[XCAFS22] Round3: P1 Dreamfire [Strength]/Fire/Past vs P2 zango [Discipline]/Disease/Feral

@zango GL HF!

P1T1


StartingHand Workers

STARTING HAND
Smoker
Grappling Hook
Morningstar Flagbearer
Fox Primus
Snapback


WORKERS
Fox Primus


NextHand

Aged Sensei
Fox Viper
Safe Attacking
Savior Monk
Sensei’s Advice


Discard

Morningstar Flagbearer
Snapback
Grappling Hook


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Smoker - ($2)
Rook - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Rook lvl 1 (2/4)

In Play:

  • Smoker (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Got an ok opening split, and I have some good options for my first techs. No idea what I’ll do for tech 2 though.

@zango’s turn!

I really don’t like the white starter mirror as P2 but at least you didn’t play aged sensei T1, so there’s still plenty of hope :wink: and I like my Codex better than yours!
Hope you enjoy our game and may luck be on your side!

XCAFS22 Round3 P2T1

P1 [Strength]/Fire/Past vs. P2 [Discipline]/Disease/Feral

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Grappling Hook
Sensei’s Advice
Morningstar Flagbearer (2/2)
Savior Monk (2/2)
Safe Attacking


WORKERS
Safe Attacking


NextHand

Fox Viper (2/1)
Fox Primus (2/2)
Aged Sensei (1/1)
Snapback
Smoker (1/1)


Discard

Morningstar Flagbearer (2/2)
Sensei’s Advice
Grappling Hook


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Grave - ($2)
Monk - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Grave (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Don’t like my split, but there’s not much you can do about that.
If I were him, I’d go for stewardess+birds nest into firebirds in this MU, even though my codex offers a lot of good air hate, so unfortunately two SPartners next turn is not an option for me

Forgot to mention the one relevant balance change:
Bird’s Nest - Change Upkeep to “Resummon one lost bird (max: 2)”

P1T2


Tech StartingHand Workers

TECH
Stewardess of the Undone
Bird’s Nest


STARTING HAND
Aged Sensei
Savior Monk
Safe Attacking
Fox Viper
Sensei’s Advice


WORKERS
Fox Primus
Fox Viper


NextHand

Smoker
Bird’s Nest
Morningstar Flagbearer
Sensei’s Advice
Snapback


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Smoker runs into Savior Monk.
Rook kills Savior Monk.
Savior Monk - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Savior Monk (3/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rook lvl 1 (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

zango gambled on me not having Hook, and scored a Smoker kill. I’m assuming he’ll tech at least one anti-air unit, but Birds can still be worth it.

@zango’s turn!

I honestly didn’t find a turn2 move that does not leave me vulnerable somehow… I really don’t like playing against white starter as P2, at least when you don’t have hook in hand by yourself…

XCAFS22 Round3 P2T2

P1 [Strength]/Fire/Past vs. P2 [Discipline]/Disease/Feral

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Huntress (3/3)
Huntress (3/3)


STARTING HAND
Fox Primus (2/2)
Aged Sensei (1/1)
Snapback
Fox Viper (2/1)
Smoker (1/1)


WORKERS
Safe Attacking
Fox Primus (2/2)


NextHand

Grappling Hook
Sensei’s Advice
Morningstar Flagbearer (2/2)
Huntress (3/3)
Smoker (1/1)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Grave readily kills monk - ($3)
tech 1 - ($1)
AS - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Aged Sensei (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grave (3/1, lvl3)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

uff, I hate playing against white starter and Rook as P2.
I don’t want to let monk live but killing it can’t be done safely. He will get possiblities for the revenge kill either with rook’s midband ability or with Hook.
Not killing monk yields exactly the same problems if he has hook, except for playing fox primus plus a second unit which would be plain bad
So let’s throw another cannon fodder in Rook’s path in the hope of him not having the hook. what a pity I don’t have mine at the ready now

Looks like we both missed the cards we really wanted.

P1T3


Tech StartingHand Workers

TECH
Doubling Barbarbarian
Whitestar Grappler


STARTING HAND
Sensei’s Advice
Smoker
Bird’s Nest
Morningstar Flagbearer
Snapback


WORKERS
Fox Primus
Fox Viper
Morningstar Flagbearer


NextHand

Aged Sensei
Stewardess of the Undone
Grappling Hook
Safe Attacking


Discard

Savior Monk
Snapback
Sensei’s Advice
Doubling Barbarbarian
Whitestar Grappler


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Rook kills Sensei.
Smoker - ($4)
Bird’s Nest, Birds arrive - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Rook lvl 1 (2/1)
  • Bird (1/1)
  • Bird (1/1)
  • Bird’s Nest, channeled by Rook

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

A Lobber would’ve been awesome here, but I’ll make do with what I got. The important thing is to float enough for Stewie+tech up next turn.
None of my tech 2 options really pops out to me, but I think I like Strength best. I could tech lab into Past later for Archons.

@zango’s turn!

Sooo true :sweat_smile:

XCAFS22 Round3 P2T3

P1 [Strength]/Fire/Past vs. P2 [Discipline]/Disease/Feral

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Training Grounds (4)
Training Grounds (4)


STARTING HAND
Grappling Hook
Smoker (1/1)
Huntress (3/3)
Morningstar Flagbearer (2/2)
Sensei’s Advice


WORKERS
Safe Attacking
Fox Primus (2/2)
Morningstar Flagbearer (2/2)


NextHand

Snapback
Savior Monk (2/2A)
Training Grounds (4)
Fox Viper (2/1)
Huntress (3/3)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Huntress - ($4)
maxband grave readily kills smoker - ($0)
grave throws sword at rook, nest topples

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


Board Info:
In Patrol:

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

In Play:

  • Grave (4/4, lvl7)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

lucky he didn’t have the hook… here comes the expected nest, fortunately I’m not providing targets for a stewardess next turn :wink:

P1T4


Tech StartingHand Workers

TECH
Doubling Barbarbarian
Whitestar Grappler


STARTING HAND
Stewardess of the Undone
Aged Sensei
Grappling Hook
Safe Attacking


WORKERS
Fox Primus
Fox Viper
Morningstar Flagbearer
Grappling Hook


NextHand

Doubling Barbarbarian
Sensei’s Advice
Safe Attacking
Doubling Barbarbarian
Whitestar Grappler


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech 2 (Strength) - ($4)
Jaina - ($2)

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Jaina lvl 1 (3/3)
  • :ps_: Scavenger:
  • :pschip: Technician: Bird (1/1)
  • :target: Lookout:

In Play:

  • Bird (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

I’m first to tech 2, but I think my best win-con is tech 3. Let’s try to make sure I get to play some efficient units for stalling next turn.

@zango’s turn!

so let’s step up to tech 2… tbh I was entirely set on you going for firebirds, this tech choice of yours really surprised me big time!

XCAFS22 Round3 P2T4

P1 [Strength]/Fire/Past vs. P2 [Discipline]/Disease/Feral

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Mind-Parry Monk (5/4)
Feral Strike


STARTING HAND
Snapback
Huntress (3/3)
Fox Viper (2/1)
Savior Monk (2/2A)
Training Grounds (4)


WORKERS
Safe Attacking
Fox Primus (2/2)
Morningstar Flagbearer (2/2)
Fox Viper (2/1)


NextHand

Smoker (1/1)
Sensei’s Advice
Grappling Hook
Training Grounds (4)
Aged Sensei (1/1A)


Discard

Training Grounds (4)
Savior Monk (2/2A)
Snapback
Mind-Parry Monk (5/4)
Feral Strike


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
huntress - ($5)
Tech 2 → discipline - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Grave (4/4, lvl7)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

why can’t I EVER have hook when I need it? hook Jaina to lookout and emptying his board would really be a pleasure…

Strength! Huh! That really is a surprise! I obviously have to expect two grapplers and two barbarbars in his current cycle with maybe a colossus in the mix of 4 tech2 cards. But what the heck is his end game???

And I thought you’d be going for Disease :slight_smile:

P1T5


Tech StartingHand Workers

TECH
Ebbflow Archon
Oathkeeper of Kor Mountain


STARTING HAND
Whitestar Grappler
Safe Attacking
Doubling Barbarbarian
Sensei’s Advice
Doubling Barbarbarian


WORKERS
Fox Primus
Fox Viper
Morningstar Flagbearer
Grappling Hook
Safe Attacking


NextHand

Smoker
Whitestar Grappler
Snapback


Discard

Sensei’s Advice
Doubling Barbarbarian
Ebbflow Archon
Oathkeeper of Kor Mountain


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Rook - ($7)
Sensei’s Advice on both Birds - ($6)
Birds trade with Grave, Rook to lvl 3.
Doubling Barbarbarian - ($3)
Whitestar Grappler - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Doubling Barbarbarian (3/5AA)
  • :psfist: Elite: Rook lvl 3 (3/4)
  • :ps_: Scavenger: Whitestar Grappler (3/5)
  • :pschip: Technician: Jaina lvl 1 (2/3)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

My birds won’t survive long against those Huntresses, so I might as well trade them with Grave now that I have the chance. I’ll regret it if zango drops MPM+YLD though…

@zango’s turn!

well not if I’m afraid of firebirds + birds nest. Probably overestimated these… But without SPartner and Spitter, Disease just didn’t feel worth it.

looks like that bird sacrifice turned out to be a very timely move. Now I wasted a HH on off-color penalties, but those were penalties I was happy to pay, once my hook finally was in hand when I wanted it.

XCAFS22 Round3 P2T5

P1 [Strength]/Fire/Past vs. P2 [Discipline]/Disease/Feral

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Mind-Parry Monk (5/4)
Feral Strike


STARTING HAND
Training Grounds (4)
Smoker (1/1)
Sensei’s Advice
Aged Sensei (1/1A)
Grappling Hook


WORKERS
Safe Attacking
Fox Primus (2/2)
Morningstar Flagbearer (2/2)
Fox Viper (2/1)
Smoker (1/1)


NextHand

Mind-Parry Monk (5/4)
Grappling Hook
Aged Sensei (1/1A)


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Orpal - ($7)
expensive Hook Barbara to lookout - ($6)
expensive Advise on my huntresses - ($4)
Cal - ($2)
Training Grounds - ($1)
huntress #1 kills rook, sparkshots grappler, lvl to Cal
huntress #2 kills grappler, sparkshots jaina, you gain 1

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Orpal (1+1/3A, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Cal (3+1/4, lvl3)
  • :target: Lookout:

In Play:

  • Huntress (3/1)
  • Huntress (3/1)
  • Training Grounds (4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

ok, I’ll stop complaining. hook allows for a decent move, even though it really sucks paying two gold for casting spells off color… I really wanted that HH, but well…
Feels like I’m in a very decent position now

I should’ve worried more about Hook and sparkshot, and less about BtF…

P1T6


Tech StartingHand Workers

TECH
Ebbflow Archon
Rewind


STARTING HAND
Snapback
Whitestar Grappler
Smoker


WORKERS
Fox Primus
Fox Viper
Morningstar Flagbearer
Grappling Hook
Safe Attacking
Smoker


NextHand

Stewardess of the Undone
Aged Sensei
Bird’s Nest


Discard

Sensei’s Advice
Doubling Barbarbarian
Ebbflow Archon
Oathkeeper of Kor Mountain
Whitestar Grappler
Snapback
Ebbflow Archon
Rewind


Tech 2 card(s)
Get Paid + scav - ($10)
Worker - ($9)
Tech 3 - ($4)
Tech Lab (Past) - ($3)
Whitestar Grappler - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Doubling Barbarbarian (3/5AA)
  • :psfist: Elite:
  • :ps_: Scavenger: Jaina lvl 1 (2/2)
  • :pschip: Technician: Whitestar Grappler (3/5)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Past)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

That Training Grounds is gonna be a problem very soon. I think I’m in a fair bit of trouble here.

@zango’s turn!

don’t know what you’re referring to :innocent:

XCAFS22 Round3 P2T6

P1 [Strength]/Fire/Past vs. P2 [Discipline]/Disease/Feral

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Aged Sensei (1/1A)
Mind-Parry Monk (5/4)
Grappling Hook


WORKERS
Safe Attacking
Fox Primus (2/2)
Morningstar Flagbearer (2/2)
Fox Viper (2/1)
Smoker (1/1)


NextHand

Feral Strike
Snapback
Mind-Parry Monk (5/4)


Discard

Huntress (3/1)
Huntress (3/1)
Grappling Hook
Aged Sensei (1/1A)


Tech 0 card(s)
Get Paid + float - ($11)
expensive hook Barbara zu lookout - ($10)
huntresses trade lookout, sparkshot technician
cal kills grappler, you draw
orpal kills jaina, levels to cal, you gain 1
train orpal
MPM - ($5)
Tech 3 - ($0)
no worker

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mind-Parry Monk (5/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Training Grounds (4)
  • Orpal (2+1/5, lvl6)
  • Cal (4+1/5, lvl5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

this should be it. I am 100% sure he does not have a tech 3 unit in hand now, but even if he does I’m okayish with that in the current situation. And IF I’m hitting the 71.4% to draw a feral strike, it’s game over even if he has a tech 3 unit in hand now

I did hit the 71.4% for a feral strike, so I assume it’s game over, even if you do have a murder hand like mythmaking and oathkeeper…?

I would’ve lost regardless of the Feral Spirit, I’m way too far behind. GG WP!

@charnel_mouse zango has it.

1 Like

GG!
You stacked great and had me struggling with what gameplan you would have. Nice game! All the best for your next matches

1 Like