CAPS 2017: FrozenStorm ([Demon]/Necro/Finesse) vs. cstick ([Feral]/Necro/Anarchy)

I don’t really feel deserving of being in a featured matchup twice now, but I guess competition like you and PetE I can’t be too surprised. GL HF @cstick! I’m glad to be avoiding Growth!

Player 1, Turn 1

P1 [Demon]/Necro/Finesse vs P2 [Feral]/Necro/Anarchy

[details=Starting Hand]
Pestering Haunt
Poisonblade Rogue
Thieving Imp
Sacrifice the Weak
Graveyard
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Vandy (2)
  • Pestering Haunt (2)
  • Worker (1)

[details=Workers]
Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Vandy (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 5

[details=End of Turn Hand]
Jandra, the Negator
Deteriorate
Summon Skeletons
Skeletal Archery
Skeleton Javelineer
[/details]

[details=End of Turn Discard]
Summon Skeletons
Graveyard
Sacrifice the Weak
[/details]

[details=My Thoughts][spoiler]
I’m not sure what I should fear most out of his deck yet, Green Starter with Zane and Garth? I suppose Garth fetching Feral stuff into Gunships? I’ll have to scout Cstick’s previous two games more closely to see what he’s playing for.

I, on the other hand, am going to try to get River teamed up earlier this game. We’ll gut check that next turn to see how reasonable it looks though. Green starter is at least, hard up for units and susceptible to StW / Deteriorate, so that’s to my benefit!
[/spoiler][/details]

P2T1


StartingHand Workers

STARTING HAND
Spore Shambler
Forest’s Favor
Merfolk Prospector
Ironbark Treant
Young Treant


WORKERS
Spore Shambler


NextHand

Tiger Cub
Rampant Growth
Verdant Tree
Playful Panda
Rich Earth


Discard

Forest’s Favor
Young Treant
Merfolk Prospector
Ironbark Treant


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Calamandra - ($2)
Play Forest’s Favor on Calamandra - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: L1 Calamandra (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

The black starter doesn’t have any way to produce additional damage to heroes, so playing out Calamandra like this is pretty safe. I think the plan going forward is to try and snipe Vandy next turn with stealth while building a Heroes’ Hall, then spending my gold on heroes & tech 1 on turn 3 to mostly recover my handsize.

Woof, scary Cala! Wish I’d gotten Jav last hand…

Player 1, Turn 2

P1 [Demon]/Necro/Finesse vs P2 [Feral]/Necro/Anarchy

[details=Starting Hand]
Jandra, the Negator
Deteriorate
Summon Skeletons
Skeletal Archery
Skeleton Javelineer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5+1float)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Dark Pact, Bone Collector
[/details]


###Main:

  • Skeletal Javelineer (5)
  • Pestering Haunt hits your base to 19hp
  • Worker (4)
  • Tech 1 (3)
  • Tower (0)

[details=Workers]
Skeletal Archery, Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Skeletal Javelineer (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Vandy (2/3)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Summon Skeletons
Graveyard
Sacrifice the Weak
Jandra, the Negator
Thieving Imp
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Bleh… I have a couple options here:

  1. Let Cala get a stealth kill on Vandy (patrol her in resource behind Jav, try to get advantage elsewhere) or
  2. Build a Tower to stop stealth kills, or
  3. Max out Vandy and kill Cala / Patrol in Elite (skips tech 1)

Not loving any of those options… 1 Leaves him dominating the board and me little recourse to correct it (Doom Grasp I guess?), 2 Leaves me without my primary means of doing what I want to do (combo 2 heroes for early pressure), and 3 is just kinda silly (killing Cala gets answered with Zane, patroling elite could get aced by Rampant Growth).

I’m going to run with 2: I feel like I can still edge him out the next couple turns with Tech 1 + Vandy. My starter lines up well against the units he can bring, so he can’t protect that Cala forever. Sacrifice the Weak is too strong, I’ll just eventually run him over and the tower can help prevent counterattacks in the meantime? A 2-hero meta at Tech 2 is still nasty, and Dozers should beat any of his tech 2 if he tries to rush Gunships. Okay, let’s stick to this for now. Part of me kind wants to just play without Vandy, but I think it’s just too risky to let Cala have the board unopposed the next couple turns.
[/spoiler][/details]

P2T2


Tech StartingHand Workers

TECH
Centaur
Centaur


STARTING HAND
Rich Earth
Verdant Tree
Tiger Cub
Rampant Growth
Playful Panda


WORKERS
Spore Shambler
Rich Earth


NextHand

Playful Panda
Tiger Cub
Forest’s Favor
Young Treant
Centaur


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Calamandra kills Javelineer
Midband Calamandra - ($3)
Build Tech 1 - ($1)

Float ($1)
Discard 4, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L3 Calamandra (4/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

Okay, the Tower means I can’t snipe Vandy, but it also stifles his options a good deal by costing a bunch of gold and being incompatible with a Heroes’ Hall. This line still leaves him without a way to kill Calamandra and gain free levels from it. I considered instead playing the Panda and patrolling Calamandra in Elite and the wisp in scav/tech, but I was scared by the possibility of Shadow Blade.

My plan for now is to just make it to Tech 3 and play Gunships. I like this split, because it lets me play Centaur and Panda (to protect against StW) while leveling Calamandra next turn, and then on turn 4 I have enough gold to play the second Centaur and build Tech 2.

Very Scary Cala

Player 1, Turn 3

P1 [Demon]/Necro/Finesse vs P2 [Feral]/Necro/Anarchy

[details=Starting Hand]
Summon Skeletons
Graveyard
Sacrifice the Weak
Jandra, the Negator
Thieving Imp
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+1scav)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Soul Stone, Nimble Fencer
Dark Pact, Bone Collector
[/details]


###Main:

  • Thieving Imp, discard #2 of 5 (4)
  • Jandra, the Negator (1)
  • Vandy hits your tech 1 to 3hp
  • Pestering Haunt hits your base to 18hp
  • Worker (0)

[details=Workers]
Summon Skeletons, Skeletal Archery, Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Thieving Imp (2/2)
  • :target: Lookout:

####In Play:

  • Vandy (2/3)
  • Jandra, the Negator (3/3)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Dark Pact
Deteriorate
Bone Collector
Sacrifice the Weak
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Woof I whiffed both techs… on the other hand, he left himself totally exposed. Could kill his tech 1, though since I built the tower it isn’t super great is it… I don’t have any units I can play along with that. He’d likely just kill my tech 1 right back, and that doesn’t go well for me. I need to hit tech 2 next turn or be threatening a really strong counter-swing.

He’s likely rushing tech 2 himself to get a Feral Strike off? Perhaps doing Murkwood stuff? That feels HIGHLY unlikely, although his deck is 5/5. He’d have had to tech Feral Strike right away to draw into it.

Well regardless of my speculating, my somewhat crummy hand dictates I tech a Soul Stone and get Jandra down to threaten serious future pain I think . Imp is the logical choice to join her, also being a demon and putting hand pressure on his already messed up hand / deck situation.

I’ll be drawing Deteriorate, DP, BC + one more, and then DP / Techn digs for more? I think that pretty soundly prevents tech 2 from being built safely next turn, and doesn’t make for great appeal to Max Cala / get a Tiger. I’m not affording Max Vandy AND tech 2 next turn, potentially not doing either I suppose if I want to do a bunch of cost 2 stuff. Going to err on the side of maxing Vandy then, and seizing the board. Fencer will pair decently as an added option for tempo.

Last question to answer is do I put damage on the tech 1 or the base? I honestly don’t know, I’m not super threatened by his tech1 units but a tech 1 + 2 combo kill might be nice later. So maybe the tech 1 to 3 and base to 18 is a reasonable split? I don’t really feel like putting his base at 16 is accomplishing anything fantastic. So sure, let’s split it.
[/spoiler][/details]

P2T3


Tech StartingHand Workers

TECH
Steam Tank
Surprise Attack


STARTING HAND
Playful Panda
Forest’s Favor
Young Treant
Centaur
Tiger Cub (discarded)
Rampant Growth


WORKERS
Spore Shambler
Rich Earth
Forest’s Favor


NextHand

Merfolk Prospector
Verdant Tree
Ironbark Treant
Centaur


Discard

Tiger Cub
Steam Tank
Surprise Attack
Rampant Growth
Playful Panda


Tech 2 card(s)
Get Paid + float - ($8)
Play Young Treant - ($6)
Calamandra kills Imp
Hire a worker - ($5)
Maxband Calamandra - ($3)
Play Centaur - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Centaur (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Young Treant (0/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Calamandra (5/6)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 3

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I played the Treant instead of the Panda here to mitigate the Imp discard. This line leaves me a bit more vulnerable to Sac the Weak + Deteriorate, as he can get through to break my tech 1. In that case, though, I can at least start making tigers.

Can’t have that maxband cala doing shenanigans, but can’t really kill her either. Guess we just cut off Feral Strike-ables!

Player 1, Turn 4

P1 [Demon]/Necro/Finesse vs P2 [Feral]/Necro/Anarchy

[details=Starting Hand]
Dark Pact
Deteriorate
Bone Collector
Sacrifice the Weak
Skeleton Javelineer (techn)
Soul Stone Graveyard (DP)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Doom Grasp, Metamorphosis
Soul Stone, Nimble Fencer
Dark Pact, Bone Collector
[/details]


###Main:

  • Dark Pact, my base to 18 draw 2 (7)
  • Deteriorate Young Treant, Haunt takes him out, you rs him into the deck and draw 1
  • Play Skeleton Javelineer and Sacrifice the Weak, Skele and Centaur both eat the dust (4)
  • Jandra kills your tech 1, your base to 16
  • Vandy continues to knock your base, now to 14
  • Bone Collector (2)
  • Worker (1)

[details=Workers]
Graveyard, Summon Skeletons, Skeletal Archery, Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 1 rs Draw 2
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bone Collector (3+1/3)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Vandy (2/3)
  • Jandra, the Negator (3/3)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Nimble Fencer
Deteriorate
Doom Grasp
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Cool, I think the winning play now is to just lock him off tech 2, and then beat him to it. Playing everything in my hand costs 5 gold, and allows me to cycle, worker either Graveyard or Soul Stone I guess?, DC 1 Draw 3, and just play next hand for teching up. I might just race to tech 3, though that would be risky against Anarchy.

Tech-wise, Discord and Doom Grasp both feel like they’d be really awesome to have in the deck, but not having any tech 2 in the deck when I’m planning on building one also doesn’t seem a great idea. Metamorphosis also feels like it’d be super great to have, as next turn Max Vandy + Tech 2 would likely be a killer move.

Actually yea, it would be. So let’s grab Doom Grasp + Metamorphosis. I can bring in Discord next round, as token spam is not of huge concern immediately.

Of course, drew the Doom Grasp #notGreat but oh well I guess, better than drawing Meta! Suppose I’ll probably worker it and re-tech if necessary.
[/spoiler][/details]

P2T4


Tech StartingHand Workers

TECH
Surprise Attack
Hooded Executioner


STARTING HAND
Verdant Tree
Merfolk Prospector
Ironbark Treant
Centaur
Steam Tank


WORKERS
Spore Shambler
Rich Earth
Forest’s Favor
Verdant Tree


NextHand

Rampant Growth
Young Treant
Surprise Attack
Playful Panda
Tiger Cub


Discard

Centaur
Centaur
Ironbark Treant
Steam Tank
Surprise Attack
Hooded Executioner


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Fetch a Predator Tiger from my codex - ($3)
Play Merfolk Prospector - ($2)
Build a Heroes’ Hall - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Predator Tiger (4/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector (1/1)
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • L5 Calamandra (5/6)
    Buildings:
  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6
    Gold:
  • Gold: 0
  • Workers: 9
Thoughts

Neil Cicierega - Tiger - YouTube

1 Like

Things are accelerating smoothly now!

Player 1, Turn 5

P1 [Demon]/Necro/Finesse vs P2 [Feral]/Necro/Anarchy

[details=Starting Hand]
Nimble Fencer
Deteriorate
Doom Grasp
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Voidblocker, Doom Grasp
Doom Grasp, Metamorphosis
Soul Stone, Nimble Fencer
Dark Pact, Bone Collector
[/details]


###Main:

  • Haunt Trades with Prospector, you get 1 gold
  • Maxband Vandy, dooming my Jandra (5)
  • Tech 2 : Demonology (1)
  • Jandra kills your Tiger and survives on 1hp
  • Vandy breaks your hero’s hall, your base to 12
  • Bone Collector hits your base to 9, I get a skeleton
  • Worker (1)

[details=Workers]
Doom Grasp, Graveyard, Summon Skeletons, Skeletal Archery, Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 spec demonology
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Vandy (4/5 lvl 5)
  • Jandra, the Negator (5/1 from 4 damage and +2/2 doom)
  • Bone Collector (3/3)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Metamorphosis
Sacrifice the Weak
Thieving Imp
Skeleton Javelineer
[/details]

[details=End of Turn Discard]
Voidblocker
Doom Grasp
Deteriorate
Nimble Fencer
[/details]

[details=My Thoughts][spoiler]
This turn sets up just like I wanted it to, wipe his board and set up for meta. His likely response will be Tower + Tech 2 + Cala in Elite, which would eat a Vandy meta attack and get her killed. Not ideal but no worries, I’ll just have to block up and wait for Doom Grasp or something else that helps me end the game otherwise. I always have the other option of going for Tech 3 next turn (which I’ll basically need to do if I whiff both dark pact and Meta). Still risky to try and race like that though, I’ll have to see how the board looks!

Note that I wanted the draw odds to virtually guarantee Meta over spending a card on Deteriorating the Prospector, it would have been nice to put one more damage on base and keep the haunt available next turn but it isn’t necessary so we go on with the show XD Probably last tech is another dark pact and either Zarramonde or Fencer or Baron or something.
[/spoiler][/details]

P2T5


Tech StartingHand Workers

TECH
Murkwood Allies
Hooded Executioner


STARTING HAND
Surprise Attack
Tiger Cub
Young Treant
Playful Panda
Rampant Growth
Merfolk Prospector


WORKERS
Spore Shambler
Rich Earth
Forest’s Favor
Verdant Tree
Rampant Growth


NextHand

Steam Tank
Centaur
Centaur
Surprise Attack
Predator Tiger


Discard

Tiger Cub
Playful Panda
Surprise Attack


Tech 2 card(s)
Get Paid + Scavenger - ($10)
Play Young Treant - ($8)
Exhaust Calamandra for a Predator Tiger - ($4)
Play Merfolk Prospector - ($3)
Hire a Worker - ($2)
Build a Heroes’ Hall - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Predator Tiger (4/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Young Treant (0/2)
  • :pschip: [I]Technician[/I]: Merfolk Prospector (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Calamandra (5/6)
    [B]Buildings:[/B]
  • :heart: Base HP: 9
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

This is starting to look pretty grim… I didn’t draw any of my Tech 1 units this turn, which makes it hard for me to mount an effective defense. Calamandra would be good on defense, but now he can actually get free levels off of her, and I don’t have a good use for my gold otherwise.

Oh shoot, I just realized how dangerous Metamorphosis is in this position… I probably should have stuck Calamandra in SQL and built T2 + Tower. I’m going to lose.

Sometimes you just gotta play like they don’t have it.

I’ve noticed now that I did not put my tech 2 in my board summary, editing it in but also want to make sure you saw it and didn’t base make your turn on false pretenses @cstick!

Don’t worry, I saw it.

1 Like

Okay cool, just didn’t want to be getting a cheap shot in. I’m not pulling my punches, I’m sorry to say, it’ll be Demon Vandy and Garth for you to contend with.

Player 1, Turn 6

P1 [Demon]/Necro/Finesse vs P2 [Feral]/Necro/Anarchy

[details=Starting Hand]
Metamorphosis
Sacrifice the Weak
Thieving Imp
Skeleton Javelineer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Jandra dies from doom
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Dark Pact, Shadow Blade
Voidblocker, Doom Grasp
Doom Grasp, Metamorphosis
Soul Stone, Nimble Fencer
Dark Pact, Bone Collector
[/details]


###Main:

  • Bone Collector and Skeleton take your tiger to 1hp, I get a skeleton that is not long for this world
  • Garth (7)
  • Metamorphosis, Vandy and Garth grow horns and grab cute little pitchforks. Garth fetches a Voidblocker on his way up to maxband (1)
  • Vandy sneaks past your patrol and kills your hero’s hall again, your base to 7hp
  • Garth makes a skeleton (0)
  • Skip worker

[details=Workers]
Doom Grasp, Graveyard, Summon Skeletons, Skeletal Archery, Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 2 rs Draw 3
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 spec demonology
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Voidblocker (2/6+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician: Garth (5/6 invisible readiness has horns)
  • :target: Lookout:

####In Play:

  • Vandy (6/7 lvl 5 invisible readiness horns)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Soul Stone
Dark Pact
Thieving Imp
Sacrifice the Weak
Shadow Blade
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Well I think this about does it, he’d need both his starter buffs to kill Voidblocker and Garth AND a unit he can block with AND build a tower to stop me at this point. Next turn we Dark Pact his base and sneak a hero hitting it FTW (or do something to clear the hero out first, so grab Shadow Blade for an extra chance to draw?). GG WP to Cstick, that Cala start was ultra threatening but boy am I glad I bought that tower and put that 2 damage on his tech 1. Those were the key plays that got me to winning position here.
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I’ll concede here. Looking back, I feel like I made the wrong play on almost every turn of this game.

  • I actually like my play on turn 1. It turns off your great spells, and makes you defend yourself with a Tower or risk me killing Vandy for free.

  • On turn 2, the line I was considering instead was patrolling Calamandra in Elite and playing Playful Panda, while putting the Wisp in Scavenger or Technician. This would have helped me develop my board some more, while also not leaving me exposed to attacks like it did. I chose to kill the Javelineer instead because I was worried about losing to Shadow Blade. With that said, I don’t think the line that I actually took was too horrible.

  • On turn 3, I recognized the possibility of you getting through with Deteriorate + Sacrifice the Weak, but I think I underestimated both how likely that was (especially with access to Dark Pact) and how bad it would be for me. Because of this, I think that I should have played the Panda here instead of the Treant. That way, you would have had to get through the Centaur fairly, which would be a lot more difficult. The downside, of course, is that I’m down an additional card this way, but with maxband Calamandra in play and Tech 2 available to build, I had ways to build my hand back up. Actually, now that I think about it, I could have played both the Treant and the Panda instead of leveling Calamandra this turn, and I think that would have been even better.

  • By turn 4, I think that I needed to patrol Calamandra rather than make a Tiger. I think what I probably should have done is played Ironbark Treant and patrolled it in SQL, then patrolled Calamandra in a resource slot, while also building my Tech 2. Your board was starting to get scary, and my base health was starting to get low, so I needed to do more to protect myself. Also, I knew that I had Surprise Attack coming up in my next hand, so being able to keep up Tech 2/Heroes’ Hall for turn 5 was important here.

  • On turn 5, I wasn’t really thinking and missed the possibility of Metamorphosis. If you look at my thoughts, you can see that I realized it after I locked in my turn but before I posted. So, like you said, I should have built a Tower and stuff this turn, but I think that I was mostly too far behind by this point for it to really matter.

Anyway, GG. It’s a bit disappointing that I didn’t make for a better feature match, though.

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GG WP @cstick!

Really I thought all your plays up to the last two turns (where I expected tech 2 anarchy) were on point, and if you read through my thoughts I was really noodling as to how I was going to keep my frail lead healthy. Just that Cala buff start alone was feature worthy IMO, as I had to walk on eggshells to not have that blow up my Vandy start right in my face!

I wouldn’t mind forking from turn 5 where you build tech 2 and tower instead, just to see how it would have played, as I really was a little nervous I’d run out of base damage before you got gunships online.

@EricF

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