[XCAFS23] Round1 part1: P1 Dreamfire [Anarchy/Fire]/Demon vs P2 charnel_mouse [Balance]/Blood/Strength

@charnel_mouse GL HF!

P1T1


StartingHand Workers

STARTING HAND
Nautical Dog
Bombaster
Bloodburn
Charge
Scorch


WORKERS
Bloodburn


NextHand

Bloodrage Ogre
Makeshift Rambaster
Pillage
Mad Man
Careless Musketeer


Discard

Charge
Scorch
Bombaster


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Nautical Dog - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Vandy lvl 1 (2/3)
  • Nautical Dog (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Keep some options open for next turn, both to play and to worker. I wonder if charnel is gonna try for a T2 Treant into a teched card.

@charnel_mouse’s turn!

1 Like

Sorry, forgot to mention the rule changes:

Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Dark Pact Increase cost to 1
Pirate Gunship Remove obliterate 2
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
2 Likes

GL, HF! Going to be shaking off some rust, here.

P2T1

Thoughts

I expect to see either Mad Man or Bloodrage Ogre come out next turn. Mad Man lets Dreamfire trade Dog + Man to kill an Ironbark Treant, with -1g/+1c advantage for me. He could also just midband Vandy instead, for -2g advantage for me.

What could I play instead? Cub + Rook? Either in Squad Leader is still annoying for Dreamfire to clear, since current attack parity makes odd-health patrollers annoying to kill. Still enough to kill Rook, though, or kill Cub and take Rook to 2.

Let’s just go with Ironbark Treant + Merfolk Prospector to open, and hang onto spells + Tiger Cub for Turn 2.

Starting hand: 5

Merfolk Prospector
Playful Panda
Young Treant
Ironbark Treant
Rich Earth


Get paid - (5)
Worker - (4)
Ironbark Treant - (1)
Merfolk Prospector - (0)
Discard 2, draw 4


:psblueshield: Ironbark Treant 1/2+3A (-2/+2A when patrolling)
:exhaust: Merfolk Prospector 1/1 (exhaust: +1g)

:heart: Base HP: 20


Hand: 4

Tiger Cub
Forest’s Favour
Rampant Growth
Verdant Tree

Deck: 1

Spore Shambler

Discard: 2

Playful Panda
Young Treant

Card-count check (opponent-viewable)

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


Gold: 0
Workers: 6

T1: Rich Earth

Perfectly understandable.

P1T2


Tech StartingHand Workers

TECH
Lobber
Dark Pact


STARTING HAND
Makeshift Rambaster
Bloodrage Ogre
Pillage
Careless Musketeer
Mad Man


WORKERS
Bloodburn
Careless Musketeer


NextHand

Bloodrage Ogre
Dark Pact
Lobber
Bombaster
Nautical Dog


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Makeshift Rambaster - ($2)
Vandy, Dog and Rambaster kill Ironbark.
Tech 1 - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Vandy lvl 1 (2/2)
  • Makeshift Rambaster (1/1)

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

charnel would have to delay tech 1 to get the Vandy kill (and it won’t be enough to midband a hero), so I feel relatively safe teching a Dark Pact.

@charnel_mouse’s turn!

P2T2

Starting hand: 4

Tiger Cub
Forest’s Favour
Rampant Growth
Verdant Tree

Thoughts

I reeeally want to just skip Tech I and kill Vandy for a maxband Drakk, but it risks immediately getting blown up by Lobbers/Zane. Let’s try for some birds.

Teched cards: 2

T2: Bird’s Nest, Crash Bomber


Get paid - (6)
Expensive Tech I - (4)
Tiger Cub - (2)
Worker - (1)
Merfolk Prospector exhausts, I get a gold - (2)
Garus Rook - (0)
Discard 2, draw 1, reshuffle 7, draw 3


:psblueshield: Tiger Cub 2/2+1A
:exhaust: Rook L1 2/4

Merfolk Prospector 1/1 (exhaust: +1g)

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


Hand: 4

Spore Shambler
Playful Panda
Young Treant
Verdant Tree

Deck: 4

Ironbark Treant
Bird’s Nest
Crash Bomber
Rampant Growth

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

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


Gold: 0
Workers: 7

T1: Rich Earth
T2: Forest’s Favour

P1T3


Tech StartingHand Workers

TECH
Gunpoint Taxman
Gunpoint Taxman


STARTING HAND
Dark Pact
Bloodrage Ogre
Bombaster
Lobber
Nautical Dog
Pillage
Scorch


WORKERS
Bloodburn
Careless Musketeer
Scorch


NextHand

Gunpoint Taxman
Bombaster
Charge
Mad Man
Bloodrage Ogre


Tech 2 card(s)
Get Paid - ($6)
Dark Pact, my base to 18, I draw 2 - ($5)
Worker - ($4)
Lobber - ($3)
Nautical Dog - ($2)
Vandy to midband - ($0)
Vandy kills Tiger Cub.

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


Board Info:
In Patrol:

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

In Play:

  • Vandy lvl 3 (3/2)
  • Makeshift Rambaster (1/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Can’t get an efficient kill on Rook, so Birds are likely incoming.

@charnel_mouse’s turn!

P2T3

Starting hand: 4

Spore Shambler
Playful Panda
Young Treant
Verdant Tree

Thoughts

Not a great draw here, and that’s a lot of incoming damage. I think I open with using Young Treant to draw, then see what I can get down.

I’m pretty sure Balance is the obvious way to go, here.

Teched cards: 2

T2: Bird’s Nest, Crash Bomber
T3: 2 x Wandering Mimic


Get paid - (7)

Young Treant, I draw - (5)

Ironbark Treant

Ironbark Treant - (2)
Worker - (1)
Merfolk Prospector exhausts for gold - (2)
Playful Panda, Wisp arrives - (0)
Discard 1, draw 3


:psblueshield: Ironbark Treant 1/2+3A (-2/+2A when patrolling)
:psfist: Young Treant 1+0/2 (can’t attack)
:ps_: Rook L1 2/4
:exhaust: Wisp 0/1 (resist 0+1)

Playful Panda 2/2 (arrives: exhausted, 0/1 Wisp arrives)
Merfolk Prospector 1/1 (exhaust: +1g)

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


Hand: 3

Bird’s Nest
Crash Bomber
Rampant Growth

Deck: 0
Discard: 4

Tiger Cub
Wandering Mimic
Wandering Mimic
Spore Shambler

Card-count check (opponent-viewable)

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


Gold: 0
Workers: 8

T1: Rich Earth
T2: Forest’s Favour
T3: Verdant Tree

P1T4


Tech StartingHand Workers

TECH
Metamorphosis
Disguised Monkey


STARTING HAND
Charge
Mad Man
Gunpoint Taxman
Bloodrage Ogre
Bombaster


WORKERS
Bloodburn
Careless Musketeer
Scorch
Bombaster


NextHand

Dark Pact
Pillage
Metamorphosis
Gunpoint Taxman


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Vandy and Lobber kill Ironbark, sparkshot Young Treant.
Gunpoint Taxman - ($4)
Expensive Charge on Taxman - ($1)
Taxman kills Rook, steals your scav gold - ($2)
Vandy maxbands, dooming Nautical Dog and Young Treant.
Heroes’ Hall - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Nautical Dog (3/3), doomed
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy lvl 5 (4/5)
  • Gunpoint Taxman (3/1)
  • Lobber (2/1)
  • Makeshift Rambaster (1/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Next turn I’ll probably tech up and play Jaina, to set up the 3 hero Meta the turn after.

@charnel_mouse’s turn!

P2T4

Starting hand: 3

Bird’s Nest
Crash Bomber
Rampant Growth

Thoughts

Looks like a Metamorphosis setup, I’ll throw in a Basilisk to try and deal with it. Maybe I can get it feathered.

Teched cards: 2

T2: Bird’s Nest, Crash Bomber
T3: 2 x Wandering Mimic
T4: Faerie Dragon, Tiny Basilisk


Get paid + Scavenger - steal - (8)
Worker - (7)
Crash Bomber - (6)
Tech II Balance - (2)
Merfolk Prospector exhausts for gold - (3)
Tower - (0)
Discard 1, reshuffle 8, draw 3


:psblueshield: Playful Panda 2/2+1A
:psfist: Crash Bomber 1+2/2 (dies: 1 to your base)
:exhaust: Young Treant 2/3 (doomed: +2/+2, dies on your turn; can’t attack; 1 damage)
:target: Wisp 0/1 (resist 0+1)

Merfolk Prospector 1/1 (exhaust: +1g)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)
:heart: Tower HP: 4


Hand: 3

Wandering Mimic
Ironbark Treant
Tiny Basilisk

Deck: 5

Tiger Cub
Wandering Mimic
Spore Shambler
Faerie Dragon
Bird’s Nest

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

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


Gold: 0
Workers: 9

T1: Rich Earth
T2: Forest’s Favour
T3: Verdant Tree
T4: Rampant Growth

P1T5


Tech StartingHand Workers

TECH
Chaos Mirror
Lobber


STARTING HAND
Pillage
Dark Pact
Gunpoint Taxman
Metamorphosis


WORKERS
Bloodburn
Careless Musketeer
Scorch
Bombaster
Pillage


NextHand

Charge
Mad Man
Disguised Monkey
Bloodrage Ogre


Discard

Nautical Dog
Metamorphosis
Gunpoint Taxman
Lobber
Makeshift Rambaster
Gunpoint Taxman
Dark Pact
Chaos Mirror
Lobber


Tech 2 card(s)
Get Paid - ($8)
Young Treant dies, you draw.
Taxman trades with Panda.
Lobber trades with Wisp.
Rambaster runs into Crash Bomber.
Zane - ($6)
Metamorphosis - ($0)
Zane maxbands, shoves Crash Bomber to die in scav, we both get 1 gold, my base to 17 - ($1)
Zane readily breaks Tower, takes 1 damage, your base to 18.
Vandy readily breaks tech 2, your base to 16.
Worker - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Zane lvl 6 (6/5A), ++, invisible
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Vandy lvl 5 (6/7), ++, invisible
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Bah, I hit the 1/5 to draw Meta early.
Do I play it now with Zane for a double tech break? Or do I tech up and try to redraw it for next turn? If I trade all my hasty guys, I won’t have to worry about Mimics, but there’s always Drakk… plus, I’ll be drawing from an extremely thick deck.
Screw it, let’s break things.

@charnel_mouse’s turn!

P2T5

Starting hand: 3

Wandering Mimic
Ironbark Treant
Tiny Basilisk

Technician draw: 1

Tiger Cub

Thoughts

Not surprising, but still painful. I can kill Zane with a hasted Basilisk, or I can put it in front of a Tower and hope units don’t kill it. The former is better, but I only have 2 gold left, pre-worker, to put up defences afterwards. That means no Tower to stop Vandy breaking Tech II again.

2 gold means either skip worker + Tiger Cub, or worker + float. I can probably risk floating this turn if I want to, Taxman is in the discard. I’d rather have a little defence from units up, though, hanging on to the Prospector would be nice.

Bringing in a Boulder for stalling if I can get a Tower up, and Bloodlust for getting counterplay going. It’s cheap cards when I’m already down on hand size, but I’m not sure I’ve got many better options.

Teched cards: 2

T2: Bird’s Nest, Crash Bomber
T3: 2 x Wandering Mimic
T4: Faerie Dragon, Tiny Basilisk
T5: Ardra’s Boulder, Bloodlust


Get paid + Scavenger - (10)
Rebuild Tech II
Drakk Ramhorn - (8)
Drakk to level 6 (maxband) - (3)
Tiny Basilisk, Drakk gives it haste - (1)
Merfolk Prospector exhausts for gold - (2)
Tiger Cub - (0)
Skip worker!
Tiny Basilisk trades with Zane, levels fizzle
Discard 2, draw 4


:psblueshield: Tiger Cub 2/2+1A (frenzy 1)
:ps_: Drakk L6 3/4 (dies: 1 to your base; units have frenzy 1; first unit played from hand gets haste)

Merfolk Prospector 1/1 (frenzy 1; exhaust: +1g)

:heart: Base HP: 16
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)


Hand: 4

Wandering Mimic
Spore Shambler
Faerie Dragon
Bird’s Nest

Deck: 0
Discard: 8

Young Treant
Playful Panda
Crash Bomber
Ardra’s Boulder
Bloodlust
Tiny Basilisk
Wandering Mimic
Ironbark Treant

Card-count check (opponent-viewable)

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


Gold: 0
Workers: 9

T1: Rich Earth
T2: Forest’s Favour
T3: Verdant Tree
T4: Rampant Growth

P1T6


Tech StartingHand Workers

TECH
Disguised Monkey
Metamorphosis


STARTING HAND
Disguised Monkey
Charge
Mad Man
Bloodrage Ogre


WORKERS
Bloodburn
Careless Musketeer
Scorch
Bombaster
Pillage
Charge


NextHand

Metamorphosis
Mad Man
Dark Pact
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Jaina - ($6)
Vandy invisibly kills Drakk, Jaina to lvl 3, you get 1 gold, my base to 16.
Bloodrage Ogre - ($4)
Tech 2 (Anarchy) - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Vandy lvl 5 (6/4), ++, invisible

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Well, patrolling was obviously a mistake. Drakk has to go, which means the next thing to worry about is Potent Bas + Tower. So let’s get some more stealth in the deck.

@charnel_mouse’s turn!

P2T6

Starting hand: 4

Wandering Mimic
Spore Shambler
Faerie Dragon
Bird’s Nest

Thoughts

Just need to hope on a slow Metamorphosis redraw, here. Tower’s needed to not instantly die to triple demon, but a Monkey would allow it anyway.

Teched cards: 2

T2: Bird’s Nest, Crash Bomber
T3: 2 x Wandering Mimic
T4: Faerie Dragon, Tiny Basilisk
T5: Ardra’s Boulder, Bloodlust
T6: Bloodlust, Crash Bomber


Get paid + Scavenger - (10)
Wandering Mimic - (6)
Garus Rook - (4)
Bird’s Nest, Birds arrive - (2)
Merfolk Prospector exhausts for gold - (3)
Tower - (0)
Skip worker!
Discard 2, reshuffle 12, draw 4


:psfist: Tiger Cub 1+2/2
:exhaust: Rook L1 2/4
:target: Wandering Mimic 4/4 (resist 0+1; copying flying and sparkshot; copies flying, haste, sparkshot, untargetable, stealth)

Merfolk Prospector 1/1 (exhaust: +1g)
Bird #1 1/1 (flying)
Bird #2 1/1 (flying)

Bird’s Nest (channeled by Rook; upkeep: revive a Bird)

:heart: Base HP: 16
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)
:heart: Tower HP: 4


Hand: 4

Young Treant
Wandering Mimic
Bloodlust
Spore Shambler

Deck: 8

Playful Panda
Crash Bomber
Ardra’s Boulder
Bloodlust
Tiny Basilisk
Ironbark Treant
Crash Bomber
Faerie Dragon

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

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


Gold: 0
Workers: 9

T1: Rich Earth
T2: Forest’s Favour
T3: Verdant Tree
T4: Rampant Growth

GG WP!

P1T7


StartingHand Workers

STARTING HAND
Metamorphosis
Makeshift Rambaster
Mad Man
Dark Pact


WORKERS
Bloodburn
Careless Musketeer
Scorch
Bombaster
Pillage
Charge


NextHand

Disguised Monkey
Lobber
Nautical Dog
Gunpoint Taxman


Discard

Bloodrage Ogre
Metamorphosis
Makeshift Rambaster
Dark Pact


Tech 0 card(s)
Get Paid - ($10)
Ogre runs into Rook.
Zane - ($8)
Metamorphosis, Jaina and Zane maxband - ($2)
Zane shoves Rook to die in scav, we both get 1 gold, levels fizzle - ($3)
Zane kills Tiger Cub.
Vandy and Jaina hit your base down to 4.
Exhaust Jaina to shoot your base down to 1.
Mad Man, breaks your base - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Vandy lvl 5 (6/4), ++, invisible
  • Jaina lvl 7 (6/6), ++
  • Zane lvl 6 (6/2), ++
  • Mad Man (1/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 10

@charnel_mouse’s turn to start a game!

2 Likes

This Meta focused deck plus all these burn options sure is impressive when it gets going!

I didn’t actually intend to lean on Meta so hard, but drawing it off the reshuffle - twice - didn’t leave me much choice :innocent:

Big heroes are also what this deck struggles against anyway. Good game!

1 Like