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

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

1 Like

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

1 Like

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

Sounds good to me.

1 Like

Thanks all, I went to draw my technician and realized a card I teched turn 4 that I was hoping to draw was missing. I think I must have overrwrote it on the sheet last turn or two with a later tech, as I can see it was in my turn 5/6 cycle

Redraw still didn’t get that card but definitely helps me, sucks to get ahead this way and open to replaying the game if we feel that’s needed. Sorry I borked it y’all

XCAFS23 R3Part1: Player 2, Turn 8

P2 Miracle Grow vs P1 Balance/Blood/Strength

Link to all relevant rule changes

Starting Hand

Stampede
Surprise Attack
Charge
Gunpoint Taxman
Makeshift Rambaster

Events of Turn:


Upkeep:

  • Get Gold (10+1scav)
  • Draw 1 technician
  • no techs
  • a bird respawns
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:

  • Zane (9)
  • Surprise Attack, sharks (4)
  • Gunpoint Taxman (2)
  • Charge GPT (0)
  • GPT kills sql, takes 2, Rook to level 3
  • Sharks kill Drakk, you draw 1, my base to 13, Rook to level 5
  • Rook and Zane break your tech2, your base to 18
Workers

Pillage, Mad Man, Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 13
  • Tech1 HP: 4
  • Tech2 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Big Birg (1+1/1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Rook (3/5 lvl 5)
  • Zane (2/2 lvl 1)
  • Gunpoint Taxman (3/1)
  • Bird’s Nest

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Blooming Elm
Blooming Ancient
Bombaster
Bloodrage Ogre

End of Turn Discard
My Thoughts

Not sure where I lost the other Ancient, didn’t draw it again but glad CM didn’t break the T2 so I can get Zane out here and smack back, and GPT + Charge is a strong consolation


Only one bird respawns

2 Likes

Forgot we had that ty for the reminder, removing Tweetie in the technician then!

1 Like

P1T9

Starting hand: 5

Playful Panda
Verdant Tree
Wandering Mimic
Crashbarrow
Tiger Cub

Technician draw: 1

Tiny Basilisk

Thoughts

Losing so much to the Bird feels really bad here, but if I don’t keep them down then an Ancient will let them easily wreak havoc.

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
T8: 2 x Tiny Basilisk


Get paid - (10)
Rebuild Tech II
Garus Rook - (8)
Wandering Mimic trades with Big Bird
Faerie Dragon kills Zane, Rook to level 3
Maxband Rook - (3)
Tiny Basilisk - (1)
Worker - (0)
Discard 4, draw 5


:psblueshield: Rook L8 4/6+1A (can ignore lone patrollers; two lives)
:ps_: Tiny Basilisk 1/2 (deathtouch; can ignore Tech 0 patrollers; can’t be attacked by Tech 0 units)

Faerie Dragon 4/2 (Drakk: frenzy 1; flying)

:heart: Base HP: 18
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)
:heart: Tech Lab HP: 4 (Blood)


Hand: 5

Kidnapping
Earthquake
Crash Bomber
Bird’s Nest
Tiny Basilisk

Deck: 2

Merfolk Prospector
Potent Basilisk

Discard: 6

Crashbarrow
Wandering Mimic
Verdant Tree
Wandering Mimic
Crashbarrow
Tiger Cub

Card-count check (opponent-viewable)

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


Gold: 0
Workers: 11

4 x start
T1: Rich Earth
T2: Forest’s Favour
T3: Rampant Growth
T4: Spore Shambler
T5: Ironbark Treant
T6: Young Treant
T9: Playful Panda

XCAFS23 R3Part1: Player 2, Turn 9

P2 Miracle Grow vs P1 Balance/Blood/Strength

Link to all relevant rule changes

Starting Hand

Blooming Elm
Blooming Ancient
Bombaster
Bloodrage Ogre

Events of Turn:


Upkeep:

  • Get Gold (10)
  • no techs
  • a bird respawns
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 (6)
  • Arg + wisp, BA +2 (4)
  • Maxband Rook (1)
  • Move a rune to Big Bird
Workers

Pillage, Mad Man, Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 13
  • Tech1 HP: 4
  • Tech2 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Big Bird (2/2a +)
  • :psfist: Elite: Arg (1+1/3 lvl 1)
  • :pspig: Scavenger: Gunpoint Taxman (3/1)
  • :exhaust: Technician: Rook (4/6 lvl 8)
  • :target: Lookout: Wisp (0/1)

In Play:

  • Blooming Ancient (3/5 +)
  • Bird’s Nest

Economy Info:

Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Surprise Attack
Nautical Dog
Might of Leaf and Claw
Blooming Ancient
Surprise Attack

End of Turn Discard
My Thoughts

Maxband rook is a problem, we’ll see what can be done about that (having one of my own definitely helps)


Come on, hit me.

P1T10

Starting hand: 5

Kidnapping
Earthquake
Crash Bomber
Bird’s Nest
Tiny Basilisk

Thoughts

Drakk (9) and Kidnap the Bird (5), Bird hits the Tech I, Earthquake (0) destroys both Tech buildings and hits Frozen’s base to 5, Faerie Dragon gets it down to one, sit Drakk in front. What can kill me? Probably just a very large Bird, Frozen needs a whopping 15 more damage if he moves the current rune. I think I’m fine.

EDIT: Moby pointed out the Bird dies anyway, so I don’t think Frozen has any way to hit me past Drakk!

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
T8: 2 x Tiny Basilisk


Get paid - (11)
Drakk Ramhorn - (9)
Kidnapping, I take Big Bird - (5)
Big Bird hits your Tech II to 3, get shot down by Gunpoint Taxman
Earthquake, your Tech buildings are destroyed, your base to 5 - (0)
Faerie Dragon hits your base to 1, gets shot down by Gunpoint Taxman
Discard 3, draw 2, reshuffle 11, draw 3


:psblueshield: Drakk L1 1/3+1A (dies: 1 to your base)
:ps_: Rook L8 4/6+1A (can ignore lone patrollers; two lives)
:target: Tiny Basilisk 1/2 (resist 0+1; deathtouch; can ignore Tech 0 patrollers; can’t be attacked by Tech 0 units)

:heart: Base HP: 18
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)
:heart: Tech Lab HP: 4 (Blood)


Hand: 5

Merfolk Prospector
Potent Basilisk
Kidnapping
Earthquake
Tiny Basilisk

Deck: 9

Crashbarrow
Wandering Mimic
Verdant Tree
Wandering Mimic
Crashbarrow
Faerie Dragon
Tiger Cub
Crash Bomber
Bird’s Nest

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

Expected: 10 + 12 teched = 22
1 on board
5 in hand
9 in deck
0 in discard
7 in workers


Gold: 0
Workers: 11

4 x start
T1: Rich Earth
T2: Forest’s Favour
T3: Rampant Growth
T4: Spore Shambler
T5: Ironbark Treant
T6: Young Treant
T9: Playful Panda

Good move @charnel_mouse but both flyers are dead due to GPT. So less to worry.

1 Like

Good call: I’ve just moved the Dragon to discard, unless people feel strongly about me re-shuffling and re-drawing too.

I don’t think it’s relevant as that’s effectively checkmate, GG WP @charnel_mouse! A well timed earthquake

@zango I’ll start game 2 later tonight or tomorrow!

2 Likes

Well played! Thought I threw away the game on Turn 6 until the last minute, there, I kept drawing my Tech II cards at inopportune times.

What a fun game to watch! Thanks!

1 Like

Win or lose I always aim to entertain ^^

1 Like