[XCAFS23] Round3 part1: P1 charnel_mouse [Balance]/Blood/Strength vs P2 FrozenStorm [Anarchy]/Growth/Strength

Sorry for the delay, @FrozenStorm, I’ve been away. GL, HF!

Nerfs
Pirate Gunship Remove obliterate 2
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Thoughts

Anarchy and Growth are both very good in late game, Rook can delay in early game, Zane can be annoying in early-mid game especially. Outside of Birds and Gunpoint Taxman, which is very likely, there’s no air game, so Birds/Balance might be the way to go, here. Ancients for big Birds are a threat later, though.

I’d like to be aggressive, but doing that against the Red starter could go very badly. Let’s open with Rook, and see whether we can get some Birds going.

Starting hand: 5

Merfolk Prospector
Young Treant
Ironbark Treant
Spore Shambler
Rich Earth


Get paid - (4)
Worker - (3)
Garus Rook - (1)
Merfolk Prospector - (0)
Discard 3, draw 5


:psblueshield: Rook L1 2/4+1A

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

:heart: Base HP: 20


Hand: 5

Playful Panda
Tiger Cub
Forest’s Favour
Rampant Growth
Verdant Tree

Deck: 0
Discard: 3

Young Treant
Ironbark Treant
Spore Shambler

Card-count check (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers


Gold: 0
Workers: 5

4 x start
T1: Rich Earth

1 Like

GL HF @charnel_mouse

XCAFS23 R3Part1: Player 2, Turn 1

P2 Miracle Grow vs P1 Balance/Blood/Strength

Link to all relevant rule changes

Starting Hand

Careless Musketeer
Pillage
Scorch
Bloodrage Ogre
Makeshift Rambaster

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Rook (3)
  • Bloodrage Ogre (1)
  • Worker (0)
Workers

Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4a lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Bloodrage Ogre (3/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Bombaster
Charge
Nautical Dog
Mad Man
Bloodburn

End of Turn Discard
My Thoughts

Whelp, pretty safe bringing Rook out, so we’ll go with that


I’ve added relevant changes.

Starting hand: 5

Playful Panda
Tiger Cub
Forest’s Favour
Rampant Growth
Verdant Tree

Thoughts

Squad Leader Wisp isn’t enough to keep Rook safe if Frozen has a Mad Man in hand, so I’ll need to go with Tiger Cub here.

Teched cards: 2

T2: Bird’s Nest, Crash Bomber


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


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

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

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


Hand: 5

Young Treant
Ironbark Treant
Bird’s Nest
Playful Panda
Verdant Tree

Deck: 3

Spore Shambler
Crash Bomber
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: 0
Workers: 6

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

Not sure what you mean by relevant changes but no worries!

XCAFS23 R3Part1: Player 2, Turn 2

P2 Miracle Grow vs P1 Balance/Blood/Strength

Link to all relevant rule changes

Starting Hand

Bombaster
Charge
Nautical Dog
Mad Man
Bloodburn

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Gunpoint Taxman, Bird’s Nest


Main:

  • Brogre trades Cub
  • Bombaster (4)
  • Nautical Dog (3)
  • Tech 1 (1)
  • Worker (0)
Workers

Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Rook (2/4 lvl 1)
  • :target: Lookout:

In Play:

  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Bloodrage Ogre
Mad Man
Charge
Careless Musketeer

End of Turn Discard
My Thoughts

Okay, Okay, pretty safe board here and tech up, GPT and Birds still my bread and butter right now


I mean the relevant nerfs.

Starting hand: 5

Young Treant
Ironbark Treant
Bird’s Nest
Playful Panda
Verdant Tree

Thoughts

Going for the flying assult here.

Teched cards: 2

T2: Bird’s Nest, Crash Bomber
T3: Faerie Dragon, Wandering Mimic


Get paid - (6)
Bird’s Nest, Birds arrive - (4)

Young Treant, draw 1 - (2)

Rampant Growth

Merfolk Prospector exhausts for gold - (3)
Playful Panda, Wisp arrives - (1)
Worker - (0)
Discard 2, draw 2, reshuffle 5, draw 2


:psblueshield: Young Treant 0/2+1A (can’t attack)
:ps_: Rook L1 2/4
:target: Bird #1 1/1 (resist 0+1; flying)

Playful Panda 2/2
Merfolk Prospector 1/1 (exhaust: +1g)
Bird #2 1/1 (flying)
Wisp 0/1

Bird’s Nest (channelled by Rook; upkeep: resurrect one Bird)

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


Hand: 4

Spore Shambler
Crash Bomber
Tiger Cub
Faerie Dragon

Deck: 3

Wandering Mimic
Ironbark Treant
Verdant Tree

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

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


Gold: 0
Workers: 7

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

For observers

Any thoughts on why charnel_mouse didn’t dig for gold on P1T2? If it’s concern about Pillage, you could just put the gold into Rook.

for observers

most likely a simple oversight. He might have either forgot he had it or assumed he had dug gold and not written it.

1 Like

whelp, spose we go after it!

XCAFS23 R3Part1: Player 2, Turn 3

P2 Miracle Grow vs P1 Balance/Blood/Strength

Link to all relevant rule changes

Starting Hand

Bloodrage Ogre
Mad Man
Charge
Careless Musketeer

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest


Main:

  • Bombaster, hit SQL
  • Mad Man, kills SQL (6)
  • Dog runs into your Rock, my Rook kills your Rook, my Rook to level 3, you get 1g
  • Midband my rook (4)
  • Tower (1)
  • Worker (0)
Workers

Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Rook (3/5 lvl 5)
  • Bombaster (2/2)
  • Mad Man (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Gunpoint Taxman
Makeshift Rambaster
Bird’s Nest
Pillage

End of Turn Discard
My Thoughts

Yikes, my whiff + all this board presence from CM means I think I wanna set up an Earthquake / Growth T2 gambit. We’ll see how CM responds


That’s bold, Jerry, that’s bold!

P1T4

Starting hand: 4

Spore Shambler
Crash Bomber
Tiger Cub
Faerie Dragon

Thoughts

Yeah, there’s no way we’re letting Rook get to maxband, here. I have 8 damage on board with frenzy, 10 if I want to use the Prospector, so I’d have to use the Prospector if I want to kill the Tower first. I’d be skipping Tech II, but I’d have to skip a worker for that anyway, so maybe it’s fine.

There’s a high chance that Drakk gets killed by Zane, but Frozen would be delaying Tech II again to do it, and he might not have planned for Zane spells.

Since I’ve got a spare gold, I’m going to experiment with having both an air force and Crashbarrows. I’m sure Frozen will love it.

Teched cards: 2

T2: Bird’s Nest, Crash Bomber
T3: Faerie Dragon, Wandering Mimic
T4: Crashbarrow, Wandering Mimic


Get paid + Scavenger - (8)
Drakk Ramhorn - (6)
Midband Drakk - (3)
Playful Panda hits Tower to 1 HP, takes 1 damage
Wisp trades with Tower, your base to 18
Birds and Prospector kill Rook,, Prospector dies, Drakk to level 6 (maxband)
Worker - (2)
Crash Bomber, Drakk gives it haste - (1)
Crash Bomber trades with Bombaster, hits your Tech I to 4
Tech Lab - (0)
Discard 2, draw 3, reshuffle 8, draw 1


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

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

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech Lab HP: 4


Hand: 4

Wandering Mimic
Ironbark Treant
Verdant Tree
Wandering Mimic

Deck: 7

Young Treant
Bird’s Nest
Crashbarrow
Merfolk Prospector
Crash Bomber
Tiger Cub
Faerie Dragon

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

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


Gold: 0
Workers: 8

4 x start
T1: Rich Earth
T2: Forest’s Favour
T3: Rampant Growth
T4: Spore Shambler

Uh oh

XCAFS23 R3Part1: Player 2, Turn 4

P2 Miracle Grow vs P1 Balance/Blood/Strength

Link to all relevant rule changes

Starting Hand

Gunpoint Taxman
Makeshift Rambaster
Bird’s Nest
Pillage

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Blooming Ancient, Gunpoint Taxman
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest


Main:

  • Zane + maxband, shove Drakk to Scav (1)
  • Zane kills Drakk, my base to 17, we both get 1g (2)
  • Mad Man trades with Panda
  • Gunpoint Taxman (0)
Workers

Careless, Musketeer, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Zane (4/1 lvl 6)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Bombaster
Nautical Dog
Charge
Mad Man
Blooming Ancient

End of Turn Discard
My Thoughts

Shoulda seen the Drakk Midband chaos… that was really rough. I can tech up but I’ll be asking for pain, I think I should strike Drakk before I get creamed and tech up next turn… Getting GPT down is important though so skip worker as well…


P1T5

Starting hand: 4

Wandering Mimic
Ironbark Treant
Verdant Tree
Wandering Mimic

Thoughts

Terrible draw here for delaying Tech II last turn, but we can do it reasonably comfortably here. Hanging on to Verdant Tree, in case healing becomes useful or I lose a tech building.

Teched cards: 2

T2: Bird’s Nest, Crash Bomber
T3: Faerie Dragon, Wandering Mimic
T4: Crashbarrow, Wandering Mimic
T5: Crashbarrow, Kidnapping


Get paid + Scavenger - (9)
Worker - (8)
Tech II Balance, Tech Lab is Blood - (4)
Garus Rook - (2)
Bird #2 trades with Zane, Rook to level 3
Midband Rook - (0)
Discard 3, draw 5


:psblueshield: Rook L5 3/5+1A (can ignore lone patrollers)
:ps_: Bird #1 1/1 (flying)

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


Hand: 5

Young Treant
Bird’s Nest
Crashbarrow
Crash Bomber
Tiger Cub

Deck: 2

Merfolk Prospector
Faerie Dragon

Discard: 6

Playful Panda
Crashbarrow
Kidnapping
Wandering Mimic
Verdant Tree
Wandering Mimic

Card-count check (opponent-viewable)

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


Gold: 0
Workers: 9

4 x start
T1: Rich Earth
T2: Forest’s Favour
T3: Rampant Growth
T4: Spore Shambler
T5: Ironbark Treant

Yeah this might get rough

XCAFS23 R3Part1: Player 2, Turn 5

P2 Miracle Grow vs P1 Balance/Blood/Strength

Link to all relevant rule changes

Starting Hand

Bombaster
Nautical Dog
Charge
Mad Man
Blooming Ancient

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Surprise Attack, Blooming Elm
Blooming Ancient, Gunpoint Taxman
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest


Main:

  • Nautical Dog (7)
  • Bombaster (5)
  • Worker (4)
  • Tech 2 Growth (0)
Workers

Mad Man, Careless Musketeer, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 4
  • Tech2 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3a)
  • :psfist: Elite:
  • :pspig: Scavenger: Nautical Dog (1/1)
  • :exhaust: Technician: Bombaster (2/2)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Makeshift Rambaster
Blooming Ancient
Pillage
Bloodrage Ogre

End of Turn Discard
My Thoughts

That turn 3 whiff is proving challenging… Tower with no patrol was the wrong call too. Whelp, time to see what tech 2 brings!


P1T6

Starting hand: 5

Young Treant
Bird’s Nest
Crashbarrow
Crash Bomber
Tiger Cub

Thoughts

I’ve starting with 4 attack against a patrol of 7, so I need 8 more damage to take out Tech II.

  1. Crashbarrow gives 6, Drakk would give 2, but it’s going to be difficult to use a 7-attack Crashbarrow without wastage.
  2. Crashbarrow kills Taxman and Bombaster, and Rook walks past the Dog to help a frenzied Bird take out Tech II.
    This is not the strongest turn either way, and Drakk probably gets taken out by Zane again, but it should hopefully let me recover from drawing so many Tech II cards early. Maybe I’ll draw Bird’s Nest again, too.
Teched cards: 2

T2: Bird’s Nest, Crash Bomber
T3: Faerie Dragon, Wandering Mimic
T4: Crashbarrow, Wandering Mimic
T5: Crashbarrow, Kidnapping
T6: Earthquake, Potent Basilisk


Get paid - (9)
Drakk Ramhorn - (7)
Midband Drakk - (4)
Crashbarrow - (1)
Crashbarrow trades with Gunpoint Taxman and Bombaster, you draw
Rook and frenzied Bird destroy Tech II, your base to 15
Worker - (0)
Discard 3, draw 2, reshuffle 12, draw 3


:psblueshield: Drakk L4 2/3+1A (dies: 1 to your base; my units have frenzy 1)

Rook L5 3/5 (can ignore lone patrollers)
Bird #1 1/1 (Drakk: frenzy 1; flying)

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


Hand: 5

Merfolk Prospector
Faerie Dragon
Kidnapping
Wandering Mimic
Earthquake

Deck: 9

Playful Panda
Crashbarrow
Verdant Tree
Wandering Mimic
Potent Basilisk
Crashbarrow
Bird’s Nest
Crash Bomber
Tiger Cub

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

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


Gold: 0
Workers: 10

4 x start
T1: Rich Earth
T2: Forest’s Favour
T3: Rampant Growth
T4: Spore Shambler
T5: Ironbark Treant
T6: Young Treant

Could be interesting!

XCAFS23 R3Part1: Player 2, Turn 6

P2 Miracle Grow vs P1 Balance/Blood/Strength

Link to all relevant rule changes

Starting Hand

Makeshift Rambaster
Blooming Ancient
Pillage
Bloodrage Ogre
Surprise Attack (techn)

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Giant Panda, Stampede
Surprise Attack, Blooming Elm
Blooming Ancient, Gunpoint Taxman
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest


Main:

  • Zane (7)
  • Surprise Attack, sharks! (2)
  • Zane runs into Drakk, dies, Rook to level 7
  • Arg (0)
  • Dog trades with Drakk, Arg to level 3, my base to 14
  • Sharks trade with Rook, Arg maxbands
Workers

Mad Man, Careless Musketeer, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 2 rs Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 4
  • Tech2 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Arg (1/5a lvl 5)
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician: Water Elemental (3/3)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Gunpoint Taxman
Bird’s Nest
Pillage
Blooming Ancient
Giant Panda

End of Turn Discard
My Thoughts

Well bit of a good smack back here, hopefully this stabilizes things so I can start doing Ancient things next turn, shouldn’t be too many Blood T2 shenanigans forever


Ugh, I should have maxbanded Rook instead of bringing out Drakk.

P1T7

Starting hand: 5

Merfolk Prospector
Faerie Dragon
Kidnapping
Wandering Mimic
Earthquake

Thoughts

If I’d maxbanded Rook instead, I’d have a fine hand here. Instead I just need to go for flying units, and hope Birds don’t come out to block a base rush.

Teched cards: 0

T2: Bird’s Nest, Crash Bomber
T3: Faerie Dragon, Wandering Mimic
T4: Crashbarrow, Wandering Mimic
T5: Crashbarrow, Kidnapping
T6: Earthquake, Potent Basilisk


Get paid - (10)
Faerie Dragon, feathering nothing - (6)
Wandering Mimic, takes to the air - (2)
Master Midori - (0)
Discard 3, draw 5


:psblueshield: Midori L1 2/3+1A
:ps_: Bird #1 1/1 (flying)
:exhaust: Faerie Dragon 4/2 (flying)

Wandering Mimic 4/4 (Bird/Faerie Dragon: flying; copies flying, overpower, haste, sparkshot, untargetable, and stealth)

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


Hand: 5

Crashbarrow
Potent Basilisk
Bird’s Nest
Crash Bomber
Tiger Cub

Deck: 4

Playful Panda
Verdant Tree
Wandering Mimic
Crashbarrow

Discard: 3

Merfolk Prospector
Kidnapping
Earthquake

Card-count check (opponent-viewable)

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


Gold: 0
Workers: 10

4 x start
T1: Rich Earth
T2: Forest’s Favour
T3: Rampant Growth
T4: Spore Shambler
T5: Ironbark Treant
T6: Young Treant

Think it’s gonna be a close finish

XCAFS23 R3Part1: Player 2, Turn 7

P2 Miracle Grow vs P1 Balance/Blood/Strength

Link to all relevant rule changes

Starting Hand

Gunpoint Taxman
Bird’s Nest
Pillage
Blooming Ancient
Giant Panda

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Stampede, Might of Leaf and Claw
Giant Panda, Stampede
Surprise Attack, Blooming Elm
Blooming Ancient, Gunpoint Taxman
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest


Main:

  • Blooming Ancient (5)
  • Rook, BA+1 (3)
  • Bird’s Nest, BA +2 (1)
  • Move runes to birds
  • Worker (0)
Workers

Pillage, Mad Man, Careless Musketeer, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 4
  • Tech2 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Tweetie Bird (2/2a)
  • :psfist: Elite: Water Elemental (3+1/3)
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician: Arg (1/5 lvl 5)
  • :target: Lookout: Big Bird (3/3)

In Play:

  • Rook (2/4 lvl 1)
  • Blooming Ancient (2/4)
  • Bird’s Nest

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Blooming Elm
Surprise Attack
Surprise Attack
Nautical Dog

End of Turn Discard
My Thoughts

good progress but still scary what we’re up against, we’ll see what happens


It seems so!

P1T8

Starting hand: 5

Crashbarrow
Potent Basilisk
Bird’s Nest
Crash Bomber
Tiger Cub

Thoughts

I was expecting to lost something here, but apparently not.

Midband Drakk and Crashbarrow give me 12 damage on the ground, 15/16 if I can maxband Drakk for the Crash Bomber, and gave my Mimic overpower. Faerie Dragon, Mimic, and Bird give me 12 in the air. I’m facing 9 ground patrol and 6 air patrol. That’s potentially 12/13 damage after killing the patrol, if I can split it up enough. With Frozen’s base at 14 HP, that lets me potentially threaten a win based off of Drakk dying, at least if we see no Mantis. Splitting the damage up optimally, however, is much easier said than done, especially in the air, and especially since I’d ideally need to kill Argagarg before playing the Crashbarrow. That essentially stops me from making use of overpower on the Mimic, since I need to get past Tweetie Bird first, and then I probably need it to take down Argagarg.

  1. Midband Drakk (5g), Mimic kills Tweetie Bird (ugh), Dragon kills Arg, Drakk to maxband. Crash Bomber (4g), Crashbarrow (1g). I now have Midori (2), Crashbarrow (7), and Crash Bomber (3/4) to get through 3+1 ground patrol, so 8/9 left over. Crash Bomber and Bird kill Element and Big Bird, Crashbarrow kills Wisp and Ancient. Midori can’t kill Rook, but he can only bring in one Bird, so maybe that’s fine. Importantly Faerie Dragon, is still alive, so I still have an air force for next turn without having to hope for maxband Midori.

  2. Potent Basilisk is an option for getting rid of Bird’s Nest without killing Rook. That leaves enough for a Crashbarrow, and a level 2 Drakk, to get midband when Argagarg is dead. That calls for a very different attack: Drakk L2 (7g), Crashbarrow (4g) kills Argagarg and Wisp, Potent Basilisk (0g) takes out Bird’s Nest, then Midori (2), Bird (2), Mimic (5 overpower), and Dragon (5) can go to town.

    1. Bird and Mimic kill Tweetie Bird and Big Bird, Faerie Dragon kills Ancient and gets shot down by Water Elemental. The only problem with this is that I lose all air power, so next turn might rely on maxband Midori, or something else inefficient.

    2. Bird and Mimic kill Tweetie Bird and Water Elemental, Faerie Dragon either kills Big Bird or patrols, Midori does… nothing, really. I keep my air power, but the Ancient and the Tech II are still up, which is very dangerous.

Option 1 looks good. We probably lose Drakk to Zane or something again, but the real problems start if Frozen has both a Surprise Attack and Blooming Ancient in hand: losing both Drakk and the Tech II would be painful. I’ll tech in Tiny Basilisks, maybe I can slow things down with them if that happens.

Teched cards: 2

T2: Bird’s Nest, Crash Bomber
T3: Faerie Dragon, Wandering Mimic
T4: Crashbarrow, Wandering Mimic
T5: Crashbarrow, Kidnapping
T6: Earthquake, Potent Basilisk
T8: 2 x Tiny Basilisk


Tech 2 more cards
Get paid - (10)
Drakk Ramhorn - (8)
Midband Drakk - (5)
Wandering Mimic kills Tweetie Bird, takes 2 damage
Faerie Dragon kills Argagarg, you draw, Drakk to level 6 (maxband)
Crash Bomber, Drakk gives it haste - (4)
Crashbarrow - (1)
Bird suicides into Big Bird for 2
Crash Bomber trades with Water Elemental and Big Bird - (0)
Crashbarrow kills Wisp and Blooming Ancient, you get a gold
Discard 3, draw 4, reshuffle 9, draw 1
Crashbarrow crashes in a heap


:psblueshield: Midori L1 2/3+1A
:exhaust: Drakk L6 3/4 (dies: 1 to your base; my units have frenzy 1; my first unit played from hand gains haste)

Faerie Dragon 4/2 (Drakk: frenzy 1; flying)
Wandering Mimic 4/2 (Bird/Faerie Dragon: flying; Drakk: frenzy 1; copies flying, overpower, haste, sparkshot, untargetable, and stealth; 2 damage)

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


Hand: 5

Playful Panda
Verdant Tree
Wandering Mimic
Crashbarrow
Tiger Cub

Deck: 8

Merfolk Prospector
Kidnapping
Earthquake
Crash Bomber
Potent Basilisk
Bird’s Nest
Tiny Basilisk
Tiny Basilisk

Discard: 1

Crashbarrow

Card-count check (opponent-viewable)

Expected: 10 + 12 teched = 22
2 on board
5 in hand
8 in deck
1 in discard
6 in workers


Gold: 0
Workers: 10

4 x start
T1: Rich Earth
T2: Forest’s Favour
T3: Rampant Growth
T4: Spore Shambler
T5: Ironbark Treant
T6: Young Treant

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Hey I just realized my deck is somehow missing one of my teched cards. I’m thinking I should add it, reshuffle and draw 5 but curious @charnel_mouse @zango how you feel I should resolve

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That’s what I would suggest to do, but I’m no judge.
@Dreamfire , what’s your take, given that you are judging but not participating in this match?

2 Likes

If the missing card was teched before the last reshuffle, then yeah I guess so.

3 Likes