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[XCAFRR19 Round3] James [Necromancy]/Blood/Present vs Persephone [Strength]/Feral/Growth

Great

Redraw

The reshuffle-draw was sac the weak; put back in deck list and redrawn to Captured Bugblatter

2 Likes

P1 @James [Necromancy]/Blood/Present vs
P2 @Persephone [Strength]/Feral/Growth

No techs; +1g +1 card for scav/technician; Monk, Smoker, Ancient to discard. (1g, 5 cards, 1 in deck, 7 discards)
  • Giant Panda

Player 2, Turn 6


Workers make 10g. (11g)

Summon a Blooming Ancient for 4g. (7g, 3 cards)

Befriend a Giant Panda and their Wisp for 3g. (4g, 2 cards)
Place two +1/+1 runes on Blooming Ancient; move them to Giant Panda.

Summon :codexrook: Garus Rook for 2g. (2g)
Place a +1/+1 rune on Blooming Ancient.

Summon :codexcalamandra: Calamandra Moss for 2g. (0g)
Place a 2nd +1/+1 rune on Blooming Ancient.

Blooming Ancient patrols in Squad Leader, Wisp in Technician.

Discard 3, draw 1, shuffle 10, draw 4.


Patrols:
:psblueshield: Squad Leader: +2 Blooming Ancient (4 :crossed_swords:, 6 :heart:, 1 :psblueshield:, grows and grants +1/+1 runes)
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician: Wisp (0 :crossed_swords:, 1 :heart:)
:eye: Lookout:

:codexrook: Garus Rook (2 :crossed_swords:, 4 :heart:)
:codexcalamandra: Calamandra Moss (2 :crossed_swords:, 3 :heart:, can be sneaky)
:exhaust: +2 Giant Panda (4 :crossed_swords:, 6 :heart:)

Base: 19 :heart:
Tech I (4 :heart:)
Tech II – :fish: Growth (3 :heart:)

:pspig: 0g banked, 10 workers.


5 cards in hand
  • Artisan Mantis
  • Doubling Barbarbarian
  • Bird’s Nest
  • Smoker (1 :crossed_swords:, 1 :heart:, Stealth, escape artist)
  • Sensei’s Advice
6 cards in deck
  • Savior Monk (2 :crossed_swords:, 2 :heart:, Healing 1) <-- possible tech draw
  • Morningstar Pass
  • Grappling Hook
  • Blooming Ancient (2 :crossed_swords:, 4 :heart:, grows and grants +1/+1 runes)
  • Earthquake
  • Aged Sensei
0 cards in discard

Thoughts

It’s not as terrible as it looks, since playing & losing a 4th unit breaks Graveyard? But it totally is.

P1T7


Tech StartingHand Workers

TECH
Kidnapping
Shoddy Glider


STARTING HAND
Crashbarrow
Poisonblade 2/1
Thieving Imp (2/2A)
Sacrifice the Weak
Captured Bugblatter


WORKERS
Jandra
Summon Skeletons
Skeletal Javelineer
Skeletal Archery
Pestering Haunt (1/1)


NextHand

Captured Bugblatter
Research & Development
Sacrifice the Weak
Nether Drain


Discard

Crashbarrow
Graveyard
Crashbarrow
Crash Bomber
Shoddy Glider
Thieving Imp (2/2A)
Poisonblade 2/1
Kidnapping
Shoddy Glider


Tech 2 card(s)
Get Paid - ($9)
Captured Bugblatter - ($6)
Crashbarrow - ($3)
Tap Graveyard, Crashbarrow - ($0)
Garth suicides into Ancient, takes armour and 2 damage. Levels to Rook
Crashbarrow kills Ancient and overpowers to Wisp. 3 Bugblatter damage to your base, on 16
Second Crashbarrow kills Rook
Max kills Tech II, base to 14
Graveyard pops on second Barrow’s death

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Captured Bugblatter 4/2A - all unit deaths (including this one) do 1 dmg to your base

  • :psfist: Elite:

  • :ps_: Scavenger:

  • :pschip: Technician:

  • :target: Lookout:

In Play:

  • Max Geiger L5 (3/4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Or maybe not? Hopefully a big Kidnapping next turn though.

@James one more damage to opponents base i think (when the second crashbarrow died to rook)

1 Like

P1 @James [Necromancy]/Blood/Present vs
P2 @Persephone [Strength]/Feral/Growth

Tech 1 card; +1 card for Blooming Ancient dying in Technician. (6 cards, 2 discards)
  • Blooming Ancient
  • :pspuzzle: Ferocity

(draw) Savior Monk

Player 2, Turn 7


Workers make 10g. (10g)

Begin rebuilding Tech II.

Hire 11th worker for 1g. (9g, 5 cards)
  • Sensei’s Advice

+2 Giant Panda attacks and kills Captured Bugblatter, taking 4 damage.

Pay 4g to raise Calamandra to level 5, maxband. (5g)
:codexcalamandra: Calamandra Moss attacks and kills :codexgeiger: Max Geiger, taking 3 damage.

Train a Savior Monk for 2g. (3g, 4 cards)
Train a Smoker for 1g. (2g, 3 cards)

Begin construction of Tech Lab – :mount_fuji: Strength for 1g.

Savior Monk patrols in Technician, Smoker in Scavenger.

Discard 3, draw 5.


Patrols:
:psblueshield: Squad Leader:
:psfist: Elite:
:ps_: Scavenger: Smoker (1 :crossed_swords:, 1 :heart:, Stealth, escape artist)
:pspuzzle: Technician: Savior Monk (2 :crossed_swords:, 2 :heart:, Healing 1)
:eye: Lookout:

:exhaust: :codexcalamandra: Calamandra Moss (4 :crossed_swords:, 2 of 5 :heart:, can be sneaky, grants resist, befriends tigers)
:exhaust: +2 Giant Panda (4 :crossed_swords:, 2 of 6 :heart:, Resist 1)

Base: 13 :heart:
Tech I (4 :heart:)
Tech II – :fish: Growth (5 :heart:)
Tech Lab – :mount_fuji: Strength (4 :heart:)

:pspig: 1g banked, 11 workers.


5 cards in hand
  • Morningstar Pass
  • Grappling Hook
  • Blooming Ancient (2 :crossed_swords:, 4 :heart:, grows and grants +1/+1 runes)
  • Earthquake
  • Aged Sensei
0 cards in deck
5 cards in discard
  • Blooming Ancient (2 :crossed_swords:, 4 :heart:, grows and grants +1/+1 runes)
  • Ferocity
  • Artisan Mantis
  • Doubling Barbarbarian
  • Bird’s Nest

Thoughts

Should I have taken Ferocity at some point to counter Crashbarrow? Probably would have been better than Tech IIs I can’t play. Better late than never…?

Wisp (0 :crossed_swords:, 1 :heart:)

Your base took an extra one when you killed the bugblatter plus Dwarddd is right, so it is on 12 currently.

P1T8


Tech StartingHand Workers

TECH
Pirate-Gang Commander
Doom Grasp


STARTING HAND
Captured Bugblatter
Research & Development
Nether Drain
Sacrifice the Weak


WORKERS
Jandra
Summon Skeletons
Skeletal Javelineer
Skeletal Archery
Pestering Haunt (1/1)
Nether Drain


NextHand

Bone Collector 4/3
Deteriorate
Captured Bugblatter
Kidnapping


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Captured Bugblatter - ($5)
Tech III - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Captured Bugblatter 4/2A - all unit deaths (including this one) do 1 dmg to your base

  • :psfist: Elite:

  • :ps_: Scavenger:

  • :pschip: Technician:

  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 13
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

The Tech III is really just there to absorb attacks which should hit my Tech II, but I’ll tech on PGC for the lols.

P1 @James [Necromancy]/Blood/Present vs
P2 @Persephone [Strength]/Feral/Growth

Player 2, Turn 8


1g from last turn. (1g)
Workers make 11g. (12g)

Savior Monk heals Calamandra and Giant Panda up to 3 :heart:.

Fortify Morningstar Pass for 4g. (8g, 4 cards)

Summon a Blooming Ancient for 4g. (4g, 3 cards)

Summon :codexargagarg: Argagarg Garg and his Wisp for 2g. (2g)
Place two +1/+1 runes on Blooming Ancient.

Move one of two runes onto Savior Monk.
3/3 Savior Monk attacks and trades with Captured Bugblatter, dealing 2A damage and taking 4. (6 discards)
Morningstar Pass prevents the damage from Bugblatter’s ability.

Move the second and last rune onto +2 Giant Panda, now +3.
+3 Giant Panda (5/4) attacks and destroys your Tech III. Your base takes 2 damage, to 18 :heart:.

Calamandra Moss and Smoker attack and destroy your Tech II, dealing 4 and 1 damage. Your base takes 2 damage, to 16 :heart:.

Wisp patrols in Squad Leader, Argagarg in Technician.

Discard 3, shuffle 9, draw 5.


Patrols:
:psblueshield: Squad Leader: Wisp (0 :crossed_swords:, 1 :heart:, 1 :psblueshield:)
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician: :codexargagarg: Argagarg Garg (1 :crossed_swords:, 3 :heart:)
:eye: Lookout:

:exhaust: :codexcalamandra: Calamandra Moss (4 :crossed_swords:, 3 of 5 :heart:, can be sneaky, grants resist, befriends tigers)

:exhaust: Smoker (1 :crossed_swords:, 1 :heart:, Stealth, escape artist)
:exhaust: +3 Giant Panda (5 :crossed_swords:, 4 of 7 :heart:, Resist 1)

Blooming Ancient (2 :crossed_swords:, 4 :heart:, grows and grants +1/+1 runes)

Morningstar Pass (4 :heart:, prevents damage to other buildings, 1g to attack)

Base: 12 :heart:
Tech I (4 :heart:)
Tech II – :fish: Growth (5 :heart:)
Tech Lab – :mount_fuji: Strength (4 :heart:)

:pspig: 2g banked, 11 workers.


5 cards in hand
  • Blooming Ancient (2 :crossed_swords:, 4 :heart:, grows and grants +1/+1 runes)
  • Aged Sensei
  • Earthquake
  • Ferocity
  • Savior Monk (2 :crossed_swords:, 2 :heart:, Healing 1)
4 cards in deck
  • Artisan Mantis <-- possible tech draw
  • Doubling Barbarbarian
  • Bird’s Nest
  • Grappling Hook
0 cards in discard

Thoughts

Playing the Pass instead of maxing Argagarg might be a mistake, but I have so much invested in Tech II… seems good at preventing surprise Blood shenanigans, but given that tech II and III are down I might not have to worry about those?

edit: correct card in deck count.

1 Like

P1T9


StartingHand Workers

STARTING HAND
Kidnapping
Bone Collector 4/3
Deteriorate
Captured Bugblatter


WORKERS
Jandra
Summon Skeletons
Skeletal Javelineer
Skeletal Archery
Pestering Haunt (1/1)
Nether Drain


NextHand

Crashbarrow
Sacrifice the Weak
Research & Development


Discard

Captured Bugblatter 4/2A - all unit deaths (including this one) do 1 dmg to your base
Deteriorate
Kidnapping
Captured Bugblatter 5/3A [+], one base damage one any unit death inc this one


Tech 0 card(s)
Get Paid - ($10)
Rebuild Tech II
Drakk - ($8)
Kidnap ancient - ($4)
Bone Collector, one rune to ancient - ($2)
Garth, one rune to ancient - ($0)
Deteriorate wisp - ($0)
Ancient betrays and kills Argagarg, Garth to L3
Move runes from ancient to Collector
Ancient back to you with 1 dmg on it

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bone Collector 5/5A [++]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk L1 1/3, one dmg to your base on death
  • :target: Lookout:

In Play:

  • Garth L3 1/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

It’s looking bad now!

Forgot to note it on the new units, but Calamandra is granting Wisp and Blooming Ancient Resist 1, which affects Kidnapping and Deteriorate.

(also your base is at 16)

Aack. That worsens my turn so much :rofl:

P1T9


StartingHand Workers

STARTING HAND
Kidnapping
Bone Collector 4/3
Deteriorate
Captured Bugblatter


WORKERS
Jandra
Summon Skeletons
Skeletal Javelineer
Skeletal Archery
Pestering Haunt (1/1)
Nether Drain


NextHand

Shoddy Glider
Poisonblade 2/1
Doom Grasp


Discard

Captured Bugblatter 4/2A - all unit deaths (including this one) do 1 dmg to your base
Deteriorate
Kidnapping
Captured Bugblatter 5/3A [+], one base damage one any unit death inc this one


Tech 0 card(s)
Get Paid - ($10)
Rebuild Tech II
Drakk - ($8)
Garth - ($6)
Bone Collector - ($4)
Deteriorate wisp - ($3)
Skeleton - ($2)

Float ($2)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bone Collector 3/3A
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton 1/1
  • :pschip: Technician: Drakk L1 1/3, one dmg to your base on death
  • :target: Lookout:

In Play:

  • Garth L1 1/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

It’s looking bad now!

1 Like

P1 @James [Necromancy]/Blood/Present vs
P2 @Persephone [Strength]/Feral/Growth

Tech 2 cards (2 discards)
  • :pspuzzle: Oathkeeper of Kor Mountain
  • :pspuzzle: Feral Strike

Player 2, Turn 9


2g from last turn. (2g)
Workers make 11g. (13g)

Summon Blooming Ancient ‘Violet’ for 4g. (9g, 4 cards)
Place a +1/+1 rune on +0 Blooming Ancient ‘Rose’.

Calamandra inspires Ferocity in all my units for 2g. (7g, 3 cards, 3 discards)
They gain Swift Strike and Armor Piercing until my next turn.

+1 Blooming Ancient ‘Rose’ (3/5) attacks kills Bone Collector, piercing armor for 3 damage before it can counterattack.

Smoker attacks and kills Skeleton, dealing 1 damage before it can counterattack. You get a gold.

:codexcalamandra: Calamandra Moss attacks and kills :codexdrakk: Drakk Ramhorn, dealing 4 damage and taking 1. You draw a card.
Argagarg gains two levels, to 3. Morningstar Pass prevents the damage to my base.

+3 Giant Panda (5/4) attacks and destroys your Tech II. Your base takes 2 damage, to 10 :heart:.

Exhaust Argagarg to target Smoker and return them to my hand, then re-play Smoker. (6g)
Place a +1/+1 rune on Blooming Ancients +1 Rose and +0 Violet.

Remove a +1/+1 rune from +2 Blooming Ancient ‘Rose’ to target, bounce and re-play Smoker. (5g)
Place a +1/+1 rune on Blooming Ancients +1 Rose and +1 Violet.

Begin construction of Tech III for 5g. (0g)

+2 Blooming Ancient ‘Violet’ patrols in Lookout.

Discard 3, draw 4, shuffle 6, draw 1.


Patrols:
:psblueshield: Squad Leader:
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician:
:eye: Lookout: Blooming Ancient ‘Violet’ (4 :crossed_swords:, 6 :heart:, grows and grants +1/+1 runes, Resist 2, Swift Strike, Armor Piercing)

:exhaust: :codexargagarg: Argagarg Garg Lv. 3 (1 :crossed_swords:, 4 :heart:, grants +1/+A)
:exhaust: :codexcalamandra: Calamandra Moss (4 :crossed_swords:, 2 of 5 :heart:, can be sneaky, grants resist, befriends tigers)

:exhaust: Smoker (1 :crossed_swords:, 1 :heart:, Stealth, escape artist, Resist 1)
:exhaust: +3 Giant Panda (5 :crossed_swords:, 4 of 7 :heart:, Resist 1, Swift Strike, Armor Piercing)

+2 Blooming Ancient ‘Rose’ (4 :crossed_swords:, 6 :heart:, grows and grants +1/+1 runes, Resist 1, Swift Strike, Armor Piercing)

Morningstar Pass (4 :heart:, prevents damage to other buildings, 1g to attack)

Base: 12 :heart:
Tech I (4 :heart:)
Tech II – :fish: Growth (5 :heart:)
Tech Lab – :mount_fuji: Strength (4 :heart:)

:pspig: 0g banked, 11 workers.


5 cards in hand
  • Artisan Mantis
  • Doubling Barbarbarian
  • Bird’s Nest
  • Grappling Hook
  • Oathkeeper of Kor Mountain
5 cards in deck
  • Feral Strike
  • Ferocity
  • Aged Sensei
  • Earthquake
  • Savior Monk (2 :crossed_swords:, 2 :heart:, Healing 1)
0 cards in discard

Thoughts

I feel like I need something new and big to close out the game. Colossus or Tech IIIs? IIIs have the advantage of being immune to Death Grasp and Kidnapping, so let’s do that. Opportunity cost for building Tech III is 5 Smoker bounces & +1/+1 runes… but it also lets me play Rook and therefore Bird’s Nest for 4 runes next turn.

I don’t really see a way out of this for James. Death Grasp cost 5-7g, Lich’s Bargain may or may not slow me down a turn, and Ready or Not still leaves me with one Ancient + Cala/Arg. Patroling with both heros + Garth resurrect + unit from hand is 4 patrollers, I guess 5 if Skeleton is in SQL? Worst case I use Smoker+Cala to stealth kill Tech II again. He may be able to keep up in patrollers but he can’t keep up in threats/removal, and my units continually get bigger. Hence, Oathkeeper.

Oh hey, I drew it. That’s game. (1/3rd chance this turn, 100% of the other next turn.)

Going into P1T10! This might be the longest game I’ve played yet, by turns and calendar (sorry about that).

And I think it’s over! I can’t recover from here, especially with tech III units on the way. Well played, GG @FrozenStorm

I’ll start the next match below later today

2 Likes

Good game! I really thought I was in trouble when I lost my tech II & you had the crashbarrow/graveyard combo running.

1 Like

Yeah, losing the graveyard and not drawing back into anything relevant on the next turn was the turning point for me!

P1T1


StartingHand Workers

STARTING HAND
Skeleton Javelineer
Summon Skeletons
Poisonblade Rogue
Skeletal Archery
Jandra, the Negator


WORKERS
Jandra, the Negator


NextHand

Pestering Haunt
Thieving Imp
Sacrifice the Weak
Graveyard
Deteriorate


Discard

Summon Skeletons
Skeletal Archery
Poisonblade Rogue
Skeleton Javelineer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Garth - ($1)

Float ($1)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Garth 1/3A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

Jandra trades poorly with Brogre as a first play. With no units, if he plays one unit next turn I can sac the weak a brogre and tech up plus skele. I think my strategy is much the same as last time minus losing my graveyard at a critical moment - quick tech up and charge down.

I’ll have a turn later today, but it’s probably best to start a new thread with the Officially Approved Round 5 Thread Title.

Fire/Truth/Disease… seems interesting?

1 Like