GL HF @charnel_mouse !
XCAFS23 R3Part2: Player 1, Turn 1
P1 Miracle Grow vs P2 Balance/Blood/Strength
Link to all relevant rule changes
Starting Hand
Careless Musketeer
Pillage
Scorch
Bloodrage Ogre
Nautical Dog
Events of Turn:
Upkeep:
Get Gold (4)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Bloodrage Ogre (2)
Nautical Dog (1)
Worker (0)
Workers
Patrol as below
Discard 2 Draw 4
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Bloodrage Ogre (3/2a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Charge
Makeshift Rambaster
Mad Man
Bloodburn
End of Turn Discard
My Thoughts
1 Like
GL, HF!
P2T1
Thoughts
I want 2-attack patrollers here to trade with Ogre / Zane, so we’re probably looking at Tiger Cub and Rook. Putting both 3-cost patrollers in next hand, if I don’t need them I can use Merfolk Prospector instead.
Starting hand: 5
Tiger Cub
Young Treant
Forest’s Favour
Rampant Growth
Rich Earth
Get paid - (5)
Worker - (4)
Tiger Cub - (2)
Garus Rook - (0)
Discard 3, draw 5
Tiger Cub 2/2+1A
Rook L1 2/4
Base HP: 20
Hand: 5
Merfolk Prospector
Playful Panda
Spore Shambler
Ironbark Treant
Verdant Tree
Deck: 0
Discard: 3
Young Treant
Forest’s Favour
Rampant Growth
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: 6
Gentle prod, @FrozenStorm !
1 Like
Thank you for the prod!
XCAFS23 R3Part2: Player 1, Turn 2
P1 Miracle Grow vs P2 Balance/Blood/Strength
Link to all relevant rule changes
Starting Hand
Charge
Makeshift Rambaster
Mad Man
Bloodburn
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in (except turn 1)
All Teched Cards
Gunpoint Taxman, Bird’s Nest
Main:
Brogre trades Cub
Rook (3)
Worker (2)
Tech 1 (0)
Workers
Patrol as below
Discard 3 Draw 1 rs Draw 4
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Rook (2/4a lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Bombaster
Gunpoint Taxman
Bloodrage Ogre
Pillage
Careless Musketeer
End of Turn Discard
My Thoughts
I feel predictable with my techs but like what else would I tech?
@charnel_mouse in case thread isn’t watching, friendly poke back atcha
1 Like
I’m here, I’ve just been a bit busy today.
P2T2
Starting hand: 5
Merfolk Prospector
Playful Panda
Spore Shambler
Ironbark Treant
Verdant Tree
Thoughts
I’m going to gamble and say that, if Frozen techs similarly to last time, he can’t get board presence to threaten my Tech II quickly enough if I go for Birds and Tiny Basilisk. Sharks could bypass the Basilisk to take out Tech II, but I’d be surprised to see it so early. I could take Boulder instead, but I want something that hits back and stops Frozen building up a Red board.
Teched cards: 2
T2: Bird’s Nest, Tiny Basilisk
Get paid - (6)
Worker - (5)
Merfolk Prospector - (4)
Playful Panda, Wisp arrives - (2)
Expensive Tech I - (0)
Discard 2, reshuffle 8, draw 4
Wisp 0/1+1A
Rook L1 2/4
Playful Panda 2/2
Merfolk Prospector 1/1 (exhaust: +1g)
Base HP: 20
Tech I HP: 5
Hand: 4
Young Treant
Rampant Growth
Bird’s Nest
Tiny Basilisk
Deck: 4
Forest’s Favour
Tiger Cub
Spore Shambler
Ironbark Treant
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 2 teched = 12
2 on board
4 in hand
4 in deck
0 in discard
2 in workers
Gold: 0
Workers: 7
5 x start
T1: Rich Earth
T2: Verdant Tree
No worries
XCAFS23 R3Part2: Player 1, Turn 3
P1 Miracle Grow vs P2 Balance/Blood/Strength
Link to all relevant rule changes
Starting Hand
Bombaster
Gunpoint Taxman
Bloodrage Ogre
Pillage
Careless Musketeer
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in (except turn 1)
All Teched Cards
Blooming Ancient x2
Gunpoint Taxman, Bird’s Nest
Main:
Bloodrage Ogre (4)
Gunpoint Taxman (2)
Rook kills wisp
Worker (1)
Workers
Careless Musketeer, Bloodburn, Scorch
Patrol as below
Discard 2 Draw 4
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Bloograge Ogre (3/2a)
Elite: Gunpoint Taxman (3+1/3)
Scavenger:
Technician: Nautical Dog (1/1)
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Makeshift Rambaster
Mad Man
Birds Nest
Charge
End of Turn Discard
My Thoughts
Sticking to the script, we’ll see what CM does here
P2T3
Starting hand: 4
Young Treant
Rampant Growth
Bird’s Nest
Tiny Basilisk
Thoughts
I get one more reshuffle here, so I should be able to get in some Kidnappings in case of Ancients or the like. I’m going to experiment with Barbarbarians if I can get some tech breathing room: it’s been a while, and Kidnapping an Ancient can potentially make them dangerous.
It’s unlikely that Frozen would run Rook into Tiny Basilisk, so there’s little point in putting it in Squad Leader. Rook, therefore, gets to stand in front, and not be killed by just raw Rook and Nautical Dog. Panda goes in Elite, in case of Taxman.
Teched cards: 2
T2: Bird’s Nest, Tiny Basilisk
T3: Doubling Barbarbarian, Potent Basilisk
Get paid - (7)
Worker - (6)
Tiny Basilisk - (4)
Tech II Balance - (0)
Merfolk Prospector exhausts for gold - (1)
Tech Lab Strength - (0)
Discard 2, draw 4
Rook L1 2/4+1A
Playful Panda 1+2/2
Tiny Basilisk 1/2 (deathtouch; can’t be stopped or attacked by Tech 0 units)
Merfolk Prospector 1/1 (exhaust: +1g)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech Lab HP: 4 (Strength)
Hand: 4
Forest’s Favour
Tiger Cub
Spore Shambler
Ironbark Treant
Deck: 0
Discard: 4
Potent Basilisk
Doubling Barbarbarian
Young Treant
Bird’s Nest
Card-count check (opponent-viewable)
Expected: 10 + 4 teched = 14
3 on board
4 in hand
0 in deck
4 in discard
3 in workers
Gold: 0
Workers: 7
5 x start
T1: Rich Earth
T2: Verdant Tree
T3: Rampant Growth
Interesting patrol
XCAFS23 R3Part2: Player 1, Turn 4
P1 Miracle Grow vs P2 Balance/Blood/Strength
Link to all relevant rule changes
Starting Hand
Makeshift Rambaster
Mad Man
Birds Nest
Charge
Events of Turn:
Upkeep:
Get Gold (7+1float)
Tech 2 cards in (except turn 1)
All Teched Cards
Blooming Elm, Polymoyph: Squirrel
Blooming Ancient x2
Gunpoint Taxman, Bird’s Nest
Main:
Brogre dies to your Rook, my Rook kills, my Rook to level 3
Dog trades Panda
GPT trades Tiny B, steals your scavenger gold (9)
Bird’s Nest (7)
Midband Rook (5)
Worker (4)
Tech 2 Growth (0)
Workers
Mad Man, Careless Musketeer, Bloodburn, Scorch
Patrol as below
Discard 2 rs Draw 4
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 Growth
In Patrol:
Squad Leader:
Elite:
Scavenger: Tweetie Bird (1/1)
Technician: Big Bird (1/1)
Lookout:
In Play:
Rook (3/5 lvl 5)
Bird’s Nest
Economy Info:
Cards:
Gold:
End of Turn Hand
Makeshift Rambaster
Pillage
Blooming Ancient
Bloodrage Ogre
End of Turn Discard
My Thoughts
Seeing as CM didn’t reshuffle yet, I really like my chances of pulling off some nasty bird attacks here Grabbing Polymorph for the enemy fliers though
charnel_mouse:
Workers: 7
Just FYI your sheet might be shorting you a gold or may have missed moving a worker over
P2T4
Starting hand: 4
Forest’s Favour
Tiger Cub
Spore Shambler
Ironbark Treant
Thoughts
Yeah, OK. Time to try to prepare for a Blooming Ancient attack. Unfortunately, I’m going to be dealing with an Earthquake set-up too.
Teched cards: 2
T2: Bird’s Nest, Tiny Basilisk
T3: Doubling Barbarbarian, Potent Basilisk
T4: 2 x Kidnapping
Get paid - (8)
Worker - (7)
Ironbark Treant - (4)
Spore Shambler - (1)
Merfolk Prospector exhausts for gold - (0)
Master Midori - (0)
Discard 1, reshuffle 9, draw 3
Ironbark Treant 1/2+3A (patrolling: -2/+2A)
Midori L1 2/3
Spore Shambler 2/3 (++; 1g: pass a + rune to target unit)
Merfolk Prospector 1/1 (exhaust: +1g)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech Lab HP: 4 (Strength)
Hand: 3
Potent Basilisk
Young Treant
Playful Panda
Deck: 6
Doubling Barbarbarian
Bird’s Nest
Tiny Basilisk
Kidnapping
Kidnapping
Tiger Cub
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 6 teched = 16
3 on board
3 in hand
6 in deck
0 in discard
4 in workers
Gold: 0
Workers: 9
5 x start
T1: Rich Earth
T2: Verdant Tree
T3: Rampant Growth
T4: Forest’s Favour
XCAFS23 R3Part2: Player 1, Turn 5
P1 Miracle Grow vs P2 Balance/Blood/Strength
Link to all relevant rule changes
Starting Hand
Makeshift Rambaster
Pillage
Blooming Ancient
Bloodrage Ogre
Events of Turn:
Upkeep:
Get Gold (8)
Tech 2 cards in (except turn 1)
All Teched Cards
Giant Panda, Surprise Attack
Blooming Elm, Polymoyph: Squirrel
Blooming Ancient x2
Gunpoint Taxman, Bird’s Nest
Main:
Blooming Ancient (4)
Arg + Wisp, BA+2 (2)
Big Bird gets two runes, kills Midori, Rook to level 7, you get 1g
Tweetie Bird kills Prospector
Maxband Rook (1)
Worker (0)
Workers
Pillage, Mad Man, Careless Musketeer, Bloodburn, Scorch
Patrol as below
Discard 2 Draw 4
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 Growth
In Patrol:
Squad Leader: Rook (4/6a lvl 8)
Elite: Wisp (0+1/1)
Scavenger: Arg (1/3 lvl 1)
Technician: Blooming Ancient (2/4)
Lookout:
In Play:
Big Bird (3/3,++)
Tweetie Bird (1/1)
Bird’s Nest
Economy Info:
Cards:
Gold:
End of Turn Hand
Bombaster
Blooming Elm
Charge
Polymorph: Squirrel
End of Turn Discard
My Thoughts
Not too scared of hasty fliers as that’ll be tough to pull off with only 3 cards and 10g, so might as well come at Prospector and killing Midori gets me an easy Rook max for ground control. We’ll see if I want earthquake, for now I think Panda and Sharks is stuff I’ll want regardless
There’s a phantom Blooming Ancient on your board.
P2T5
Starting hand: 3
Potent Basilisk
Young Treant
Playful Panda
Thoughts
No good draws here, so I’m probably done.
Teched cards: 2
T2: Bird’s Nest, Tiny Basilisk
T3: Doubling Barbarbarian, Potent Basilisk
T4: 2 x Kidnapping
T5: Doubling Barbarbarian, Wandering Mimic
Get paid + Scavenger - (10)
Young Treant, I draw - (8)
Tiny Basilisk - (6)
Potent Basilisk, Bird’s Nest is destroyed - (2)
Worker - (1)
Discard 0, draw 2
Ironbark Treant 1/2+3A (patrolling: -2/+2A)
Young Treant 1+0/2 (can’t attack)
Potent Basilisk 3/5 (untargetable; deathtouch)
Spore Shambler 2/3 (++; exhaust or 1g: pass a + rune to target unit)
Tiny Basilisk 1/2 (resist 0+1; deathtouch; can’t be stopped or attacked by Tech 0 units)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech Lab HP: 4 (Strength)
Hand: 2
Doubling Barbarbarian
Tiger Cub
Deck: 3
Bird’s Nest
Kidnapping
Kidnapping
Discard: 3
Merfolk Prospector
Doubling Barbarbarian
Wandering Mimic
Card-count check (opponent-viewable)
Expected: 10 + 8 teched = 18
5 on board
2 in hand
3 in deck
3 in discard
5 in workers
Gold: 1
Workers: 10
5 x start
T1: Rich Earth
T2: Verdant Tree
T3: Rampant Growth
T4: Forest’s Favour
T5: Playful Panda
1 Like
My bad on that, thanks for continuing anyway since it didn’t end up relevant
XCAFS23 R3Part2: Player 1, Turn 6
P1 Miracle Grow vs P2 Balance/Blood/Strength
Link to all relevant rule changes
Starting Hand
Bombaster
Blooming Elm
Charge
Polymorph: Squirrel
Events of Turn:
Upkeep:
Get Gold (9)
Tech 2 cards in (except turn 1)
All Teched Cards
Earthquake x2
Giant Panda, Surprise Attack
Blooming Elm, Polymoyph: Squirrel
Blooming Ancient x2
Gunpoint Taxman, Bird’s Nest
Main:
Rook and Arg take down SQL, each take 1
Bombaster, BA+1 (7)
Maxband Arg, Water Elemental arrives, BA+1 (3)
Blooming Elm (0)
BA kills YT and overpowers 2 to Tiny B, takes 1
Give a rune to Big Bird, he and Tweetie Bird break your tech2, your base to 18
Workers
Pillage, Mad Man, Careless Musketeer, Bloodburn, Scorch
Patrol as below
Discard 2 Draw 4
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 Growth
In Patrol:
Squad Leader: Bombaster (2/2a)
Elite:
Scavenger: Water Elemental (3/3)
Technician: Wisp (0/1)
Lookout:
In Play:
Big Bird (4/4,++)
Tweetie Bird (1/1)
Blooming Ancient (3/4 +)
Rook (4/5 lvl 8)
Arg (1/5 lvl 5)
Blooming Elm
Economy Info:
Cards:
Gold:
End of Turn Hand
Blooming Ancient
Gunpoint Taxman
Nautical Dog
Polymorph: Squirrel
End of Turn Discard
My Thoughts
Yeap, I think with the tech 2 down, I don’t have much to fear. Drakk can do his best with a kidnapping but there aren’t any easy wins and I have a ton of win con threats. I could split Stampede + Earthquake, but I think Rook and birds are safe enough that double Earthquake ought to suffice
I’ll concede there, there’s not much I can do. @zango
I didn’t have nearly aggressive enough of a start, and my tech choices were a little all over the place.
1 Like
GG WP @charnel_mouse ! I think the turn 3 patrol was a pivotal point; having Tiny B in technician instead of scavenger would have made it much harder for me to command the board and add Rook as a win con threat. That and yeah the Tech Lab w/o Blood was a little too slow I think.
1 Like
With Strength? Yeah, I wanted to go for Barbarbarians again for a change, but I shouldn’t have led with them when teching.