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CAFS 2016: Marto ([Necro]/Blood/Truth) vs. cstick ([Demon]/Law/Anarchy)


#1

Hello @cstick ! GL, have fun !

T1:

Hand

Imp, Jandra (W), Poisonblade Rogue, Graveyard, Summon Skeletons

Collect 4 gold (4)
Worker (3)
Thieving Imp, your discard 1 (0)

discard 3, draw 5

Patrol:
Leader:
Elite:
Scavenger: Thieving Imp 2/2
Technician:
Lookout:

Buildings:
Units/Heroes:
Base: 20
Other:

Economy:
Workers: 5
Spare gold: 0
Hand: 5
Deck: 0
Discard: 3

Redraw

Haunt, Javelineer, Deteriorate, StW, Skele Archery


#2

You too!

P2T1


StartingHand Workers

STARTING HAND
Graveyard
Deteriorate
Skeletal Archery
Summon Skeletons
Pestering Haunt


WORKERS
Skeletal Archery


NextHand

Thieving Imp
Poisonblade Rogue
Skeleton Javelineer
Sacrifice the Weak


Discard

Graveyard
Summon Skeletons
Deteriorate


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Vandy - ($2)
Play Pestering Haunt

Float ($2)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: L1 Vandy (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 1
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 6

#3

T2:

[details=Hand]Haunt, Javelineer, Deteriorate, StW, Skele Archery (W)
Tech 2x Bone Collector[/details]

Collect 5 gold (5)
Worker (4)
Tech I (2)
Summon Garth (0)
Deteriorate Pestering Haunt (0)

discard 3, rs, draw 5

Patrol:
Leader: lvl 1 Garth 1/3+1
Elite:
Scavenger:
Technician: Thieving Imp 2/2
Lookout:

Buildings: Tech I 5hp
Units/Heroes:
Base: 20
Other:

Economy:
Workers: 6
Spare gold: 0
Hand: 5
Deck: 3
Discard: 0

Redraw

Bone Collector, Bone Collector, Graveyard, Summon Skele, Deteriorate


#4

EDIT: invalid turn. See below for real turn.

P2T2


Tech StartingHand Workers

TECH
Metamorphosis
Dark Pact


STARTING HAND
Sacrifice the Weak
Thieving Imp
Poisonblade Rogue
Skeleton Javelineer


WORKERS
Skeletal Archery
Poisonblade Rogue


NextHand

Metamorphosis
Graveyard
Jandra, the Negator
Summon Skeletons


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Build Heroes’ Hall - ($4)
Play Skeleton Javelineer - ($3)
Midband Vandy - ($1)
Pestering Haunt runs into Garth
Vandy kills Garth and maxbands, buffing my Javelineer and your Pestering Haunt

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton Javelineer (3/3) (doomed)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Vandy (4/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7

#5

Your haunt died on my turn due to deteriorate


#6

oops can’t read. will change


#7

P2T2


Tech StartingHand Workers

TECH
Sanatorium
Dark Pact


STARTING HAND
Thieving Imp
Poisonblade Rogue
Skeleton Javelineer
Sacrifice the Weak


WORKERS
Skeletal Archery
Poisonblade Rogue


NextHand

Deteriorate
Skeleton Javelineer
Pestering Haunt
Jandra, the Negator


Tech 0 card(s)
Get Paid + float - ($8)
Worker - ($7)
Build Tech 1 - ($5)
Play Thieving Imp. You discard a card at random (Random.org 1) - ($2)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Thieving Imp (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: L1 Vandy (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 7

#8

T3:

[details=Hand]Bone Collector (disc), Bone Collector, Graveyard, Summon Skele (W), Deteriorate
Tech 2x Crashbarrow

I’ll bet against any Vandy suicide + Zane/Sharks blowing down my graveyard, as I believe cstick’s plan being an early tech II - maybe did he tech 2x ‘any tech II thing’ and kept disc 2 dr 4 in order to probably draw one on T4 ? That might be a pain, but unless he draws two anarchy stealth-hasters, that shouldn’t stop me from playing my own crashbarrows on T5…
Anyway, that he prefers building tech I instead of heroes’ hall seems to show he opts for an early tech II instead of a hero agression.
[/details]

Collect 6 gold (6)
Worker (5)
Skeleton token (4)
Bone Collector (2)
Graveyard (0)

discard 1, draw 3

Patrol:
Leader: Bone Collector 3/3+1
Elite:
Scavenger: skeleton token 1/1
Technician: Thieving Imp 2/2
Lookout:

Buildings: Tech I 5hp, Graveyard () 3hp
Units/Heroes: lvl 1 Garth 1/3
Base: 20
Other:

Economy:
Workers: 7
Spare gold: 0
Hand: 3
Deck: 1
Discard: 4

Redraw

Rogue, Haunt, Javelineer


#9

P2T3


Tech StartingHand Workers

TECH
Chameleon Lizzo
Chameleon Lizzo


STARTING HAND
Jandra, the Negator
Deteriorate
Skeleton Javelineer
Sacrifice the Weak
Deteriorate
Pestering Haunt
Skeleton Javelineer


WORKERS
Skeletal Archery
Poisonblade Rogue
Pestering Haunt


NextHand

Sanatorium
Sacrifice the Weak
Dark Pact
Graveyard


Discard

Skeleton Javelineer
Deteriorate
Chameleon Lizzo
Chameleon Lizzo


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Build Tech 2: Anarchy - ($4)
Play Jandra - ($1)

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Jandra, the Negator (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Thieving Imp (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Vandy (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

  • Hand: 4
  • Deck: 1
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8

#10

T4:

[details=Hand]Rogue (W), Haunt, Javelineer
Tech 2x Lich’s Bargain

Did I guess right ? Either cstick drew none of his teched cards, or he teched Anarchy II things and probably has one in hand for next turn.
Clearly I can’t do much this turn, having only tech 0 units (either StW or Deteriorate would’ve let me kill Vandy, at least).
So, shall I protect my graveyard against monkeys/lizzos with a Tower, or build Tech II ?
I hope cstick doesn’t have a double monkey in hand and will have to choose between Garth and Graveyard. In that case, supposing I draw a crashbarrow (crossing fingers), either I can replay it from graveyard, or summon it back with Garth’s maxband, supposing I’ll have some hero kill (very probable if he plays agressive Anarchy II units).

If ever things go wrong and my tech II breaks, teching 2x Lich’s Bargain should provide some protection if combined with a Tower

[/details]

Collect 7 gold (7)
Worker (6)
Bone Collector and skeleton trade with Jandra, creating a skeleton token
Graveyard taps, bringing back a Bone Collector (4)
Tech II - Blood (0)

discard 2, draw 1, rs, draw 3

Patrol:
Leader: Bone Collector 3/3+1
Elite:
Scavenger: skeleton token 1/1
Technician: Thieving Imp 2/2
Lookout:

Buildings: Tech I 5hp, Graveyard () 3hp
Units/Heroes: lvl 1 Garth 1/3
Base: 20
Other:

Economy:
Workers: 8
Spare gold: 0
Hand: 4
Deck: 5
Discard: 0

Redraw

Sacrifice the Weak, Crashbarrow, Lich’s Bargain, Pestering haunt


#11

P2T4


Tech StartingHand Workers

TECH
Disguised Monkey
Disguised Monkey


STARTING HAND
Sanatorium
Graveyard
Sacrifice the Weak
Dark Pact
Summon Skeletons
Skeleton Javelineer


WORKERS
Skeletal Archery
Poisonblade Rogue
Pestering Haunt
Sacrifice the Weak


NextHand

Chameleon Lizzo
Disguised Monkey
Deteriorate


Discard

Dark Pact
Summon Skeletons
Graveyard


Tech 2 card(s)
Get Paid + float - ($9)
Play Dark Pact. Draw 1, rs, draw 1.
Worker - ($8)
Play Summon Skeletons - ($5)
Play Skeleton Javelineer - ($4)
Play Sanatorium - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: L1 Vandy (2/3+A)
  • :psfist: [I]Elite[/I]: Thieving Imp (3/2)
  • :ps_: [I]Scavenger[/I]: Skeleton Javelineer (1/1)
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]: Skeleton (1/1)
    [B]In Play:[/B]
  • :heart: Sanatorium HP: 4
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

  • Hand: 3
  • Deck: 3
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

#12

T5:

[details=Hand]Sacrifice the Weak, Crashbarrow, Lich’s Bargain (W), Pestering haunt
Tech Nether Drain, Ogre Recruiter

Hmmm, I wonder what’s happening. Did cstick tech DP and Sanitarium on T2 ? Or did he tech another thing, finding it useless, and topdecking Sanatorium ? But in that case, why playing that and not another blocker ?
I’ll just blast everything down then… My draws were pretty good on that game (even my dead draw on last turn didn’t matter much for what I know).
Workering Lich’s Bargain 'cause if I want to play one, it will be the one I’ll have next turn, and that probably won’t happen anyway.

[/details]

Collect 8 gold (8)
Worker (7)
Crashbarrow (4)
Crashbarrow trades with Vandy and Thieving Imp, going to Graveyard. Garth lvl 3
Graveyard taps, playing Crashbarrow (1)
Garth kills Lookout skeleton, taking 1 damage
Thieving Imp kills Scav skeleton, taking 1 damage
Crashbarrow kills Techn skeleton, overpowers 5 onto your tech II
Bone Collector and Skeleton token destroy your Sanatorium. BC creates another skeleton token
Garth creates a Skeleton token (0)

Tech II - Blood (0)

discard 2, draw 4

Patrol:
Leader:
Elite:
Scavenger: skeleton token 1/1
Technician: skeleton token 1/1
Lookout:

Buildings: Tech I 5hp, Tech II Blood, Graveyard (crashbarrow) 3hp
Units/Heroes: lvl 3 Garth 1/2, Bone Collector 3/3, Thieving Imp 2/1, Skeleton token 1/1
Base: 20
Other:

Economy:
Workers: 9
Spare gold: 0
Hand: 4
Deck: 1
Discard: 4

Redraw

Bone Collector, Crashbarrow, Skeleton Javelineer, Lich’s Bargain


#13

up @cstick


#14

Sorry for being offline for a while. I’ll go ahead and concede here; there’s not much I can do from this position. @EricF

I ended up taking a pretty bad line this game. Typically, I either try to be proactive with my heroes early and threaten Metamorphosis, or drag the game out until Tech 3. I didn’t like my chances of getting to tech 3 against Crashbarrows, and I was hesitant to use my heroes aggressively and go for Metamorphosis for fear of Nether Drain (along with Free Speech and Doom Grasp). So, I decided to try and rush Tech 2. I knew I ideally needed to shut down your tech 2 to keep Crashbarrows from coming through. My hope was that I could use Sanatorium to jam multiple stealthy things a turn while also having enough gold to get Zane through. This was a turn too slow though, and I should have known that in advance.

In general, even though I’ve been playing it for a while, I’m still not very comfortable playing heavily in Tech 2 with this deck. Between RACE and this tournament, I’m now 8-3 with the deck, and every game that I’ve won has been through either getting an early advantage at Tech 1 or winning with Gunships. So when the flow of the game dictates that I should try and win in Tech 2, it’s unfamiliar territory for me, and I’m not sure what path to take. Honestly, I’m not really happy with any of my specs at Tech 2, and consider it a weakness of the deck. For example, in this game, I was able to build my Tech 2 and play a Tech 2 card a turn before you did. In this case, I squandered it by playing a card that didn’t do anything, but even if I had teched differently and played a real card instead, I think I still would have been pretty far behind.

In retrospect, though, I don’t think I should have rushed Tech 2 at all. I was too scared of Nether Drain to invest in my heroes, which I think was a mistake. I think I should have just build a Heroes’ Hall on turn 2 and teched a spell (probably shadow blade) instead. This way, I could have had access to Zane on turn 3 to try and keep your board under control.

Sorry for rambling. Good game, and good luck in the rest of the tournament. I look forward to playing you soon in RACE 3.


#15

Another problem with the solution you chose is it was somehow predictable, knowing the turn you planned and the one you played. By building tech I instead of Heroes’ Hall (or both) on turn 2, you gave me a hint of your plan - either fighting my tech I with yours, but that’s not what your deck is designed for, or rush tech II for cheap, good units in Anarchy (Demon tech II seems too weak to Doom Grasp imho). I didn’t foresee the Sanatorium thing, but I guessed you wanted to use your extra worker.

Maybe rushing tech II wasn’t that a bad idea, but maybe playing some walling stuff such as Steam Tank/Voidblocker on turn 4 would’ve been a better idea, or countering my Graveyard-crashbarrow with your own Graveyard-Monkey plan ? Easier to say, though.

Good luck to you for the rest of this tournament, and see you soon, fellow hare :wink: