[XCAFS24] FINALS part2: P1 zango vs P2 thehug0naut

@zango it’s time for part two. Definitely feeling the pressure now after that pummeling :sweat_smile:

I’ll kick off with Purple Starter and Finesse

Thoughts for bystanders

I want to take Finesse away from any P1 game plan, while also giving myself the option of it’s really great Tech Is and Tech IIs, so that’s an absolutely locked in choice.

I also want a starter I can trust as P2, and purple really is the best for that. Taking Purple also heavily disincentives Purple heroes and I am glad to bias him away from Present.

My gut feeling would be that a red heavy deck is coming, but zango is always full of surprises. Blue is pretty good vs Purple (I’m still sore from @dwarddd serving my good units with Community payback orders…)

This foundation also gives me so much freedom for the remainder of my choices, given that purple starter doesn’t really need spell support. That’s lets me opt for a two spec monocolour, or a one spec monocolour with a combat hero (if bashing goes untaken).

Some of the theorycrafting possibilities really intrigue me, but I’ll leave the readers to speculate a little on where I might be leaning. While I wait for zango to bamboozle me once more :sweat_smile:

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here we go, awesome!
I’ll try to stick to playing things that I havn’t played before:
[Red]/Present/Feral

GL & HF!

friendly poke @thehug0naut

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Sorry @zango, that’s me over this week’s hump of really busy days so I have time to think about this again!

Interesting choices from you for sure. After some thought I will finish off my draft with Demonology and Necromancy, also playing a deck I haven’t played before, an “altmare” of [PURPLE]/Finesse/Demonology/Necromancy

As always, GLHF!

Thoughts for bystanders

So he went with Present after all. Can’t really say I blame him on that given how strong it is as a Tech II. It is a pretty good counter pick too, as Past/Present would be two of my most obvious picks from here.

Interestingly I was kind of initially leaning towards Feral/Balance so he’s also taken that option off the table.

Red starter for hasty units, Calamandra for a combat hero and Geiger for Tech II burst is a pretty strong combination. Behind the Ferns / Ferocity + Argos and Red units also works really really well. He doesn’t have much anti-hero but he’s pretty good across the board otherwise.

Seems obvious that he would pick a red faction, perhaps Fire to give him hasty tech Is and direct damage. Zane might be better though, with a load of disruption combined with haste and stealth off of TD. Blood also works well too, with great aggro spells and even better hasty units to TD into. Finally outside of red, Necromancy must be among the strongest since it let’s him summon Present Tech II on demand and fills that anti-hero niche he’s lacking.

For me, I want to retain my monocolour status so that I can get to Tech II with as little friction as possible. I also need to have answers to early Calamandra play and for very strong and expensive Present tech II units. I can of course stay monocolour with Bashing + any one spec or by choosing any two specs of the one colour.

Bashing + Past is kind of the default choice, good combos with Starter and a combat hero. Potentially very good vs Calamandra with intimidate or Origin Story, and some good utility spells and abilities vs Present. Rewind is also a really good board reset if I have the gold for it.

I think Balance Tech II is very interesting with Nullcraft and vs Present, and even with Feral gone I could choose Bashing/Balance to give myself a combat hero and some of the anti-hero/present utility. I still think I’ll be leaning on Finesse though, and Circle or Life is more costly than I’d like.

Demonology/Necro gives me a different variant of nightmare supported by purple starter. No 1-drop but better 2-drops and some retained value in Mox if I can afford to play it Vandy is of course a great combat hero, and doombuff combos really nicely with Mox and Nullcraft. Also means I have Garth if needed to fetch Guide or Maestro at Tech II. From Necro I will have access to Nether Drain for anti hero and Hoodie for anti-present. From Vandy I will have Dark Pact to accelerate through the deck in place of Temporal Research (so it’s easy to worker out), and Meta as an alternative threat if that set up arises.

I think the alt-mare deck seems the best blend of unique/interesting and strength. Some of the starter/Vandy interactions seem worth exploring and it takes Necro off the table as a set up for Present Tech II.

No worries, life obviously is more important. I’m just stoked on continuing this series :wink:

I conclude my draft with - what I hope - another unexpected choice: Truth!
I’m really curious about this new Nightmare of yours, let’s see how well it synergizes with it’s good cards and how bad you’re going to miss det and stw

XCAFS24 FINALS part2 P1T1

P1 [RED]/Truth/Feral/Present vs. P2 [PURPLE]/Demonology/Anarchy/Necromancy

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Makeshift Rambaster (1/2)
Bloodburn
Mad Man (1/1)
Nautical Dog (1/1)
Pillage


WORKERS
Bloodburn


NextHand

Bombaster (2/2)
Charge
Scorch
Careless Musketeer (2/1)
Bloodrage Ogre (3/2)


Discard

Pillage
Mad Man (1/1)
Makeshift Rambaster (1/2)


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
have dog, play dog - ($2)
Cal - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nautical Dog (1/1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cal (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Nightmare P2 with Fargo as a stalling engine and the constant threat of NC was exactly what I expected when picking my deck. Still I am happy that det, StW etc are not available for him…
At least I have a very good split after that ridiculous split last round. only any form of haste is missing in hand 2, but I won’t complain with this awesome split

I definitely see how Truth complements your deck and has some answers to mine, a pretty good choice I’d say!

I’m very pumped for this game now, these funky starter choices are very fun to theorycraft and pilot

Deteriorate is a hard loss vs dog but I still have some tricks

P2T1


StartingHand Workers

STARTING HAND

Fading Argonaut
Hardened Mox
Plasmodium
Tinkerer
Nullcraft


WORKERS

Plasmodium


NextHand

Battle Suits
Temporal Research
Neo Plexus
Forgotten Fighter


Discard

Tinkerer
Hardened Mox


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Fargonaut - ($2)
Nullcraft, pings Cala - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut 2/3A [Fading 3]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nullcraft 1/1 [Flying, Haste]

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Couldn’t really ask for a better units to play T1, though the split was very front loaded with units. Have Fargo play Fargo and get Nullcraft going to limit Cala’s efficiency. Hoping I get Neo in my next hand so I actually have a unit if I want one

Well then let’s patrol such that you’ll think twice before actually killing dog. I like my dog in this red version of the P1 god split.

XCAFS24 FINALS part2 P1T2

P1 RED [Truth]/Feral/Present vs. P2 PURPLE [Demonology]/Anarchy/Necromancy

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Spectral Hound (3/3)
Huntress (3/3)


STARTING HAND
Bloodrage Ogre (3/2)
Bombaster (2/2)
Scorch
Charge
Careless Musketeer (2/1)


WORKERS
Bloodburn
Careless Musketeer (2/1)


NextHand

Makeshift Rambaster (1/2)
Pillage
Spectral Hound (3/3)
Huntress (3/3)
Mad Man (1/1)


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
bogre - ($2)
tech 1 - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nautical Dog (1/1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bloodrage Ogre (3/2)
  • :target: Lookout:

In Play:

  • Cal (2/2, lvl1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

nothing to think about this turn. nice to see that he already went down on cards.

The paralysis is real with this one, you’ve given me a lot to think about @zango

I’ll get my response up later today

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P2T2 is always what I find the hardest. There are only so many options that the opponent may have in their hand that it feels like it’s deterministic and you have to calculate everything through, while in later turns the amount of missing information amounts to me being able to easily just do my own thing and to accept that I didn’t calculate everything through properly…

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I totally agree.

It’s the combination of opponent options, lack of intel and the fact that you also have to think through your own tech plan against that backdrop. Definitely the toughest turn to calculate.

I got there in the end. Thank you for your patience @zango, as always a true gent of an opponent :pray:

P2T2


Tech StartingHand Workers

TECH

Nimble Fencer
Nimble Fencer


STARTING HAND

Temporal Research → Worker
Neo Plexus
Battle Suits
Forgotten Fighter


WORKERS

Plasmodium
Temporal Research


NextHand

Tinkerer
Nimble Fencer
Time Spiral
Hardened Mox


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($4)
Neo - ($2)
River - ($0)
Fargo kills Dog, takes 1
Nullcraft pings Tech I

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Neo Plexus 2/2A
  • :psfist: Elite:
  • :ps_: Scavenger: L1 River Montoya 2/3
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Fading Argonaut 2/2 [Fading 2]
  • Nullcraft 1/1 [Flying, Haste]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

The only unit I have in hand is neo so my only other patrol option(s) are a hero, or possibly Garth and a Skele if I want to skip Tech I or Worker (which I really don’t want to do).

My biggest issue with this turn is the threat of Ferocity. I’ve been calculating and calculating and I can’t see much I can actually do about it. In the end I’ve decided I just have to hope he hasn’t teched it. His most obvious other techs are Huntress (for anti-air) and Hound (for value, especially given I don’t have much targeting).

My other observation is that I’m pretty sure I have to kill that dog, otherwise my patrol is just deeply unsafe and I probably just get run over.

With that in mind, say I patrol Neo in SQL and River in Scav, that means he can trade Brogre and midband Cala to clear my patrol, which will Maxband Cala. That leaves him 3g which could be both Huntress+Hound or maybe Rambaster to hit my Tech I to 2HP and Hound to patrol. If no Rambaster then maybe he plays Bombaster as a second patroller. He could also build a HH but I suspect he’ll be more likely aiming at a T4 Tech II to access Present. As scary as Cala is, at least I can patrol heroes without giving away free levels.

I think my best play in response to his most likely T3 will be Vandy Maxband. That gets me targeting which can pop Hound and it lets me send a 4 attack Fargo or a 3 attack Nullcraft at his board, depending how he patrols. She’s also a big body to shift and she threatens meta (even just on her own) to break Tech II. Obviously, this slows my tech II down but I’m under too much pressure to tech up if I don’t find a way to get into a good board position.

Given that I don’t expect to be playing any cards next turn, I can just load my deck with Fencers and see what board state I end up facing

thank you for these kind words, but everything else is just out of the question. Life first, codex second and always trying to be kind and understanding is what I’m aiming for :wink:

XCAFS24 FINALS part2 P1T3

P1 RED[Truth]/Feral/Present vs. P2 PURPLE[Demonology]/Anarchy/Necromancy

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Feral Strike
Hyperion (4/5)


STARTING HAND
Pillage
Huntress (3/3)
Mad Man (1/1)
Spectral Hound (3/3)
Makeshift Rambaster (1/2)


WORKERS
Bloodburn
Careless Musketeer (2/1)
Pillage


NextHand

Bombaster (2/2)
Charge
Scorch
Makeshift Rambaster (1/2)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
midband cal kills SL - ($3)
Bogre kills River, you gain 1, Cal to maxband
hound - ($2)
huntress - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Huntress (3/3)
  • :pschip: Technician:
  • :target: Lookout: Spectral Hound (3/3)

In Play:

  • Cal (4/5, lvl5) [resist 1 for all my units]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

now that’s what I call an awesome feral strike setup. Obviously he can get rid of Cal easy enough in the next two turns, but then my Present tech 2 setup also sounds nice, especially with this board advantage that I have right now

My experience of you has been kind and respectful IRL but a true fiend in codex, like with this Resist 2 Hound + Scav Huntress patrol :wink:

P2T3


Tech StartingHand Workers

TECH

Nether Drain
Doom Grasp


STARTING HAND

Time Spiral → Worker
Hardened Mox
Nimble Fencer
Tinkerer


WORKERS

Plasmodium
Temporal Research
Time Spiral


NextHand

Battle Suits
Fading Argonaut
Forgotten Fighter
Nimble Fencer


Tech 2 card(s)
Get Paid + Scavenger - ($8)
Worker - ($7)
Fencer - ($5)
Vandy - ($3)
Tower - ($0)
Fargo and Nullcraft kill Hound

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Vandy Anadrose 2/3A [Sparkshot]
  • :psfist: Elite:
  • :ps_: Scavenger: Nimble Fencer 2/3
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nullcraft 1/1 [Flying, Haste]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

D’oh, I hadn’t thought about Resist 2 Hound, that might change things. If I tech up and use Fargo and Nullcraft to kill Hound I’ll only have 3g leftover, so I don’t think I can really keep it functional. Garth + Skele is extremely exploitable by one of the many hasty cards in the red starter. That leaves Worker + Tower + Vandy + Fencer as my max patrol or skip worker and maxband Vandy as orginally planned to clear his patrol and leave Cala on 4HP (assuming nullcraft ping). I really don’t like the worker skip and giving him gold advantage here so I think I have to bide my time and max patrol. Vandy SQL and Fencer in Scav to give me extra gold if he board clears, hopefully I’ll be able to get Tech II up after only a one turn delay. He’ll likely already be there but he’ll be lacking gold to really shore up or maximise his burst, and hopefully with my Tower I can start to erode his board and take some control. Going with Garth spells here and hoping I don’t draw into them so I can counter punch him the turn after next.

1 Like

I’ll do my very best to stick to this evaluation :wink:
Even though this turn does not give much of a fancy play…

XCAFS24 FINALS part2 P1T4

P1 RED[Truth]/Feral/Present vs. P2 PURPLE[Demonology]/Anarchy/Necromancy

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Temporal Distortion
Tricycloid (3/3)


STARTING HAND
Scorch
Bombaster (2/2)
Charge
Makeshift Rambaster (1/2)


WORKERS
Bloodburn
Careless Musketeer (2/1)
Pillage
Charge


NextHand

Feral Strike
Bloodrage Ogre (3/2)
Nautical Dog (1/1)
Hyperion (4/5)
Mad Man (1/1)


Discard

Spectral Hound (3/3)
Makeshift Rambaster (1/2)
Scorch
Bombaster (2/2)
Temporal Distortion
Tricycloid (3/3)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
tech 2 - ($2)

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress (3/3)
  • :psfist: Elite:
  • :ps_: Scavenger: Cal (4/5, lvl5) [resist 1 for all my units]
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

So I’m indeed the first to reach tech 2, nice! Let’s offer Cal at the cost of further staying on tech 1 level and if he doesn’t take the bait, he’ll get steamrolled by feral strike. I like! Only sacrificing Vandy and having Nether Drain in hand gives a bit of both, but then I really like my next hand with a guaranteed hyperion and my ability of easily killing Garth AND breaking a tech building (even though it’s not going to be easy to decide whether tech 1 or tech 2 is the greater threat)

1 Like

Almost like its the calm before the storm…

Excuse me while I batten down the hatches :sweat_smile:

P2T4


Tech StartingHand Workers

TECH

Maestro
Grounded Guide


STARTING HAND

Battle Suits
Nimble Fencer
Forgotten Fighter → Worker
Fading Argonaut


WORKERS

Plasmodium
Temporal Research
Time Spiral
Forgotten Fighter


NextHand

Neo Plexus
Tinkerer
Hardened Mox
Doom Grasp


Discard

Maestro
Grounded Guide
Nimble Fencer
Battle Suits


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech II Finesse - ($3)
Fargo - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut 2/3A [Fading 3]
  • :psfist: Elite:
  • :ps_: Scavenger: Nimble Fencer 2/3
  • :pschip: Technician: L1 Vandy Anadrose 2/3 [Sparkshot]
  • :target: Lookout:

In Play:

  • Nullcraft 1/1 [Flying, Haste]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Sticking to the plan, patrolling up and hoping I can Garth my way to a better board next turn. Got to put my most enticing patroller kill in Technician to make sure I have both Nether Drain and Doom Grasp in hand no matter how my cycle plays out.

Fargo over Fencer in SQL as I want to keep some mystery about teched cards and what haste I’ll have in hand, may make him play more conservatively

Post discard/draw phase: Hmmm Nether drain bottom decked isn’t the best, just got to hope my plan around him wanting levels from Vandy works as planned.