergeant, Dark Pact
Flagstone Garrison, Lobber
Flagstone Garrison, Overeager Cadet
Overeager Cadet, Lobber


Main:

  • Jaina shoots an arrow at Abom, it dies
  • Oni + maxband (1)
  • Tech Lab Demonz (0)
  • Overeager Cadet, Draw 2
Workers

Charge, Pillage, Careless Musketeer, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 5 Draw 4 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tech3 HP: 5
  • Tech Lab HP: 4 DEMONOLOGY

In Patrol:

  • :psblueshield: Squad Leader: Onimaru (4/5a lvl 8)
  • :psfist: Elite:
  • :pspig: Scavenger: Soldier (1/1)
  • :exhaust: Technician: Soldier (1/1)
  • :target: Lookout: Soldier (1/1)

In Play:

  • Jaina (4/3 lvl 6)
  • Overeager Cadet (2/2)
  • Flagstone Garrison (4hp)
  • Flagstone Garrison (4hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Nautical Dog
Dark Pact
The Art of War
Drill Sergeant
Bombaster

End of Turn Discard
My Thoughts

Ugh another council… Art of War might be a good way out, Zarra another, tech one of each I spose, have to worry a little about DnD though Charnel didn’t tech last turn, seems unlikely he’d pre-tech it


@FrozenStorm check your end of turn hand. I’m guessing it just needs copy/pasted

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I wasn’t sure how this match was going to go, but I wasn’t expecting this.

P1T8

Starting hand: 5

Scribe
Injunction
Lawbringer Gryphon
Deteriorate
Abomination

Thoughts

Terras Q off of Abomination could be rather nasty, but can also be slowed down with Injunction. I think Frozen might just be going for Zarramonde. I think the only way I can remove him is with Gorgon deathtouch, or with Lawbringer obliterate. If Frozen doesn’t float, Lawbringer in lookout can’t be destroyed when Zarramonde arrives, so as long as I can defend on the ground well until then I might be OK.

Do I want to try for Death and Decay? I’ve already got a lot of expensive cards in the deck, and Orpal could well be dying this turn. Maybe I add cards to help protect against Varramonde’s obliterate? So Scribe and Insurance Agent, maybe. Let’s go with Insurance Agent and Death and Decay, I might just be able to pull the latter off.

Teched cards: 2

T2: Scribe, Sparring Partner
T3: Censorship Council, Insurance Agent
T4: 2 x Abomination
T5: Censorship Council, Injunction
T6: 2 x Lawbringer Gryphon
T7: Gorgon, Insurance Agent


Get paid - (10)
Tech III - (5)

Scribe, draw 1 - (3)

Graveyard

Orpal sacrifices Scribe Scavenger Solder takes a - rune and dies, - runes spread to Technician Soldier and Overeager Cadet, former dies, you draw and get a gold
Deteriorate, Overeager Cadet dies - (2)
Grave Stormborne - (0)
Discard 4, draw 1, reshuffle 14, draw 4


:psblueshield: Orpal L6 2/5+1A (deals damage in - runes; sacrifice a unit, once per turn: give target unit a - rune; first unit with a - rune dies this turn: it spreads a - rune to two target allied units)
:ps_: Grave L1 2/3 (sparkshot)

:heart: Censorship Council HP: 5 (you can only play one non-worker card from hand per turn)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 3 (Law)
:heart: Tech III HP: 5
:heart: Tech Lab HP: 4 (Disease)


Hand: 5

Lawbringer Gryphon
Abomination
Gorgon
Insurance Agent
Abomination

Deck: 10

Censorship Council
Insurance Agent
Sparring Partner
Poisonblade Rogue
Skeleton Javelineer
Scribe
Deteriorate
Injunction
Lawbringer Gryphon
Graveyard

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

Expected: 10 + 12 teched = 22
1 on board
5 in hand
10 in deck
10 in discard
6 in workers


Gold: 0
Workers: 10

4 x start
T1: Skeletal Archery
T2: Jandra, the Negator
T3: Summon Skeletons
T4: Pestering Haunt
T5: Thieving Imp
T6: Sacrifice the Weak

Not at all what I was expecting either!

Link to all relevant rule changes

CAWS22 Round 4 Player 2, Turn 8

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

Starting Hand

Nautical Dog
Dark Pact
The Art of War
Drill Sergeant
Bombaster
Drill Sergeant (techn)
Zarra + Lobber (DS)
Brogre + Cadet (DS2)
Lobber + Boot Camp (Lobber)
Mad Man + rs Art of War (Lobber)
Overeager Cadet (OC1)

Events of Turn:


Upkeep:

  • Get Gold (10+1scav)
  • Draw 1 techn
  • No techs for right now
All Teched Cards

Zarramonde, the Obliterator, The Art of War
Boot Camp, Drill Sergeant
Drill Sergeant, Dark Pact
Flagstone Garrison, Lobber
Flagstone Garrison, Overeager Cadet
Overeager Cadet, Lobber


Main:

  • The Art of War, Oni breaks Council, stands big and tall (8)
  • Drill Sergeant, draw 2 (5)
  • Drill Sergeant, draw 2 DS +1 (2)
  • Lobber, draw 2 DS+2 (1)
  • Lobber, draw 1 rs Draw 1 DS+2 (0)
  • Overeager Cadet, draw 1 out of cards DS+2
  • Overeager Cadet, DS+2
  • Give a Lobber 4 runes kill Orpal, take -2/2, levels fizzle
  • Give other lobber a rune, kill Grave you get 1g, take 2
  • Jaina breaks your tech2, your base to 18
  • Give Soldier remaining +4 runes, break your tech3, your base to 16
Workers

Charge, Pillage, Careless Musketeer, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 8 rs Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tech3 HP: 5
  • Tech Lab HP: 4 DEMONOLOGY

In Patrol:

  • :psblueshield: Squad Leader: Onimaru (6/5aaa lvl 8 swift strike)
  • :psfist: Elite:
  • :pspig: Scavenger: Overeager Cadet (2/2)
  • :exhaust: Technician: Overeager Cadet (2/2)
  • :target: Lookout: Drill Sergeant (3/3)

In Play:

  • Jaina (4/3 lvl 6)
  • Drill Sergeant (3/3)
  • Lobber (4/4++)
  • Lobber (3/1+)
  • Soldier (5/5++++)
  • Flagstone Garrison (4hp)
  • Flagstone Garrison (4hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

The Art of War
Mad Man
Nautical Dog
Bombaster
Bloodrage Ogre

End of Turn Discard
My Thoughts

Hurray for Art of War, we’re in the clear :slight_smile:


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Ah, that’s GG! I was stuck between putting a replacement Abomination down and racing to get the first obliterate Tech III unit down. @zango

Wow, fun game to watch!!

But it really hurt to see the game evolve with Jaina being close to death for so long, when thinking about how you, @charnel_mouse , simply forgot to play the haunt in T2, due to this first version of the turn swiftly changed to something else… Every single time I changed a turn I always ended up in overlooking something obvious, so I can’t stress enough how much I feel you…

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