@zhavier will be going first against @YoungBuck. They did not play in the round-robin portion, and neither played against a deck similar to what their opponent is wielding, so this is new territory for this tournament. Good luck, and have fun!
GLHF! I know I’ve lost to this deck before… Let’s see if I learned anything.
P1T1
StartingHand Workers
STARTING HAND
Nautical Dog
Bloodburn
Careless Musketeer
Bloodrage Ogre
Scorch
WORKERS
Scorch
NextHand
Mad Man
Makeshift Rambaster
Charge
Bombaster
Pillage
Discard
Bloodrage Ogre
Careless Musketeer
Bloodburn
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Argagarg - ($1)
Nautical Dog - ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Nautical Dog 1/1+A
- [I]Elite[/I]:
- [I]Scavenger[/I]: Wisp 0/1
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Argagarg 1/3, lvl 1
[B]Buildings:[/B]
- Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 0
- Workers: 5
GLHF man! I haven’t played against your deck at all and TBH, it looks scary haha!
P1 Fire/Necro/Growth vs P2 PPA
Player 2, Turn 1
Starting Hand
: F.Argo, Tink, FF, TR, Plas
Events of Turn:
Upkeep:
Get Gold (5)
Main:
Worker Up (4)
Workers
: Plasm
Fading Argo (2) 3 time runes
Onimaru (0)
Patrol as below
Discard 3 Draw 5
Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: F. Argo (2/3+1a, 3 time runes)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Onimaru (2/3 L1)
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 3
Gold: 0
Workers: 6
End of Turn Hand
: BS NC Mox Plex TS
End of Turn Discard
: FF TR Tink
My Thoughts
Well, Im thinking he has a strong Tech 2 with Growth, but his max heroes arent super alarming, thinking I will stick with normal PPA plan
I know I’ve lost to this deck before… Let’s see if I learned anything
This is possibly the most Fighting Game start-of-round catchphrase I’ve seen on this site! I hope that your victory/defeat quote matches the hype
Thanks Plum, i’ll try
P1T2
Tech StartingHand Workers
TECH
Lobber
Lobber
STARTING HAND
Mad Man
Makeshift Rambaster
Charge
Bombaster
Pillage
WORKERS
Scorch
Pillage
NextHand
Bloodburn
Mad Man
Lobber
Charge
Lobber
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bombaster - ($2)
Tech 1 - ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Bombaster 2/2+A
- [I]Elite[/I]:
- [I]Scavenger[/I]: Wisp 0/1
- [I]Technician[/I]: Nautical Dog 1/1
-
[I]Lookout[/I]:
[B]In Play:[/B] - Argagarg 1/3, lvl 1
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 3
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 6
P1 Fire/Necro/Growth vs P2 PPA
Player 2, Turn 2
Starting Hand
: BS NC Plex Mox TS
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards
Tech
: Stewardess, Boot camp
Main:
Worker Up (5)
Workers
: TS, Plasm
Hardened Mox (2)
Tech 1 (0)
Patrol as below
Discard 3 RS Draw 5
Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 20
Tech 1: 5
In Patrol:
Squad Leader: F. Argo (2/3+1a, 2 time runes)
Elite: Mox (1+1/1)
Scavenger:
Technician:
Lookout:
In Play:
Onimaru (2/3 L1)
Economy Info:
Cards:
Hand: 5
Deck: 3
Disc: 0
Gold: 0
Workers: 7
End of Turn Hand
: PLex NC BS BC TR
End of Turn Discard
:
My Thoughts
I dont feel good about his board presences here…
P1T3
Tech StartingHand Workers
TECH
Ember Sparks
Bone Collector
STARTING HAND
WORKERS
Scorch
Pillage
Bloodburn
NextHand
Makeshift Rambaster
Bloodrage Ogre
Careless Musketeer
Bone Collector
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Lobber x2 - ($3)
Bombaster and Nautical Dog trade with Fargo - ($3)
Argagarg hits Mox out of the way - ($3)
Both Lobbers trade with Oni, Arg to lvl 3, heals - ($3)
Tower - ($0)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]: Wisp 0/1
[B]In Play:[/B] - Argagarg 1/4, lvl 3
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 7
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 7
P1 Fire/Necro/Growth vs P2 PPA
Player 2, Turn 3
Starting Hand
: BC BS TR Plex NC
Events of Turn:
Upkeep:
Get Gold (7)
Tech 2 cards
Tech
: OC, FSG, Stewardess, Boot camp
Main:
Worker Up (6)
Workers
: TR, TS, Plasm
Battle Suits (4)
Tech 2 PEACE (0)
Patrol as below
Discard 3 Draw 3 RS Draw 2
Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 20
Tech 1: 5
Tech 2 PEACE: 5
In Patrol:
Squad Leader: Mox (2/1+1a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Battle Suits
Economy Info:
Cards:
Hand: 5
Deck: 3
Disc: 0
Gold: 0
Workers: 8
End of Turn Hand
: Stew, BC, Tink, FF, FSG
End of Turn Discard
:
My Thoughts
Well looks like we gunna have a race on our hands!
P1T4
Tech StartingHand Workers
TECH
Bone Collector
Might of Leaf and Claw
STARTING HAND
Makeshift Rambaster
Bloodrage Ogre
Careless Musketeer
Bone Collector
WORKERS
Scorch
Pillage
Bloodburn
Careless Musketeer
NextHand
Bombaster
Nautical Dog
Lobber
Lobber
Discard
Bloodrage Ogre
Makeshift Rambaster
Bone Collector
Might of Leaf and Claw
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Growth) - ($2)
Bone Collector - ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Argagarg 1/4+A, lvl 3
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Bone Collector 3/3
-
[I]Lookout[/I]: Wisp 0/1
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Growth)
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 3
- Disc: 4
[B]Gold:[/B] - Gold: 0
- Workers: 8
P1 Fire/Necro/Growth vs P2 PPA
Player 2, Turn 4
Starting Hand
: FSG BC Tink Stew FF
Events of Turn:
Upkeep:
Get Gold (8)
Tech 2 cards
Tech
: OC, Vystari, OC, FSG, Stewardess, Boot camp
Main:
Worker Up (7)
Workers
: FF, TR, TS, Plasm
Flagstone Garrison (4)
Stewardess of the Undone (1) Draw 1 card
Overeager Cadet (1) Draw 1 card
Patrol as below
Discard 3 Draw 2 RS Draw 3
Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 20
Tech 1: 5
Tech 2 PEACE: 5
In Patrol:
Squad Leader: Stewardess (3/3+1a)
Elite: Mox (2+1/1)
Scavenger: Cadet (3/2)
Technician:
Lookout:
In Play:
Battle Suits
Economy Info:
Cards:
Hand: 5
Deck: 3
Disc: 0
Gold: 1
Workers: 9
End of Turn Hand
: Plex Fargo Cadet BC NC
End of Turn Discard
:
My Thoughts
Well looks like we gunna have a race on our hands!
No one expects the Spanish Inquisition Rhinoceros…
P1T5
Tech StartingHand Workers
TECH
Oversized Rhinoceros
Might of Leaf and Claw
STARTING HAND
Bombaster
Nautical Dog
Lobber
Lobber
WORKERS
Scorch
Pillage
Bloodburn
Careless Musketeer
NextHand
Charge
Mad Man
Ember Sparks
Lobber
Might of Leaf and Claw
Tech 2 card(s)
Get Paid - ($8)
Maxband Garth fetches Oversized Rhinoceros - ($0)
Arg taps to buff Bone Collector - ($0)
Bone Collector kills Stewardess, I gain a skeleton - ($0)
Discard 4, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Oversized Rhinoceros 7/8+A
- [I]Elite[/I]:
- [I]Scavenger[/I]: Skeleton 1/1
- [I]Technician[/I]: Wisp 0/1
-
[I]Lookout[/I]:
[B]In Play:[/B] - Bone Collector 3/1
- Argagarg 1/4, lvl 3
- Garth 3/4, Lvl 7
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Growth)
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 7
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 8
Woah there buckaroo! Def did not see that beast coming! Im in big, big trouble
Player 2, Turn 5
Starting Hand
: FSG BC Tink Stew FF
Events of Turn:
Upkeep:
Get Gold (9)
Tech 2 cards
Tech
: Sarge, Vystari, OC, Vystari, OC, FSG, Stewardess, Boot camp
Main:
Cadet (9) Draw 1 card
Worker Up (8)
F.Argo (6) Draw 1 card
Calypso Vystari (5) RS Draw 1 card
Stewardess (2) Skeleton tries to return to your hand, but falls into a pile of bones instead, Draw 1 card
Vystari 2 (1) Cant draw anymore
Tech Lab - Anarchy (0)
Patrol as below
Discard 4 Draw 1 RS Draw 3 cause Im outta cards
Tech 2 cards after your turn maybe
Workers
Tink, FF, TR, TS, Plasm
Board Info:
Buildings:
Base HP: 20
Tech 1: 5
Tech 2 PEACE: 5
TL Anarchy: 4
In Patrol:
Squad Leader: Stewardess (3/3+1a)
Elite: Mox (2+1/1)
Scavenger: Cadet (3/2)
Technician: Cadet (3/2)
Lookout: F.Argo (3/3 3 time runes)
In Play:
Vystari (3/2)
Vystari 2 (3/2)
FSG (4 hp)
Battle Suits
Economy Info:
Cards:
Hand: 4
Deck: 0
Disc: 0
Gold: 0
Workers: 10
End of Turn Hand
: DS, NC, BC, Plex
End of Turn Discard
:
My Thoughts
MoLaC? Yeah definetly. Screwed? Yeah probably
Its always a problem when you realize there’s only 5 patrol slots…
P1T6
Tech StartingHand Workers
TECH
Death Rites
Blooming Elm
STARTING HAND
Charge
Mad Man
Ember Sparks
Lobber
Might of Leaf and Claw
WORKERS
Scorch
Pillage
Bloodburn
Careless Musketeer
NextHand
Bombaster
Might of Leaf and Claw
Bone Collector
Lobber
Discard
Bone Collector
Lobber
Mad Man
Ember Sparks
Charge
Death Rites
Blooming Elm
Tech 2 card(s)
Get Paid - ($8)
Might of Leaf and Claw - ($5)
Lobber - ($4)
Mad Man - ($3)
Argagarg attacks Stewardess, MoLC at 1 - ($3)
Bone Collector trades with Stewardess, MoLC at 2, I get a skeleton - ($3)
Mad Man knocks Mox out of the way, MoLC at 3 - ($3)
Lobber trades with Tech Cadet, you draw either Stewardess or Cadet - ($3)
Garth kills Lookout, MoLC at 5, ACTIVE! - ($3)
Wisp kills Scav Cadet, you gain 1g - ($3)
Create Skeleton - ($2)
Level Arg to 5, heals and acquires a bucket of water - ($0)
Ludicrous Rhinoceros hits your base for 12 to 8 after considering destroying various other things. - ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Water Elemental 8/8+A
- [I]Elite[/I]:
- [I]Scavenger[/I]: Skeleton #1 6/6
- [I]Technician[/I]: Skeleton #2 6/6
-
[I]Lookout[/I]:
[B]In Play:[/B] - Argagarg 6/10, lvl 5
- Garth 8/6, Lvl 7
- Wisp 5/3
- Might of Leaf and Claw, 7 Runes, ACTIVE
- Oversized Rhinoceros 12/13+A
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Growth)
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 3
- Disc: 7
[B]Gold:[/B] - Gold: 0
- Workers: 8
A wise man knows when the battle is lost, but truth is I’ve never been a wise man
Player 2, Turn 6
Starting Hand
: Sarge NC BC Plex Cadet
Events of Turn:
Upkeep:
Get Gold (10 +1 scvn)
Tech 2 cards
Tech
: Sarge, Monkey, Sarge, Vystari, OC, Vystari, OC, FSG, Stewardess, Boot camp
Main:
Sarge (8) Draw 1 card. Mox is trashed
Cadet (8) RS and Draw 1 card, Sarge 1 rune
Cadet (8) Draw 1 card, Sarge 2 runes
Stewardess (5) Draw 1 card, Sarge 3 runes. Bucket of Water is spilled out
Sarge 2 (2) Draw 1 card, Sarge 4 runes
Nullcraft (0) Draw 1 card, Sarge 1 - 5 runes, Sarge 2 - 1 rune
Vystaris trade with Scvn Skele, you get 1 gold
Sarge 1 gives 3 runes and Sarge 2 gives 1 rune to Nullcraft, now 5/5
Nullcraft destroys your Tech 1 building, base to 18 hp, takes 1 dmg from tower
Patrol as below
Discard 4 RS Draw 5
Tech 2 cards after your turn maybe
Workers
Tink, FF, TR, TS, Plasm
Board Info:
Buildings:
Base HP: 8
Tech 1: 5
Tech 2 PEACE: 5
TL Anarchy: 4
In Patrol:
Squad Leader: Sarge 1 (6/5+1a)
Elite: Stewardess (4/3)
Scavenger: Cadet (3/2)
Technician: Cadet (3/2)
Lookout: Sarge 2 (4/3)
In Play:
Nullcraft (5/4 from1 dmg)
FSG (4 hp)
Battle Suits
Economy Info:
Cards:
Hand: 5
Deck: 1
Disc: 0
Gold: 0
Workers: 10
End of Turn Hand
: DS, NC, BC, Plex
End of Turn Discard
:
My Thoughts
MoLaC? Yeah definetly. Screwed? Yeah probably
I respect that you know yourself that well
P1T7
Tech StartingHand Workers
TECH
Guargum
Guargum
STARTING HAND
Bombaster
Might of Leaf and Claw
Bone Collector
Lobber
WORKERS
Scorch
Pillage
Bloodburn
Careless Musketeer
Tech 2 irrelevant card(s)
Get Paid + Scav - ($9)
Bombaster - ($7)
Sac Bombaster and kill Scav Cadet, you get 1g - ($6)
Arg kills Sarge SQL - ($6)
Skeleton, Garth, and Wisp clear the rest, you get a card - ($6)
Ludicrously Oversized Rhinoceros destroys the base, GG! - ($6)
Destroying Tech 1 was probably the best choice, but I had 3 tech 0 cards that would be just as bad for you as a lobber and could sac 2 skeletons to dig for them. (1 existing skeleton and 1g to make one).
GG WP my friend!
Man, I am super stumped by this red starter/growth build. I honestly felt like I was doing ok! That rhino dig definitely caught me off guard (that beast is only 5g?!) Seems like I would have to go super early aggro to try to keep you off of Tech 2. With no options for destroying MoLaC, It looks like I was sunk on Turn 3 even though I had set up for a Peace machine. I suppose I could have gone anarchy from the get go and tried to work some attacks behind a patrol, but a tower negates that strategy pretty well.
Any tips for me?
You could have Boot Camped the Rhino and made some attacks to keep his board size down, and delay the MoLaC activation. Zane helps a lot with that.
Yeah I can see how that would have been helpful, but even then with all the haste in red starter, I would have delayed MoLaC by what? 1 turn? 2 at best?
That might give you enough space to base-race.
You cant let a growth player gain board presence, is the main thing. The thing that kills me seems to be when I don’t have enough units, or go down on cards and therefore can’t play units. This deck is hungry for units, which is why I like necromancy, it helps me make units that can also be cards.
Your past spec probably would have been very helpful. Undo on my rhinoceros would have been pretty bad for me. Building tech 2 and battle suits on T3 lost you a lot of tempo which I had to capitalize on with the rhinoceros. If you had delayed a turn and put out units instead, I might not have been able to build my tech 2 or get a surprise rhino.
On my T3, I almost didn’t build the tower, but I realized I needed to do something about the evil nullcraft and its a good way to make wisps more than a wall.
I also think you could have made use of Zane, though i guess looking back, you were worried about having zane out and not being able to get Oni for Boot Camp. The ideal order for mox battle suits is T1 Mox, T2 suits T3 Boot Camp. By not getting suits until t3, and being on the defensive, I got to press my advantage.
Boot Camping my Rhino was a slightly worse option than Undo, but still serviceable.