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[XCAFS22] Round5: P1 zango [Fire]/Bashing/Peace vs P2 charnel_mouse [Feral]/Anarchy/Peace

Hi @charnel_mouse , yet another peace battle?
I wish you good luck and please have fun!

XCAFS22 Round5 P1T1

P1 [Fire]/Bashing/Peace vs. P2 [Feral]/Anarchy/Peace

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Nautical Dog (1/1)
Bombaster (2/2)
Makeshift Rambaster (1/2)
Pillage
Scorch


WORKERS
Scorch


NextHand

Careless Musketeer (2/1)
Charge
Bloodburn
Mad Man (1/1)
Bloodrage Ogre (3/2)


Discard

Bombaster (2/2)
Makeshift Rambaster (1/2)
Pillage


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
dog - ($2)
Oni - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nautical Dog (1/1)
  • Oni (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

awesome split!!!

1 Like

GL, HF! Lots of Peace matchups this time, aren’t there?

P2T1

Starting hand: 5

Merfolk Prospector
Playful Panda
Ironbark Treant
Verdant Tree
Forest’s Favour

Thoughts

The Dog is open to a Zane kill, but I wouldn’t be able to keep him covered. Ironbark Treat could be killed with only the loss of Nautical Dog, then a Prospector behind him could be traded with a Mad Man. That leaves Oni open to a trade with Zane afterwards, though, maybe that’s fine. Worse would be the Treant kill, then Bloodrage Ogre. Bringing out a hero would be even worse, Mad Man + Dog could kill them if Oni takes care of anything in front.

Playful Panda + Merfolk Prospector can be killed, but at least roughly at cost parity if I stick the Wisp in Elite, and Prospector in Technician. Hoping for no Pillage.


Get paid - (5)
Worker - (4)
Playful Panda, Wisp arrives - (2)
Merfolk Prospector - (1)
Discard 2, draw 4


:psfist: Wisp 1+0/1
:exhaust: Merfolk Prospector 1/1 (:exhaust:: gain 1g)

Playful Panda 2/2

:heart: Base HP: 20


Hand: 4

Tiger Cub
Young Treant
Rich Earth
Rampant Growth

Deck: 1

Spore Shambler

Discard: 2

Verdant Tree
Forest’s Favour

Card-count check (opponent-viewable)

Expected: 10
2 on board
4 in hand
1 in deck
2 in discard
1 in workers


Gold: 1
Workers: 6

5 x start
T1: Ironbark Treant

well peace IS a very interesting spec, even though I honestly don’t really like it. But as burning legion proved - it can also be very powerful… FYI: I had the monster split with dog in my first and MM & Bogre in my second hand, I must confess that I’m a bit disappointed that you didn’t test your chances with playing a hero in t1 :wink:

XCAFS22 Round5 P1T2

P1 [Fire]/Bashing/Peace vs. P2 [Feral]/Anarchy/Peace

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Lobber (2/2)
Lobber (2/2)


STARTING HAND
Bloodburn
Bloodrage Ogre (3/2)
Mad Man (1/1)
Charge
Careless Musketeer (2/1)


WORKERS
Scorch
Bloodburn


NextHand

Bombaster (2/2)
Lobber (2/2)
Charge
Mad Man (1/1)
Makeshift Rambaster (1/2)


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bogre - ($2)
Tech 1 - ($0)
Oni kills MP, you draw

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Oni (2/2, lvl1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

not much to think about here… prefer him not having additional gold over reducing his hand size

Yeah, I couldn’t have covered Zane well enough for that, unfortunately.

P2T2

Starting hand: 4

Tiger Cub
Young Treant
Rich Earth
Rampant Growth

Technician draw: 1

Spore Shambler

Thoughts

Spore Shambler might be OK here: in Squad Leader it takes two units to kill, even if zango’s teched Lobbers, and kills anything that attacks it. Or it takes a midband Oni to kill, then I have Panda + Wisp facing down Ogre + Dog + maybe a Lobber. Still not great, but with patroller bonuses it won’t work out too badly. Unless zango unless Elite Training. I’m guessing we’ll both want units for the Peace engine first, though.

How am I teching, anyway? Delaying for Peace II is probably the default as second player, and between Onimaru and the red starter the beefier units of the other specs aren’t as useful. Or I could go for Surprise Attack, and try to take tempo. One thing about the Peace engine is that all of zango’s heroes have ways to indirectly damage buildings. I could try to go for Feral Strike into Gunships while he’d have spent that gold on not clearing my board, but that’s pretty dicey, and needs me to keep Calamandra alive at maxband.

Tech I unit I’m most worried about is Lobber, so Overeager Cadets should be efficient enough for now.

Teched cards: 2

T2: 2 x Overeager Cadet


Get paid + float - (7)
Worker - (6)
Tech I - (4)
Spore Shambler - (1)
Discard 3, reshuffle 8, draw 5


:psblueshield: Spore Shambler 2/3+1A (++; :exhaust: or 1g: pass a + rune to target unit)
:psfist: Wisp 1+0/1
:ps_: Playful Panda 2/2

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


Hand: 5

Verdant Tree
Forest’s Favour
Overeager Cadet
Tiger Cub
Young Treant

Deck: 3

Merfolk Prospector
Overeager Cadet
Rampant Growth

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: 7

5 x start
T1: Ironbark Treant
T2: Rich Earth

XCAFS22 Round5 P1T3

P1 [Fire]/Bashing/Peace vs. P2 [Feral]/Anarchy/Peace

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Flagstone Garrison (4)
Flagstone Garrison (4)


STARTING HAND
Bombaster (2/2)
Mad Man (1/1)
Charge
Lobber (2/2)
Makeshift Rambaster (1/2)


WORKERS
Scorch
Bloodburn
Charge


NextHand

Careless Musketeer (2/1)
Pillage
Bombaster (2/2)
Flagstone Garrison (4)
Lobber (2/2)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
midband Oni readily kills SL - ($1)
dog trades panda, you gain 1
lobber kills wisp - ($0)
Bogre deals 3 to tech 1

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Oni (3/2A, lvl5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodrage Ogre (3/2A)
  • Lobber (2/1)

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

I think I’m far enough ahead to not risk immediately drawing the one garrison if I tech only one, so I’ll play it safe. safe that is against anything but sharks…

P2T3

Starting hand: 5

Verdant Tree
Forest’s Favour
Overeager Cadet
Tiger Cub
Young Treant

Thoughts

I could take Oni down with Zane, but I’d have to skip Tech II, and I’d only have 2-3 gold left for patrollers. With the threat of another Lobber, I don’t think that’s enough.

If I tech up, I have 4 gold for patrollers. Cadet + Cub is two patrollers against potentially four attacks, all with one-to-one trades. Young Treant might let me draw the other Cadet. That sounds like a decent approach, the only drawback being that Young Treant is a target that Oni doesn’t need to maxband to kill. He’d have Verdant Tree to hit otherwise, though.

I need to tech first. Which way do I want to go? Peace is the obvious route, although losing my Tech I next turn could make that a little awkward. Anarchy for Monkeys is sort of interesting, but they can’t quite destroy Garrisons on their own, I’d have to go for Lizzos for that. I think I stick to the Peace engine. Once it’s down, Calamandra gives good options.

Teched cards: 2

T2: 2 x Overeager Cadet
T3: 2 x Flagstone Garrison


Get paid + float + Scavenger - (9)

Young Treant, draw 1 - (7)

Overeager Cadet

2 x Overeager Cadet
Tiger Cub - (5)
Worker - (4)
Tech II: Peace - (0)
Discard 1, draw 2, reshuffle 5, draw 1


:psblueshield: Overeager Cadet #1 2/2+1A
:psfist: Young Treant 1+0/2
:ps_: Overeager Cadet #2 2/2
:exhaust: Tiger Cub 2/2

:heart: Base HP: 20
:heart: Tech I HP: 2
:heart: Tech II HP: 5 (Peace)


Hand: 3

Merfolk Prospector
Rampant Growth
Flagstone Garrison

Deck: 4

Spore Shambler
Playful Panda
Flagstone Garrison
Verdant Tree

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

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


Gold: 0
Workers: 8

5 x start
T1: Ironbark Treant
T2: Rich Earth
T3: Forest’s Favour

Wow, that’s some defense you scrambled together on a short notice!

XCAFS22 Round5 P1T4

P1 [Fire]/Bashing/Peace vs. P2 [Feral]/Anarchy/Peace

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Overeager Cadet (2/2)
Overeager Cadet (2/2)


STARTING HAND
Pillage
Careless Musketeer (2/1)
Lobber (2/2)
Bombaster (2/2)
Flagstone Garrison (4)


WORKERS
Scorch
Bloodburn
Charge
Pillage


NextHand

Bloodrage Ogre (3/2A)
Makeshift Rambaster (1/2)
Flagstone Garrison (4)
Mad Man (1/1)
Nautical Dog (1/1)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bogre trades SL
Oni kills elite
lobber - ($5)
Tech 2: let the peace battle begin! - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Lobber (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Lobber (2/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Oni (3/1, lvl5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

uff… so much for being ahead… there goes my advantage down the drain

Yeah, that turn’s draws just about kept me in the game here.

P2T4

Starting hand: 3

Merfolk Prospector
Rampant Growth
Flagstone Garrison

Thoughts

I got a few lucky draws there. I’m not so sure what to do with this hand. Obviously, I’d like the Garrison. I’d also really like to clear some Lobbers, with Rampant Growth or Zane, but that’ll be tough without also having few patrollers to stop hasted units coming out on zango’s turn. Killing a Lobber just after the reshuffle would be nice, though, and means zango can’t burn down my Tech I quite as quickly. So maybe I just suicide everything into the Squad Leader.

Time to introduce Calamandra spells, I think.

Teched cards: 2

T2: 2 x Overeager Cadet
T3: 2 x Flagstone Garrison
T4: Drill Sergeant, Ferocity


Get paid - (8)
Flagstone Garrison - (5)

Merfolk Prospector, draw 1 - (4)

Spore Shambler

Thoughts

I could skip a worker to more efficiently take down a Lobber or two. Is that worth it? It gives me another unit on block, and I think next turn is going to be crucial for getting my engine into full swing. Let’s do it. Putting the run on the Cadet, because with Tech I nearly down the Tiger Cub is more replaceable, if at gold cost.

Spore Shambler, I draw - (1)

Flagstone Garrison

Spore Shambler passes a rune to Overeager Cadet - (0)
Overeager Cadet kills Squad Leader Lobber, takes 2 damage
Skip worker!
Discard 2, draw 2, reshuffle 6, draw 2


:psblueshield: Tiger Cub 2/2+1A
:ps_: Merfolk Prospector 1/1 (:exhaust:: get a gold)
:exhaust: Spore Shambler 1/3 (+; :exhaust: or 1g: pass 1 + rune to target unit)

Overeager Cadet 3/1 (+; 2 damage)

:heart: Base HP: 20
:heart: Tech I HP: 2
:heart: Tech II HP: 5 (Peace)
:heart: Flagstone Garrison HP: 4 (unit played from hand: draw 1)


Hand: 4

Playful Panda
Verdant Tree
Drill Sergeant
Rampant Growth

Deck: 4

Overeager Cadet
Young Treant
Ferocity
Flagstone Garrison

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

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


Gold: 0
Workers: 8

5 x start
T1: Ironbark Treant
T2: Rich Earth
T3: Forest’s Favour

XCAFS22 Round5 P1T5

P1 [Fire]/Bashing/Peace vs. P2 [Feral]/Anarchy/Peace

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Drill Sergeant (3/3)
Drill Sergeant (3/3)


STARTING HAND
Flagstone Garrison (4)
Makeshift Rambaster (1/2)
Nautical Dog (1/1)
Mad Man (1/1)
Bloodrage Ogre (3/2A)
Overeager Cadet (2/2)
Overeager Cadet (2/2)
Bombaster (2/2)
Careless Musketeer (2/1)
Flagstone Garrison (4)


WORKERS
Scorch
Bloodburn
Charge
Pillage
Careless Musketeer (2/1)


NextHand

Mad Man (1/1)
Lobber (2/2A)
Drill Sergeant (3/3)
Drill Sergeant (3/3)
Bombaster (2/2)


Tech 2 card(s)
Get Paid + float - ($9)
Garrison - ($6)
dog, draw 1 - ($5)
cadet, draw 1
cadet, draw 1
MSR, draw 1 - ($3)
Bogre, draw 1 - ($1)
worker - ($0)
oni trades SL
MSR kills MP, you gain 1
lobber pings your garrison

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2A)
  • :psfist: Elite: Nautical Dog (1+1/1)
  • :ps_: Scavenger: Overeager Cadet (2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Flagstone Garrison (4)
  • Bloodrage Ogre (3/2)
  • Lobber (2/1)
  • Makeshift Rambaster (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

what a nasty habit of him to always come back, but I think that worker skip should be the nail in his coffin, unless he get’s lucky with a well timed spell

lucky early cadet draws bring me to the point where it’s tempting to go maxband Oni instead of playing two 2-drops, but I think my next turn(s) will be more explosive if I go for units instead. with trading Oni and killing MP with MSR, which then sticks to the board, I can almost guarantee a DS+DS+4-5 units turn while already being up front on the board. And with my second garrison being ready within my draw 5 out of 6 even if he breaks garrison still a monster turn is going to be ahead of us! I like!

Post draw: I managed to bottom deck my second garrison :scream: let’s hope he doesn’t have detonate at the ready

P2T5

Starting hand: 4

Playful Panda
Verdant Tree
Drill Sergeant
Rampant Growth

Thoughts

Not sure I can hang on here.

Teched cards: 2

T2: 2 x Overeager Cadet
T3: 2 x Flagstone Garrison
T4: Drill Sergeant, Ferocity
T5: Drill Sergeant, Huntress


Get paid + Scavenger - (9)

Drill Sergeant, draw 1 - (6)

Young Treant

Young Treant, draw 2, Drill Sergeant gets a + rune - 4

Overeager Cadet
Ferocity

Overeager Cadet #2, draw 1, Drill Sergeant gets a + rune

Flagstone Garrison

Calamandra Moss - (2)
Ferocity, my units have armour piercing and swift strike - (0)
Overeager Cadet #1 swiftly kills SQL Overeager Cadet
Spore Shambler switftly kills Nautical Dog
Skip worker!
Discard 4, reshuffle 9, draw 5


:psfist: Drill Sergeant 1+5/5 (++; Ferocity: armour piercing, swift strike; unit played from hand: gets a + rune; can pass a + rune to target unit)

Calamandra L1 2/3 (discard 2: gain stealth that turn)
Overeager Cadet #1 3/1 (+; Ferocity: armour piercing, swift strike; 2 damage)
Overeager Cadet #2 2/2 (Ferocity: armour piercing, swift strike)
Spore Shambler 1/3 (+; Ferocity: armour piercing, swift strike; :exhaust: or 1g: pass 1 + rune to target unit)
Young Treant 0/2 (Ferocity: armour piercing, swift strike; can’t attack)

:heart: Flagstone Garrison HP: 3 (unit played from hand: draw 1; 1 damage)

:heart: Base HP: 20
:heart: Tech I HP: 2
:heart: Tech II HP: 5 (Peace)


Hand: 5

Merfolk Prospector
Huntress
Ferocity
Rampant Growth
Flagstone Garrison

Deck: 4

Tiger Cub
Drill Sergeant
Playful Panda
Verdant Tree

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

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


Gold: 0
Workers: 8

5 x start
T1: Ironbark Treant
T2: Rich Earth
T3: Forest’s Favour

This all feels way too similar to burning legion, with oni having been able to apply enough early pressure…
[Fire]/Peace/X is just soo strong if no real counterplay is possible, this can even live with wasting the third spec to Troq.
Don’t see you being able to drag yourself out of this hole yet another time…

XCAFS22 Round5 P1T6

P1 [Fire]/Bashing/Peace vs. P2 [Feral]/Anarchy/Peace

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Boot Camp
Boot Camp


STARTING HAND
Drill Sergeant (3/3)
Mad Man (1/1)
Lobber (2/2A)
Drill Sergeant (3/3)
Bombaster (2/2)
Flagstone Garrison (4)
Overeager Cadet (2/2)
Nautical Dog (1+1/1)
Overeager Cadet (2/2A)
Boot Camp
Boot Camp


WORKERS
Scorch
Bloodburn
Charge
Pillage
Careless Musketeer (2/1)
Bombaster (2/2)


NextHand

Boot Camp
Boot Camp
Nautical Dog (1+1/1)
Flagstone Garrison (4)


Tech 2 card(s)
Get Paid - ($9)
sac cadet into your DS
DS, draw 1 - ($6)
DS, rune #1, RS 5, draw 1 - ($3)
lobber, rune #2+3, draw 1 - ($2)
MM, rune #4+5, draw 1 - ($1)
cadet, rune #6+7, draw 1
cadet, rune #8+9, draw 1
worker - ($0)
new lobber with 5 runes kills DS
MSR breaks garrison
Bogre with 2 runes breaks tech 2, base to 18
old lobber breaks tech 1, base to 16
mm with 1 rune kills shambler, which should have 1/2
move remaining rune to cadet

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (3/3A)+
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet (2/2)
  • :pschip: Technician: Drill Sergeant (3/3)
  • :target: Lookout:

In Play:

  • Flagstone Garrison (4)
  • Bloodrage Ogre (5/4)++
  • Lobber (2/1)
  • Makeshift Rambaster (1/1)
  • Drill Sergeant (3/3)
  • Lobber (7/1)+++++
  • Mad Man (2/1)+

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

this should be it

Yeah, that’ll do it, GG! Struggled to recover from an awkward split.

GG, yeah green starter is not an easy fest of you have to put on early pressure. I think I would have gone FF Cal. I’ve done quite some testing with neutral starter because of Bloom and an early Cal with a +1/+1 rune usually gives you value without end.

1 Like

Maybe, but that would still trade at gold disadvantage with Onimaru and Nautical Dog. Less free unit kills, though.

@flagrantangles might have something to say about Troq being a ‘wasted’ spec.

Oh I most definitely would have traded here, but I honestly can’t think of a better route for you against this god split of mine.

Hehe, didn’t want to insult no one. I meant it with regards to how I play fire+peace+x, for that bashing had nothing to add to the strategy