[XCAFS24] Round1: P1 Bryce_The_Rice vs P2 dwarddd

Hi @Bryce_The_Rice , GL and HF… not sure what im doing here with the whole drafting so let’s see how this goes!

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

I choose Black starter with Necro as my first spec

Very well.

I will take Red starter, Anarchy, and Demonology.

I take Blood and Truth for
[Necro]/Blood/Truth

Fire.


Turn 1

Hand: Scorch, Bloodburn, Nautical Dog, Charge, Pillage
Workers: Bloodburn

Techs

  1. Get paid (+$4, $4)
  2. Hire a worker ($3)
  3. Summon Nautical Dog ($2)
  4. Summon Vandy Anadrose ($0)
  5. Discard 3, draw 5

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

  • Buildings:
  • Units/Heroes:
    Vandy Anadrose (2/3)
  • Base: 20
  • Other:

Economy:

  • Workers: 5
  • Gold: 0
  • Hand: 5
  • Deck: 0
  • Discard: 3

Hand

Bloodrage Ogre, Bombaster, Makeshift Rambaster, Careless Musketeer, Mad Man

Discard

Scorch, Charge, Pillage

Think

crashbarrow.dek has bad defence. Technically so does my deck, but having taxmen and firebats is actually pretty good, as well as lobbers always being powerful. As moby always says, you can never have too many lobbers.
Starting with vandy here puts a lot of pressure on. Imp will be annoying as always, but imp is bad defence, and entirely cedes board control to me. Not a good idea!
Getting rid of bloodburn, because I suspect the other spells will be more useful to me late game.
A base race,potentially. We’ll see…

1 Like
RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P2T1


StartingHand Workers

STARTING HAND
Skeleton Javelineer
Skeletal Archery
Sacrifice the Weak
Pestering Haunt
Thieving Imp


WORKERS
Skeletal Archery


NextHand

Graveyard
Summon Skeletons
Jandra, the Negator
Poisonblade Rogue


Discard

Sacrifice the Weak
Skeleton Javelineer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Imp, discard #3 or whatever random you want - ($1)
Haunt

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp(2/2a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt(1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

no det in next hand… darn

Turn 2

Hand: Mad Man, Carleess Musketeer, Bloodrage Ogre, Makeshift Rambaster
Discard: Bombaster
Workers: Bloodburn, Careless Musketeer

Techs

Turn 2: Lobber, Lobber


  1. Discard
  2. Tech 2 cards
  3. Get paid (+$5, $5)
  4. Hire a worker ($4)
  5. Build Tech 1 ($2)
  6. Summon Bloodrage Ogre ($0)
  7. Discard 2, reshuffle, draw 4

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

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Vandy Anadrose (2/3)
  • Base: 20
  • Other:

Economy:

  • Workers: 6
  • Gold: 0
  • Hand: 4
  • Deck: 4
  • Discard: 0

Hand

Lobber, Charge, Bombaster, Mad Man

Discard

Think

I could’ve opted for mad man board clear, but being down on cards means I want to solidify. It’s almost guaranteed they will trade haunt with dog here, which means more chances to draw lobbers for me!
Actually thinking of it technically they can kill vandy with both deteriorate and sac the weak and a unit?? That’s uhhh 2+2+1+1? Yeah they can still worker I guess but good lord is that trade absolutely not worth it.

Uhh it’s turn 1? No need to be teching

1 Like
RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P2T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Summon Skeletons
Graveyard
Jandra, the Negator
Poisonblade Rogue


WORKERS
Skeletal Archery
Summon Skeletons


NextHand

Bone Collector
Poisonblade Rogue
Deteriorate
Sacrifice the Weak


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
tech 1 - ($4)
haunt trades dog
jandra - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator(3/3a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Thieving Imp(2/2)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Turn 3

Hand: Lobber, Charge, Bombaster, Mad Man, Pillage
Workers: Bloodburn, Careless Musketeer, Bombaster

Techs

Turn 2: Lobber, Lobber
Turn 3: Dark Pact, Firebat


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$6, $6)
  4. Hire a worker ($5)
  5. Build Heroes’ Hall ($3)
  6. Cast Pillage, I steal your gold, your base takes 1 ($2)
  7. Summon Mad Man ($1)
  8. Summon Lobber ($0)
  9. Ogre and Mad Man kill Jandra
  10. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Lobber (2/2+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Vandy Anadrose (2/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Heroes’ Hall: 4
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 7
  • Gold: 0
  • Hand: 3
  • Deck: 0
  • Discard: 7

Hand

Lobber, Scorch, Makeshift Rambaster

Discard

Lobber, Dark Pact, Firebat, Mad Man, Charge, Pillage, Nautical Dog

Think

Hmm… two choices here: pillage and heroes hall with lobber still alive, or bombaster pop with ogre still alive.
Or I guess I could even let the imp live? Pillage and no kill Imp continues to put pressure on their hand and gold situation. I have dark pact to recover hand size later… That actually could be pretty strong. With rambaster coming up I believe I can break tech 2 if they build it. Yeah, that’s pretty strong pressure. Threat of Zane is very real here, and threat of bonus lobber or other haste is quite good.

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P2T3


Tech StartingHand Workers

TECH
Crashbarrow
Doom Grasp


STARTING HAND
Deteriorate
Poisonblade Rogue
Bone Collector
Sacrifice the Weak


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue


NextHand

Pestering Haunt(1/1)
Bone Collector
Skeleton Javelineer
Graveyard


Discard

Jandra, the Negator(3/3a)
Sacrifice the Weak
Deteriorate
Crashbarrow
Doom Grasp


Tech 2 card(s)
Get Paid, float pillaged - ($7)
Worker - ($6)
tech 2 blood - ($2)
bone collector - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp(2/2a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bone Collector(3/3)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

Do note the pillage base damage.


Turn 4

Hand: Lobber, Scorch, Makeshift Rambaster
Workers: Bloodburn, Careless Musketeer, Bombaster

Techs

Turn 2: Lobber, Lobber
Turn 3: Dark Pact, Firebat
Turn 4: Surprise Attack, Voidblocker


  1. Tech 2 cards
  2. Get paid (+$7, $7)
  3. Summon Lobber ($6)
  4. Summon Makeshift Rambaster ($4)
  5. Summon Captain Zeno Zane ($2)
  6. Midband Vandy ($0)
  7. Vandy kills Imp
  8. Lobbers kill Bone Collector, you draw
  9. Zane and Rambaster break your Tech 2, your base takes 2
  10. Discard 1, reshuffle, draw 3

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

  • Buildings:
    Tech 1: 5
    Heroes’ Hall: 4
  • Units/Heroes:
    Vandy Anadrose lvl 3 (3/2)
    Captain Zeno Zane (2/2)
    Makeshift Rambaster (1/2)
  • Base: 20
  • Other:

Economy:

  • Workers: 7
  • Gold: 0
  • Hand: 3
  • Deck: 9
  • Discard: 0

Hand

Bloodrage Ogre, Voidblocker, Dark Pact

Discard

Think

Hmm, they still went for the tech 2. Interesting. Well, I have to skip worker to kill it, which isn’t ideal, but I want to maintain pressure here as much as I can. Saccing lobbers because I love redrawing into lobbers.
Voidblockers should give me efficient defence against crashbarrows I think.
I actually think I misplayed not killing the imp last turn. Should’ve pressured the gold, not the cards.

1 Like

@dwarddd friendly poke

1 Like

Yes, sorry for slow! Tough turn and kept not finding time to sit and focus on it

I will try to speed up i recognise ive been the slower poster here

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P2T4


Tech StartingHand Workers

TECH
Crashbarrow
Free Speech


STARTING HAND
Graveyard
Bone Collector
Skeleton Javelineer
Pestering Haunt(1/1)
Sacrifice the Weak


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue


NextHand

Crashbarrow
Bone Collector(3/3)
Thieving Imp(2/2a)
Deteriorate
Jandra, the Negator(3/3a)


Discard

Bone Collector
Sacrifice the Weak
Graveyard
Pestering Haunt(1/1)
Crashbarrow
Free Speech


Tech 2 card(s)
Get Paid - ($8)
maxband drakk - ($1)
skelejav - ($0)
skeleton throws a frenzied javelin at vandy, killing her

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: L6 Drakk(3/4) +r1

In Play:

  • Skeleton Javelineer(1/1) no jav

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

i have considered all 3 heroes… quince to stall, drakk to skip worker and through a skelejav, garth to sac the weak. i think them being on 3 cards reeally matters esp with lobbers involved and killing Vandy is just a great idea. plus, Meta. so yeah, match their skipped worker which does mean no quinc+crash next turn but that’s a loss i can take

1 Like
Turn 5

Hand: Bloodrage Ogre, Voidblocker, Dark Pact
Workers: Bloodburn, Careless Musketeer, Bombaster, Dark Pact

Techs

Turn 2: Lobber, Lobber
Turn 3: Dark Pact, Firebat
Turn 4: Surprise Attack, Voidblocker
Turn 5: Voidblocker, Firebat


  1. Tech 2 cards
  2. Get paid (+$7, $7)
  3. Hire a worker ($6)
  4. Summon Jaina Stormborne ($4)
  5. Midband Zane ($1)
  6. Zane and Rambaster kill Drakk, Jaina gains 2 levels
  7. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Jaina Stormborne lvl 3 (2/3+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Heroes’ Hall: 4
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 8
  • Gold: 1
  • Hand: 4
  • Deck: 5
  • Discard: 5

Hand

Charge, Lobber, Firebat, Pillage

Discard

Voidblocker, Voidblocker, Firebat, Bloodrage Ogre, Makeshift Rambaster

Think

Yep, I really messed up. I am now absolutely suffering the consequences of my turn 3, and I think I’ve thrown the whole game away as a result. You’d think I would’ve learned from that one game against whoever it was (zango?) last year. Just kill the imp!
Still, if I’m going to win, I absolutely cannot let drakk live. And since I drew voidblocker too early, there’s no point building my tech 2 (other than bait/protection of my tech 1, but killing drakk is higher priority).
If I’m really lucky (I doubt it) my tech 1 will live, and I have a chance to claw my way back in. If I lose my tech 1, I am almost certainly dead.

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P2T5


Tech StartingHand Workers

TECH
Shoddy Glider
Nether Drain


STARTING HAND
Jandra, the Negator(3/3a)
Crashbarrow
Thieving Imp(2/2a)
Deteriorate
Bone Collector(3/3)


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator(3/3a)


NextHand

Crashbarrow
Nether Drain
Doom Grasp
Deteriorate


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
quince - ($5)
crashbarrow - ($2)
bone collector - ($0)
crashbarrow kills jaina does 2 to your tech 1, quince midbands
javelineer does 1 more to your tech 1

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bone Collector(3/3a)
  • :psfist: Elite:
  • :ps_: Scavenger: L3 Quince(1/4)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Skeleton Javelineer(1/1) no jav
  • Mirror(0/1)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

sooo, teching more ephemeral, and something to help fetch w garth/get through a blocking vandy

Turn 6

Hand: Charge, Lobber, Firebat, Pillage
Workers: Bloodburn, Careless Musketeer, Bombaster, Dark Pact, Pillage

Techs

Turn 2: Lobber, Lobber
Turn 3: Dark Pact, Firebat
Turn 4: Surprise Attack, Voidblocker
Turn 5: Voidblocker, Firebat
Turn 6: Blackhand Dozer, Dark Pact


  1. Tech 2 cards
  2. Get paid (+$8, $9)
  3. Hire a worker ($8)
  4. Build Tech 2 Demonology ($4)
  5. Summon Vandy Anadrose ($2)
  6. Summon Firebat ($0)
  7. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Firebat (3/3+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Vandy Anadrose (2/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 2
    Tech 2: 5
    Heroes’ Hall: 4
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 4
  • Deck: 1
  • Discard: 9

Hand

Mad Man, Scorch, Lobber, Nautical Dog

Discard

Voidblocker, Voidblocker, Lobber, Charge, Dark Pact, Blackhand Dozer, Firebat, Makeshift Rambaster, Bloodrage Ogre

Think

Yep, this looks bad alright. Gotta get my tech 2 up before I get locked out, but leaves me with so little gold to defend. At least I have surprise attack coming up to attempt a swing back. We’ll see if it helps.

Your base starts this turn on 19 from Drakk dying

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P2T6


Tech StartingHand Workers

TECH
Land Octopus
Shoddy Glider


STARTING HAND
Doom Grasp
Crashbarrow
Deteriorate
Nether Drain


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator(3/3a)
Doom Grasp


NextHand

Pestering Haunt(1/1)
Sacrifice the Weak
Bone Collector
Shoddy Glider


Discard

Crashbarrow
Deteriorate
Nether Drain
Land Octopus
Shoddy Glider


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Maxband quince - ($6)
Crashbarrow, mirror copies - ($3)
drakk and 1 level - ($0)
mirror kills firebat and puts Vandy on 1hp
Real crashbarrow trades vandy and destroys tech 2, drakk midbands
bone collector destroys heroes’ hall, i get skele
skeleton javenlineer destroys tech 1, your base to 13
quince pings base to 12

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton(1/1a)
  • :psfist: Elite:
  • :ps_: Scavenger: L4 Drakk(2/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Skeleton Javelineer(1/1) no jav
  • Bone Collector(3/3)
  • L5 Quince(1/5)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

couple of pretty equivalent plans but this one breaks all three of their buildings whereas garth i dont quite have enough gold to fetch with and also maxband quince, even with nether drain

Good point.


Turn 7

Hand: Mad Man, Scorch, Lobber, Nautical Dog, Surprise Attack
Workers: Bloodburn, Careless Musketeer, Bombaster, Dark Pact, Pillage, Scorch

Techs

Turn 2: Lobber, Lobber
Turn 3: Dark Pact, Firebat
Turn 4: Surprise Attack, Voidblocker
Turn 5: Voidblocker, Firebat
Turn 6: Blackhand Dozer, Dark Pact
Turn 7: Shadow Blade, Zarramonde, the Obliterator


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$9, $9)
  4. Rebuild Tech 1 ($9)
  5. Hire a worker ($8)
  6. Summon Captain Zeno Zane ($6)
  7. Cast Surprise Attack ($1)
  8. Summon Nautical Dog ($0)
  9. Zane kills Skeleton
  10. Shark kills Drakk, Zane gains 2 levels, you gain 1 gold, my base takes 1
  11. Shark kills Bone Collector
  12. Discard 2, reshuffle, draw 4

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

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Captain Zeno Zane lvl 3 (2/1)
  • Base: 11
  • Other:

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 4
  • Deck: 11
  • Discard: 0

Hand

Firebat, Zarramonde, the Obliterator, Mad Man, Lobber

Discard

Think

Hmm, maybe there is such a thing as a bad draw… like me getting my teched cards too early every cycle. Eh, I mean it’s not like my tech 2 was surviving anyway probably. Whatever.

1 Like
RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P2T7


StartingHand Workers

STARTING HAND
Shoddy Glider
Pestering Haunt(1/1)
Bone Collector
Sacrifice the Weak


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator(3/3a)
Doom Grasp


NextHand

Thieving Imp(2/2a)
Land Octopus
Free Speech
Graveyard
Crashbarrow


Tech 0 card(s)
Get Paid + scav - ($11)
mirror - ($9)
Garth - ($7)
shoddy glider, mirror copies - ($6)
mirror kills Zane, Garth to lvl 3
other mirror 3 dmg to your base
new mirror - ($4)
maxband Garth, fetch crashbarrow, mirror copies - ($0)
Crashbarrows kill dog and deal 10 to your base

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


Board Info:
In Patrol:

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

In Play:

  • Skeleton Javelineer(1/1) no jav
  • L5 Quince(1/5)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

GG @Bryce_The_Rice , i’d never piloted this deck before so that’s already a plus for a draft style tournament to me! However, I was scared going in that I was essentially fighting fire with aggro fire but my fire was P2… did you have much bad luck or mistake do you think as I was surprised to come out on top?

@zango i win

2 Likes