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[XCAFS22] Round3: P1 charnel_mouse [Bashing]/Anarchy/Blood vs P2 Penatronic [Fire]/Demonology/Future

GL, HF, @Penatronic!

Relevant changes:

Nerfs
Vandy Remove resist 1 at midband
Dark Pact Increase cost to 1
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

Helpful Turtle
Granfalloon Flagbearer
Fruit Ninja
Spark
Wither

Thoughts

Not a good starting hand, I suppose I just go for Fruit Ninja. I want to hold my heroes in reserve, since I suspect I’ll be facing Vandy, and Vandy + red starter puts me firmly on the back foot in early game.


Get paid - (4)
Worker - (3)
Fruit Ninja - (0)


:psblueshield: Fruit Ninja 2/2+1A (frenzy 1)

:heart: Base HP: 20


Hand: 5

Tenderfoot
Timely Messenger
Brick Thief
Older Brother
Bloom

Deck: 0
Discard: 3

Granfalloon Flagbearer
Spark
Wither

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: Helpful Turtle

P2T1


StartingHand Workers

STARTING HAND
Bloodburn
Bloodrage Ogre
Careless Musketeer
Pillage
Scorch


WORKERS
Bloodburn


NextHand

Charge
Makeshift Rambaster
Mad Man
Nautical Dog
Bombaster


Discard

Careless Musketeer
Scorch
Pillage


Tech card(s)
Get Paid - ($5)
Worker - ($4)
Bogre - ($2)
Vandy - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Vandy (2/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

I’ve added relevant changes to the original post.

P1T2

Starting hand: 5

Tenderfoot
Timely Messenger
Brick Thief
Older Brother
Bloom

Thoughts

I could take out Vandy with Zane and Timely Messenger, but I’d be delaying Tech I just to leave the board empty. I think I just put Older Brother in front to trade with Ogre / make Vandy midband.

I think I just go for Blood here, probably with Kidnapping against Demonology or Future. Wrecking ball could help to finish things off.

Teched cards: 2

T2: 2 x Gunpoint Taxman


Get paid - (5)
Worker - (4)
Older Brother - (2)
Tech I - (1)
Discard 3, reshuffle 8, draw 5


:psblueshield: Older Brother 2/2+1A
:ps_: Fruit Ninja 2/2

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


Hand: 5

Spark
Wither
Gunpoint Taxman
Gunpoint Taxman
Tenderfoot

Deck: 3

Granfalloon Flagbearer
Timely Messenger
Brick Thief

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 in workers


Gold: 1
Workers: 6

4 x start
T1: Helpful Turtle
T2: Bloom

You’re playing a mono-color codex.

2 Likes

Dark Pact Increase cost to 1

Also this nerf

I’ll wait on your next turn incase the $1 makes a difference, @charnel_mouse

2 Likes

Thanks, all! I’ll just float the gold, no changes.

1 Like

P2T2


Tech StartingHand Workers

TECH
Dark Pact
Firebat


STARTING HAND
Makeshift Rambaster
Bombaster
Nautical Dog
Charge
Mad Man


WORKERS
Bloodburn
Bombaster


NextHand

Charge
Pillage
Firebat
Mad Man
Careless Musketeer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
T1 - ($3)
Bogre trades with brother
Vandy kills nina, you get a $1
Midband vandy - ($1)
doggo - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

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

In Play:

  • Vandy L3 (3/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
    "

P1T3

Starting hand: 5

Spark
Wither
Gunpoint Taxman
Gunpoint Taxman
Tenderfoot

Thoughts

7 gold would get me a Vandy kill with maxband Zane, but I don’t think it’s worth it. 5 gold would let me share the scavenger gold, but then I still can’t worker and play both Taxmen. Let’s just play this nice and slowly. Going down on cards twice to stuff another round of Tech II cards in.

Teched cards: 2

T2: 2 x Gunpoint Taxman
T3: Crashbarrow, Shoddy Glider


Get paid + float + scavenger - (8)
Worker - (7)
2 x Gunpoint Taxman - (3)
Captain Zeno Zane - (1)
Zane kills Nautical Dog, you get a gold, takes 1 damage
Tenderfoot - (0)
Discard 1, draw 3


:psblueshield: Gunpoint Taxman #1 3/3 (anti-air; kills a patroller: steals 1 gold from controller)
:ps_: Gunpoint Taxman #2 3/3 (anti-air; kills a patroller: steals 1 gold from controller)
:target: Tenderfoot 1/2 (resist 0+1)

Zane L1 2/1 (haste; 1 damage)

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


Hand: 3

Granfalloon Flagbearer
Timely Messenger
Brick Thief

Deck: 0
Discard: 5

Older Brother
Fruit Ninja
Crashbarrow
Shoddy Glider
Wither

Card-count check (opponent-viewable)

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


Gold: 0
Workers: 7

4 x start
T1: Helpful Turtle
T2: Bloom
T3: Spark

P2T3


Tech StartingHand Workers

TECH
Xenostalker
Xenostalker


STARTING HAND
Firebat
Careless Musketeer
Charge
Pillage
Mad Man


WORKERS
Bloodburn
Bombaster
Careless Musketeer


NextHand

Dark Pact
Scorch
Makeshift Rambaster
Bloodrage Ogre (3/2A)


Discard

Nautical Dog (1/1)
Pillage
Charge
Xenostalker
Xenostalker


Tech 2 card(s)
Get Paid + scav - ($8)
Worker - ($7)
Firebat - ($5)
Madman - ($4)
Tech II - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Firebat (3/3A)
  • :psfist: Elite: Mad Man (2/1)
  • :ps_: Scavenger:
  • :pschip: Technician: Vandy L3 (3/4)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

P1T4

Starting hand: 3

Granfalloon Flagbearer
Timely Messenger
Brick Thief

Thoughts

Oh, he’s probably going for Hives. They’re a pain to deal with properly, since Shoddy Gliders can’t reach them through Stinger blockades, and Kidnapping them doesn’t destroy the Stingers. However, I can play Bugblatters to exploit the weenies, and maybe build a Tower to ensure they die on attack. If I feel like getting fancy, I could kidnap a Hive to build my own. Kidnapping is also useful if he goes for Void Star or Xenostalker instead.

Alternatively, I press on for quick ground attacks, and try to end things before those expensive Hives can really exert themselves. I’ll look at my options for the turn first.

Options:

  1. Maxband Zane, shove Firebat to Scavenger, kill with Zane, Tenderfoot + Taxman kill Vandy, other Taxman kills Mad Man. 4 gold left, not enough to tech up, but I could build a Tower or a Heroes’ Hall. Left with a 4/1 Zane and a 3/1 Taxman on the board.
  2. Maxband Zane, shove Vandy to Scavenger, Tenderfoot + Taxman kill Firebat, Zane kills Vandy, Taxman kills Mad Man. 4 gold left, 4/1 Zane and 3/1 Taxman on the board. Same as above, but without giving Penatronic a card.
  3. Maxband Zane, shove Vandy to Scavenger, Zane kills Firebat, Taxman kills Vandy, Tenderfoot kills Mad Man, Taxman hits Tech II to 2 HP. 3 gold left, 4/1 Zane and 3/3 Taxman on the board.
  4. Maxband Zane, shove Mad Man to Scavenger, Zane kills Firebat, Tenderfoot + Taxman kill Vandy, Taxman hits Tech II to 2 HP. As above, but gives a card to Penatronic.
  5. Timely Messenger gives me two 1+3 attack pairs to kill Firebat and Vandy, then I spend the remaining gold to midband Zane, and kill the Mad Man, while still teching up. The only problem is that only leaves a 1-health Zane on the board, which might get killed off by Rambaster. It also gives Penatronic a card, and leaves me down on cards, but I can use all the cards I could draw.

It’s between 4 and 5. Making Penatronic draw deprives him of an extra tech round before the reshuffle. If Penatronic is going for Hives, I can try to keep a threatening ground game and kill him before they matter. Xenostalkers could stop that dead, but he needs to reshuffle first. Maybe I just try to keep him locked out of Tech II? If I can’t, Xenostalkers would make Bugblatters a liability. I’ll taking Wrecking Ball, see if I can destroy Tech II next turn.

Teched cards: 2

T2: 2 x Gunpoint Taxman
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Wrecking Ball


Get paid - (7)
Maxband Zane, shoves Vandy to Scavenger, deals 1 damage - (2)
Zane kills Firebat, takes 3 damage
Tenderfoot trades with Mad Man
Gunpoint Taxman #2 trades with Vandy, steals the Scavenger gold - (3)
Gunpoint Taxman #1 hits your Tech II to 2 HP
Brick Thief, takes your Tech II to 1 HP - (1)
Worker - (0)
Discard 1, reshuffle 10, draw 3


:psblueshield: Brick Thief 2/1+1A (resist 1; attacks: 1 HP to one of your buildings, repair 1 HP on one of mine)

Zane L6 4/1 (haste; kills patroller: shares patroller kill bonus; 3 damage)
Gunpoint Taxman 3/3+1A (anti-air; kills a patroller: steals 1 gold from controller)

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


Hand: 3

Older Brother
Shoddy Glider
Timely Messenger

Deck: 7

Fruit Ninja
Crashbarrow
Wither
Crashbarrow
Wrecking Ball
Gunpoint Taxman
Tenderfoot

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

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


Gold: 0
Workers: 8

4 x start
T1: Helpful Turtle
T2: Bloom
T3: Spark
T4: Granfalloon Flagbearer

edit: I skipped worker to afford scorch, I redrew my hand.

P2T4


Tech StartingHand Workers

TECH
Void Star
Dark Pact


STARTING HAND
Makeshift Rambaster
Scorch
Bloodrage Ogre (3/2A)
Dark Pact


WORKERS
Bloodburn
Bombaster
Careless Musketeer
Makeshift Rambaster


NextHand

Bloodrage Ogre (3/2)
Void Star
Dark Pact
Firebat (3/3A)
Xenostalker


Tech 2 card(s)
Get Paid + scav - ($9)
Worker - ($8)
Vir - ($6)
Jaina - ($4)
Scorch Brick theif, wow that is a lot to spend on a brick theif - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vir L1 (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:Jaina L1 (2/3) sparkshot
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 1 (Future)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

UGH just remembered last turn I could have used Vandy’s ability to fetch shadowblade. FFFS.

You don’t get the scavenger gold; gunpoint taxman stole it

2 Likes

need to redo turn

Am I right in thinking you’ve corrected now, so these two lines should read like this?

I’ll assume you have, and play.

P1T5

Starting hand: 3

Older Brother
Shoddy Glider
Timely Messenger

Thoughts

Jaina not levelling on a hero kill, and drawing Timely Messenger, mean that I can still destroy the Tech II here. Going for extreme ground offense to end this now, I don’t think I can keep up in the air.

Leaving Drakk out of patrol, because losing a unit to Mad Man isn’t as bad as losing Drakk to Mad Man + Shadow Blade.

Teched cards: 2

T2: 2 x Gunpoint Taxman
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Wrecking Ball
T5: 2 x Land Octopus


Get paid - (8)
Zane trades with Vir, Jaina to level 3
Drakk Ramhorn - (6)
Gunpoint Taxman kills Jaina, steals the Scavenger gold, takes 2 damage, Drakk to level 3 - (7)
Very Timely Messenger - (6)
Timely Messenger destroys Tech II, your base to 18
Tech II: Blood - (2)
Worker - (1)
Drakk to level 4 (midband) - (0)
Discard 1, draw 3


Drakk L4 2/3 (dies: 1 to your base; units have frenzy 1)
Gunpoint Taxman 3/1 (Drakk: frenzy 1; anti-air; kills a patroller: steals 1 gold from controller; 2 damage)
Timely Messenger 1/1 (Drakk: frenzy 1; haste)

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


Hand: 3

Crashbarrow
Crashbarrow
Tenderfoot

Deck: 4

Fruit Ninja
Wither
Wrecking Ball
Gunpoint Taxman

Discard: 0

Brick Thief
Land Octopus
Land Octopus
Shoddy Glider

Card-count check (opponent-viewable)

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


Gold: 0
Workers: 9

4 x start
T1: Helpful Turtle
T2: Bloom
T3: Spark
T4: Granfalloon Flagbearer
T5: Older Brother

Sorry didn’t fully fix the forum post but yes I reduced scav then removed the worker

1 Like

P2T5


Tech StartingHand Workers

TECH
Void Star
Ember Sparks


STARTING HAND
Nautical Dog (1/1)
Firebat (3/3A)
Charge
Mad Man (2/1)
Dark Pact
Bloodrage Ogre (3/2)
Firebat (3/3A)
Void Star
Xenostalker
Dark Pact
Nautical Dog (1/1)


WORKERS
Bloodburn
Bombaster
Careless Musketeer
Nautical Dog (1/1)


NextHand

Scorch
Pillage
Mad Man (2/1)
Xenostalker
Charge


Discard

Dark Pact
Void Star
Dark Pact
Xenostalker
Void Star
Ember Sparks


Tech 2 card(s)
Get Paid no scav >:( - ($8)
Worker - ($7)
Rebuild t2
Vandy - ($5)
Dark Pact, draw 2 lose 2 HP - ($4)
Firebat - ($2)
Bogre - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Firebat (3/3)
  • :target: Lookout:

In Play:

  • Vandy L1 (2/3)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

should have put Jaina in elite

Your starting hand is… Weird…
And if I’m not mistaken you should have started your turn with 4 cards
-worker
-DP
+2
-Bogre
-firebat
=>discard 2 draw 4 is what I would have expected

1 Like

I’ll go ahead and play, because I don’t think anything substantial would change.

P1T6

Starting hand: 3
Teched cards: 2

T2: 2 x Gunpoint Taxman
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Wrecking Ball
T5: 2 x Land Octopus
T6: 2 x Whatever


Get paid - (9)
Maxband Drakk - (7)
Tenderfoot, Drakk gives it haste - (6)
2 x Crashbarrow - (0)
Drakk kills Bloodrage Ogre, takes 3 damage
Crashbarrow #1 trades with Firebat, overpowers to hit your base to 12, you draw
Crashbarrow #2 (7), Gunpoint Taxman (4), Tenderfoot (2), and Timely Messenger (2) hit your base to -3, GG!


Drakk L6 3/1 (dies: 1 to your base; units have frenzy 1; first unit played from hand gets haste; 3 damage)
Gunpoint Taxman 3/1 (Drakk: frenzy 1; anti-air; kills a patroller: steals 1 gold from controller; 2 damage)
Timely Messenger 1/1 (Drakk: frenzy 1; haste)
Crashbarrow 6/2 (Drakk: frenzy 1; haste; ephemeral; overpower)
Tenderfoot 1/2 (Drakk: frenzy 1; haste)

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


Remaining hand: 0
Deck: 4

Fruit Ninja
Wither
Wrecking Ball
Gunpoint Taxman

Discard: 7

Brick Thief
Land Octopus
Land Octopus
Shoddy Glider
Whatever
Whatever
Crashbarrow

Card-count check (opponent-viewable)

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


Gold: 0
Workers: 9

4 x start
T1: Helpful Turtle
T2: Bloom
T3: Spark
T4: Granfalloon Flagbearer
T5: Older Brother

2 Likes

gg! characters