[XCAFS23] Round1 part2: P1 charnel_mouse [Balance]/Blood/Strength vs P2 Dreamfire [Anarchy/Fire]/Demon

@Dreamfire Let’s go!

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)”

P1T1

Thoughts

I wonder how viable opening with Drakk is. Probably not very. I’ll open with Prospector and Playful Panda, and see what happens.

Starting hand: 5

Merfolk Prospector
Playful Panda
Young Treant
Forest’s Favour
Rich Earth


Get paid - (4)
Worker - (3)
Merfolk Prospector - (2)
Playful Panda, Wisp arrives - (0)
Discard 2, draw 4


:psblueshield: Wisp 0/1+1A
:exhaust: Merfolk Prospector 1/1 (exhaust: +1 gold)

Playful Panda 2/2

:heart: Base HP: 20


Hand: 4

Tiger Cub
Ironbark Treant
Rampant Growth
Verdant Tree

Deck: 1

Spore Shambler

Discard: 2

Young Treant
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


Workers: 5

4 x start
T1: Rich Earth

Gold: 0

GL HF!

P2T1


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Nautical Dog
Mad Man
Bloodburn
Charge


WORKERS
Bloodburn


NextHand

Scorch
Bombaster
Careless Musketeer
Pillage


Discard

Mad Man
Makeshift Rambaster
Charge


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Zane, kills Wisp - ($2)
Mad Man, trades with Merfolk, you draw - ($1)
Nautical Dog - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Zane lvl 1 (2/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

charnel got tons of gold out of Merfolk last game, I’d rather not have to deal with that again.

@charnel_mouse’s turn!

P1T2

Starting hand: 4

Tiger Cub
Ironbark Treant
Rampant Growth
Verdant Tree

Technician draw: 1

Spore Shambler

Thoughts

Losing the Prospector is annoying, but it does leave Dreamfire down on cards.

Teching something more aggresive, I don’t want to let Dreamfire stock up on heroes or delay for Gunships.

Teched cards: 2

T2: Bloodlust, Crash Bomber


Get paid - (5)
Worker - (4)
Expensive Tech I - (2)
Tiger Cub - (0)
Discard 3, reshuffle 8, draw 5


:psblueshield: Playful Panda 2/2+1A
:psfist: Tiger Cub 1+2/2

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


Hand: 5

Young Treant
Forest’s Favour
Bloodlust
Crash Bomber
Rampant Growth

Deck: 3

Merfolk Prospector
Verdant Tree
Spore Shambler

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


Workers: 6

4 x start
T1: Rich Earth
T2: Ironbark Treant

Gold: 0

P2T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Gunpoint Taxman


STARTING HAND
Scorch
Pillage
Careless Musketeer
Bombaster


WORKERS
Bloodburn
Careless Musketeer


NextHand

Mad Man
Makeshift Rambaster
Gunpoint Taxman
Gunpoint Taxman
Bloodrage Ogre


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Expensive tech 1 - ($3)
Zane to midband, kills Panda - ($0)
Nautical Dog trades with Tiger Cub.

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


Board Info:
In Patrol:

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

In Play:

  • Zane lvl 4 (3/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I’d be very surprised if I lost Zane to a Bloodlust. More likely to see Tiny Bas or Birds.

@charnel_mouse’s turn!

P1T3

Starting hand: 5

Young Treant
Forest’s Favour
Bloodlust
Crash Bomber
Rampant Growth

Thoughts

Oh, he went for it. Luckily, I have Bloodlust in hand. Do I want to spend the last gold on Crash Bomber, or midbanding Drakk? I think the latter, 2/2+1A should be good against Mad Man or Lobber.

For teched cards, I like Tech II or Kidnapping. Kidnapping should be decent against most of Dreamfire’s likely Tech II options. Still going Balance in case of Firebird.

Teched cards: 2

T2: Bloodlust, Crash Bomber
T3: Faerie Dragon, Kidnapping


Get paid - (6)
Worker - (5)
Drakk Ramhorn - (3)
Crash Bomber - (2)
Bloodlust on Zane and Drakk - (0)
Drakk hits your Tech I to 3
Discard 2, draw 3, reshuffle 7, draw 1
Drakk and Zane take lust damage, latter dies, Drakk to level 3


:psblueshield: Crash Bomber 2/2+1A (dies: 1 to your base)

Drakk L3 1/2 (dies: 1 to your base; 1 damage)

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


Hand: 4

Merfolk Prospector
Verdant Tree
Spore Shambler
Faerie Dragon

Deck: 6

Playful Panda
Tiger Cub
Kidnapping
Bloodlust
Young Treant
Rampant Growth

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

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


Workers: 7

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

Gold: 0

P2T3


Tech StartingHand Workers

TECH
Marauder
Surprise Attack


STARTING HAND
Bloodrage Ogre
Gunpoint Taxman
Mad Man
Makeshift Rambaster
Gunpoint Taxman


WORKERS
Bloodburn
Careless Musketeer
Mad Man


NextHand

Pillage
Charge
Bombaster
Scorch


Discard

Bloodrage Ogre
Makeshift Rambaster
Marauder
Surprise Attack


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Gunpoint Taxman X2 - ($2)
Vandy - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Vandy lvl 1 (2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Well, color me surprised.

@charnel_mouse’s turn!

P1T4

Starting hand: 4

Merfolk Prospector
Verdant Tree
Spore Shambler
Faerie Dragon

Thoughts

Getting in an attack here would be good, but I do need to plan around Zane coming back if I kill Vandy. Actually, I’m cutting it a bit fine here either way, Mad Man or Charge would also be an issue.

Drawing the Dragon already is unfortunate, it’ll be a while before I can play Tech II. Maybe I get a Hero’s Hall down? I’m probably better off maxbanding Drakk for now, to try and keep him alive.

Teched cards: 2

T2: Bloodlust, Crash Bomber
T3: Faerie Dragon, Kidnapping
T4: 2 x Wandering Mimic


Get paid - (7)
Midband Drakk - (6)
Crash Bomber trades with SQL Gunpoint Taxman
Maxband Drakk - (4)
Spore Shambler, Drakk gives it haste - (1)
Merfolk Prospector - (0)
Skip worker!
Discard 2, draw 4


:psblueshield: Spore Shambler 2/3+1A (++; haste; Drakk: frezy 1; 1g or exhaust: pass a + rune to allied unit)
:exhaust: Merfolk Prospector 1/1 (exhaust: +1g)

Drakk L6 3/4 (dies: 1 to your base; units have frenzy 1)

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


Hand: 4

Playful Panda
Kidnapping
Young Treant
Rampant Growth

Deck: 2

Tiger Cub
Bloodlust

Discard: 5

Crash Bomber
Wandering Mimic
Wandering Mimic
Faerie Dragon
Verdant Tree

Card-count check (opponent-viewable)

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


Workers: 7

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

Gold: 0

P2T4


Tech StartingHand Workers

TECH
Chameleon Lizzo
Flame Arrow


STARTING HAND
Pillage
Charge
Scorch
Bombaster


WORKERS
Bloodburn
Careless Musketeer
Mad Man
Scorch


NextHand

Pillage
Bloodrage Ogre
Surprise Attack
Nautical Dog


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Bombaster - ($5)
Tech 2 (Anarchy) - ($1)
Vandy and Taxman kill Shambler.

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


Board Info:
In Patrol:

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

In Play:

  • Vandy lvl 1 (2/1)
  • Gunpoint Taxman (3/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Did charnel pre-tech War Drums? If so, I need a way to get rid of Drakk.

@charnel_mouse’s turn!

P1T5

Starting hand: 4

Playful Panda
Kidnapping
Young Treant
Rampant Growth

Thoughts

Kidnapping gives me some interesting options here:

  • Trade Taxman into Bombaster to steal Dreamfire’s float, then destroy his Tech II.
  • Steal Bombaster, destroy both tech buildings, but then probably at least lose Drakk.
    I want to destroy Tech II and keep Vandy alive either way, Zane is more dangerous.

Young Treant seems the obvious unit to patrol with, rather than a Wisp. It doesn’t help build up my board at all, but I haven’t drawn anything bettter.

Teched cards: 2

T2: Bloodlust, Crash Bomber
T3: Faerie Dragon, Kidnapping
T4: 2 x Wandering Mimic
T5: Potent Basilisk, War Drums


Get paid - (7)

Young Treant, Drakk gives it haste, I draw - (5)

Tiger Cub

Kidnapping, I take Gunpoint Taxman - (1)
Gunpoint Taxman trades with Bombaster, you draw, I steal your float - (2)
Drakk and Merfolk Prospector destroy your Tech II, your base to 18
Worker - (1)
Discard 2, draw 1, reshuffle 11, draw 3


:psblueshield: Young Treant 0/2+1A (haste; can’t attack)

Drakk L6 3/4 (dies: 1 to your base; units have frenzy 1)
Merfolk Prospector 1/1 (Drakk: frenzy 1; exhaust: +1g)

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


Hand: 4

Bloodlust
Crash Bomber
Potent Basilisk
Playful Panda

Deck: 8

Wandering Mimic
Wandering Mimic
Faerie Dragon
Verdant Tree
Spore Shambler
War Drums
Kidnapping
Tiger Cub

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

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


Workers: 8

4 x start
T1: Rich Earth
T2: Ironbark Treant
T3: Forest’s Favour
T5: Rampant Growth

Gold: 1

P2T5


Tech StartingHand Workers

TECH
Pirate Gunship
Metamorphosis


STARTING HAND
Nautical Dog
Surprise Attack
Pillage
Bloodrage Ogre
Marauder


WORKERS
Bloodburn
Careless Musketeer
Mad Man
Scorch
Pillage


NextHand

Makeshift Rambaster
Chameleon Lizzo
Flame Arrow
Charge
Gunpoint Taxman


Discard

Gunpoint Taxman
Bombaster
Nautical Dog
Marauder
Surprise Attack
Pirate Gunship
Metamorphosis


Tech 2 card(s)
Get Paid + float - robbery + technician draw - ($9)
Worker - ($8)
Rebuild tech 2.
Bloodrage Ogre - ($6)
Vandy to maxband, dooms Young Treant and Brogre - ($2)
Heroes’ Hall - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (5/4A), doomed
  • :psfist: Elite:
  • :ps_: Scavenger: Vandy lvl 5 (4/5)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10

@charnel_mouse’s turn!

P1T6

Starting hand: 4

Bloodlust
Crash Bomber
Potent Basilisk
Playful Panda

Thoughts

I can kill Vandy, but I’m not sure it’s worth it. It takes Crash Bomber and Bloodlust, and sacrificing Drakk, so if I tech up I’d have to skip another worker to get Rook down in defence. I’d rather get a Tower up, too. I suspect I’m not keeping Drakk alive either way, so I’ll just put him in patrol.

Teched cards: 2

T2: Bloodlust, Crash Bomber
T3: Faerie Dragon, Kidnapping
T4: 2 x Wandering Mimic
T5: Potent Basilisk, War Drums
T6: Faerie Dragon, Potent Basilisk


Get paid + float - (9)
Tech II Balance - (5)
Tower - (2)
Worker - (1)
Crash Bomber, Drakk gives it haste - (0)
Discard 2, draw 4


:psblueshield: Crash Bomber 2/2+1A (haste; Drakk: frenzy 1; dies: 1 to your base)
:ps_: Drakk L6 3/4 (dies: 1 to your base; units have frenzy 1; first unit played from hand gets haste)
:exhaust: Young Treant 2/4+1A (doom: dies on your upkeep; haste; can’t attack)
:target: Merfolk Prospector 1/1 (Drakk: frenzy 1; exhaust: +1g)

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


Hand: 4

Wandering Mimic
Verdant Tree
Spore Shambler
War Drums

Deck: 4

Wandering Mimic
Faerie Dragon
Kidnapping
Tiger Cub

Discard: 4

Faerie Dragon
Potent Basilisk
Bloodlust
Potent Basilisk

Card-count check (opponent-viewable)

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


Workers: 9

4 x start
T1: Rich Earth
T2: Ironbark Treant
T3: Forest’s Favour
T5: Rampant Growth
T6: Playful Panda

Gold: 0

P2T6


Tech StartingHand Workers

TECH
Pirate Gunship
Metamorphosis


STARTING HAND
Gunpoint Taxman
Charge
Chameleon Lizzo
Flame Arrow
Makeshift Rambaster


WORKERS
Bloodburn
Careless Musketeer
Mad Man
Scorch
Pillage


NextHand

Charge
Marauder
Flame Arrow
Nautical Dog
Metamorphosis


Tech 2 card(s)
Get Paid - ($10)
Brogre and Treant die, you draw.
Vandy kills Crash Bomber, my base to 17.
Jaina - ($8)
Gunpoint Taxman - ($6)
Charge on Taxman - ($4)
Taxman trades with Drakk, steals scav gold, Jaina to lvl 3, my base to 16 - ($5)
Tech 3 - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Vandy lvl 5 (4/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I could go all out with Zane and break tech 2, but I’ll have big trouble breaking through maxband Rook next turn. So instead I’ll just tech up while keeping the board clear of haste.

@charnel_mouse’s turn!

P1T7

Starting hand: 4

Wandering Mimic
Verdant Tree
Spore Shambler
War Drums

Technician draw: 1

Faerie Dragon

Thoughts

Whelp, some bad draws left me unable to be offensive enough with what I’d teched. Let’s see whether I get killed by Metamorphosis or Gunships first.

Teched cards: 2

T2: Bloodlust, Crash Bomber
T3: Faerie Dragon, Kidnapping
T4: 2 x Wandering Mimic
T5: Potent Basilisk, War Drums
T6: Faerie Dragon, Potent Basilisk
T7: 2 x Tiny Basilisk


Get paid - (9)
Worker - (8)
Wandering Mimic - (4)
Faerie Dragon, feathering nothing - (0)
Discard 2, draw 3, reshuffle 10, draw 1


:psblueshield: Merfolk Prospector 1/1+1A (exhaust: +1g)
:exhaust: Wandering Mimic 4/4 (copy: flying, sparkshot)
:target: Faerie Dragon 4/2 (resist 0+1; flying)

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


Hand: 4

Wandering Mimic
Kidnapping
Tiger Cub
Crash Bomber

Deck: 9

Faerie Dragon
Potent Basilisk
Bloodlust
Potent Basilisk
Young Treant
Tiny Basilisk
Tiny Basilisk
Verdant Tree
War Drums

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

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


Workers: 10

4 x start
T1: Rich Earth
T2: Ironbark Treant
T3: Forest’s Favour
T5: Rampant Growth
T6: Playful Panda
T7: Spore Shambler

Gold: 0

Well, yet again I’ve drawn Meta off the reshuffle…

P2T7


StartingHand Workers

STARTING HAND
Flame Arrow
Charge
Marauder
Metamorphosis
Nautical Dog


WORKERS
Bloodburn
Careless Musketeer
Mad Man
Scorch
Pillage


NextHand

Metamorphosis
Surprise Attack
Gunpoint Taxman
Bloodrage Ogre
Bombaster


Discard

Metamorphosis
Marauder
Nautical Dog
Flame Arrow
Charge


Tech 0 card(s)
Get Paid - ($10)
Zane - ($8)
Metamorphosis, Jaina and Zane to maxband - ($2)
Zane shoves Prospector to scav, we both get 1 gold - ($3)
Marauder, trades with Mimic, you draw - ($0)
Vandy, Zane and Jaina readily hit your base for 18.
Exhaust Jaina to shoot your base for lethal.

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 5 (6/4), ++
  • Jaina lvl 7 (6/5), ++
  • Zane lvl 6 (6/5), ++

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

@charnel_mouse GG WP!

2 Likes

Well, mimic was flying, but yeah that should have been enough. :wink:

Yikes, GG!

You caught me off guard with the Bloodlust and Kidnapping, but I guess the draws didn’t line up for you to keep the pressure. And as we know, Vandy and Zane don’t need much of an opening.

I do wonder if an early Tiny Bas might’ve made a difference.

Yeah, I drew into non-offensive units when I needed to continue the push. Maybe an earlier Basilisk or War Drums would have done it, it might have made killing Vandy on turn 6 worthwhile. C’est la vie!