[XCAFS24] FINALS part3: P1 thehug0naut vs P2 zango

Lol, that has been a very polite way of telling me to get my sh*t together, @thehug0naut . I laughed out loud when I read your last post in the part2 thread and realized my mistake :rofl:
Really looking forward to this new round!

I’m going to go with:
[green]/Finesse - sounds familiar?

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Hahaha well we Brits are often polite to a fault :joy: though I was at least in part guarding against my own ignorance

Your draft does indeed sound familiar, and I’m going to try something different this time in response, definitely not traumatised :sweat_smile:

Let’s go for Red Starter, Balance and Growth

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I’ll then pick the same deck: Peace and Law conclude my draft and let’s see whether I’ll have again rich earth into YT and panda, I really liked that start :sweat_smile:

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And I will finish off with Feral for a codex of [Red]/MonoGreen

And with that out the way let’s goooooo! GLHF as always

P1T1


StartingHand Workers

STARTING HAND

Bombaster
Bloodburn → Worker
Careless Musketeer
Bloodrage Ogre
Nautical Dog


WORKERS

Bloodburn


NextHand

Scorch
Mad Man
Pillage
Makeshift Rambaster
Charge


Discard

Bombaster
Bloodrage Ogre
Careless Musketeer


Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Dog - ($2)
Calamandra - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Calamandra Moss 2/3
  • Nautical Dog 1/1 [Frenzy 1]

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Have dog play dog

GL & HF to you too!

With this start it’s going to be an uphill battle, but challenge accepted!

XCAFS24 FINALS part3 P2T1

P1 [Balance]/Feral/Growth vs. P2 [Finesse]/Peace/Law

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Merfolk Prospector (1/1)
Spore Shambler (2/3)++
Forest’s Favor
Verdant Tree (3)
Rampant Growth


WORKERS
Rampant Growth


NextHand

Young Treant (0/2)
Tiger Cub (2/2)
Playful Panda (2/2)
Rich Earth
Ironbark Treant (3/2)


Discard

Verdant Tree (3)
Forest’s Favor
Spore Shambler (2/3)++


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
MP - ($3)

Float ($3)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 3
  • Workers: 6
Thoughts

ok that split is even worse than in part 1… lol, I know why I usually don’t like green starter… with Cal I at least would have been able to FF her in elite, but now…? it’s definitely not possible to play a hero here and shambler also is a no go…
Shortly contemplated directly building a tower, but I don’t like to gamble on him not having MSR in hand two. Wasting three gold this early would be huge

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Yes that’s not quite the same start you had last time, but you do already have a veritable mountain of gold

P1T2


Tech StartingHand Workers

TECH

Ferocity
Centaur


STARTING HAND

Pillage
Scorch
Makeshift Rambaster
Mad Man
Charge


WORKERS

Bloodburn
Pillage


NextHand

Careless Musketeer
Centaur
Mad Man
Scorch


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Mad Man trades Prospector, you get 1g - ($2)
MSR, hits base to 17 - ($0)
Dog + Cala hit base to 13

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Calamandra Moss 2/3
  • Makeshift Rambaster 1/2 [Haste]
  • Nautical Dog 1/1 [Frenzy 1]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

That is a lot for gold, but also a lot of base damage, I’m hoping that tradeoff works out for me

that’s a veritable mountain of base damage :sweat_smile:

XCAFS24 FINALS part3 P2T2

P1 RED[Balance]/Feral/Growth vs. P2 GREEN[Finesse]/Peace/Law

Link to all relevant rule changes


Tech StartingHand Workers

TECH
The Art of War
The Art of War


STARTING HAND
Rich Earth
Playful Panda (2/2)
Tiger Cub (2/2)
Young Treant (0/2)
Ironbark Treant (3/2)


WORKERS
Rampant Growth
Rich Earth


NextHand

Spore Shambler (2/3)++
The Art of War
Merfolk Prospector (1/1)
Young Treant (0/2)
Verdant Tree (3)


Tech 2 card(s)
Get Paid + float + scavenger - ($10)
Worker - ($9)
maxband Oni - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: soldier 1/1
  • :psfist: Elite:
  • :ps_: Scavenger: soldier 1/1
  • :pschip: Technician: soldier 1/1
  • :target: Lookout:

In Play:

  • Oni (4/5, lvl8)

Buildings:

  • :heart: Base HP: 13

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I’m very afraid of tiny b + ferocity with this strategy. That’s a hard counter against my win con, but well… whatever…

I thought I might as well pile it on! Nice Oni Maxband, was wondering what the play was with all that float.

P1T3


Tech StartingHand Workers

TECH

Dinosize
Spirit of the Panda


STARTING HAND

Careless Musketeer → Worker
Centaur
Mad Man
Scorch


WORKERS

Bloodburn
Pillage
Careless Musketeer


NextHand

Charge
Bloodrage Ogre
Ferocity
Bombaster


Discard

Dinosize
Spirit of the Panda
Scorch
Mad Man


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Centaur - ($2)
Cala kills SQL, takes 1
Rambaster kills Technician, takes 1, you draw
Heroes’ Hall - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nautical Dog 1/1A [Frenzy 1]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Centaur 3/4 [Overpower]
  • :target: Lookout:

In Play:

  • L1 Calamandra Moss 2/2
  • Makeshift Rambaster 1/1 [Haste]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Quite happy to take out a couple of these Soldiers and see what he targets with his obvious AoW.

That is intense…

XCAFS24 FINALS part3 P2T3

P1 [Balance]/Feral/Growth vs. P2 [Finesse]/Peace/Law

Link to all relevant rule changes


Tech StartingHand Workers

TECH
General’s Hammer
General’s Hammer


STARTING HAND
Spore Shambler (2/3)++
Merfolk Prospector (1/1)
Young Treant (0/2)
The Art of War
Verdant Tree (3)
Playful Panda (2/2)


WORKERS
Rampant Growth
Rich Earth


NextHand

Verdant Tree (3)
The Art of War
Tiger Cub (2/2)
Ironbark Treant (3/2)
Forest’s Favor


Tech 2 card(s)
technician draw
Get Paid - ($7)
MP - ($6)
shambler - ($3)
tAoW, Oni kills Centaur (!), you rs & draw - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spore Shambler (2/3)++
  • :psfist: Elite: Oni (6/5AA, lvl8) swift strike
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • soldier 1/1
  • Merfolk Prospector (1/1)

Buildings:

  • :heart: Base HP: 13

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

That technician draw is VERY fortunate. If I don’t draw the second tAoW from my RS draw 1, I can win in T5 while removing one other thing form the table in my next two turns. A preteched Ferocity now or a Dinosize in P1T5 are both bad news. HH hints that the latter has a high probability, but right now he does not have enough gold for that. So let’s make ferocity less scary while trying to prepare a full patrol after my T4.
Let’s go ALL IN!

P1T4


Tech StartingHand Workers

TECH

Nature Reclaims
Tiny Basilisk


STARTING HAND

Bloodrage Ogre
Ferocity
Charge
Bombaster
Technician Draw → Scorch → Worker


WORKERS

Bloodburn
Pillage
Careless Musketeer
Scorch


NextHand

Spirit of the Panda
Dinosize
Mad Man
Centaur


Discard

Ferocity
Nature Reclaims
Tiny Basilisk
Bombaster
Charge


Tech 2 card(s)
Reshuffle, Technician Draw
Get Paid - ($7)
Worker - ($6)
Brogre - ($4)
Ferocity - ($2)
Midband Cala, hits Shambler to 1HP after armour, Rambaster swiftly kills - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Bloodrage Ogre 3/2 [Armour Piercing, Swift Strike]
  • :pschip: Technician: Nautical Dog 1/1 [Frenzy, Armour Piercing, Swift Strike]
  • :target: Lookout:

In Play:

  • L3 Calamandra Moss 3/2 [My units have Resist 1]
  • Makeshift Rambaster 1/1 [Haste, Armour Piercing, Swift Strike]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

So I do have a line where I kill Oni this turn with Brogre+Charge+Ferocity but I need to skip worker and I basically empty my board (only Dog lives). Overall that doesn’t seem ideal, as he would get carte blanche to wall up and tech up, and we know where that leads.

Assuming he has another AoW, he probably wants to break my Tech I to secure a strong Tech lead. I’ve got 2x Arg Spells incoming but I’m not sure how faceup that is right now. I think Ferns seems really scary so I’m thinking Cala most likely dies. I’m really trying to build board here so I chose not to attack Oni with Dog, on the assuming that none of my units can die this turn unless he spends Oni’s attack to kill them.

Dropping in a Nature reclaims to counter Garrisons (though it feels a little slow now) and a Basilisk to increase my Evasion/Overpower combos with Arg

Now I remember why I don’t like going for strategies like this… Going all in on a coin flip is not what makes me happy…

XCAFS24 FINALS part3 P2T4

P1 [Balance]/Feral/Growth vs. P2 [Finesse]/Peace/Law

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Community Service
Community Service


STARTING HAND
Ironbark Treant (3/2)
The Art of War
Tiger Cub (2/2)
Forest’s Favor
Verdant Tree (3)


WORKERS
Rampant Growth
Rich Earth
Forest’s Favor


NextHand

The Art of War
General’s Hammer
Young Treant (0/2)
General’s Hammer


Discard

Spore Shambler (2/3)++
The Art of War
Tiger Cub (2/2)
Verdant Tree (3)
Community Service
Community Service


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
ironbark - ($3)
tAoW - Oni hits your base to 13 - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (3/2) (-2/+AA)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector (1/1)
  • :pschip: Technician: soldier 1/1
  • :target: Lookout:

In Play:

  • Oni (6/5AA, lvl8) swift strike

Buildings:

  • :heart: Base HP: 13

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

lol, only after my turn did I realize that dinosize only costs 4. I was completely convinced that it costs 6 and that I have a very good chance of boarding up so that Oni is safe… Now there is just no such thing as a safe Oni. I shouldn’t have done this worker skip… Ferocity + Dinosize and that’s it…

Post draw: OMG another big mistake on my side. Only after drawing did I remember that I had planned to not worker in order to be sure to draw into both hammers :exploding_head: This really is not my game. I don’t deserve to win this…

1 Like

Not going to lie, that was an incredibly satisfying Dinosize

P1T5


Tech StartingHand Workers

TECH

Stampede
Stampede


STARTING HAND

Spirit of the Panda
Dinosize
Mad Man
Centaur → Worker


WORKERS

Bloodburn
Pillage
Careless Musketeer
Scorch
Centaur


NextHand

Nature Reclaims
Mad Man
Spirit of the Panda


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Cala clears armour from Ironbark, takes 1, Dog trades
Mad Man, trades Prospector, you gain 1g - ($6)
Brogre kills Soldier, takes 1, you draw
Arg and Wisp - ($4)
Dinosize Rambaster, eats Oni Swift Strike, safely kills, Cala maxbands - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Argagarg Garg 1/3A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Calamandra Moss 4/5 [My units have Resist 1]
  • Bloodrage Ogre 3/1
  • Makeshift Rambaster 1/1
  • Wisp 0/1

Buildings:

  • :heart: Base HP: 13
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Well that worked out pretty nicely. I’ll end up going low hand now if I worker but I have access to Tigers and Elemental as non-card units and he will be really limited in his options. Stampede seems like a sensible win condition to aim for at this point, so I’m doubling down on it.

Yeah, I can see that…

XCAFS24 FINALS part3 P2T5

P1 [Balance]/Feral/Growth vs. P2 [Finesse]/Peace/Law

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Judgment Day
Judgment Day


STARTING HAND
The Art of War
General’s Hammer
Young Treant (0/2)
General’s Hammer
Playful Panda (2/2)
Merfolk Prospector (1/1)


WORKERS
Rampant Growth
Rich Earth
Forest’s Favor
General’s Hammer


NextHand

Verdant Tree (3)
Ironbark Treant (3/2) (-2/+AA)
Judgment Day
Tiger Cub (2/2)


Tech 2 card(s)
technician draw + scavenger gold - ($1)
Get Paid - ($9)
Tower - ($6)
YT, rs 10, draw 1 - ($4)
Panda, wisp arrives - ($2)
MP - ($1)
Worker - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector (1/1)
  • :pschip: Technician: wisp 0/1
  • :target: Lookout:

In Play:

  • Playful Panda (2/2)

Buildings:

  • :heart: Base HP: 13
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

ok this probably means game over, but I’ll continue to fight a bit longer…

P1T6


Tech StartingHand Workers

TECH

Ferocity
Dinosize


STARTING HAND

Nature Reclaims
Mad Man
Spirit of the Panda


WORKERS

Bloodburn
Pillage
Careless Musketeer
Scorch
Centaur


NextHand

Tiny Basilisk
Stampede
Nautical Dog


Discard

Mad Man
Ferocity
Dinosize
Nature Reclaims


Tech 2 card(s)
Get Paid - ($9)
Spirit of the Panda Rambaster, kills YT, takes 1, I gain 1g - ($6)
Mad Man, trades Wisp, you draw - ($5)
Arg kills Prospector, takes 2, you gain 1g
Cala breaks Tower, takes 1, your base to 11
Brogre hits base to 8
Maxband Arg, Water Elemental - ($1)
Skip Worker

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental 3/3A [Anti-Air]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp 0/1
  • :target: Lookout:

In Play:

  • L5 Calamandra Moss 4/4 [My units have Resist 1]
  • L5 Argagarg Garg 1/5
  • Bloodrage Ogre 3/1
  • Makeshift Rambaster 3/2 [Haste, Healing 1]
  • Spirit of the Panda [Makeshift Rambaster]

Buildings:

  • :heart: Base HP: 13
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Just want to keep as much as possible alive and do as much base damage as possible so Stampede gets me the win

This cursed MM now made my patrol look even dumber than it felt twice… Okay, tbh this time it wasn’t as neck breaking as last turn, but still…

When was the last time you got to turn 7 and both players have a combined number of tech buildings of ONE? :rofl:

XCAFS24 FINALS part3 P2T6

P1 [Balance]/Feral/Growth vs. P2 [Finesse]/Peace/Law

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Overeager Cadet (2/2)
Boot Camp


STARTING HAND
Judgment Day
Tiger Cub (2/2)
Ironbark Treant (3/2) (-2/+AA)
Verdant Tree (3)
Community Service


WORKERS
Rampant Growth
Rich Earth
Forest’s Favor
General’s Hammer


NextHand

The Art of War
General’s Hammer
Community Service
Judgment Day
Spore Shambler (2/3)++


Discard

Playful Panda (2/2)
Judgment Day
Young Treant (0/2)
Merfolk Prospector (1/1)
Ironbark Treant (3/2) (-2/+AA)
Tiger Cub (2/2)
Verdant Tree (3)
Community Service
Overeager Cadet (2/2)
Boot Camp


Tech 2 card(s)
technician draw & scavenger - ($1)
Get Paid - ($10)
maxband Bigby - ($4)
Judgment Day - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Bigby (3/4, lvl5)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 8

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 10

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

I’d love to get the turnaround with pulling a big tech 2 unit out of his hand with CS, but if I whiff it’s game over, so let’s play it as safe as possible. At the same time I really don’t see a follow up play on my side. I’m going to be overrun very very soon.

Haha yes it has been a pretty unorthodox game. Finally we have an average of one tech building each :joy:

P1T7


Tech StartingHand Workers

TECH

Wandering Mimic
Wandering Mimic


STARTING HAND

Stampede
Nautical Dog → Worker
Tiny Basilisk


WORKERS

Bloodburn
Pillage
Careless Musketeer
Scorch
Centaur
Nautical Dog


NextHand

Stampede
Dinosize
Charge


Discard

Mad Man
Ferocity
Dinosize
Nature Reclaims
Bloodrage Ogre
Makeshift Rambaster
Spirit of the Panda
Wandering Mimic
Wandering Mimic
Stampede


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Cala kills Bigby, takes 3, you gain 1g
Arg pings base to 7
Tiny Basilisk - ($7)
Tech II Balance - ($3)

Float ($3)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Calamandra Moss 4/1 [My units have Resist 1]
  • L5 Argagarg Garg 1/5
  • Tiny Basilisk 1/2 [Deathtouch, No Combat with Tech 0]

Buildings:

  • :heart: Base HP: 13
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 10

Gold:

  • Gold: 3
  • Workers: 10
Thoughts

Of course Judgement Day, he was entirely dead if he didn’t play it. Need Tiny B here to kill off Oni next turn. That lack of tech buildings also means it’s unstoppable outside of heroes so a good Dinosize candidate. Dog has served me well but needs to be workered here for the greater good.

I’m not really expecting to need them, but Mimics give me some additional haste with my Tech 0s and Evasion with my Heroes.

Let me raise that KPI to 1.5 on average :rofl:

This tiny b just shredded my last hope. Now this plan of reducing Cal’s health down to soldier range looks rather dumb.

XCAFS24 FINALS part3 P2T7

P1 [Balance]/Feral/Growth vs. P2 [Finesse]/Peace/Law

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Overeager Cadet (2/2)
Boot Camp


STARTING HAND
Community Service
The Art of War
Spore Shambler (2/3)++
Judgment Day
General’s Hammer


WORKERS
Rampant Growth
Rich Earth
Forest’s Favor
General’s Hammer
General’s Hammer


NextHand

Verdant Tree (3)
The Art of War
Judgment Day
Community Service
Young Treant (0/2)


Tech 2 card(s)
scavenger - ($1)
Get Paid - ($10)
Worker - ($9)
shambler - ($6)
Oni - ($4)
tower - ($1)
tech 1 - ($0)

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spore Shambler (2/3)++
  • :psfist: Elite:
  • :ps_: Scavenger: Oni (2/3, lvl1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 7
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I need anti stealth, I need access to more heros, I need more base health, I need a miracle!

Yes I could tell that Basilisk was an absolute death knell for you without even a Tech I to give you some cover for Oni.

I had Stampede last turn as well, so Judgement Day was your only way to live then, very impressed you had it when I mattered most!

GG and WP as always @zango, you earned a great victory in finals but now I feel a little vindicated, after my first game vs your Verdant Garrison deck

P1T8


StartingHand Workers

STARTING HAND

Dinosize
Charge
Stampede


WORKERS

Bloodburn
Pillage
Careless Musketeer
Scorch
Centaur
Nautical Dog


Tech 0 card(s)
Get Paid + float - ($13)
Stampede - ($7)
Dinosize Basilisk - ($3)
Basilisk (now with 10ATK) safely kills Oni, Stampedes 7 damage to your base DESTROYING IT

Calamandra relaxes, having survived the whole game

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Yeah that t5 dinosize plus having the only haste unit in hand was the killer for my strategy, after the draws added up so nicely after your first kind technician kill. (Obviously other combos like ferocity+dinosize would have worked as well)
After that I didn’t stand a chance, it was just a very slow death…
Very well played, it was fun again!
And congratulations to the good tournament performance as well!

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