[XCAFRR19 Round4] Nopethebard Strength/Feral/Growth vs charnel_mouse Feral/Growth/Disease

GLHF @charnel_mouse

Hand

Fox Viper
Fox Primus
Sensei’s Advice
Safe attacking
Savior monk

Worker

Fox Viper

Get paid ($4)
Worker ($3)
Hire Arg ($1)
Research Safe Attacking ($0)

Squad leader: Wisp (0/1)
Lookout: Arg (1/3)
In play: Safe attacking

Base: 20
5 workers

Hand: 5
Deck: 0
Discard: 3

New Hand

Smoker
Snapback
Morningstar Flagbearer
Grappling hook
Aged Sensei

GLHF Nope!

P2T1


Starting Hand: 5

Young Treant
Playful Panda
Verdant Tree
Rich Earth
Rampant Growth

Thoughts

Argagarg’s the only attack on Nope’s board at the moment, so I see no reason not to bully him with Calamandra.
Calamandra goes in Technician, so he can’t just Grappling Hook the Wisp there and make me reshuffle before teching anything.
No upgrade removal in either deck, so I’m assuming by default that we’ll be in a MoLaC race. Strength’s pretty good for accelerating that with Birds, but Disease has good anti-air, and I can delay it coming out with Carrion Curse.


Get paid - ($5)
Worker - ($4)
Calamandra Moss - ($2)
Playful Panda, Wisp arrives - ($0)
Discard 3, draw 5


:psblueshield: Squad Leader: Wisp 0/1+1A
:exhaust: Technician: Calamandra L1 2/3

Playful Panda 2/2

:heart: Base HP: 20


Hand: 5

Merfolk Prospector
Tiger Cub
Ironbark Treant
Spore Shambler
Forest’s Favor

Deck: 0
Discard: 3

Young Treant
Verdant Tree
Rampant Growth

Card count check (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 workered


Gold: 0
Workers: 6

5 x start
Rich Earth

P1t2

Hand

Smoker
Snapback
Morningstar Flagbearer
Grappling hook
Aged Sensei

Worker

Morningstar Flagbearer

Tech

Spirit of the Panda and Dinosize

Get paid ($5)
Worker ($4)
Hire Smoker ($3)
Hire Aged Sensei ($2)
Midband Arg ($0)

Squad leader: wisp (0/1)
Scavenger: Smoker (1/1)
Technician: Aged Sensei (1/1)
In play: Arg (1/4) Safe attacking

Base: 20
6 workers

Hand: 4
Deck: 3
Discard: 0

New Hand

Savior monk
Snapback
Fox Primus
Grappling hook

Thoughts

Sacrifice deck cycling and tech for board presence.

P2T2


Starting Hand: 5

Merfolk Prospector
Tiger Cub
Ironbark Treant
Spore Shambler
Forest’s Favor

Thoughts

Um. I can kill Argagarg here if I go really down on cards. It’s possible that it’s bait, and Nope’s teched in Doom Grasp or something, but even if he does that I don’t think he ends up in a good position.

What happens if I just tech up instead? Can he do anything if I just kill the Wisp and the Smoker, and block with my Wisp? He’s down on cards, he can’t both Hook the Wisp and cast Dinosize, unless he’s skipping Tech I again, right? And SotP doesn’t get him a Calamandra kill either. He could bring in the Water Elemental, but I’m not sure I care, I can bring in a big Disease/Feral I unit or play Ferocity. I can’t think what else he’d have in mind here, apart from just massing units for a Stampede on Turn 3. Going with Crypt Crawler for the sparkshot.

Teched cards: 2

T2: Crypt Crawler, Ferocity


Get paid - ($6)
Worker - ($5)
Tech I - ($3)
Merfolk Prospector - ($2)
Playful Panda kills Wisp
Calamandra kills Smoker, you get a gold, takes 1 damage
Midband Calamandra - ($0)


:psblueshield: Squad Leader: Wisp 0/1+1A (Calamandra aura)
:ps_: Scavenger: Merfolk Prospector 1/1 (Calamandra aura)

Calamandra L3 3/4 (units have resist 1)
Playful Panda 2/2 (Calamandra aura)

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


Hand: 5

Rampant Growth
Crypt Crawler
Ferocity
Spore Shambler
Forest’s Favor

Deck: 3

Young Treant
Verdant Tree
Tiger Cub

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 2 teched = 12
2 on board
5 in hand
3 in deck
0 in discard
2 workered
Total: 12


Gold: 0
Workers: 7

5 x start
T1: Rich Earth
T2: Ironbark Treant

P1t3

Hand

Snapback
Grappling hook
Fox Primus
Savior monk
Spirit of the Panda

Worker

Fox Primus

Tech

Huntress and Centaur

Get paid + scavenger ($7)
Worker ($6)
Build Tech 1 ($4)
Maxband Arg ($2)
Float 2 gold

Squad leader: Elemental (3/3)
Technician: Aged Sensei (1/1)
In play: Arg (1/5) Aged Sensei (1/1) Safe Attacking

Base: 20
Tech 1: 5
7 workers

Hand: 5
Deck: 4
Discard: 0

New Hand

Smoker
Spirit of the Panda
Savior monk
Dinosize
Sensei’ Advice

Thoughts

I sure hope he decides that sneaky Cal isn’t worth going down on cards. I’m going buff somebody really big next turn. Possibly 2 things.

I’m assuming the Sensei is in Technician.

P2T3


Starting Hand: 5

Rampant Growth
Crypt Crawler
Ferocity
Spore Shambler
Forest’s Favor

Thoughts

I could just tech up and leave Argagarg on his own, which is pretty safe. I think it’s worth going down on cards to wipe the board instead, though. I should be fine to tech up next turn, and go for Feral Strike.

Teched cards: 2

T2: Crypt Crawler, Ferocity
T3: Might of Leaf and Claw, Murkwood Allies


Get paid - ($7)
Worker - ($6)
Rampant Growth on Merfolk Prospector - ($4)
Forest’s Favor, Wisp gets a + rune - ($2)
Ferocity, my units have armour piercing and swift strike until my next upkeep - ($0)
Merfolk Prospector swiftly kills Water Elemental
Wisp swiftly kills Aged Sensei, you draw
Calamandra hits Argagarg for 3, takes 1 damage
Playful Panda swiftly kills Argagarg, Calamandra hits level 5 (maxband)
Discard 1, draw 3


Calamandra L5 4/5 (units have resist 1)
Playful Panda 2/2 (armour piercing, swift strike, Calamandra aura)
Merfolk Prospector 1/1 (armour piercing, swift strike, Calamandra aura)
Wisp 1/2 (+, armour piercing, swift strike, Calamandra aura)

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


Hand: 3

Young Treant
Verdant Tree
Tiger Cub

Deck: 0
Discard: 6

Might of Leaf and Claw
Murkwood Allies
Rampant Growth
Forest’s Favor
Ferocity
Crypt Crawler

Card count check (opponent-viewable)

Expected: 10 + 4 teched = 14
2 on board
3 in hand
0 in deck
6 in discard
3 workered
Total: 14


Gold: 0
Workers: 8

5 x start
T1: Rich Earth
T2: Ironbark Treant
T3: Spore Shambler

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GGWP. I don’t see getting out from under this pressure

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GG! It was a pretty rough early game for you. There’s not much Argagarg can do if the units keep getting killed, and Cal can apply that pressure while threatening a hero snipe. @FrozenStorm

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How do I stop Rook from hero sniping like that?

Cal, you mean? You had the right idea levelling up. Maybe you’d have been better off skipping Safe Attacking and Smoker, so you could maxband on Turn 2 and make me deal with the Elemental. It’s still not certain, with Rampant Growth in the deck, but I’d have to spend 4 gold to do it and play 3 cards, so I wouldn’t be able to do much else that turn.

The easiest way to avoid it, of course, is to not play a hero early on. Alternatively, Rook is safer to bring out because he has so much health.

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Okay. Thanks. I don’t think I like this format. So many weird multicolor builds that I don’t want to play…

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the best way to stop cala is to build an early tower.

That’s a lot of gold to not be adding to your board that early, though.

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Opening with your own Cal is also an option, since you’re Player 1. It would give you the offence your starting hand didn’t offer this time.

You last post suggests not, but we’ve got time for a rematch if you’d like.

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No thanks.