@Moby_Dick I guess my turn to go first and see if I can utilize the seeming advantage of that, GL HF!
Link to all relevant rule changes
CAWS22 Round 5 Player 1, Turn 1
P1 [Fire]/Demon/Peace aka Burning Legion vs P2 [Fire]/Demon/Peace aka Burning Legion
Starting Hand
Charge
Careless Musketeer
Bloodrage Ogre
Nautical Dog
Makeshift Rambaster
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards (except turn 1)
All Teched Cards
Main:
- Nautical Dog (3)
- Vandy (1)
- Worker (0)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Vandy (2/3 lvl 1)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Scorch
Bloodburn
Pillage
Mad Man
Bombaster
End of Turn Discard
My Thoughts
Running it back and I get P1 this time, I spose we’ll see how I keep up the pressure! I’m a little worried I won’t be able to punch through like Moby did last time but we’ll see
GL & HF! Yes will be tough for me, let’s see. But I don’t think it is so imbalanced like other decks as P2. Especially when I look at your draws from last game, I think I was a bit lucky. Maybe not 50:50 but no sooo far away. I will definetly give you a hard fight.
CAWS22 P2T1
P1 [Fire]/Demonology/Peace vs. P2 [Fire]/Demonology/Peace
StartingHand Workers
STARTING HAND
Bombaster (2/2)
Bloodrage Ogre (3/2)
Pillage
Makeshift Rambaster (1/2)
Bloodburn
WORKERS
Bloodburn
NextHand
Scorch
Mad Man (1/1)
Charge
Nautical Dog (1/1)
Careless Musketeer (2/1)
Discard
Bombaster (2/2)
Makeshift Rambaster (1/2)
Pillage
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Oger - ($2)
Vandy - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Bloodrage Ogre (3/2)
-
Elite:
-
Scavenger: Vandy L1 (2/3)
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Ogre + Bombaster in the same hand, might be difficult… Frozen has the strong start with dog. Maybe the optimal starting hand with Oger on the next, let’s see, nothing I can do about this.
He can probably kill Vandy directly in T2 with tech skip, but I don’t think that is Frozen’s playstyle.
@FrozenStorm’s turn!
that seems possible!
Link to all relevant rule changes
CAWS22 Round 5 Player 1, Turn 2
P1 [Fire]/Demon/Peace aka Burning Legion vs P2 [Fire]/Demon/Peace aka Burning Legion
Starting Hand
Scorch
Bloodburn
Pillage
Mad Man
Bombaster
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards (except turn 1)
All Teched Cards
Main:
- Bombaster (3)
- Worker (2)
- Tech 1 (0)
Workers
Bloodburn, Careless Musketeer
-
-
Patrol as below
- Discard 3 rs Draw 5
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Bombaster (2/2a)
-
Elite:
-
Scavenger: Nautical Dog (1/1)
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Pillage
Bloodrage Ogre
Scorch
Mad Man
Lobber
End of Turn Discard
My Thoughts
Hmm, no easy wins here, think Bombaster and play for a big next turn is a solid move, DP + Lobber should get me moving through hasty units well?
Just to ensure, since I did it wrong last time. Scav is correct? @FrozenStorm
1 Like
CAWS22 P2T2
P1 [Fire]/Demonology/Peace vs. P2 [Fire]/Demonology/Peace
Tech StartingHand Workers
TECH
Overeager Cadet (2/2)
Overeager Cadet (2/2)
STARTING HAND
Careless Musketeer (2/1)
Mad Man (1/1)
Scorch
Charge
Nautical Dog (1/1)
WORKERS
Bloodburn
Scorch
NextHand
Charge
Bombaster (2/2)
Makeshift Rambaster (1/2)
Overeager Cadet (2/2)
Mad Man (1/1)
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Oger trades with SL
MM - ($4)
MM trades with Scav
Midband Vandy kills Vandy, maxbands - ($2)
Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
OK not sure what he is up to. I will take the Vandy kill with no defense left. With cadet and lobber, what he is usually teching, and without technician draw the possibility for tech break with msr and lobber is only 35%. Not too bad… With two lobbers it looks different. And then there is the lobber lobber madman opportunity. But not much I can do about it…
And even if he does’t get the tech break next turn and I am able tp do tech2 and fetch DP he will still have the garrison first with his better cycle. Or break my tech 2. I need to get the gold advantage to have a stronger first garrison run like Frozen had last game. Or HH and meta. Need anyway much gold, so cadets.
@FrozenStorm’s turn!
gettin ugggly lol
Link to all relevant rule changes
CAWS22 Round 5 Player 1, Turn 3
P1 [Fire]/Demon/Peace aka Burning Legion vs P2 [Fire]/Demon/Peace aka Burning Legion
Starting Hand
Pillage
Bloodrage Ogre
Scorch
Mad Man
Lobber
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards (except turn 1)
All Teched Cards
Overeager Cadet, Flagstone Garrison
Lobber, Dark Pact
Main:
-
Lobber, hit your tech1 to 3hp (6)
- Onimaru (4)
- Bloodrage Ogre (2)
- Worker (1)
Workers
Scorch, Bloodburn, Careless Musketeer
-
-
Patrol as below
- Discard 2 Draw 3 RS rs Draw 1
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Onimaru (2/3a lvl 1)
-
Elite:
-
Scavenger:
-
Technician: Bloodrage Ogre (3/2)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Makeshift Rambaster
Dark Pact
Charge
Overeager Cadet
End of Turn Discard
My Thoughts
whelp we’re gonna try to get counter pressure, we’ll see how that goes! I should be able to make it at least somewhat unsafe to just tech straight up
As expected. We start throwing punshes at each other until one of us can make an effective hit.
Bottom deck MSR again? Don’t tell me that I have not warned you about Scav…
CAWS22 P2T3
P1 [Fire]/Demonology/Peace vs. P2 [Fire]/Demonology/Peace
Tech StartingHand Workers
TECH
Flagstone Garrison (4)
Drill Sergeant (3/3)
STARTING HAND
Bombaster (2/2)
Overeager Cadet (2/2)
Makeshift Rambaster (1/2)
Charge
Mad Man (1/1)
WORKERS
Bloodburn
Scorch
Charge
NextHand
Pillage
Nautical Dog (1/1)
Careless Musketeer (2/1)
Bloodrage Ogre (3/2)
Discard
Mad Man (1/1)
Makeshift Rambaster (1/2)
Flagstone Garrison (4)
Drill Sergeant (3/3)
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Vandy kills SL
Bombaster - ($4)
Cadet
Tech2 - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Overeager Cadet (2/2)
-
Elite:
-
Scavenger:
-
Technician: Bombaster (2/2)
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 3
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
Gold:
Thoughts
If Frozen had MSR I am sure he would have broken Tech1. So he has it now…
This is too much attack, I have do do something. He could break tech 1 or with lobber tech 2. Not ideal but my trades are not too bad. I have no haste on the next hand, so I cannot do a revanche Tech break even if he does not patrol at all…
Not sure yet how much risk I have to take with my teched cards.
@FrozenStorm’s turn!
Guess we’ll see who can do it!
Link to all relevant rule changes
CAWS22 Round 5 Player 1, Turn 4
P1 [Fire]/Demon/Peace aka Burning Legion vs P2 [Fire]/Demon/Peace aka Burning Legion
Starting Hand
Makeshift Rambaster
Dark Pact
Charge
Overeager Cadet
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards (except turn 1)
All Teched Cards
Lobber, Drill Sergeant
Overeager Cadet, Flagstone Garrison
Lobber, Dark Pact
Main:
- Brogre kills SQL
- Lobber trades with Bombaster, you draw 1
-
Makeshift Rambaster, break your tech1, your base to 18 (6)
- Overeager Cadet
- Worker (5)
- Tech 2 Peace (1)
Workers
Dark Pact, Scorch, Bloodburn, Careless Musketeer
-
-
Patrol as below
- Discard 1 Draw 3
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 PEACE
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Overeager Cadet (2/2)
-
Lookout:
In Play:
- Makeshift Rambaster (1/2)
Economy Info:
Cards:
Gold:
End of Turn Hand
Flagstone Garrison
Nautical Dog
Pillage
End of Turn Discard
My Thoughts
Let’s hope there wasn’t any garrison lucky split in this first rotation!
Good hit, not unexptected, but forced me in the defense.
CAWS22 P2T4
P1 [Fire]/Demonology/Peace vs. P2 [Fire]/Demonology/Peace
Tech StartingHand Workers
TECH
Flagstone Garrison (4)
Lobber (2/2)
STARTING HAND
Careless Musketeer (2/1)
Nautical Dog (1/1)
Bloodrage Ogre (3/2)
Pillage
Overeager Cadet (2/2)
Lobber (2/2)
Mad Man (1/1)
WORKERS
Bloodburn
Scorch
Charge
Careless Musketeer (2/1)
NextHand
Overeager Cadet (2/2)
Bombaster (2/2)
Flagstone Garrison (4)
Overeager Cadet (2/2)
Flagstone Garrison (4)
Discard
Dark Pact
Pillage
Nautical Dog (1/1)
Mad Man (1/1)
Lobber (2/2)
Tech 2 card(s)
Get Paid - ($8)
Vandy fetch DP discard - ($7)
Play DP - ($6)
Worker - ($5)
Jaina - ($3)
Pillage steal your gold + 1 base damage
Oger - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Bloodrage Ogre (3/2)
-
Elite:
-
Scavenger:
-
Technician: Jaina L1 (2/3)
-
Lookout:
In Play:
Buildings:
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
Gold:
Thoughts
Does not look very good… but not too bad.
DP delivered not great results. Lobber and madman. So no haste in the next cycle. And I cannot even play lobber.
Lobber, lobber, mm, cadet, MSR should be his maximum attack. With a preteched DS it will not be more attack. So I should be safe. But his turn after next turn will be the challenge…
And the draw for next turn was really bad as well… Missed the DS.
Edit: rebuild tech 1 of course
@FrozenStorm’s turn!
Link to all relevant rule changes
CAWS22 Round 5 Player 1, Turn 5
P1 [Fire]/Demon/Peace aka Burning Legion vs P2 [Fire]/Demon/Peace aka Burning Legion
Starting Hand
Flagstone Garrison
Nautical Dog
Pillage
Mad Man (dog)
Bombaster (MM)
Charge (rs Bombaster)
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards (except turn 1)
All Teched Cards
Overeager Cadet, Flagstone Garrison
Lobber, Drill Sergeant
Overeager Cadet, Flagstone Garrison
Lobber, Dark Pact
Main:
- Flagstone Garrison (5)
- Nautical Dog, draw 1 (4)
-
Mad Man, run into Brogre, draw 1 (3)
- Overeager Cadet trades with Brogre
- Bombaster, rs draw 1 (1)
- Worker (0)
Workers
Pillage, Dark Pact, Scorch, Bloodburn, Careless Musketeer
-
-
Patrol as below
- Discard 1 Draw 3
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 PEACE
In Patrol:
-
Squad Leader: Bombaster (2/2)
-
Elite:
-
Scavenger:
-
Technician: Nautical Dog (1/1)
-
Lookout:
In Play:
- Makeshift Rambaster (1/2)
- Flagstone Garrison (4hp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Mad Man
Overeager Cadet
Flagstone Garrison
End of Turn Discard
My Thoughts
Not gonna have enough gold to punch through again… and if I whiff on OC/Lobber on the reshuffle my defense is gonna be pretty dicey. Teching the other Garrison as well pray that isn’t the reshuffle draw, then I’m well and truly done in.
…
Well not great but not a disaster either. Let’s hope for a bottom-deck Garrison or something 
Ok, this hit should be hard enough.
CAWS22 P2T5
P1 [Fire]/Demonology/Peace vs. P2 [Fire]/Demonology/Peace
Tech StartingHand Workers
TECH
Lobber (2/2)
Drill Sergeant (3/3)
STARTING HAND
Flagstone Garrison (4)
Overeager Cadet (2/2)
Bombaster (2/2)
Overeager Cadet (2/2)
Flagstone Garrison (4)
Drill Sergeant (3/3)
Makeshift Rambaster (1/2)
Lobber (2/2)
Bloodrage Ogre (3/2)
Dark Pact
WORKERS
Bloodburn
Scorch
Charge
Careless Musketeer (2/1)
Bombaster (2/2)
NextHand
Drill Sergeant (3/3)
Lobber (2/2)
Mad Man (1/1)
Pillage
Nautical Dog (1/1)
Discard
Flagstone Garrison (4)
Dark Pact
Bloodrage Ogre (3/2)
Tech 2 card(s)
Get Paid + float - ($10)
Garrison - ($7)
Cadet draw
DS, draw - ($4)
Cadet, rs, draw + rune
Lobber, draw + rune - ($3)
MSR, draw + rune - ($1)
worker - ($0)
Lobber with rune kills SL
Jaina kills technician
Vandy breaks garrison
MSR with two runes breaks tech2
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Overeager Cadet (2/2)
-
Elite:
-
Scavenger:
-
Technician: Overeager Cadet (2/2)
-
Lookout:
In Play:
- Vandy L5 (4/3)
- Jaina L1 (2/2)
- Drill Sergeant (3/3)
- Flagstone Garrison (4)
- Lobber (3/1) +
- Makeshift Rambaster (3/4)++
Buildings:
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
Gold:
Thoughts
OK this was not enough defense…
@FrozenStorm’s turn!
That’s GG! WP didn’t find an in, EDIT oh I forgot to tag @zango my goose is cooked
1 Like
GG WP! Seems the first 3 rounds are deciding this matchup.
Indeed turn 3 is pretty pivotal, if P1 can get a tech break that bodes really well, if not P2 can use the extra gold for strong counter-pressure and/or earlier tech2 to gain dominance
1 Like