[XCAFS23] Round2 part1: P1 charnel_mouse [Balance]/Blood/Strength vs P2 Bryce_The_Rice [Demonology]/Necromancy/Finesse

@Bryce_The_Rice GL, HL!

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.”
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Lich’s Bargain Base damage increased from 4 to 5
Dark Pact Increase cost to 1

P1T1

Thoughts

Even with all of those nerfs, this match is still likely to be pretty one-sided. Let’s see if we can threaten a midband Drakk on turn 2.

Starting hand: 5

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


Get paid - (4)
Worker - (3)
Playful Panda, Wisp arrives - (1)
Merfolk Prospector - (0)
Discard 2, draw 4


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

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


Gold: 0
Workers: 5

4 x start
T1: Rich Earth

Turn 1

Hand: Summon Skeletons, Deteriorate, Skeleton Javelineer, Poisonblade Rogue, Skeletal Archery
Workers: Summon Skeletons

Techs

  1. Get paid (+$5, $5)
  2. Hire a worker ($4)
  3. Summon Garth Torken ($2)
  4. Cast Deteriorate on Prospector, you gain 1 gold ($1)
  5. Summon Skeleton ($0)
  6. Discard 3, draw 5

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

  • Buildings:
  • Units/Heroes:
    Garth Torken (1/3)
  • Base: 20
  • Other:

Economy:

  • Workers: 6
  • Gold: 0
  • Hand: 5
  • Deck: 4
  • Discard: 0

Hand

Jandra, the Negator, Pestering Haunt, Thieving Imp, Sacrifice the Weak, Skeleton Javelineer

Discard

Deteriorate, Graveyard, Skeletal Archery, Poisonblade Rogue

Think

Strong opening, I’m going to get rid of that prospector so they don’t get heaps of value from it. Opening with Garth because I don’t expect a lot of opportunities for vandy aggression and the skeleton saves me a card. Skeleton into elite discourages attacks, as I don’t think there’s a way they can kill Garth and not be behind on tech, workers, or cards.

P1T2

Starting hand: 4

Tiger Cub
Ironbark Treant
Rampant Growth
Verdant Tree

Thoughts
  1. Midband Drakk, kill everything, Panda survives. This softly ties me to teching War Drums, and with Garth available there’s a risk he eventually gets killed with Doom Grasp, so I can’t go too all in. However, it might be enough to give me early tempo, which is usually a big problem against Nightmare.
  2. Tech up, Tiger Cub or Treant. Eh, it’s fine, but I don’t think it helps me take tempo in the long run.
Teched cards: 2

T2: 2 x War Drums


Get paid + scavenger - (6)
Drakk Ramhorn - (4)
Midband Drakk - (1)
Wisp trades with Skeleton
Playful Panda kills Garth, takes 1 damage, Drakk to level 6 (maxband)
Worker - (0)
Discard 3, draw 1, reshuffle 8, draw 4


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

Playful Panda 2/1 (Drakk: frenzy 1; 1 damage)

:heart: Base HP: 20


Hand: 5

Spore Shambler
Young Treant
Forest’s Favour
Merfolk Prospector
Tiger Cub

Deck: 4

War Drums
War Drums
Ironbark Treant
Rampant Growth

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

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


Gold: 0
Workers: 6

4 x start
T1: Rich Earth
T2: Verdant Tree

1 Like
Turn 2

Hand: Jandra, the Negator, Pestering Haunt, Thieving Imp, Sacrifice the Weak, Skeleton Javelineer
Workers: Summon Skeletons, Jandra, the Negator

Techs

Turn 2: Nimble Fencer, Shadow Blade


  1. Tech 2 cards
  2. Get paid (+$6, $6)
  3. Hire a worker ($5)
  4. Build Tech 1 ($4)
  5. Summon Thieving Imp, you discard ($1)
  6. Summon Skeleton Javelineer ($0)
  7. Discard 2, reshuffle, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Thieving Imp (2/2+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Skeleton Javelineer (1/1)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 7
  • Gold: 0
  • Hand: 4
  • Deck: 4
  • Discard: 0

Hand

Graveyard, Nimble Fencer, Shadow Blade, Pestering Haunt

Discard

Think

Hmm, I did not see that coming. Guess I should’ve put the skeleton in squad leader after all. This poses some problems. I’ll try to block up but kidnapping could cause real issues for me.

P1T3

Starting hand: 5

Spore Shambler
Young Treant
Forest’s Favour
Merfolk Prospector
Tiger Cub

Thieving Imp discard: 1

Merfolk Prospector

Thoughts

Discarding Prospector is annoying here, Prospector + Treant + maybe Drums would have been a nice option to destroying Tech I, or still teching up if I didn’t draw a Drums. Maybe I still try with Tiger Cub. Teching in some Tech I units, I’ll need to tech up sooner or later.

Teched cards: 2

T2: 2 x War Drums
T3: Crash Bomber, Tiny Basilisk


Get paid - (6)
Tiger Cub, Drakk gives it haste - (4)

Young Treant, I draw - (2)

War Drums

War Drums - (0)
Drakk kills Thieving Imp, takes 2 damage
Tiger Cub kills Skeleton Javelineer, you draw, takes 1 damage
Playful Panda destroys Tech I, your base to 18
Skip worker!
Discard 2, draw 3, reshuffle 5, draw 1


:exhaust: Young Treant 3/2 (War Drums: +3 attack; can’t attack)

Drakk L6 3/2 (dies: 1 to your base; units have frenzy 1; first unit played from hand gets haste; 2 damage)
Playful Panda 5/1 (War Drums: +3 attack; Drakk: frenzy 1; 1 damage)
Tiger Cub 5/1 (War Drums: +3 attack; haste; Drakk: frenzy 1; 1 damage)

War Drums (channelled by Drakk; units get +1 attack for each unit)

:heart: Base HP: 20


Hand: 4

War Drums
Ironbark Treant
Rampant Growth
Tiny Basilisk

Deck: 4

Merfolk Prospector
Crash Bomber
Spore Shambler
Forest’s Favour

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

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


Gold: 0
Workers: 6

4 x start
T1: Rich Earth
T2: Verdant Tree

Turn 3

Hand: Graveyard, Nimble Fencer, Shadow Blade, Pestering Haunt, Sacrifice the Weak
Workers: Summon Skeletons, Jandra, the Negator, Graveyard

Techs

Turn 2: Nimble Fencer, Shadow Blade
Turn 3: Hooded Executioner, Nether Drain


  1. Tech 2 cards
  2. Get paid (+$7, $7)
  3. Rebuild Tech 1 ($7)
  4. Summon Vandy Anadrose ($5)
  5. Cast Shadow Blade on Treant, you discard then draw ($2)
  6. Cast Sacrifice the Weak, killing Panda ($0)
  7. Summon Pestering Haunt ($0)
  8. Discard 2, draw 3, reshuffle, draw 1

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

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Pestering Haunt (1/1)
  • Base: 18
  • Other:

Economy:

  • Workers: 7
  • Gold: 0
  • Hand: 4
  • Deck: 7
  • Discard: 0

Hand

Skeletal Archery, Deteriorate, Poisonblade Rogue, Nimble Fencer

Discard

Think

Hm, this is not going well. I really want to build a heroes’ hall, but I have to keep the units down or I will simply die. I’m getting a nether drain to try and shut drakk down, but I don’t know if it will work. Will I ever be able to stick tech 1 at this point?

P1T4

Starting hand: 4

War Drums
Ironbark Treant
Rampant Growth
Tiny Basilisk

Shadow Blade discard: 1

War Drums

Technician draw: 1

Spore Shambler

Thoughts

Discarding War Drums is painful, but Spore Shambler is nice for killing Vandy without losses.

Killing Pestering Haunt is risky here: Drakk might get sniped by a Nether Drain. However, if he doesn’t, I have more chance of having both units on the board next turn.

Even if I lose Drakk, I’m reaching Tech II first, so things look pretty good.

Teched cards: 2

T2: 2 x War Drums
T3: Crash Bomber, Tiny Basilisk
T4: 2 x Chameleon


Get paid - (6)
Spore Shambler, Drakk gives it haste, War Drums to +2 - (3)
Spore Shambler kills Vandy, takes 2 damage, levels fizzle
Tiger Cub destroys Tech I, your base to 16
Drakk kills Pestering Haunt, takes 1 damage
Worker - (2)
Expensive Tech I - (0)
Discard 2, draw 3, reshuffle 7, draw 1


Drakk L6 3/1 (dies: 1 to your base; units have frenzy 1; first unit played from hand gets haste; 3 damage)
Spore Shambler 4/1 (++; haste; War Drums: +2 attack; Drakk: frenzy 1; exhaust or 1g: pass a + rune to target unit; 2 damage)
Tiger Cub 5/1 (War Drums: +2 attack; haste; Drakk: frenzy 1; 1 damage)

War Drums (channelled by Drakk; units get +1 attack for each unit)

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


Hand: 4

Merfolk Prospector
Crash Bomber
Forest’s Favour
Chameleon

Deck: 6

Young Treant
War Drums
Playful Panda
Chameleon
Ironbark Treant
Tiny Basilisk

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

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


Gold: 0
Workers: 7

4 x start
T1: Rich Earth
T2: Verdant Tree
T4: Rampant Growth

Note to anyone watching, yes I accidentally wrote down a worker for last turn but don’t worry, it didn’t actually leave my cycle, and my worker count is correct.


Turn 4

Hand: Skeletal Archery, Deteriorate, Poisonblade Rogue, Nimble Fencer
Workers: Summon Skeletons, Jandra, the Negator, Skeletal Archery

Techs

Turn 2: Nimble Fencer, Shadow Blade
Turn 3: Hooded Executioner, Nether Drain
Turn 4: Discord, Nimble Fencer


  1. Tech 2 cards
  2. Get paid (+$7, $7)
  3. Rebuild Tech 1 ($7)
  4. Hire a worker ($6)
  5. Build Heroes’ Hall ($4)
  6. Summon Garth Torken ($2)
  7. Cast Deteriorate on Shambler ($1)
  8. Summon Skeleton ($0)
  9. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Garth Torken (1/3+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Skeleton (1/1)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Heroes’ Hall: 4
  • Units/Heroes:
  • Base: 16
  • Other:

Economy:

  • Workers: 8
  • Gold: 0
  • Hand: 4
  • Deck: 5
  • Discard: 0

Hand

Nether Drain, Graveyard, Shadow Blade, Skeleton Javelineer

Discard

Discord, Nimble Fencer, Nimble Fencer, Pestering Haunt, Deteriorate, Poisonblade Rogue

Think

I can’t believe I forgot discord exists until now. That would’ve definitely been the correct first tech choice. I am very foolish.

1 Like

P1T5

Starting hand: 4

Merfolk Prospector
Crash Bomber
Forest’s Favour
Chameleon

Thoughts

That Skeleton presents some difficulties. I can only get past it without losses, and destroy Tech I again, if I use Forest’s Favour to give health to a 1-health card. That stops me getting Tech II, but it does keep Bryce away from Tech I haste again. With the threat of Deteriorate and Shadow Blade, I think it behoves me to stay on the offensive here.

Teched cards: 2

T2: 2 x War Drums
T3: Crash Bomber, Tiny Basilisk
T4: 2 x Chameleon
T5: Moment’s Peace, Wandering Mimic


Get paid - (7)
Crash Bomber, Drakk gives it haste - (6)
Merfolk Prospector - (5)
Crash Bomber kills Garth, takes 1 damage, levels fizzle
Expensive Forest’s Favour, Drakk gets a + rune - (2)
Drakk kills Skeleton, you draw, takes 1 damage
Tiger Cub destroys Tech I, your base to 14
Hero’s Hall - (0)
Skip worker!
Discard 1, draw 3


Drakk L6 4/1 (+; dies: 1 to your base; units have frenzy 1; first unit played from hand gets haste; 4 damage)
Crash Bomber 5/1 (War Drums: +3 attack; Drakk: frenzy 1; dies: 1 to your base; 1 damage)
Tiger Cub 6/1 (War Drums: +3 attack; haste; Drakk: frenzy 1; 1 damage)
Merfolk Prospector 4/1 (War Drums: +3 attack; Drakk: frenzy 1; exhaust: +1g)

War Drums (channelled by Drakk; units get +1 attack for each unit)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Hero’s Hall HP: 4


Hand: 3

Playful Panda
Ironbark Treant
Tiny Basilisk

Deck: 3

Young Treant
War Drums
Chameleon

Discard: 5

Spore Shambler
Forest’s Favour
Moment’s Peace
Wandering Mimic
Chameleon

Card-count check (opponent-viewable)

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


Gold: 0
Workers: 7

4 x start
T1: Rich Earth
T2: Verdant Tree
T4: Rampant Growth

Turn 5

Hand: Nether Drain, Graveyard, Shadow Blade, Skeleton Javelineer, Sacrifice the Weak
Workers: Summon Skeletons, Jandra, the Negator, Skeletal Archery, Shadow Blade

Techs

Turn 2: Nimble Fencer, Shadow Blade
Turn 3: Hooded Executioner, Nether Drain
Turn 4: Discord, Nimble Fencer
Turn 5: Leaping Lizard, Discord


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$8, $8)
  4. Rebuild Tech 1 ($7)
  5. Hire a worker ($7)
  6. Summon Vandy Anadrose ($5)
  7. Midband Vandy ($3)
  8. Cast Sacrifice the Weak, prospector dies ($1)
  9. Summon Skeleton Javelineer ($0)
  10. Discard 2, draw 2, reshuffle, draw 2

  • Patrol:
    :psblueshield:Squad Leader: Vandy Anadrose lvl 3 (3/4+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Skeleton Javelineer (1/1)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Heroes’ Hall: 4
  • Units/Heroes:
  • Base: 14
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 4
  • Deck: 9
  • Discard: 0

Hand

Hooded Executioner, Thieving Imp, Sacrifice the Weak, Deteriorate

Discard

Think

This is getting really bad really fast. Heroes’ Hall means Rook defence or Midori flying, neither of which make me very happy. Good thing I have Nether Drain I guess… Just wish I had it available this turn to kill Drakk. Oh lord what am I doing why didn’t I just tech doom grasp from day 1 I am a foooooool

I suspect I dodged a lot of bullets here.

P1T6

Starting hand: 3

Playful Panda
Ironbark Treant
Tiny Basilisk

Teched cards: 2

T2: 2 x War Drums
T3: Crash Bomber, Tiny Basilisk
T4: 2 x Chameleon
T5: Moment’s Peace, Wandering Mimic
T6: 2 x Whatever


Get paid - (7)
Ironbark Treant, Drakk gives it haste - (4)
Playful Panda, Wisp arrives - (2)
Tiny Basilisk - (0)
(War Drums is at +6)
Crash Bomber trades with Vandy and Skeleton, you draw, levels fizzle, War Drums to +5
Drakk, Tiger Cub and Ironbark Treant hit your base for 21, GG!


Drakk L6 4/1 (+; dies: 1 to your base; units have frenzy 1; first unit played from hand gets haste; 4 damage)
Tiger Cub 7/1 (haste; War Drums: +5 attack; Drakk: frenzy 1; 1 damage)
Ironbark Treant 8/2 (haste; War Drums: +5 attack; Drakk: frenzy 1; patrol: -2/+2A)
Playful Panda 7/2 (War Drums: +5 attack; Drakk: frenzy 1)
Wisp 5/1 (War Drums: +5 attack; Drakk: frenzy 1)
Tiny Basilisk 6/2 (War Drums: +5 attack; Drakk: frenzy 1)

War Drums (channelled by Drakk; units get +1 attack for each unit)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Hero’s Hall HP: 4


Remaining hand: 0
Deck: 3

Young Treant
War Drums
Chameleon

Discard: 5

Spore Shambler
Forest’s Favour
Moment’s Peace
Wandering Mimic
Chameleon
Merfolk Prospector
Whatever
Whatever
Crash Bomber

Card-count check (opponent-viewable)

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


Gold: 0
Workers: 7

4 x start
T1: Rich Earth
T2: Verdant Tree
T4: Rampant Growth

@zango

I only counted 19 base damage but that’s still plenty, will played!
Was a nice game to spectate to, the two of you

1 Like

Two more from frenzy!

1 Like

I made some very poor choices.