CAWS22 Round6: P1 Moby_Dick Burning Legion [Fire]/Demonology/Peace vs P2 dwarddd mono purple

GL & HF @dwarddd !

Response might be slower, because I am on a business trip to US.

CAWS22 P1T1

P1 [Fire]/Demonology/Peace vs. P2 [Past]/Present/Future


StartingHand Workers

STARTING HAND
Pillage
Mad Man (1/1)
Charge
Careless Musketeer (2/1)
Nautical Dog (1/1)


WORKERS
Careless Musketeer (2/1)


NextHand

Makeshift Rambaster (1/2)
Bombaster (2/2)
Bloodburn
Scorch
Bloodrage Ogre (3/2)


Discard

Charge
Pillage
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: Nautical Dog (1/1)
  • :psfist: Elite:
  • :ps_: Scavenger: Vandy L1 (2/3)
  • :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

Purple has probably the best chance to win as P2.

I have some options, and the split supports any of those:

  1. Direct aggression into garrison
  2. Start more defensive and safe money for a good first garrison run
  3. Meta worked well for Frozen. I can go that way too or combine it with 1 or 2

I have to be careful with OS and Assimilate… Might be the toughest game besides the mirror matches.

@dwarddd’s turn!

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”

P2T1


StartingHand Workers

STARTING HAND
Nullcraft
Hardened Mox
Battle Suits
Neo Plexus
Fading Argonaut


WORKERS
Hardened Mox


NextHand

Plasmodium
Time Spiral
Tinkerer
Forgotten Fighter


Discard

Battle Suits
Neo Plexus


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Fargo - ($2)
Nullcraft, pings Vandy - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Nullcraft(1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

NC makes them cautious of maxbanding Vandy and with Forgotten fighter in next hand there’s no good place to patrol the nautical dog - they’ll probably trade it in but then NC can keep Vandy low enough even tinkerer is an acceptable patroller

CAWS22 P1T2

P1 [Fire]/Demonology/Peace vs. P2 [Past]/Present/Future


Tech StartingHand Workers

TECH
Lobber (2/2)
Overeager Cadet (2/2)


STARTING HAND
Scorch
Bloodrage Ogre (3/2)
Bombaster (2/2)
Makeshift Rambaster (1/2)
Bloodburn


WORKERS
Careless Musketeer (2/1)
Scorch


NextHand

Overeager Cadet (2/2)
Bloodburn
Makeshift Rambaster (1/2)
Bombaster (2/2)
Lobber (2/2)


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

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


Board Info:
In Patrol:

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

In Play:

  • Vandy L1 (2/2)

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

Good start from Dwardd. That nullcraft is really annoying and I don’t know how to deal with it yet. It will definetly cost me more gold as him. But it leaves some more space on the ground.

I will play a bit more aggressive with Oger, but not as aggressive as usually. I definetly want a short second cycle so no attack. I will try Frozen’s cadet lobber split, although I usally don’t like it. You never know which one you draw. But need to collect some coins for tower or Vandy levels.

@dwarddd’s turn!

Sorry i was too busy thinking last turn to say: i hope your business trip goes well and don’t worry about slow turns!

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”

P2T2


Tech StartingHand Workers

TECH
Origin Story
Origin Story


STARTING HAND
Tinkerer
Forgotten Fighter
Time Spiral
Plasmodium


WORKERS
Hardened Mox
Plasmodium


NextHand

Forgotten Fighter
Origin Story
Temporal Research
Battle Suits


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($4)
fargo kills nautical dog
nullcraft pings brogre
geiger - ($2)
tinkerer - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Max(2/3a)
  • :psfist: Elite: Tinkerer(1+1/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nullcraft(1/1)
  • Fading Argonaut(2/2) fading 2

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I think the best I can do is make it so they need 1 hasty + rambaster, and of those options this should trade the best. they could get through with just a madman either way, so might as well put Tinkerer in Elite so it’ll trade with a lobber too. I want origin story next turn, but I dont really want two in my deck :confused: I think with this patrol I have to go double origin

No problem thanks! Yes so far everything going well.

Yeah pretty difficult, this game. This turn cost me as well a lot of time…

CAWS22 P1T3

P1 [Fire]/Demonology/Peace vs. P2 [Past]/Present/Future


Tech StartingHand Workers

TECH
Drill Sergeant (3/3)
Flagstone Garrison (4)


STARTING HAND
Overeager Cadet (2/2)
Bombaster (2/2)
Makeshift Rambaster (1/2)
Bloodburn
Lobber (2/2)


WORKERS
Careless Musketeer (2/1)
Scorch
Bloodburn


NextHand

Pillage
Bloodrage Ogre (3/2)
Charge
Mad Man (1/1)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Lobber - ($4)
Oger and lobber trade sl, vandy midbands
Vandy kills tinkerer
Maxband Vandy, doom nullcraft - ($2)
Cadet

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Overeager Cadet (2/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy L5 (4/5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

Sacrifice Max? OS, but so early? Anyway I have to risk that, and get rid of nullcraft.

But at least I can avoid Vandy get killed or tech break by Fargo and nullcraft. On elite safe against FF and stewie will not remove him.

@dwarddd’s turn!

Sorry, busy week + hard game means slow turns from me too

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”

P2T3


Tech StartingHand Workers

TECH
Immortal
Immortal


STARTING HAND
Temporal Research
Forgotten Fighter
Origin Story
Battle Suits


WORKERS
Hardened Mox
Plasmodium
Forgotten Fighter


NextHand

Temporal Research
Time Spiral
Origin Story
Battle Suits
Neo Plexus


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 Present - ($2)
Vir - ($0)
Fargo trades with Soldier

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Vir(2/3a)
  • :psfist: Elite:
  • :ps_: Scavenger: Nullcraft(1/1) (dies at your upkeep)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0 (+1 when NC dies)
  • Workers: 8
Thoughts

options are: hero and tech 2, or pryn origin story tech up next turn. I feel dumb as their turn was pretty much exactly as I was expecting and now I haven’t origin storied…

Don’t worry understand that!

CAWS22 P1T4

P1 [Fire]/Demonology/Peace vs. P2 [Past]/Present/Future


Tech StartingHand Workers

TECH
Drill Sergeant (3/3)
Lobber (2/2)


STARTING HAND
Charge
Mad Man (1/1)
Pillage
Bloodrage Ogre (3/2)


WORKERS
Careless Musketeer (2/1)
Scorch
Bloodburn
Pillage


NextHand

Makeshift Rambaster (1/2)
Bombaster (2/2)
Nautical Dog (1/1)
Drill Sergeant (3/3)
Flagstone Garrison (4)


Discard

Overeager Cadet (2/2)
Mad Man (1/1)
Charge
Bloodrage Ogre (3/2)
Drill Sergeant (3/3)
Lobber (2/2)


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech2 - ($4)

Float ($4)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 4
  • Workers: 8
Thoughts

Hmmm maybe Dwardd directly teched tech2 cards. Maybe I should have broken tech1 last turn although it felt like overextend with doomed nullcraft and Fargo out and going down on 3 cards.

I have probably a very good hand next turn if I don’t play a card from hand. Needed to go through all purple cards. But my tech2 would even survive Hyperion + TD or similar. But I don’t think he teched so aggressively. I am very happy he did not hit Vandy or Tech1 with nullcraft. This allows me to defend with Vandy only. Watchout is still OS, since he did not bring Prynn. I will try to kill Virr next turn.

Take a lot of float, I can still decide if I will prepare 3meta or go for the garrison next turn.

@dwarddd’s turn!

For the sake of my dignity, i really hope that you had a unit to play last turn for in case I had hit your tech 1 with nullcraft

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”

P2T4


Tech StartingHand Workers

TECH
Ready or Not
Temporal Distortion


STARTING HAND
Time Spiral
Neo Plexus
Origin Story
Battle Suits
Temporal Research


WORKERS
Hardened Mox
Plasmodium
Forgotten Fighter
Time Spiral


NextHand

Immortal
Origin Story
Immortal
Fading Argonaut(2/2) fading 1


Discard

Nullcraft(1/1)
Origin Story
Battle Suits
Temporal Research
Ready or Not
Temporal Distortion


Tech 2 card(s)
Get Paid + scav - ($9)
Worker - ($8)
Prynn - ($6)
Origin Story Vandy - ($2)
Neo plexus - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Prynn(1/3a)
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Vir(2/3)
  • :pschip: Technician: Neo Plexus(2/2)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

options are: hero and tech 2, or pryn origin story tech up next turn. I feel dumb as their turn was pretty much exactly as I was expecting and now I haven’t origin storied…

Yes, don’t worry. With this strategy you have to sort out all spells pretty soon. So I would have played pretty bad if I had no unit on hand in t4. But I definetly preferred it this way. The additional card made my hand much better :wink:

CAWS22 P1T5

P1 [Fire]/Demonology/Peace vs. P2 [Past]/Present/Future


Tech StartingHand Workers

TECH
Flagstone Garrison (4)
Overeager Cadet (2/2)


STARTING HAND
Drill Sergeant (3/3)
Bombaster (2/2)
Flagstone Garrison (4)
Makeshift Rambaster (1/2)
Nautical Dog (1/1)
Lobber (2/2)
Overeager Cadet (2/2)
Charge
Overeager Cadet (2/2)
Bloodrage Ogre (3/2)


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


NextHand

Flagstone Garrison (4)
Lobber (2/2)
Mad Man (1/1)
Drill Sergeant (3/3)
Makeshift Rambaster (1/2)


Tech 2 card(s)
Get Paid + float - ($12)
Garrison - ($9)
DS, draw - ($6)
Lobber, rs draw + rune - ($5)
cadet, draw + rune
Dog, draw + rune - ($4)
cadet, draw + rune
Vandy - ($2)
Worker - ($1)
Lobber with 2 runes kills prynn, Vandy midbands
1 rune to dog

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2)
  • :psfist: Elite: Nautical Dog (2/2)+
  • :ps_: Scavenger: Vandy L3 (3/4)
  • :pschip: Technician: Overeager Cadet (2/2)
  • :target: Lookout:

In Play:

  • Flagstone Garrison (4)
  • Drill Sergeant (4/4)+
  • 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: 2
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

mm and the other lobber were hiding, so not much I could do. Have to stop here, to ensure a garrison in the next run in case of assimilate or tric with td. But so I can bring Vandy again. It looks pretty solid.

Preparing for a longer fight with a worker, but I am with gold far ahead…

Edit: put in correct stats according to runes

@dwarddd’s turn!

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”

P2T5


Tech StartingHand Workers

TECH
Ready or Not
Temporal Distortion


STARTING HAND
Origin Story
Immortal
Fading Argonaut(2/2) fading 1
Immortal


WORKERS
Hardened Mox
Plasmodium
Forgotten Fighter
Time Spiral
Origin Story


NextHand

Tinkerer(1+1/2)
Temporal Research
Origin Story


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Immortal - ($2)
Fargo - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal(5/5a)
  • :psfist: Elite: Fading Argonaut(2+1/3) fading 3
  • :ps_: Scavenger: L1 Vir(2/3)
  • :pschip: Technician: Neo Plexus(2/2)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

This feels lost but i guess every turn i hold on from here brings more value to the immortal

Always wanted to do the 4 lobber attack but the other decks did not survive long enough. When I thought about that deck and the first version with fencers, I thought that will be strong. But it is just a win more…

CAWS22 P1T6

P1 [Fire]/Demonology/Peace vs. P2 [Past]/Present/Future


Tech StartingHand Workers

TECH
Dark Pact
Dark Pact


STARTING HAND
Lobber (2/2)
Drill Sergeant (3/3)
Flagstone Garrison (4)
Mad Man (1/1)
Makeshift Rambaster (1/2)
Bombaster (2/2)
Bloodrage Ogre (3/2)
Dark Pact
Overeager Cadet (2/2)
Overeager Cadet (2/2)
Lobber (2/2)
Dark Pact
Lobber (2/2)


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


NextHand

Dark Pact
Bombaster (2/2)
Bloodrage Ogre (3/2)
Dark Pact
Flagstone Garrison (4)


Tech 2 card(s)
Get Paid + float - ($10)
DS, rune + draw - ($7)
Lobber, draw + 2 runes - ($6)
Old lobber with runes and new one sacrifice into Immortal to sideline him
Cadet with 1 rune trades with Fargo
Cadet trades with Neo
MSR, rs draw + 2 runes - ($4)
MM, draw + 2 runes - ($3)
Cadet, draw + 2 runes
Cadet, draw + 2 runes
Lobber, draw + 2 runes - ($2)
DP, draw 1 - ($1)
Lobber, 2 runes - ($0)
Vandy kills Vir maxbands doom MSR
MSR, Dog, 2x lobber deal 12 to your base
Old DS receives all runes and deals 18 to your base
MM with all runes deals 16 total 46 to your base GG!

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2)
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet (2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Flagstone Garrison (4)
  • Drill Sergeant (3/3)
  • Drill Sergeant (3/3)
  • Makeshift Rambaster (3/4) doomed
  • Mad Man (1/1)+++++++++++++++
  • Nautical Dog (1/1)+
  • Vandy L3 (3/4)
  • Lobber (2/2)
  • Lobber (2/2)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

It is always nice, if you can calculate your turn exactly with the things you will draw…

just… lol…

Yeah can’t say i didn’t see that coming, also not sure whether the few things i could have done differently this game would have helped much :confused:

It is difficult to beat it as I mentioned before, and several things must come together. I believe you can only win by being very aggressive and make a good hit in t4/t5. And bad draws from burning legion must come on top. I know it is very difficult because you have the double threat from meta and peace lobber engine. And Oni is the best second hero for meta.

Your defense in the beginning was good, I did not dare to break tech1, since I had to go down on 3 cards, and your Max sacrifice was too suspicous. And if I lose Vandy, it is difficult to recover from the three cards. I should have probably not doomed nullcraft, because you could have either hit Vandy or tech1 and then I had to play a unit. And the 5 cards were very important. It minimized the risk for bottom deck Garrison. And even if, with 5 cards and DS it will not matter. And you allowed me too much float. Immortals are pretty useless against that deck as well even if you would have had too at that time.

Dreamfire managed it very well, but he had not the meta threat against him.