[XCAFS18] FrozenStorm [Necro]/Blood/Fire vs Bomber678 [Necro]/Truth/Blood

@Bryce_The_Rice I’m in my phone so not going to kick this game off until I’m back at a laptop later, but wanted to get the thread started. GLHF!

Oh no, I’m going to get creamed

I doubt that very much, I’ve been watching and your deck has some moves

XCAFS Round 5 Player 1, Turn 1

P1 [Necro]/Blood/Fire vs P2 [Necro]/Truth/Blood

Starting Hand

Summon Skeletons
Sacrifice the Weak
Skeletal Archery
Jandra, the Negator
Deteriorate

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Jaina (2)
  • Worker (1)
Workers

Skeletal Archery

  • :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:
  • :psfist: Elite:
  • :pspig: Scavenger: Jaina (2/3 lvl 1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothing

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 5

End of Turn Hand

Graveyard
Pestering Haunt
Skeleton Javelineer
Thieving Imp
Poisonblade Rogue

End of Turn Discard

Deteriorate
Sacrifice the Weak
Summon Skeletons
Jandra, the Negator

My Thoughts

Hmph, another mediocre P1T1 hand… No Imp, Jav or Haunt, has all my combat spells… Could go Jandra (who has been decent early pressure, despite not having Vandy as a dive buddy)… He’s black starter also, though, which makes Jandra 50/50 to trade even with StW + Garth but cede all the pressure and econ. I think I’m going to go with Jaina, to threaten Sparkshot or midband sniping (if I don’t end up wanting to play Imp, which is what I think I’ll go for).

I have to play pretty heavy pressure to avoid his tech 2, maybe Fire is just the way to do it!


Moves that I don’t know how to use!


Turn 1

Hand: Graveyard, Skeletal Archery, Thieving Imp, Skeleton Javelineer, Pestering Haunt
Worker: Skeletal Archery


  1. Get paid (+$5, $5)
  2. Hire a worker ($4)
  3. Summon Thieving Imp, discard #5 ($1)
  4. Discard 3, draw 5

  • Patrol:
    :psblueshield:Leader:
    :psfist:Elite: Thieving Imp (3/2)
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 6
  • Gold: 1
  • Hand: 5
  • Deck: 0
  • Discard: 3

Hand

Sacrifice the Weak, Deteriorate, Poisonblade Rogue, Summon Skeletons, Jandra, the Negator

Discard

Graveyard, Pestering Haunt, Skeleton Javelineer

time to think

Our decks are similar. His is burnier. Mine is trickier. Who will win???

Alas, to have drawn Imp turn 1…

XCAFS Round 5 Player 1, Turn 2

P1 [Necro]/Blood/Fire vs P2 [Necro]/Truth/Blood

Starting Hand

Graveyard
Pestering Haunt
Skeleton Javelineer
Thieving Imp
Poisonblade Rogue (discarded, phooey)

Events of Turn:


Upkeep:

  • Get Gold (5+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Bone Collector x2


Main:

  • Jaina trades with Imp
  • Thieving Imp, you discard #5 of 5 (3)
  • Worker (2)
  • Tech 1 (0)
Workers

Pestering Haunt, Skeletal Archery

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • nothing

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Bone Collector
Jandra, the Negator
Summon Skeletons
Bone Collector

End of Turn Discard
My Thoughts

I think I’m actually going to work on Bone Collectors, I think that works well at building tempo for me. We’ll see, maybe this is a bad idea against Drakk… But I’m going to be behind on cards now, which makes it hard to build tempo when I have no combat spells right now. Imp now, hopefully one BC + Garth + skele next turn.

oh wow, drew both… Well maybe that’s what I’ll be doing next turn! Fingers crossed he isn’t going for Kidnapping!


Ahh what a stupid card…


Turn 2

Hand: Sacrifice the Weak, Deteriorate, Poisonblade Rogue, Summon Skeletons
Tech: Bone Collector, Bone Collector
Worker: Summon Skeletons


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

  • Patrol:
    :psblueshield:Leader:
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Poisonblade Rogue (2/1)
    :target:Lookout:

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

Economy:

  • Workers: 7
  • Gold: 2
  • Hand: 4
  • Deck: 5
  • Discard: 0

Hand

Graveyard, Bone Collector, Bone Collector, Skeleton Javelineer

Discard

thenk

Bone collectors are safe. He can kill tech 1 with lobber+lobber+deteriorate but it’s his whole hand so I’d let him have it. I can stablise that with Garth or Quince easily. So I should be safe to play a strong turn 3 here.

Wow, that’s quite a gambit…

XCAFS Round 5 Player 1, Turn 3

P1 [Necro]/Blood/Fire vs P2 [Necro]/Truth/Blood

Starting Hand

Bone Collector
Jandra, the Negator
Summon Skeletons
Bone Collector

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Bloodlust, Nether Drain
Bone Collector x2


Main:

  • Bone Collector (4)
  • Garth (2)
  • Skeleton (1)
  • Worker (0)
Workers

Jandra, the Negator, Pestering Haunt, Skeletal Archery

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Thieving Imp (2/2)
  • :target: Lookout: Bone Collector (3/3)

In Play:

  • Garth (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Graveyard
Deteriorate
Sacrifice the Weak
Poisonblade Rogue

End of Turn Discard

Summon Skeletons
Bone Collector
Bloodlust
Nether Drain

My Thoughts

Bold move by Bomber to go PBR! So what do I do here? He’s super-floated making me thing he’s either racing for tech 2, or has indeed gone kidnapping. I’m honestly not sure what to do here. I think the safe thing is Garth + Skele + BC to try and protect against Kidnapping and StW, as well as stay afloat on cards. Laying both BCs just seems too easy to blow up with that PBR down. Let’s hope I’m making a good call. Going to tech a Nether Drain (I need anti-hero and a way to fast-level garth) and Bloodlust (in hopes that mitigates Mirrors while helping with BCs) Hope to lay Graveyard next turn and do work with Garth? idk, we’ll see!


#floating gold


Turn 3

Hand: Graveyard, Bone Collector, Bone Collector, Skeleton Javelineer
Tech: Crashbarrow, Shoddy Glider
Worker: Skeleton Javelineer


  1. Tech 2 cards
  2. Get paid (+$7, $9)
  3. Hire a worker ($8)
  4. Build Graveyard ($6)
  5. Summon Bone Collector ($4)
  6. Summon Garth Torken ($2)
  7. Summon Skeleton ($1)
  8. Discard 1, draw 3

  • Patrol:
    :psblueshield:Leader: Poisonblade Rogue (2/1+A)
    :psfist:Elite: Skeleton (2/1)
    :ps_:Scavenger:
    :pschip:Technician: Bone Collector (3/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Garth Torken (1/3)
  • Base: 20
  • Other:

Economy:

  • Workers: 8
  • Gold: 1
  • Hand: 3
  • Deck: 2
  • Discard: 3

Hand

Jandra, the Negator, Thieving Imp, Sacrifice the Weak

Discard

Bone Collector, Crashbarrow, Shoddy Glider

thinks

We’re on a knife edge here. This could go real bad for me.

phew

XCAFS Round 5 Player 1, Turn 4

P1 [Necro]/Blood/Fire vs P2 [Necro]/Truth/Blood

Starting Hand

Graveyard
Deteriorate
Sacrifice the Weak
Poisonblade Rogue

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Kidnapping, Lobber
Bloodlust, Nether Drain
Bone Collector x2


Main:

  • Deteriorate SQL, bye PBR
  • Garth kills skele, takes 2
  • Graveyard (5)
  • Skeleton and Imp trade with BC, you get a card
  • My BC kills your Garth, my garth to level 3
  • Garth midbands and heals (4)
  • Make a skeleton (3)
  • Hero’s Hall (1)
  • Worker (0)
Workers

Poisonblade Rogue, Jandra, the Negator, Pestering Haunt, Skeletal Archery

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Garth (2/4 lvl 4)
  • Bone Collector (3/2)
  • Graveyard (3hp, holding Thieving Imp)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Skeleton Javelineer
Deteriorate
Summon Skeletons

End of Turn Discard
My Thoughts

Wow! He went BC, not a great P2 choice against black starter. I can completely bulldoze that, then, and play for Garth + Drakk. He’ll only have 4 cards to defend, I’ll expect a tower and I think with a Kidnapping and Bloodlust, I’ll easily be able to keep him off tech 2 long enough to develop a strong win condition. Having Imp in the Grave for more card bleed will just make things harder for him ^.)^


That’s cool man, I didn’t want that board anyway…


Turn 4

Hand: Jandra, the Negator, Thieving Imp, Sacrifice the Weak, Deteriorate
Tech: Crashbarrow, Crash Bomber
Worker: Jandra, the Negator


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$8, $9)
  4. Hire a worker ($8)
  5. Build Tech 2 Blood ($4)
  6. Summon Bone Collector from Graveyard ($2)
  7. Summon Sirus Quince ($0)
  8. Discard 3, draw 1, reshuffle, draw 4

  • Patrol:
    :psblueshield:Leader: Bone Collector (3/3+A)
    :psfist:Elite: Mirror Illusion (1/1)
    :ps_:Scavenger:
    :pschip:Technician: Sirus Quince (1/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Graveyard: 3 (Poisonblade Rogue)
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 5
  • Deck: 3
  • Discard: 0

Hand

Pestering Haunt, Deteriorate, Shoddy Glider, Thieving Imp, Crashbarrow

Discard

thinking

I think my tech 2 will be destroyed here. I’m going to need a Tower next turn.

1 Like

XCAFS Round 5 Player 1, Turn 4

P1 [Necro]/Blood/Fire vs P2 [Necro]/Truth/Blood

Starting Hand

Graveyard
Deteriorate
Sacrifice the Weak
Poisonblade Rogue

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Lobber, Hotter Fire
Kidnapping, Lobber
Bloodlust, Nether Drain
Bone Collector x2


Main:

  • Deteriorate Mirror Dead
  • Drakk + Midband (3)
  • Both skeletons trade with SQL BC
  • Maxband Garth, fetching a Lobber (0)
  • Garth kills Quince, Drakk maxbands
  • Lobber and BC break your tech 2, your base to 18
Workers

Poisonblade Rogue, Jandra, the Negator, Pestering Haunt, Skeletal Archery

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Garth (3/3 lvl 7)
  • Drakk (3/4 lvl 6)
  • Bone Collector (3/2)
  • Lobber (2/2)
  • Graveyard (3hp, holding Thieving Imp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Bone Collector
Kidnapping
Lobber
Sacrifice the Weak

End of Turn Discard

Deteriorate
Hotter Fire
Summon Skeletons
Skeleton Javelineer

My Thoughts

Yep, high tempo pressure from here on. Not sure if breaking the tech 2 or graveyard is better, but breaking the tech 2 seems safer, so we’ll go with that. Teching Hotter Fire, might be best to get Skeletal Lord and War Drums, not sure though. Hotter Fire should be good to have around.


Pulling deteriorate twice? I guess it’s no more lucky than my free speeches last game…


Turn 5

Hand: Pestering Haunt, Deteriorate, Shoddy Glider, Thieving Imp, Crashbarrow, Sacrifice the Weak
Tech: Free Speech, Kidnapping
Worker: Pestering Haunt


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$9, $9)
  4. Rebuild Tech 2 ($9)
  5. Hire a worker ($8)
  6. Summon Thieving Imp, discard #1 ($5)
  7. Summon Bone Collector from Graveyard ($3)
  8. Summon Garth Torken ($1)
  9. Summon Skeleton ($0)
  10. Deteriorate your Skeleton, you draw ($0)
  11. Discard 3, draw 3, reshuffle, draw 2

  • Patrol:
    :psblueshield:Leader: Thieving Imp (2/2+A)
    :psfist:Elite: Skeleton (2/1)
    :ps_:Scavenger:
    :pschip:Technician: Garth Torken (1/3)
    :target:Lookout: Bone Collector (3/3)

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Graveyard: 3 (Poisonblade Rogue)
  • Units/Heroes:
  • Base: 18
  • Other:

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 5
  • Deck: 4
  • Discard: 0

Hand

Crash Bomber, Bone Collector, Crashbarrow, Free Speech, Sacrifice the Weak

Discard

thinkums

Just as we drew it up, except for the part where I’m going to lose my tech 2 again. I think I have miscalculated.

XCAFS Round 5 Player 1, Turn 6

P1 [Necro]/Blood/Fire vs P2 [Necro]/Truth/Blood

Starting Hand

Bone Collector (discarded, boo)
Kidnapping
Lobber
Sacrifice the Weak
Bloodlust (eh)

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

War Drums, Hooded Executioner
Lobber, Hotter Fire
Kidnapping, Lobber
Bloodlust, Nether Drain
Bone Collector x2


Main:

  • Kidnapping, your Imp is now my imp, it trades with your BC (4)
  • Garth kills your Garth, you get a card, levels fizzle
  • Lobber Trades with Elite Skeleton
  • Lobber revives from grave, him and Drakk take down your tech 2, your base to 16 (3)
  • Lobber from hand, it and BC take your tech 1, your base to 14, I get a skeleton (2)
  • Make a skeleton (1)
  • Worker (0)
Workers

Bloodlust, Poisonblade Rogue, Jandra, the Negator, Pestering Haunt, Skeletal Archery

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Garth (3/2 lvl 7)
  • Drakk (3/4 lvl 6)
  • Bone Collector (3/2)
  • Lobber (2/2)
  • Lobber (2/2)
  • Graveyard (3hp, holding Thieving Imp and another Thieving Imp)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Nether Drain
Summon Skeletons
Sacrifice the Weak

End of Turn Discard
My Thoughts

Blow up both tech buildings, graveyard is fine where it is, this should be GG, tech a war drums and worker up just in case though


I’m pretty sure that Bomber’s Thieving Imp goes into your Graveyard.

1 Like

Hmmm, interesting. @zhavier can you confirm? Nothing will change about my turn off that’s the case, just curious to know

2 Likes

Makes sense to me, edited my turn to get another Imp in my Graveyard

This is accurate. Things you control go to your graveyard.

Hey that’s my Imp!


Turn 6

Hand: Crash Bomber, Bone Collector, Crashbarrow, Free Speech, Sacrifice the Weak, Kidnapping
Tech: Crash Bomber, Lich’s Bargain
Worker: Sacrifice the Weak


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$10, $10)
  4. Rebuild Tech 1 ($10)
  5. Build Tower ($7)
  6. Summon Sirus Quince ($5)
  7. Cast Free Speech ($3)
  8. Summon Poisonblade Rogue from Graveyard ($1)
  9. Hire a worker ($0)
  10. Discard 4, draw 3, reshuffle, draw 2

  • Patrol:
    :psblueshield:Leader: Poisonblade Rogue (2/1+A)
    :psfist:Elite: Mirror Illusion (1/1)
    :ps_:Scavenger: Sirus Quince (1/3)
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Graveyard: 3 (Bone Collector)
  • Units/Heroes:
  • Base: 14
  • Other:

Economy:

  • Workers: 11
  • Gold: 0
  • Hand: 5
  • Deck: 5
  • Discard: 0

Hand

Shoddy Glider, Deteriorate, Crashbarrow, Crash Bomber, Bone Collector

Discard

thonk

This is going downhill fast. Lich’s Bargain may be my only hope, but sadly I don’t think even it will make a difference.

XCAFS Round 5 Player 1, Turn 7

P1 [Necro]/Blood/Fire vs P2 [Necro]/Truth/Blood

Starting Hand

Nether Drain
Summon Skeletons
Sacrifice the Weak

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

War Drums, Hooded Executioner
Lobber, Hotter Fire
Kidnapping, Lobber
Bloodlust, Nether Drain
Bone Collector x2


Main:

  • Lobber trades with SQL
  • A skeleton trades with Mirror
  • Garth trades with Quince, levels fizzle
  • Drakk and remaining lobber break your tower, your base to 12
  • Replay the dead Lobber from the graveyard, it and BC break your tech 1, your base to 10, I get a skeleton
  • Skeleton hits your base to 9
  • Jaina (6)
  • Tech 2 Fire (2)
  • Worker (1)
Workers

Nether Drain, Bloodlust, Poisonblade Rogue, Jandra, the Negator, Pestering Haunt, Skeletal Archery

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Drakk (3/3 lvl 6)
  • Bone Collector (3/2)
  • Lobber (2/2)
  • Lobber (2/1)
  • Skeleton (1/1)
  • Graveyard (3hp, holding Thieving Imp and another Thieving Imp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Skeleton Javelineer
Hotter Fire
Deteriorate
War Drums

End of Turn Discard

Molting Firebird
Bamstamper Lizzo
Sacrifice the Weak
Summon Skeletons

My Thoughts

Still don’t quite have lethal, but easy enough to keep the tech buildings down. I’m going to trade Garth out just b/c it gets me one turn closer to re-using his maxband, which is a great use of gold at this point, but it really shouldn’t matter as I now have him on 9hp and I’m drawing into War Drums, Kidnapping, Hooded Executioner, BC and Hotter Fire. Should be able to steamroll from here.