[XCAFS18] codexnewb [Finesse]/Necro/Growth vs FrozenStorm [Necro]/Blood/Fire

@FrozenStorm

GLHF!

"P1T1


StartingHand Workers

STARTING HAND
Older Brother
Granfalloon Flagbearer
Tenderfoot
Bloom
Fruit Ninja


WORKERS
Fruit Ninja


NextHand

Wither
Helpful Turtle
Spark
Brick Thief
Timely Messenger


Discard

Older Brother
Bloom
Granfalloon Flagbearer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
river - ($1)
tenderfoot - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Tenderfoot (1/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • River, lvl 1, (2/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

well, i had to face a black starter deck eventually. okay, so with his three, there is no upgrade removal. but he does have drak, kidnapping, liches bargain, etc… from his past games, he seems to be trying to get graveyard going for crashbarrows at some point. might be important to keep that thing off the board. i got lucky last game with rushing tech 2; probably wont happen again.

looks like frozenstorm prefers LB, great minds think alike. well, discord seems like a good move, but just havinga more aggressive hero in general. tenderfoot is good as well.

worker fruit ninja. he served his purpose. until we face another Cal or vandy as P1 my friend.

also, i hope he doesnt have jandra…50/50 fingers crossed, because that is what i would play if i were him.

"

1 Like

Man, I’m getting sick of playing against River lol. Her low-key synergies are really starting to shine in the meta though, which is pretty cool.

GL HF @codexnewb!

XCAFS Round 4 Player 2, Turn 1

P2 [Necro]/Blood/Fire vs P1 [Finesse]/Necro/Growth

Starting Hand

Summon Skeletons
Graveyard
Thieving Imp
Skeletal Archery
Skeleton Javelineer

Events of Turn:


Upkeep:

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

Main:

  • Thieving Imp, discard #1 of 5 (2)
  • Skeleton Javelineer (1)
  • Worker (0)
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: Thieving Imp (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

In Play:

  • nothing

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Jandra, the Negator
Sacrifice the Weak
Poisonblade Rogue
Deteriorate

End of Turn Discard

Summon Skeletons
Graveyard

My Thoughts

Very similarly to last game, nothing I want to worker in this first hand. Unlike last game though, I’m going to be more realistic about how much of a downer Discord is for skeleton plans. So I think I’ll worker Archery, as he has no flying and I’m unlikely to run mass skeletons two games in a row. I’ll instead likely try to run Graveyard and either Lobbers + Fire Tech 2 (but wait a little longer on Firebird) or Blood tech 2.

At least I’m drawing into Deteriorate for counter-pressure. Probably go Garth + skele + tech 1 next turn


edit: okay, re-posting turn 2. sorry about that.

P1T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Helpful Turtle
Wither
Spark
Timely Messenger
Brick Thief


WORKERS
Fruit Ninja
Spark


NextHand

Bone Collector
Bloom
Wither
Brick Thief
Helpful Turtle


Tech 2 card(s)
Get Paid - ($5)
discard #1, damn the imp…
Worker - ($4)
tech 1 - ($2)
hero's hall - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River, lvl 1, (2/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Tenderfoot (1/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

im just teching double BC. i cant control if he has STW or not, just need to play what i can. since he can't get through river here, put her in front, with tenderfoot in scav. make his det or stw plays less gold efficient.

hero's hal to get arg going out there and recoer hand.

XCAFS Round 4 Player 2, Turn 2

P2 [Necro]/Blood/Fire vs P1 [Finesse]/Necro/Growth

Starting Hand

Jandra, the Negator
Sacrifice the Weak
Poisonblade Rogue
Deteriorate

Events of Turn:


Upkeep:

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

Kidnapping, Hooded Executioner


Main:

  • Tower (2)
  • Tech 1 (1)
  • Worker (0)
Workers

Poisonblade Rogue, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • 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: Skeleton Javelineer (1/1)
  • :exhaust: Technician: Thieving Imp (2/2)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Pestering Haunt
Summon Skeletons
Graveyard
Kidnapping
Sacrifice the Weak

End of Turn Discard
My Thoughts

EDIT: Hmm, with no aggression but a Hero’s Hall, I’m guessing he’s going Lich’s Bargain? Possibly BC? Those seem the two most likely options. I’m going to grab a kidnapping and a Hoodie for late-game stacking, play for a nice surprise ^^

Well, I can either try to shell up with Garth + Graveyard, or if he does go LB / BC, I’ll have a nice kidnapping surprise ^
^ Could also possibly tech up I spose, depends on how chill he goes…


You drew one too many cards last turn I just realized. Perhaps you didn’t discard for the imp when I played it? @zhavier please assist in resolving

@Codexnewb will need to redo his turn 2 and the Game will progress from there. Wither was discarded by imp as it was card #1 of 5 in his next hand listing.

1 Like

okay, re-posted turn 2 ad deleted my turn 3.

1 Like

@codexnewb I too have edited over my turn 2 and redrawn, back to you for the real turn 3!

"P1T3


Tech StartingHand Workers

TECH
Nimble Fencer
Liches Bargain


STARTING HAND
Bloom
Helpful Turtle
Wither
Brick Thief
Bone Collector


WORKERS
Fruit Ninja
Spark
Wither


NextHand

Older Brother
Brick Thief
Timely Messenger
Bone Collector
Granfalloon Flagbearer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
river trades with imp
arg, wisp - ($3)
garth - ($1)
make a skeleton - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Tenderfoot (1/2)
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Arg, lvl 1 (1/3)
  • Garth, lvl 1, (1/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

hmmmm, i remember playing blood against necro with witspur, and using kidnapping. im scard to drop BC right now because he hasnt played a hero yet. i need to use HH, so il trade river for now, and get arg/garth going. if he plays someone besides drak, ill consider BC next turn.

tech 2…i think molac is the only choice. so ill tech fencer/LB for now, hoping to not draw it.

"

Where did river go?

I traded her into imp (died from tower damage)

1 Like

Sorry carry on

1 Like

XCAFS Round 4 Player 2, Turn 3

P2 [Necro]/Blood/Fire vs P1 [Finesse]/Necro/Growth

Starting Hand

Pestering Haunt
Summon Skeletons
Graveyard
Kidnapping
Sacrifice the Weak
Jandra, the Negator (techn)

Events of Turn:


Upkeep:

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

Lobber, Ember Sparks
Kidnapping, Hooded Executioner


Main:

  • Jandra, the Negator (4)
  • Graveyard (2)
  • Worker (1)
Workers

Pestering Haunt, Poisonblade Rogue, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 2 rs Draw 3
  • 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: Jandra, The Negator (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

In Play:

  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Hooded Executioner
Deteriorate
Kidnapping
Summon Skeletons
Thieving Imp

End of Turn Discard
My Thoughts

Hmm, no BC or LB… did he whiff? Oh well, Jandra + Graveyard is a solid stall along with my tower. Leaning towards Fire T2, so Lobber + Ember Sparks (to deal with this crowd)

Well, I re-drew kidnapping. Tech up + Imp next turn most likely, unless we can get a heavy swing off.


wow, such an interesting game. im nervous you’re going to drop the hammer at some point. lol.

P1T4


Tech StartingHand Workers

TECH
Liches Bargain
Blooming Ancient


STARTING HAND
Timely Messenger
Older Brother
Granfalloon Flagbearer
Bone Collector
Brick Thief


WORKERS
Fruit Ninja
Spark
Wither
Older Brother


NextHand

Bone Collector
Liches Bargain
Bloom
Helpful Turtle


Discard

Timely Messenger
Brick Thief
Liches Bargain
Blooming Ancient


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bone collector - ($4)
Grandfalloon flagbearer - ($1)
Make a skeleton - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: BC (3/3)
  • :target: Lookout: SK (1/1)

In Play:

  • Arg, lvl 1 (1/3)
  • Garth, lvl 1, (1/3)
  • SK (1/1)
  • Flagbearer (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

well, im really tempted to tech up right now, but i think i need to threaten some board presence here. dropping the flagbearer in case he has kidnap. with his current board, he could kidnap Flagbearer, trade FB and SKJ into my BC (even gold trade, even cards), then jandra can run over wisp and tenderfoot, that would be gg9, worker 8, drak 6, kidnap, 2, thens ome unit 1/0.

however, i think he wants to tech up soon, so ill put tenderfoot in front, and BC on Tech. that way at least BC MIGHT survuve, whereas he for sure will not if he's sql. jandra will survive either way, I doubt he'll jus ttrade her into BC.

as for my plan, well, don't really have one at the moment. so lets make one. if he does have kidnapping, BA is a bad choice. id rather go LB and MOLAC. but if my FB survives, i would happily tech up next turn, then max garth and LB right away. ill tech an LB and BA for now. I dont might cycling one BA. if FB dies, ill tech double Molac before my reshuffle.

Indeed, this game is proving curious

XCAFS Round 4 Player 2, Turn 4

P2 [Necro]/Blood/Fire vs P1 [Finesse]/Necro/Growth

Starting Hand

Hooded Executioner
Deteriorate
Kidnapping
Summon Skeletons
Thieving Imp

Events of Turn:


Upkeep:

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

Nether Drain, Hotter Fire
Lobber, Ember Sparks
Kidnapping, Hooded Executioner


Main:

  • Jandra kills SQL
  • Jav hucks his javelin at your lookout
  • Thieving Imp, discard #3 of 4 (6)
  • Hooded Executioner (4)
  • Tech 2 Fire (0)
  • skip worker
Workers

Pestering Haunt, Poisonblade Rogue, Skeletal Archery

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE
  • Tower HP: 4

In Patrol:

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

In Play:

  • Jandra, the Negator (3/2)
  • Skeleton Javelineer (1/1)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Ember Sparks
Sacrifice the Weak
Lobber
Nether Drain
Hotter Fire

End of Turn Discard
My Thoughts

Time for tech 2, as flagbearer messes with Deteriorate and Kidnapping aggression. I think I want to lay Hoodie AND Imp, though, as bleeding his cards should prove fruitful as he draws into a fat cycle.

Teching a Nether Drain (as I’m thinking Garth might midband + kill imp and try to get away with it) and Hotter Fire (for my Lobber + Ember Sparks), hoping to draw Nether Drain for a maxband Garth into Bamstamper / Firebird. I expect Growth T2 will also happen for him

Wow interesting draw… Glad I patrolled scav instead of techn (I’m up enough on cards and have graveyard). We’ll see what he decides to do! Maybe it’ll be SotP on BC? Maybe Fencers or LB? I suppose it could be Discord (I’m letting him suicide heroes w/ impunity)


"P1T5


Tech StartingHand Workers

TECH
Two Step
Blooming Elm


STARTING HAND
Helpful Turtle
Bloom
Bone Collector
Liches Bargain


WORKERS
W1 - T1 - Fruit Ninja
W2 - T2 - Spark
W3 - T3 - Wither
W4 - T4 - Older Brother


NextHand

Flagbearer (2/2)
Blooming Elm
Nimble Fencer


Tech 2 card(s)
Get Paid - ($8)
discard #3
worker (9) - ($7)
mid garth - ($4)
BC and Skeleton trades with HE, make new SK #1
garth kills imp, survives with 1
arg kills sk jav
flagbearer trades with jandra, busting your graveyard
liches bargain, base to 16, workers to 8, summon SK #2, Zombie, Horror - ($2)
garth makes SK #3 - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Zombie (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: SK (1/1)
  • :target: Lookout: SK (1/1)

In Play:

  • Arg, lvl 1 (1/1)
  • Garth, lvl 4, (2/1)
  • Horror (3/3)
  • SK (1/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

well, worst case scenario is a somehow hasted firebird. im open to garth gettig sniped by DG or ND. i just need to load my deck and go with it. teching two step and Elm. saving BA for garth max if he survives. rather that than having to dig for it.

"

There’s the LB

XCAFS Round 4 Player 2, Turn 5

P2 [Necro]/Blood/Fire vs P1 [Finesse]/Necro/Growth

Starting Hand

Hooded Executioner
Deteriorate
Kidnapping
Summon Skeletons
Thieving Imp

Events of Turn:


Upkeep:

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

Molting Firebird, Bamstamper Lizzo
Nether Drain, Hotter Fire
Lobber, Ember Sparks
Kidnapping, Hooded Executioner


Main:

  • Garth + lvl 3 (5)
  • Hotter Fire (2)
  • Lobber, hucks a molotov at your base to put it at 14 (1)
  • Nether Drain your Garth dead, my Garth Maxbands and fetches Bamstamper Lizzo, snuffing out your Horror (0)
  • skip worker
Workers

Pestering Haunt, Poisonblade Rogue, Skeletal Archery

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Garth (3/4+1armor lvl 7)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bamstamper Lizzo (5/3)
  • :target: Lookout:

In Play:

  • Lobber (2/2)
  • Hotter Fire

Economy Info:

Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Deteriorate
Kidnapping
Summon Skeletons
Sacrifice the Weak

End of Turn Discard
My Thoughts

Oh man, do I get Firebird or Bamstamper? I think Bamstamper, win a war of attrition. Not sure, rushing a little, daughter needs me right now lol just going with my gut. Going to put the Firebird in for next cycle, though, and hope Kidnapping + Deteriorate does some work next turn


"P1T6


Tech StartingHand Workers

TECH
Blooming Ancient
Artisan Mantis


STARTING HAND
Nimble Fencer
Flagbearer (2/2)
Blooming Elm


WORKERS
W1 - T1 - Fruit Ninja
W2 - T2 - Spark
W3 - T3 - Wither
W4 - T4 - Older Brother
W5 - T6 - Blooming Elm


NextHand

Liches Bargain
Bone Collector
Bloom


Discard

Nimble Fencer
Flagbearer (2/2)
Blooming Ancient
Artisan Mantis


Tech 2 card(s)
Get Paid + float - ($9)
tech 2 growth - ($5)
worker - ($4)
nimble fencer - ($2)
fencer, zombie, skeleton, kill garth, arg to lvl 3 and heals
max arg, summon water elemental - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: SK (1/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: SK (1/1)
  • :target: Lookout:

In Play:

  • Arg, lvl 5, (1/5)
  • WE (3/3)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

well, this is over. every game i regret not swapping out finesse for anarchy. lets see if i can get lucky with BA and LB next hand.

"

XCAFS Round 4 Player 2, Turn 6

P2 [Necro]/Blood/Fire vs P1 [Finesse]/Necro/Growth

Starting Hand

Deteriorate
Kidnapping
Summon Skeletons
Sacrifice the Weak

Events of Turn:


Upkeep:

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

Lobber, Ember Sparks
Molting Firebird, Bamstamper Lizzo
Nether Drain, Hotter Fire
Lobber, Ember Sparks
Kidnapping, Hooded Executioner


Main:

  • Drakk (6)
  • Deteriorate SQL (5)
  • Lobber kills scav, you get 1g
  • Kidnap techn skeleton and suicide him into elemental (1)
  • Bamstamper breaks your tech 2, your base to 12
  • worker (0)
Workers

Summon Skeletons, Pestering Haunt, Poisonblade Rogue, Skeletal Archery

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE
  • Tower HP: 4

In Patrol:

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

In Play:

  • Lobber (2/2)
  • Bamstamper Lizzo (5/3)
  • Hotter Fire

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Skeleton Javelineer
Jandra, the Negator
Nether Drain

End of Turn Discard
My Thoughts

Can’t go to in depth, dad on duty. I don’t want ancients though, so break t2 and tech in more base burning


Trade the Skelton into the elemental? You mean run the Skelton into the elemental for 1 damage right?