[XCAFS23] Round3 part2: P1 FrozenStorm [Anarchy]/Growth/Strength vs P2 charnel_mouse [Balance]/Blood/Strength

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

Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Charge
Makeshift Rambaster
Mad Man
Bloodburn

End of Turn Discard
My Thoughts

Starting frisky


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


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

:heart: 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

5 x start
T1: Rich Earth

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

Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

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 :point_right:

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


:psblueshield: Wisp 0/1+1A
:exhaust: Rook L1 2/4

Playful Panda 2/2
Merfolk Prospector 1/1 (exhaust: +1g)

:heart: Base HP: 20
:heart: 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

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Rook (2/4 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 7

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


:psblueshield: Rook L1 2/4+1A
:psfist: Playful Panda 1+2/2
:ps_: Tiny Basilisk 1/2 (deathtouch; can’t be stopped or attacked by Tech 0 units)

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

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)
:heart: 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 :thinking:

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

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 Growth

In Patrol:

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

In Play:

  • Rook (3/5 lvl 5)
  • Bird’s Nest

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

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 :slight_smile: Grabbing Polymorph for the enemy fliers though


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


:psblueshield: Ironbark Treant 1/2+3A (patrolling: -2/+2A)
:ps_: Midori L1 2/3
:exhaust: Spore Shambler 2/3 (++; 1g: pass a + rune to target unit)

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

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

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 Growth

In Patrol:

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

In Play:

  • Big Bird (3/3,++)
  • Tweetie Bird (1/1)
  • Bird’s Nest

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

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

Tiny Basilisk - (6)
Potent Basilisk, Bird’s Nest is destroyed - (2)
Worker - (1)
Discard 0, draw 2


:psblueshield: Ironbark Treant 1/2+3A (patrolling: -2/+2A)
:psfist: Young Treant 1+0/2 (can’t attack)
:ps_: Potent Basilisk 3/5 (untargetable; deathtouch)
:exhaust: Spore Shambler 2/3 (++; exhaust or 1g: pass a + rune to target unit)
:target: Tiny Basilisk 1/2 (resist 0+1; deathtouch; can’t be stopped or attacked by Tech 0 units)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)
:heart: 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 :wink:

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

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 Growth

In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2a)
  • :psfist: Elite:
  • :pspig: Scavenger: Water Elemental (3/3)
  • :exhaust: Technician: Wisp (0/1)
  • :target: 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:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

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.