Don’t really want to give him more cards to hit me with so let’s tech up and wall up. I’ve got the gold for Rambasas, hopefully they let me stabilise in the face of this aggro.
This situation is new for me: draw 3 reshuffle 4 draw 1 in turn 3… completely weird… This just opens up so many fun lines for t5 onwards, had to think it through a bit.
Now please don’t put a full stop to my greed as I evaluated the risk of you having now! to be small enough to risk it
XCAFS23 round 8 part 2 P1T3
P1 [Finesse]/Feral/Present vs. P2 [Feral]/Present/Discipline
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
2x fencer from hand - ($1)
brother, fencer & fencer kill tree
Cal kills scavenger, you gain 1
tenderfoot pings tech 1
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Tenderfoot (1/1)
Cal (2/1, lvl1)
Older Brother (2/1)
Nimble Fencer (2/2)
Nimble Fencer (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
on the off chance he felt bold enough to tech now! while having almost no board presence this tenderfoot move might look just plain dumb. but I’m willing to take that risk… I’m more expecting twins+tech 2 with this patrol after float 1
OMG, that one extra damage sounded great for my later plans which now are ruined… That really looks dumb now, taking such a risk while expecting the upside to be rather winmore instead of deciding…
XCAFS23 round 8 part 2 P1T4
P1 [Finesse]/Feral/Present vs. P2 [Feral]/Present/Discipline
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Max - ($5)
tech 2 - ($1)
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Older Brother (2/1)
Elite:
Scavenger: Nimble Fencer (2/2)
Technician: Nimble Fencer (2/2)
Lookout:
In Play:
Tenderfoot (1/1)
Max (2/3, lvl1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
I’m still keeping my cycle small which results in 90% to draw at least one of my newly teched cards. obviously he can kill some of my patrollers and then reset the twins, but I’m still very comfortable with that. if he chooses to kill my max with now+unit from hand I’m also very fine with that, as it means a guaranteed tech 2 break and a maxband Max without a proper flicker target and his hand size to be further stressed. This is going to be way easier to deal with than his alternatives. I’m quite happy about the overall situation even though the tenderfoot move really was dumb.
I mean it was a very good plan up until I teched and drew exactly what you didn’t want me to have in hand.
The good thing (for you) is you got to Tech II first. Let’s see if my board-o-tigers is enough to weather your burst!
P2T4
Tech StartingHand Workers
TECH
Temporal Distortion (Continue with plan A)
Murkwood Allies (Start plan B)
STARTING HAND
Tiger Cub
Verdant Tree
Merfolk Prospector → Worker
Ironbark Treant
WORKERS
Rich Earth
Young Treant
Forest’s Favor
Merfolk Prospector
NextHand
Now!
Tricycloid
Hyperion
Playful Panda
Discard
Murkwood Allies
Temporal Distortion
Ironbark Treant
Verdant Tree
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech II Present - ($4)
Geiger kills Brother, takes 2
Rambasa trades with Technician, returns to codex, you draw
Maxband Geiger, flicker Rambasa, resummon twin - ($2)
Tiger Cub - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Tiger Cub 2/2A
Elite:
Scavenger: Rambasa Twin 3/2
Technician:
Lookout: Rambasa Twin 3/2 [Resist 1]
In Play:
L5 Max Geiger 3/4 [Sparkshot]
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 4
Gold:
Gold: 0
Workers: 9
Thoughts
Got to try and limit his board while I retain mine. This uses Geiger maxband on less high impact stuff but I maintain a relatively strong patrol that hopefully it lets me keep my Tech II for next turn. No way I want to give him gold but a card is kind of ok. I’m hoping no Tric+Now! as that’s very bad news for me. My only saving grace is that he doesn’t tend to tech Now! very early.
Tech 2 card(s)
Get Paid + float - ($9)
hyperion kills SL, I draw - ($4)
TD Hyperion into guide - ($2)
tenderfoot trades scavenger, you gain 1
messenger trades lookout - ($1)
max & fecer break tech 2
Worker - ($0)
Float ($0)
Discard 4, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Grounded Guide (4/4)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Max (2/3, lvl1)
Nimble Fencer (4/3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
this one was one of my calculated lines. this should be it. I don’t think he has a tech 1 unit so he has to trade ironbark, now and max off he really wants to get rid of my guide
Don’t see me doing much to come back here so I’ll resign.
Completely forgot about Hyperion into Guide. That combo plus all the haste is absolutely brutal to defend. Very little breathing room as P2.
Could have had a slightly better patrol by worker skipping but I think you just have the better combo deck here. Not enough tools on my side to come back when behind and everything I do have you have something slightly better or more efficient. Already thinking about how I could mix it up to improve things in the future.
GG!
I’m not sure whether my Deck really is that much better, but yes after these passive first two turns which allowed me to keep all of the units I played you were too far behind… Still it was fun, thank you very much! I’m already looking forward to see the conclusions you’ll come around with!
I think that is exactly why your deck is better, you have way more options to actively play back at your opponent from an empty board: Wither, Spark, Messenger, and Tenderfoot + Fencers, none of which require you to lock into a specific hero plan.
Then it’s a case of everything I can do you can do better, since Bloom is a straight up better FF and your Tech II burst is the same or better with TD into Guide giving you access to the all important 5 attack Hyperion and supercharging your virtuosos.
The few unique tricks I do have are Rampant Growth, which makes my P1 early game slightly better but drops off as the match goes on and some niche things for multi-hero play, which is great if I can manage to secure a HH or Tech II but as we’ve seen that is pretty hard to do vs Finesse counterplay.
I’d be interested to see where you think I would have successfully been able to play less passively in this one. Perhaps the best way of forcing some trades would have been midband or FF Cal in elite behind Panda on T2, but you could play Midband Cal, kill Panda, Fencer + Brother trades. That would have you set up with Maxband Cal and leave me very vulnerable.
(Don’t get me wrong I’m still very pleased to have gotten this far in the tournament and I’m glad I gave Green starter a go. This format made it about as playable as it can be competitively but I think it probably needs some sort of tweak. I have a few ideas, might work on it after Blue vs Black.)
Anyway these are just a few reflections on why I think it’s a very hard matchup for me. Feels like we’re in a poker hand and I have JJJAA while you have AAAJJ! Best of luck going forwards.
@thehug0naut
Well that’s pretty accurate what you’re writing there…
About the passive start of your’s: it’s important that I’m not allowed to bring brick to the table that sticks around, so you have to make me loose something or to make me unable to make you lose something. Hence, already turn 1 brought you on the wrong foot. I haven’t thought things properly through, but maybe tiger SL and wisp technician might offer some potential counter punch. Or, more likely a good way to counter it would be FF Cal in SL (or maybe even elite). But yes, with the other person having the perfect split being p2 sucks for the first few turns.
@Legion
I strongly disagree as BS is only 2g, is very hard to remove (even if you have the option, do you really want to tech something which just answers a tech 0 card?) and it thins your deck out.
Guide is most of the times just too easy to get rid of and if you have the board dominance to make sure that he stays around, then it is often just winmore, and many other 5g tech 2 units would also end up with you winning the game. Yes there are quite some situations where he brings the decisive advantage like in this game here, but on a general basis BS is most of the times way way better.
I meant that while BS works only on mystics and soldiers, Guide works on everything+the special effect on virtuosos. As I see it, like hugonaut said, it gives the precious 5 dmg to all kinds of units and pumps the dmg nicely. just my 2 cents.