[XCAFS24] Round7: P1 zango vs P2 dwarddd

@zango I think I had better make the most of Present while I still can :wink:

Purple Starter and Present

1 Like

Definitely not a bad choice, especially as P2…
My first draft is red starter plus Finesse and Demonology
GL & HF!

Edited: realised you could just pick Bashing to avoid multicolour penalty and get what is now actually a reasonable combat hero

[Present]/Necro/Anarchy

Ah, that really is a pity that you didn’t pick Orpal. I really don’t like Zane and choose Bashing either way. Who needs Garth when you want to deliver some red nightmares? :sweat_smile:

And with that I get to try out this option of an off-colored mono colored deck… Really looking forward to test this weird thing, even though I definitely would have preferred Garth over Troq if I’m honest :wink:

XCAFS24 round 7 P1T1

P1 [RED]/Finesse/Bashing/Demonology vs. P2 [Present]/Anarchy/Necromancy

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Careless Musketeer (2/1)
Bombaster (2/2)
Makeshift Rambaster (1/2)
Nautical Dog (1/1)
Scorch


WORKERS
Scorch


NextHand

Mad Man (1/1)
Bloodrage Ogre (3/2)
Pillage
Charge
Bloodburn


Discard

Makeshift Rambaster (1/2)
Bombaster (2/2)
Careless Musketeer (2/1)


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
dog - ($2)
Vandy - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nautical Dog (1/1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Vandy (2/3, lvl1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

nice split, as I assume I will not have the need to play bombaster instead of bogre

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
Plasmodium
Fading Argonaut
Battle Suits
Forgotten Fighter
Nullcraft


WORKERS
Plasmodium


NextHand

Neo Plexus
Temporal Research
Tinkerer
Hardened Mox
Time Spiral


Discard

Nullcraft
Battle Suits
Forgotten Fighter


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Zane, kills dog - ($2)
fargo - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut(2/3a) fading 3
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane(2/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

so, fargo is as always nice, but absolutely 0 out of hand dmg next turn, considering slapping BS down now. otherwise, Zane

1 Like

Ufffffff what a turn. Cudos to Moby for showing me that it might be worth it to consider a line that I rejected from the start, because I didn’t see the gamble to be worth it.

Did I mention that I’m quite happy about your multicolor penalty?

XCAFS24 round 7 P1T2

P1 [RED]/Finesse/Bashing/Demonology vs. P2 [Present]/Anarchy/Necromancy

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Nimble Fencer (2/3)
Nimble Fencer (2/3)


STARTING HAND
Bloodrage Ogre (3/2)
Mad Man (1/1)
Pillage
Charge
Bloodburn


WORKERS
Scorch
Charge


NextHand

Nimble Fencer (2/3)
Makeshift Rambaster (1/2)
Bloodburn
Nautical Dog (1/1)
Pillage


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($3)
Vandy pings Fargo, midband heals - ($1)
mm - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Vandy (3/4, lvl3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I hope I’m going to stay grateful to Moby for convincing me into this line. Only if he has NC in this hand (roughly 50%) and I manage at the same time to not have MSR & a fencer in my next hand (to hit both is roughly 5/9 x 78,6% = 43,7%) this is going to be a bad choice. In total that means 28,2% to have maneuvered myself into a pit, but 71,8% to definitely be in a better position than when I play bogre into SL and put Vandy in elite, which the next best thing would be…

Post draw: tadaaaa :partying_face:

Multicolour penalty? What penalty?

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
Lich’s Bargain
Lich’s Bargain


STARTING HAND
Neo Plexus
Tinkerer
Hardened Mox
Temporal Research
Time Spiral


WORKERS
Plasmodium
Time Spiral


NextHand

Lich’s Bargain
Neo Plexus
Lich’s Bargain
Temporal Research
Battle Suits


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
maxband zane, shift madman to lookout and kill - ($0)
Zane kills Vandy

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Fading Argonaut(2+1/2) fading 2
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L6 Zane(4/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

well, this’ll be interesting - ive played against bargain a lot and often done decently, but at the very least i dont see much of a trick way round it for him except maybe discord - gotta stay aggressive w it then

Lol :rofl:
I must confess that I did not consider tech skip with this codex of yours. Really was afraid of you floating a lot to go Argo + tech 2 in turn 3 followed by a Hyperion fetch in t4. Now show me your alternative game plan!

XCAFS24 round 7 P1T3

P1 [Finesse]/Bashing/Demonology vs. P2 [Present]/Anarchy/Necromancy

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Leaping Lizard (3/5)
Dark Pact


STARTING HAND
Bloodburn
Nautical Dog (1/1)
Makeshift Rambaster (1/2)
Pillage
Nimble Fencer (2/3)


WORKERS
Scorch
Charge
Bloodburn


NextHand

Nimble Fencer (2/3)
Careless Musketeer (2/1)
Bombaster (2/2)
Bloodrage Ogre (3/2)
Nautical Dog (1/1)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
fencer - ($3)
troq - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3)
  • :psfist: Elite:
  • :ps_: Scavenger: Troq (2/3, lvl1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

ok, tech skip… that really was unexpected! the only question now is: sharks, LB or standard (delayed) present tech 2 plan? I’m inclined to vote against sharks with Zane almost dead and my vast haste options, but I don’t want to bet a lot on that guess… on the other hand that would be another tech skip… hmmm… either way, I have to tech a lot more defensively than I originally wanted to…

You might have seen this coming… on the other hand, feels like i had multiple viable options even having skipped tech 1!

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
Hyperion
Tricycloid


STARTING HAND
Lich’s Bargain
Battle Suits
Neo Plexus
Temporal Research
Lich’s Bargain


WORKERS
Plasmodium
Time Spiral


NextHand

Nullcraft
Neo Plexus
Tinkerer
Hardened Mox
Forgotten Fighter


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Zane trades fencer, troq midbands
Garth - ($4)
Lich’s Bargain, back to 7 workers, base to 15 - ($2)
Tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut(2/2a) fading 1
  • :psfist: Elite: Zombie(2+1/2)
  • :ps_: Scavenger: Skeleton(1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Garth(1/3)
  • Horror(3/3) deathtouch

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Standard present tech 2 first tech, dont want to risk no tech 2 at all so have just gone for likely option between hype and tric… i think I’ll get there okay from here

Well, this definitely was only one of the options that were on the table… I have yet to loose my first game against LB (unless I forgot something), I’m looking forward to hopefully keep my streak against this card.

XCAFS24 round 7 P1T4

P1 [Finesse]/Bashing/Demonology vs. P2 [Present]/Anarchy/Necromancy

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Maestro (3/5)
Grounded Guide (4/4)


STARTING HAND
Bombaster (2/2)
Careless Musketeer (2/1)
Nimble Fencer (2/3)
Bloodrage Ogre (3/2)
Nautical Dog (1/1)


WORKERS
Scorch
Charge
Bloodburn
Careless Musketeer (2/1)


NextHand

Mad Man (1/1)
Makeshift Rambaster (1/2)
Dark Pact
Leaping Lizard (3/5)
Pillage


Discard

Nimble Fencer (2/3)
Nautical Dog (1/1)
Bombaster (2/2)
Nimble Fencer (2/3)
Maestro (3/5)
Grounded Guide (4/4)


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Bogre - ($5)
tech 2 - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Troq (3/4, lvl3)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

ok, so lb it is. but not all out lb accompanied by sharks because then he would not have built tech 1. this probably means a delayed tech 2 present plan, which is way less scary than when t3 Argo + Tech 2 leads to Argo & maxband Garth & Hyperion attacking in t4. now I should have my defense up and running by then. The free levels for Garth here are a bit of a bummer, but at least I’m going to be compensated a bit by a card.

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
Temporal Distortion
Temporal Distortion


STARTING HAND
Nullcraft
Hardened Mox
Tinkerer
Forgotten Fighter
Neo Plexus


WORKERS
Plasmodium
Time Spiral
Forgotten Fighter


NextHand

Hyperion
Lich’s Bargain
Battle Suits
Tricycloid
Lich’s Bargain


Discard

Fading Argonaut(2/2a) fading 1
Hardened Mox
Tinkerer
Neo Plexus
Nullcraft
Temporal Distortion
Temporal Distortion


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
zombie and garth trade brogre, troq lvl 5
max geiger - ($4)
horror trades troq, max midbands
tech 2 present - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton(1/1a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L3 Max(2/4)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

well, this’ll be interesting - ive played against bargain a lot and often done decently, but at the very least i dont see much of a trick way round it for him except maybe discord - gotta stay aggressive w it then

In my head it was obvious that you were going to go for free levels for Garth and make use of the two gold somehow differently. But this cycle timing of yours paired with midband Max really looks scary and I didn’t really see that coming…

XCAFS24 round 7 P1T5

P1 [RED]/Finesse/Bashing/Demonology vs. P2 [Present]/Anarchy/Necromancy

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Star-Crossed Starlet (3/2)
Maestro (3/5)


STARTING HAND
Mad Man (1/1)
Pillage
Leaping Lizard (3/5)
Dark Pact
Makeshift Rambaster (1/2)
Nimble Fencer (2/3)
Nautical Dog (1/1)
Maestro (3/5)


WORKERS
Scorch
Charge
Bloodburn
Careless Musketeer (2/1)
Pillage


NextHand

Nimble Fencer (2/3)
Grounded Guide (4/4)
Star-Crossed Starlet (3/2)
Bloodrage Ogre (3/2)
Bombaster (2/2)


Technician kill: rs 7, draw 1
Tech 2 card(s)
Get Paid + float - ($9)
Vandy - ($7)
DP my base - ($6)
Worker - ($5)
lizzo - ($4)
maestro - ($1)
fencer for free kills your SL

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Leaping Lizard (3/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Maestro (3/5)
  • :target: Lookout: Vandy (2/3, lvl1)

In Play:

  • Nimble Fencer (2/2)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

well, he is bound to have both cards in hand that he teched turn 3. This plus maxband max flicker is quite some burst, but as hoped for at least now I have some defense up

Geez the dark pact + insaneeee gold economy is so strong, i think this game over

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
Argonaut
Ready or Not


STARTING HAND
Lich’s Bargain
Hyperion
Tricycloid
Lich’s Bargain
Battle Suits


WORKERS
Plasmodium
Time Spiral
Forgotten Fighter
Lich’s Bargain


NextHand

Neo Plexus
Nullcraft
Hyperion
Lich’s Bargain
Argonaut


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
tricycloid - ($2)
tric kills fencer + 1dmg to your tech 1
maxband max new tric 0g

Float ($0
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tricycloid(6/6a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L5 Max(3/4)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

well, this’ll be interesting - ive played against bargain a lot and often done decently, but at the very least i dont see much of a trick way round it for him except maybe discord - gotta stay aggressive w it then

You think this is great economy? Watch this :wink:

XCAFS24 round 7 P1T6

P1 [Finesse]/Bashing/Demonology vs. P2 [Present]/Anarchy/Necromancy

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Bloodrage Ogre (3/2)
Grounded Guide (4/4)
Nimble Fencer (2/3)
Bombaster (2/2)
Star-Crossed Starlet (3/2)


WORKERS
Scorch
Charge
Bloodburn
Careless Musketeer (2/1)
Pillage


NextHand

Mad Man (1/1)
Makeshift Rambaster (1/2)
Maestro (3/5)


Discard

Nimble Fencer (2/2)
Star-Crossed Starlet (3/2)
Leaping Lizard (3/5)
Bombaster (2/2)
Star-Crossed Starlet (3/2)
Bloodrage Ogre (3/2)


Tech 2 card(s)
Get Paid + float - ($10)
bombaster explodes into Tric - ($7)
fencer & starlet for free
guide - ($2)
starlet trades tric
lizzo kills Max, you draw, Vandy to midband
maxband Vandy dooms fencer - ($0)
fencer 6 + Vandy 4 + maestro 4 = 14 base damage
skip worker

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grounded Guide (4/4)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Leaping Lizard (4/2)
  • Maestro (4/5)
  • Vandy (4/5, lvl5)
  • Nimble Fencer (6/6, doomed)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

this should be check mate, I don’t see how he could possibly deal with the DP draw/fetch threat while at the same time keeping some defense

P2T6
Garth, Lich’s bargain, you win!

Yeah bargain that early just cost me so much gold and tempo, but i really wasnt sure regular Present was going to cut it after your turn 2 so i had to try something :man_shrugging:

WP and GG

1 Like

GG and definitely WP! That turn 2 of mine really was crazy. Looks so innocent, but it took me ages to calculate everything through.
After your tech skip the two lines I was most afraid of were double LB in t3 Intro sharks t5 with a base race strategy or LB t3 into tech 2 & second LB in t4. But I understand very well that against red starter plus Maestro with virtuosos that that reducing your own base health too much is nothing to go easily into.

All the best that you get a decide game for joining the finals (no offense meant to thehug0naut)

1 Like

Yeah the split LB was exactly my plan but i drew both LB together - maybe i should have gone straight for both of them and moved to ur other plan but i felt garth without even having a tech 1 has an entirely wasted maxband!

And yes, that turn 2 was diabolical, should i have taken the fact zane would die and move on with Present?

2 Likes

Puh, hard to say. Except for a NC kills mm & Fargo + Zane trading Vandy there was no really good line for you that I found. And even then I had the tech break in hand… :person_shrugging:

1 Like