[XCAFRR19 Round1] NekoAtl [Discipline]/Necromancy/Law vs Nopethebard [Discipline]/Strength/Finesse

Cards usually go missing when they don’t make it to the discard pile after being played. If you have access to your turn history in the spreadsheet, you can use “File -> Version History -> See Version History” to quickly check through each turn to see if they add up. If that’s not an option, then the record of tech and worker cards in the thread should hopefully allow you to track down the missing card. Once you know when it went missing, FrozenStorm can suggest a remedy.

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I can’t use version history, and I already tried following the tech and worker records. The explanation I can think of is that I recorded the wrong deck size.

Is it because a worker disappeared on Turn 6?

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Identified the missing card. Thanks for pointing that out

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P2t7 REDO

Hand

Earthquake
Colossus
Snapback
Sparring Partner
Grappling Hook

Worker

Earthquake

Tech

Young Lightning Dragon and Mind Parry Monk

Get paid ($8)
Worker ($7)
Grappling hook Partner to elite ($6)
Aged Sensei Taps to buff Rambasa Twin
River trades with Partner
Hire Grave ($4)
Rambasa Twin safely kills Bigby. Grave midbands
Build Tech Lab: Discipline ($3)
Grave gains 3 levels ($0)

Squad leader: Grave (3/4)
In play: Doubling Barbarbarian (3/5) Aged Sensei (1/1) Rambasa Twin (3/1) Safe Attacking

Base: 20
Tech 1: 5
Tech 2: 5
Tech Lab: 4
9 workers

Hand: 5
Deck: 2
Discard: 6

New Hand

Birds nest
Earthquake
Doubling Barbarbarian
Whitestar Grappler
Savior Monk

Thoughts

Strength Tech 2 was a mistake imo.

2 Likes

River has 3hp and Bigby 2 attack, how does she trade?

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She doesn’t. I forgot she’s a 2/3.
One moment.

Fixed it. Also 2 units I was going to have die for the greater good are alive now.

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P1T8


Tech StartingHand Workers

TECH
Censorship Council
Nether Drain


STARTING HAND
Rambasa Twin
Training Grounds
Sparring Partner
Martial Mastery
Grappling Hook


WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
Fox Viper
Sensei’s Advice
Injunction


NextHand

Censorship Council
Martial Mastery
Rambasa Twin
Savior Monk
Tax Collector


Tech 2 card(s)
Get Paid + Scavenger - ($11)
Garth Torken, maxband, raise Mind-Parry Monk - ($3)
Training Grounds - ($2)
Sparring Partner - ($1)
Tech Lab: Law - ($0)

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 Garth Torken (4/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sparring Partner (2/2)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Training Grounds (4)
  • Mind-Parry Monk (5/4) Anti-target aura

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech Lab HP: 4 (Law)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

I was quite unhappy with the results of my post-reshuffle draw in the previous version of this turn, and am grateful for the 2nd chance. Still not happy about being so far behind in board presence, though, and he knows to watch out for Tax Collectors now. Maybe I shouldn’t even bother with Martial Mastery. My answer to Colossus, if I can ready it in time, is Lawbringer Gryphon, but that can only happen if I can protect my infrastucture.

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P2t8

Hand

Birds nest
Earthquake
Doubling Barbarbarian
Whitestar Grappler
Savior monk

Worker

Savior monk

Tech

Vigor Adept and Mind Parry Monk

Get paid ($9)
Tap Aged Sensei to give Doubling Barbarbarian +2/+2
Hire Rook ($7)
Doubling Barbarbarian kills Garth
Rambasa Twin trades with Sparring Partner
Maxband Grave ($6)
Grave destroys your tech Lab. Your base takes 2 damage
Cast Birds Nest ($4) 2 birds arrive.
Hire Doubling Barbarbarian ($1)
Worker ($0)

Squad leader: Doubling Barbarbarian (3/3)
Elite: Rook (2/4)
Lookout: Grave (4/5)
In play: Doubling Barbarbarian (3/4) Aged Sensei (1/1) Birds Nest, Birdie (1/1) Birdy (1/1)

Base: 20
Tech 1: 5
Tech 2: 5
Tech Lab: 4
10 workers

Hand: 4
Deck: 8
Discard: 0

New Hand

Whitestar Grappler
Colossus
Smoker
Mind-Parry Monk

Thoughts

I have absolutely no idea who’s ahead at this point. After next turn, Snapback should cease to be an issue. If he pulls another injunction I’m in trouble.

P1T9


StartingHand Workers

STARTING HAND
Tax Collector
Savior Monk
Rambasa Twin
Martial Mastery
Censorship Council
Martial Mastery
Snapback
Sparring Partner
Nether Drain
Insurance Agent
Injunction


WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
Fox Viper
Sensei’s Advice
Injunction


NextHand

Aged Sensei
Insurance Agent
Rambasa Twin
Grappling Hook
Nether Drain


Discard

Sparring Partner
Martial Mastery
Tax Collector
Censorship Council
Martial Mastery
Sparring Partner
Savior Monk
Injunction
Snapback
Insurance Agent


Tech 0 card(s)
Get Paid - ($10)
Grave Stormborne - ($8)
Martial Mastery - ($7)
Martial Mastery - ($6)
Bigby Hayes - ($4)
Injunction, tech 2 disabled - ($1)
Rebuild Tech Lab - ($0)
Grave trains

Float ($0)
Stash 1, Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 Grave Stormborne (5/5A) Sparkshot, readiness [sword]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Bigby Hayes (3/3)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Training Grounds (4)
  • Mind-Parry Monk (5/4) Anti-target aura

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech Lab HP: 4 (Law)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 10

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

Gonna push for Injunction, and I regret workering my 2nd copy. I also now realize I’ve yet to tech my 2nd copy of Training Grounds, which I should do since it’s dirt cheap and drops out of cycle. Noticed it after i started drawing cards, though, so it has to wait until next turn.

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P2t9

Hand

Whitestar Grappler
Colossus
Smoker
Mind-Parry Monk

Worker

Smoker

Tech

Martial Mastery 2x

Get paid ($10)
Worker ($9)
Birdie takes Grave’s armor away
Tap Aged Sensei to give Grave +1/+1
Grave kills his double
Rook midbands
Maxband Rook ($6)
Rook kills Mind-Parry Monk
Grave taps to kill Bigby
Birdy pings your tech 2
Float 6 gold

In play: Grave (4/1) Rook (4/1)+ Aged Sensei (1/1) Doubling Barbarbarian (3/3) Doubling Barbarbarian (3/5) Birdy (1/1) Birdie (1/1) birds nest; Safe Attacking

Base: 20
Tech 1: 5
Tech 2: 5
Tech Lab: 4
11 workers

Hand: 5
Deck: 3
Discard: 5

New Hand

Colossus
Earthquake
Grappling hook
Vigor Adept
Mind-Parry Monk

Thoughts

I REALLY hope he didn’t draw snapback. If he didn’t I may have him right here. If he did I have options but I’m in trouble.

P1T10


Tech StartingHand Workers

TECH
Young Lightning Dragon
Young Lightning Dragon


STARTING HAND
Rambasa Twin
Aged Sensei
Insurance Agent
Nether Drain
Grappling Hook
Injunction


WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
Fox Viper
Sensei’s Advice
Injunction


NextHand

Censorship Council
Nether Drain
Savior Monk
Sparring Partner
Young Lightning Dragon


Discard

Grappling Hook
Rambasa Twin
Injunction


Tech 2 card(s)
Get Paid + Scavenger - ($11)
Garth Torken - ($9)
Nether Drain from Rook to Garth, Rook dies - ($8)
Garth trains, raises Mind-Parry Monk
Skeleton, sacrifice to draw - ($7)
Tech III - ($2)
Aged Sensei - ($1)
Insurance Agent, insuring Mind-Parry Monk - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 Garth Torken (4/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Mind-Parry Monk (5/4) Anti-target aura [insurance]
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Training Grounds (4)
  • Aged Sensei (1/1)
  • Insurance Agent (2/2)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Law)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

It looks like he’s floating for double Earthquake, but luckily, I can shut that down. I realize too late, however, that a pair of Birds can take out an Insurance Agent before I’ll be able to cash in, so I urgently need air support and am not likely to get it. I’ll double-tech Dragons and hope for a lucky Skeleton draw. No dice, and worse, I drew Injunction. Ugh. Guess I’ll tech up. Avoiding use of small patrollers due to Overpower.

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Are Lawbringer Griffins coming my way?

Not if you can consistently destroy my Tech III and/or Tech Lab each turn.

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In that case I concede. GG
@FrozenStorm Nekoatyl wins

I can think of 3 big mistakes I made:

  1. I tried to set up Earthquake when I should have teched something I would be more likely to be able to use like Martial Mastery.
  2. Going Strength Tech 2 instead of Discipline.
  3. Over flooding my deck with tech 2s instead of having tech 1s as well in case of Injunction.
    Did you see anything else that I should’ve done differently?
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GG, and I think plenty of mistakes were made on both sides of this game, which made for a nice struggle. I definitely think running Earthquake against Snapback and Nether Drain without a Mind-Parry Monk for defense is rather risky, and much more so against Law, Necromancy and Discipline, all of which offer some ability to manipulate deck flow. I generally thought you were doing well enough with the Strength pressure, but I agree that heavily focusing on tech I or tech II cards against Law is dangerous. However, even if you field a variety of tech 0-II units, a Judgment Day can erase that advantage in a flash, so if you have the option to build non-unit pressure, that’s worth considering. Alternately, hasty Virtuosos could wreak havoc before they can be cleared, though maybe that’s not so reliable against Injunction. I know [Disc]/Str/Fin is a terror in tournaments, but I have no experience playing it myself, so maybe another player could weigh in.

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