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[XCAFS22] Round2: P1 charnel_mouse [Bashing]/Necromancy/Past vs P2 Dreamfire [Growth]/Anarchy/Necromancy

GL, HF, @Dreamfire!

Nerfs
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
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”

P1T1

Starting hand: 5

Tenderfoot
Older Brother
Brick Thief
Granfalloon Flagbearer
Bloom

Thoughts

The main thing I’m seeing here is that we both have specs good at spamming weenies, but only mine has ways, albeit expensive ones, to deal with it. Well, except for Mass Anarchy. Otherwise, I see no reason to not go for Necromancy. Hanging onto the Flagbearer in case Dreamfire tries to use Polymorph on my Skeleton Lords, or something.


Get paid - (4)
Worker - (3)
Garth Torken - (1)
Tenderfoot - (0)


:psblueshield: Garth L1 1/3+1A (1g, once per turn: summon a Skeleton)

Tenderfoot 1/2

:heart: Base HP: 20


Hand: 5

Timely Messenger
Helpful Turtle
Fruit Ninja
Spark
Wither

Deck: 0
Discard: 3

Brick Thief
Granfalloon Flagbearer
Bloom

Card-count check (opponent-viewable)

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


Gold: 0
Workers: 5

4 x start
T1: Older Brother

GL HF!
IIRC, you have a fondness for Bashing+Necro

P2T1


StartingHand Workers

STARTING HAND
Rampant Growth
Young Treant
Playful Panda
Tiger Cub
Spore Shambler


WORKERS
Spore Shambler


NextHand

Forest’s Favor
Merfolk Prospector
Verdant Tree
Rich Earth
Ironbark Treant


Discard

Rampant Growth
Young Treant
Playful Panda


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Tiger Cub - ($2)
Arg, Wisp arrives - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Arg lvl 1 (1/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Growth+Necro is a strong combo, and Anarchy is always nice to have. So even though all 3 of my specs have been nerfed, I feel pretty good about this codex.

@charnel_mouse’s turn!

Heh, well, I’ve had fun with it before. Not sure it’s one to rely on.

P1T2

Starting hand: 5

Timely Messenger
Helpful Turtle
Fruit Ninja
Spark
Wither

Thoughts

Hmm, is it worth taking a Stewardess? I’m not at immediate risk of facing a Lich’s Bargain, so I don’t think so.

I could kill the Cub here if I trade my Tenderfoot, and take near-lethal damage on Garth. Do I want to do that? I think just having a Skeleton for cover is safe for this turn.

For late-game, I need to watch out for Stampede, but I have Death Rites in return.

Teched cards: 2

T2: 2 x Bone Collector


Get paid - (5)
Worker - (4)
Expensive Tech I - (2)
Garth summons a Skeleton - (1)
Spark, Tiger Cub takes 1A damage - (0)
Garth hits Tiger Cub for 1, takes 2 damage
Tenderfoot trades with Tiger Cub
Discard 3, reshuffle 10, draw 5


:psblueshield: Skeleton 1/1+1A

Garth L1 1/1 (1g, once per turn: summon a Skeleton; 2 damage)

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


Hand: 5

Bloom
Bone Collector
Tenderfoot
Timely Messenger
Wither

Deck: 5

Brick Thief
Granfalloon Flagbearer
Bone Collector
Spark
Helpful Turtle

Discard: 0
Card-count check (opponent-viewable)

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


Gold: 0
Workers: 6

4 x start
T1: Older Brother
T2: Fruit Ninja

P2T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Verdant Tree
Forest’s Favor
Ironbark Treant
Rich Earth
Merfolk Prospector


WORKERS
Spore Shambler
Rich Earth


NextHand

Rampant Growth
Playful Panda
Bone Collector
Bone Collector


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Forest’s Favor on Arg - ($1)
Arg kills Skeleton.
Merfolk Prospector - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Merfolk Prospector (1/1)
  • :target: Lookout:

In Play:

  • Arg lvl 1 (2/3), +

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Not gonna play Ironbark against a potential Stewardess, so let’s do FFavor and a Prospector.

@charnel_mouse’s turn!

P1T3

Starting hand: 5

Bloom
Bone Collector
Tenderfoot
Timely Messenger
Wither

Thoughts

I’m not sure how much effort I want to put into killing the Prospector here. Without it, Dreamfire has two gold left over after teching up. With it, he has three. Outside of Stewardess, I don’t think there’s too much he can do immediately with that extra gold, so I might be better off letting him keep his hand size low instead, and needing another turn before he can reshuffle into Tech II cards. On the other hand, he’d have a weak reshuffle anyway, so he needn’t tech up regardless. That makes for six gold versus seven.

Bloom, midband, or Timely Messenger let me take out the Wisp. That leaves me 1-2 gold if I summon a Skeleton, too. Bone Collector is a given.

With 6 or 7 gold to work with, Dreamfire could do some fancy things:

  • SQL Skeleton and Scavenger/Technician Bone Collector can be dealt with using Rampant Growth. If Dreamfire trades Argagarg into the Collector, he could bring out Zane, but I don’t think he’d have a way to finish off the Collector so Zane could kill Garth. If I give Garth a single level, Argagarg trading would midband him anyway, preventing that. Alternatively, Forest’s Favour on the Prospector and Rampant Growth on Argagarg clears the patrol, too, but puts Dreamfire further down on cards, especially if he has a Tech I unit to play too.
  • SQL Bone Collector and Scavenger/Technician Skeleton sees the Bone Collector die to Rampant Growth on Argagarg, stopping my build-up, and I think this game is a build-up race.

Saving my gold for hero levels, or a Tower, or something.

Teched cards: 2

T2: 2 x Bone Collector
T3: Skeleton Lord, Undo


Get paid - (6)
Bone Collector - (4)
Garth summons a Skeleton - (3)
Timely Messenger - (2)
Garth and Timely Messenger kill Wisp
Worker - (1)
Discard 2, draw 4


:psblueshield: Skeleton 1/1+1A
:exhaust: Bone Collector 3/3 (attacks: summon a Skeleton)

Garth L1 1/1 (1g, once per turn: summon a Skeleton; 2 damage)
Timely Messenger 1/1 (haste)

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


Hand: 4

Brick Thief
Granfalloon Flagbearer
Bone Collector
Helpful Turtle

Deck: 1

Spark

Discard: 5

Skeleton Lord
Undo
Bloom
Wither

Card-count check (opponent-viewable)

Expected: 10 + 4 teched = 14
2 on board
4 in hand
1 in deck
4 in discard
3 in workers


Gold: 1
Workers: 7

4 x start
T1: Older Brother
T2: Fruit Ninja
T3: Tenderfoot

P2T3


Tech StartingHand Workers

TECH
Blooming Ancient
Lich’s Bargain


STARTING HAND
Bone Collector
Bone Collector
Rampant Growth
Playful Panda


WORKERS
Spore Shambler
Rich Earth
Playful Panda


NextHand

Verdant Tree
Tiger Cub
Forest’s Favor


Discard

Rampant Growth
Blooming Ancient
Lich’s Bargain


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bone Collector - ($4)
Bone Collector #2 - ($2)
Heroes’ Hall - ($0)
Exhaust Prospector to gain gold - ($1)
Arg kills Skeleton.

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bone Collector (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bone Collector (3/3)
  • :target: Lookout:

In Play:

  • Arg lvl 1 (2/2), +
  • Merfolk Prospector (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

I could tech up, and rely on Garth to fetch something next turn. Or I could go all out.

@charnel_mouse’s turn!

P1T4

Starting hand: 4

Brick Thief
Granfalloon Flagbearer
Bone Collector
Helpful Turtle

Thoughts

I think I like the idea of trading Bone Collectors + Timely Messenger here: we both lose some Collector momentum, but I at least get one Skeleton out of it.

Probably taking a Zane-induced hiding here.

Teched cards: 2

T2: 2 x Bone Collector
T3: Skeleton Lord, Undo
T4: Necromancer, Rewind


Get paid + float - (8)
Timely Messenger suicides into Squad Leader Bone Collector for 1A damage
Bone Collector trades with Squad Leader Bone Collector, Skeleton arrives
Bone Collector - (6)
Garth summons Skeleton #2 - (5)
Tech II: Necromancy - (1)
Worker - (0)
Discard 2, draw 1, reshuffle 10, draw 3


:psblueshield: Skeleton #1 1/1+1A
:psfist: Skeleton #2 1+1/1
:exhaust: Bone Collector 3/3 (attacks: gain a Skeleton)

Garth L1 1/1 (1g, once per turn: summon a Skeleton; 2 damage)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Necromancy)


Hand: 4

Spark
Skeleton Lord
Necromancy
Brick Thief

Deck: 7

Undo
Bloom
Wither
Rewind
Timely Messenger
Bone Collector
Granfalloon Flagbearer

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 6 teched = 16
1 on board
4 in hand
7 in deck
0 in discard
4 in workers


Gold: 0
Workers: 8

4 x start
T1: Older Brother
T2: Fruit Ninja
T3: Tenderfoot
T4: Helpful Turtle

P2T4


Tech StartingHand Workers

TECH
Surprise Attack
Blooming Ancient


STARTING HAND
Forest’s Favor
Verdant Tree
Tiger Cub


WORKERS
Spore Shambler
Rich Earth
Playful Panda
Verdant Tree


NextHand

Tiger Cub
Ironbark Treant
Blooming Ancient
Young Treant


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech 2 (Growth) - ($4)
Zane, kills SQL Skeleton - ($2)
Prospector trades with elite Skeleton.
My Bone Collector trades with yours, you draw, I get a Skeleton.
Arg kills Garth and midbands.

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Skeleton (1/1)

In Play:

  • Arg lvl 3 (2/5), +
  • Zane lvl 1 (2/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

The big question this turn is whether to sacrifice BC and MP (which also means diluting my deck before the reshuffle) to get the kill on Garth.
I’m not sure what charnel is going for with Necro, but killing Garth seems like the safer choice (basically always). Whatever else happens, I can always instamax my own Garth and fetch a Rhino.

@charnel_mouse’s turn!

1 Like

P1T5

Starting hand: 4

Spark
Skeleton Lord
Necromancy
Brick Thief

Technician draw: 1

Granfalloon Flagbearer

Thoughts

Eeh. Necromancer + chaff might help me keep something on the board, at least.

Teched cards: 2

T2: 2 x Bone Collector
T3: Skeleton Lord, Undo
T4: Necromancer, Rewind
T5: Skeleton Lord, Undo


Get paid - (8)
Necromancer - (4)
Brick Thief, your Tech II to 4 HP - (2)
Troq Bashar - (0)
Skip worker!
Discard 3, draw 5


:psblueshield: Troq 2/3+1A
:target: Brick Thief 2/1 (resist 1+1; attacks: one to one of your buildings, heal one for one of mine)

Necromancer 3/3 (long range; another of my non-token unit dies: gain a Skeleton)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Necromancy)


Hand: 5

Bloom
Wither
Rewind
Timely Messenger
Bone Collector

Deck: 1

Undo

Discard: 6

Bone Collector
Skeleton Lord
Undo
Spark
Skeleton Lord
Granfalloon Flagbearer

Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
2 on board
5 in hand
1 in deck
6 in discard
4 in workers


Gold: 0
Workers: 8

4 x start
T1: Older Brother
T2: Fruit Ninja
T3: Tenderfoot
T4: Helpful Turtle

P2T5


Tech StartingHand Workers

TECH
Blooming Elm
Stampede


STARTING HAND
Young Treant
Ironbark Treant
Blooming Ancient
Tiger Cub
Rampant Growth


WORKERS
Spore Shambler
Rich Earth
Playful Panda
Verdant Tree
Ironbark Treant


NextHand

Bone Collector
Merfolk Prospector
Bone Collector
Surprise Attack


Discard

Blooming Elm
Stampede
Tiger Cub
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($11)
Blooming Ancient - ($7)
Young Treant, I draw, generate a rune - ($5)
Worker - ($4)
Garth, generate a rune (2 total) - ($2)
Make Skeleton #2, generate a rune (3 total) - ($1)
Move all runes to Skeleton #1.
Skeleton #1 kills Troq, Arg to maxband, Water Elemental arrives, generate a rune.
Arg kills Brick Thief, you get a Skeleton.
Zane hits your base to 18.

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician:
  • :target: Lookout: Water Elemental (3/3)

In Play:

  • Arg lvl 5 (2/4), +
  • Zane lvl 1 (2/1)
  • Garth lvl 1 (1/3)
  • Blooming Ancient (3/5), +
  • Skeleton (4/2), ++

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

If I draw Surprise Attack or Lich’s Bargain this is basically over.

No such luck, but I’m feeling pretty confident anyway.

@charnel_mouse’s turn!

P1T6

Starting hand: 5

Bloom
Wither
Rewind
Timely Messenger
Bone Collector

Thoughts

Not drawing Undo here is pretty bad, I think that might be game. Probably would be anyway, to be fair.

Teched cards: 2

T2: 2 x Bone Collector
T3: Skeleton Lord, Undo
T4: Necromancer, Rewind
T5: Skeleton Lord, Undo
T6: 2 x Stewardess of the Undone


Get paid - (8)
Garth Torken - (6)
Wither, Zane dies, Garth to level 3 - (4)
Timely Messenger (3)
Bone Collector - (1)
Garth summons Skeleton #2 - (0)
Necromancer kills Young Treant
Skip worker!
Discard 2, draw 1, reshuffle 12, draw 3


:psblueshield: Timely Messenger 1/1+1A (haste)
:psfist: Skeleton #1 1+1/1
:ps_: Garth L3 1/3 (1g, once per turn: summon a Skeleton)
:exhaust: Bone Collector 3/3 (attacks: gain a Skeleton)
:target: Skeleton #2 1/1 (resist 0+1)

Necromancer 3/3 (long range; another of my non-token unit dies: gain a Skeleton)

:heart: Base HP: 18
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Necromancy)


Hand: 4

Undo
Skeleton Lord
Stewardess of the Undone
Wither

Deck: 9

Bone Collector
Skeleton Lord
Undo
Spark
Granfalloon Flagbearer
Brick Thief
Stewardess of the Undone
Bloom
Rewind

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 10 teched = 20
3 on board
4 in hand
9 in deck
0 in discard
4 in workers


Gold: 0
Workers: 8

4 x start
T1: Older Brother
T2: Fruit Ninja
T3: Tenderfoot
T4: Helpful Turtle

P2T6


Tech StartingHand Workers

TECH
Guargum
Oversized Rhinoceros


STARTING HAND
Surprise Attack
Merfolk Prospector
Bone Collector
Bone Collector


WORKERS
Spore Shambler
Rich Earth
Playful Panda
Verdant Tree
Ironbark Treant


NextHand

Lich’s Bargain
Merfolk Prospector
Young Treant
Blooming Ancient
Forest’s Favor


Tech 2 card(s)
Get Paid + float - ($11)
Arg kills Messenger, you get a Skeleton.
Garth kills elite Skeleton.
Blooming Ancient kills your Garth, mine to lvl 3, you get 1 gold.
Water Elemental trades with Bone Collector, you draw and get a Skeleton.
My small Skeleton trades with lookout Skeleton.
My big Skeleton trades with Necromancer.
Tech 3 - ($6)
Garth to maxband, fetch Oversized Rhino from discard, generate a rune (2 total) - ($2)
Bone Collector, generate a rune (3 total) - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Oversized Rhinoceros (7/8A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bone Collector (3/3)
  • :target: Lookout:

In Play:

  • Arg lvl 5 (2/3), +
  • Garth lvl 7 (3/4)
  • Blooming Ancient (5/6), +++

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

@charnel_mouse’s turn!

P1T7

Starting hand: 4

Undo
Skeleton Lord
Stewardess of the Undone
Wither

Technician draw: 1

Undo

Thoughts

Heh, well, at least I can get some use out of Undo. I’m still not sure how exactly I’m going to stabilise here, though.

I have 3 gold after the Undos; if I skip another worker, I could bring a Skeleton Lord out. If I just patrol with everything, then Bone Collector + heroes can still kill the Lord, maybe sacrificing Zane on the way if I put all my Skeletons in front. That’s 3 (Prynn) + 4 (Skeletons) + 1 (SQL) + 3 (Lord) = 11 damage required, with 8 on the board. Zane just needs to be midbanded. Well, unless I have Prynn in SQL, but then he just needs maxbanding.

If I undo the Bone Collector instead of the Blooming Ancient, however, I could take out the Tech II for a turn. Is that worth it? I probably lose everything but a Skeleton in return… but I don’t have that Rhinoceros coming back, or another Blooming Ancient. I won’t see Zane this turn, either. I’m not entirely convinced that this is better, but maybe it’ll throw Dreamfire off. Taking a Seer and the other Neromancer, to try to get more Skeleton fuel.

Teched cards: 2

T2: 2 x Bone Collector
T3: Skeleton Lord, Undo
T4: Necromancer, Rewind
T5: Skeleton Lord, Undo
T6: 2 x Stewardess of the Undone
T7: Necromancer, Seer


Get paid + Scavenger - (9)
Prynn Pasternakk - (7)
Undo, Bone Collector returns to your hand - (5)
Undo, Oversized Rhinoceros returns to your hand - (3)
Skeleton Lord - (0)
Skeletons destroy Tech II, your base to 18
Skip worker!
Discard 2, draw 4


:psblueshield: Prynn L1 1/3+1A (fading 4)
:exhaust: Skeleton Lord 3/3 (my Skeletons get +1/+1)

Skeleton #1 2/2 (Skeleton Lord: +1/+1)
Skeleton #2 2/2 (Skeleton Lord: +1/+1)

:heart: Base HP: 18
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Necromancy)


Hand: 4

Skeleton Lord
Granfalloon Flagbearer
Brick Thief
Bloom

Deck: 4

Bone Collector
Spark
Stewardess of the Undone
Rewind

Discard: 9

Timely Messenger
Bone Collector
Necromancer
Necromancer
Seer
Undo
Undo
Stewardess of the Undone
Wither

Card-count check (opponent-viewable)

Expected: 10 + 12 teched = 22
1 on board
4 in hand
4 in deck
9 in discard
4 in workers


Gold: 0
Workers: 8

4 x start
T1: Older Brother
T2: Fruit Ninja
T3: Tenderfoot
T4: Helpful Turtle

@charnel_mouse Undo actually costs $3.

Hmm, I don’t think I have a good response here, then. GG!

1 Like

Do you guys ever think about how Necromancer can create a skeleton from skeleton javelineer

2 Likes

GG WP!

Nerfs or no nerfs, my specs here remain strong. Prynn and Undo’s are in theory a good answer to Growth tech 2, but in practice I think they’re just too gold-hungry (unless your own win-con is super cheap, like Past tech 2).

2 Likes

Yeah, I was thinking that I had better removal options than you if it came down to competing weenie engines, but I’d forgotten how slow Skeleton spam can be without the Black starter.

ngl, i like undo and OS but imo they cost too much for their effects. heroes can be insta resummoned and troops go back to hand, worst case scenario increasing the hand size. I think that 3 gold for a temporary respite are too much and too situational.

Well, they’re tempo plays, so they should be a little on the pricey side.

1 Like