[XCAFS23] Round2 part2: P1 Dreamfire [Anarchy/Fire]/Demon vs P2 thehug0naut [Feral]/Present/Discipline

@thehug0naut GL HF!

P1T1


StartingHand Workers

STARTING HAND
Nautical Dog
Scorch
Bloodburn
Charge
Pillage


WORKERS
Bloodburn


NextHand

Careless Musketeer
Makeshift Rambaster
Mad Man
Bloodrage Ogre
Bombaster


Discard

Pillage
Charge
Scorch


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Nautical Dog - ($2)
Vandy - ($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

Vandy + Dog into tech 1 + Brogre is the obvious play, but who knows, maybe I’ll want one of my Basters.

@thehug0naut’s turn!

I haven’t forgotten about this, just had a brutal couple of days at work. Will post something before I turn in tonight, once I’ve finished my presentation and had some time to think.

1 Like

P2T1


StartingHand Workers

STARTING HAND

Young Treant
Spore Shambler
Verdant Tree
Rich Earth → Worker
Tiger Cub


WORKERS

Rich Earth


NextHand

Ironbark Treant
Rampant Growth
Playful Panda
Forest’s Favor
Merfolk Prospector


Discard

Young Treant
Verdant Tree
Spore Shambler


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Tiger Cub - ($2)
Calamandra - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub 2/2A
  • :psfist: Elite: L1 Calamandra Moss 3/3
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I don’t like Midband Cala in elite as Scorch + Dog gets a kill and let’s Vandy stay at midband without spending an extra card. This way I can only see that with Mad Man + Charge Dog or Mad Man + Bombaster + Sac so at least it costs cards, board and no tech I to get the hero kill.

Other options (Ironbark, Ironbark + Prospector, Tiger + YT) seem to straightforwardly allow the building of pressure against me so we’ll try this and see how we go. I don’t fancy my chances honestly, it’s an extremely aggressive deck.

Starter wise the decision was where to put Spore Shambler, Playful Panda and Young Treant. On balance I couldn’t really see a reason to keep two 3/3s in hand so I went with Panda in hand 2 so that I don’t mess up my Tech I draws if I want to play two chump blockers on T2.

P1T2


Tech StartingHand Workers

TECH
Lobber
Dark Pact


STARTING HAND
Makeshift Rambaster
Careless Musketeer
Mad Man
Bloodrage Ogre
Bombaster


WORKERS
Bloodburn
Careless Musketeer


NextHand

Nautical Dog
Bombaster
Scorch
Makeshift Rambaster
Pillage


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Mad Man, runs into Tiger Cub - ($1)
Vandy kills Tiger Cub and sparkshots Calamandra.
Nautical Dog trades with Calamandra, Vandy to midband.

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

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

In Play:

  • Vandy lvl 3 (3/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Don’t look a gift horse in the mouth?

@thehug0naut’s turn!

P2T2


Tech StartingHand Workers

TECH

Rambasa Twin (Card efficient patrollers)
Centaur (Really good stats for the gold cost)


STARTING HAND

Rampant Growth
Forest’s Favor
Spore Shambler
Ironbark Treant
Merfolk Prospector


WORKERS

Rich Earth


NextHand

Forest’s Favor
Rampant Growth
Spore Shambler
Verdant Tree
Young Treant


Tech 2 card(s)
Get Paid - ($6)
Tech I - ($4)
Ironbark Treant - ($1)
Merfolk Prospector - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant 1/2AAA
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector 1/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

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

Well I completely forgot about Sparkshot! :man_facepalming:

I think the only way I can stabilise now is to get Ironbark and Prospector both in play and Tech up, but that requires that I skip a worker as P2 which is not a fun prospect against this onslaught.

There is a line he breaks my Tech I that I can see but it involves playing all of Rambaster, Mad Man and a Lobber so I think it’s only a small minority of options.

Teching in my most efficient early game units so I can try and fend him off. Hoping for a decent split.

P1T3


Tech StartingHand Workers

TECH
Metamorphosis
Lobber


STARTING HAND
Pillage
Makeshift Rambaster
Scorch
Nautical Dog
Bombaster


WORKERS
Bloodburn
Careless Musketeer
Scorch


NextHand

Lobber
Dark Pact
Bloodrage Ogre
Mad Man


Discard

Bombaster
Pillage
Nautical Dog
Metamorphosis
Lobber


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Vandy hits Treant.
Bombaster, detonates to kill Treant - ($3)
Makeshift Rambaster, kills Merfolk, you get 1 gold - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

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

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Don’t look a gift horse in the mouth?

@thehug0naut’s turn!

P2T3


Tech StartingHand Workers

TECH

Now! (Give myself a way to counter punch)
Now! (Double up to maximise draw chance)


STARTING HAND

Young Treant → Centaur
Verdant Tree
Rampant Growth
Forest’s Favor → Worker (Least useful card for now)
Spore Shambler


WORKERS

Rich Earth
Forest’s Favor


NextHand

Ironbark Treant
Playful Panda
Now!
Merfolk Prospector
Rambasa Twin


Tech 2 card(s)
Get Paid + Scav - ($7)
Young Treant, draw - ($5)
Worker - ($4)
Centaur - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Centaur 3/4A [Overpower]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Young Treant 0/2 [Can’t Attack]
  • :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: 1
  • Workers: 7
Thoughts

So here I’m just trying to fill my board as best I can and try to stay in this as I get my economy back on track. If he teched Shadow Blade and a Lobber (which I think it quite likely) then he has the gold to clear my patrol and break my Tech I. Need to give myself the best options to patrol / counter punch my way to some sort of parity. If I keep my tech I then I should have some decent counter options, but I think that’s fairly unlikely.

P1T4


Tech StartingHand Workers

TECH
Metamorphosis
Chaos Mirror


STARTING HAND
Bloodrage Ogre
Lobber
Dark Pact
Mad Man
Charge
Bombaster


WORKERS
Bloodburn
Careless Musketeer
Scorch
Mad Man


NextHand

Nautical Dog
Pillage
Metamorphosis
Metamorphosis
Lobber


Discard

Lobber
Dark Pact
Makeshift Rambaster
Bombaster
Charge
Bloodrage Ogre


Tech 2 card(s)
Get Paid + float - ($8)
Dark Pact, my base to 18, I draw 1, reshuffle, and draw 1 - ($7)
Lobber, runs into Centaur - ($6)
Vandy to maxband, dooms Rambaster and Young Treant - ($4)
Rambaster trades with Centaur.
Heroes’ Hall - ($2)
Worker - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 8

@thehug0naut’s turn!

P2T4


Tech StartingHand Workers

TECH

Murkwood Allies (Units without Tech buildings)
Murkwood Allies (Ditto)


STARTING HAND

Rambasa Twin
Playful Panda → Worker
Merfolk Prospector
Now!
Ironbark Treant


WORKERS

Rich Earth
Forest’s Favor
Playful Panda


NextHand

Spore Shambler
Verdant Tree
Now!
Now!
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Rambasa Twin, 2nd Twin from Codex - ($3)
Tower - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rambasa Twin 3/2A
  • :psfist: Elite:
  • :ps_: Scavenger: Rambasa Twin 3/2
  • :pschip: Technician: Young Treant 2/4 [Can’t Attack, Doomed]
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

This looks real bad. A very faceup meta. Best I preserve my hand, Tower up and keep a hasty counter punch as an option for next turn when I might be able to make it count for something. Also giving myself more ways to patrol up without Tech buildings seems sensible.

Not a good draw for me unless he leaves me a Rambasa, think this is probably a loss now but I’ll not give up till I’m definitely dead.

P1T5


Tech StartingHand Workers

TECH
Molting Firebird
Hotter Fire


STARTING HAND
Nautical Dog
Metamorphosis
Pillage
Metamorphosis
Lobber


WORKERS
Bloodburn
Careless Musketeer
Scorch
Mad Man
Metamorphosis


NextHand

Bloodrage Ogre
Bombaster
Molting Firebird
Chaos Mirror


Tech 2 card(s)
Get Paid + float - ($9)
Doomed Treant dies, you draw.
Zane - ($7)
Metamorphosis, Zane maxbands, shoves Twin from SQL to elite - ($1)
Vandy kills scav and sparkshots elite to death, triggers tower, you get 1 gold.
Zane invisibly breaks tower, your base to 18.
Pillage, steals your scav gold, your base to 17.
Worker - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Vandy lvl 5 (6/2), ++
  • Zane lvl 6 (6/6), ++

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

@thehug0naut’s turn!

P2T5


Tech StartingHand Workers

TECH

Tricycloid (Big enough body to threaten demon heroes, also guns)
Versatile Style (to actually see demon heroes)


STARTING HAND

Now!
Verdant Tree
Spore Shambler
Rampant Growth
Now!
Techn → Centaur


WORKERS

Rich Earth
Forest’s Favor
Playful Panda


NextHand

Rampant Growth
Ironbark Treant
Murkwood Allies
Murkwood Allies
Merfolk Prospector


Tech 2 card(s)
Get Paid - ($8)
Tower - ($5)
Centaur - ($2)
Verdant Tree - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Centaur 3/4A [Overpower]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Verdant Tree -/3 [Healing 1]

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Well I guess I need to rebuild my Tower, stick in a chunky unit and then see if I can use tree to get to a better board position (almost certainly not but not many options left).

Really regretting my decision to tech in Murkwood Allies, can’t really afford the gold cost for it while Versatile Style would have given me a way to see the demon heroes, always forget that they are in attackable unless they patrol

Edit: added damage to Zane

P1T6


Tech StartingHand Workers

TECH
Burning Volley
Hotter Fire


STARTING HAND
Chaos Mirror
Bombaster
Molting Firebird
Bloodrage Ogre


WORKERS
Bloodburn
Careless Musketeer
Scorch
Mad Man
Metamorphosis
Chaos Mirror


NextHand

Nautical Dog
Charge
Lobber


Discard

Molting Firebird
Burning Volley
Hotter Fire


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Zane kills Centaur, triggers tower detection.
Vandy breaks tower, your base to 15.
Tech 2 (Fire) - ($4)
Bloodrage Ogre - ($2)
Bombaster - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Vandy lvl 5 (6/2), ++
  • Zane lvl 6 (6/2), ++

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10

@thehug0naut’s turn!

10chars…

1 Like

As per zango, Zane should be 6/2 after that attack. Not that I think it matters very much for the outcome

P2T6


Tech StartingHand Workers

TECH

Versatile Style
Tricycloid


STARTING HAND

Merfolk Prospector
Murkwood Allies
Ironbark Treant
Murkwood Allies
Rampant Growth → Worker (I highly doubt I live to use this)


WORKERS

Rich Earth
Forest’s Favor
Playful Panda
Rampant Growth


NextHand

Now!
Rambasa Twin
Versatile Style
Young Treant


Discard

Centaur
Versatile Style
Tricycloid
Murkwood Allies
Murkwood Allies


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tower - ($4)
Ironbark Treant - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Merfolk Prospector 1/1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Ironbark Treant 1/2AA
  • :target: Lookout:

In Play:

  • Verdant Tree -/3 [Healing 1]

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

I’m expecting this is my last turn. The arrival of Jaina / Tech II does not bode well. Meta is still stupidly strong, amazes me that tutoring for it somehow got past pre-launch testing!

Sorry for the typo, fixed now. But as you say, it didn’t change the outcome…

P1T7


StartingHand Workers

STARTING HAND
Nautical Dog
Charge
Lobber


WORKERS
Bloodburn
Careless Musketeer
Scorch
Mad Man
Metamorphosis
Chaos Mirror


NextHand

Lobber
Hotter Fire


Discard

Molting Firebird
Burning Volley
Hotter Fire
Lobber
Nautical Dog
Charge
Bombaster
Bloodrage Ogre


Tech 0 card(s)
Get Paid - ($10)
Lobber, trades with Merfolk - ($9)
Bombaster and Brogre trade with Treant.
Nautical Dog - ($8)
Charge on Nautical Dog - ($6)
Vandy, Zane and Dog hit your base for 15 and lethal.

Float ($6)
Discard 0, draw 2


Board Info:
In Patrol:

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

In Play:

  • Vandy lvl 5 (6/1), ++
  • Zane lvl 6 (6/2), ++

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 4
  • Disc: 8

Gold:

  • Gold: 6
  • Workers: 10

@thehug0naut GG WP!

@zango another win for Metamorphosis

2 Likes

GG WP @Dreamfire

I think I was honestly doomed from the moment I forgot about Sparkshot on my T1. It forced me to fall behind on economy to not just die to Rambaster right away and set you up nicely for meta

2 Likes