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CAFS 2016: Pooh_Bear (Mono Black) vs. FrozenStorm ([Past]/Peace/Anarchy)


#1

Uh oh, we’re both in win-or-go-home mode right now. Good luck, have fun!

P1T1

[details=Starting Hand]Summon Skeletons
Pestering Haunt
Deteriorate
Thieving Imp
Poisonblade Rogue (worker)[/details]

Tech

None.


Collect 4 gold (4)
Play Pestering Haunt
Summon Vandy (2)
Worker (1)
Pass the turn, float 1 gold, discard 3,draw 5


Patrol Zone:
:psblueshield: Squad Leader: Vandy (2/3 + A)
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician:
:target: Lookout:

In Play:
Pestering Haunt (1/1)

Buildings:
Base :pspurpleshield:: 20

Other:
Workers: 5
Gold: 1
Hand: 5
Discard: 3
Draw: 0


[details=New Hand]Graveyard
Jandra, the Negator
Skeletal Archery
Skeletal Javelineer
Sacrifice the Weak[/details]


#2

Whoopsie, I should probably tag @FrozenStorm to make sure you get a notification for this topic.


#3

Thanks dude, bummer that one of us is done after this, GL HF!

Player 2, Turn 1

P1 Black vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Forgotten Fighter
Temporal Research
Neo Plexus
Time Spiral
Battle Suits
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Neo Plexus (3)
  • Battle Suits (1)
  • Worker Up (0)

[details=Workers]
Forgotten Fighter
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 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: Neo Plexus (3/2)
  • :target: Lookout:

####In Play:

  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Nullcraft
Fading Argonaut
Tinkerer
Plasmodium
[/details]

[details=End of Turn Discard]
Time Spiral
Temporal Research
[/details]

[details=My Thoughts]
No Mox + Boot Camp plan again, not after the game vs Anemone and those Plague Spitters… Nope, I need to get back to straight Peace machine, I think I can do it reasonably well. Probably Fargo Tech 1 worker next turn, tech in Seer OC or something, maybe OS OC, Vandy is a bit of a troublemaker but I can try dealing with her with Zane too
[/details]


#4

P1T2

[details=Starting Hand]Graveyard
Jandra, the Negator (worker)
Skeletal Archery
Skeletal Javelineer
Sacrifice the Weak[/details]

Tech

Bone Collector x2


Collect 5 gold (6)
Worker (5)
Start Construction on my Tech I (4)
Play Sacrifice the Weak, killing your Neo Plexus (2)
Vandy and Pestering Haunt attack your base for 3 damage.
Pass the turn, float 2 gold, discard 3, reshuffle, draw 5


Patrol Zone:
:psblueshield: Squad Leader:
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician:
:target: Lookout:

In Play:
Vandy lvl 1 (2/3), exhausted
Pestering Haunt (1/1), exhausted

Buildings:
Base :pspurpleshield:: 20
Tech I: 5

Other:
Workers: 6
Gold: 2
Hand: 5
Discard: 0
Draw: 4


[details=New Hand]Sacrifice the Weak
Bone Collector
Summon Skeletons
Thieving Imp
Skeleton Javelineer[/details]

Thoughts

I’m in a position to continue playing aggressively here. I may use Vandy to grab a Dark Pact from my Codex. Over the long run Hardened Mox could be a big annoyance, but I’m pretty sure he wants to get to Tech II ASAP to get access to Peace units.


#5

Player 2, Turn 2

P1 Black vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Nullcraft
Fading Argonaut
Tinkerer
Plasmodium
Hardened Mox (technician)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 Cards in

[details=All Teched Cards]
Overeager Cadet x2
[/details]


###Main:

  • Fading Argonaut (4)
  • Tech 1 (2)
  • Worker Up (1)

[details=Workers]
Hardened Mox, Forgotten Fighter
[/details]

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

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

  • :heart: Base HP: 17
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Fading Argonaut (3/3 fade 3)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Neo Plexus
Tinkerer
Plasmodium
Temporal Research
Nullcraft
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
I really debated hard about midbanding Zane here, skipping tech 1, and just getting rid of Vandy right now. I feel like I may come back and regret not doing so, as it would have left me a 4/4 on the board that can’t just get StW’d away (which purple starter is really vulnerable to). But I decided I’m going to play a little safer, and hope that he doesn’t draw StW back up. If he did, I’m in danger of losing my tech 1, which I’m not really into, and I’d have little recourse to answer back for awhile… I so strongly dislike Black in this game :frowning:

I can’t see how I’d want to use Origin Story or Chaos Mirror next round, maybe Taxman, not Seer (deteriorate too strong), maybe Stewardess, but I’m instead going to try to flood the board a little bit with 2x OC and my Temporal Research. If not that, I guess I go Tower or Oni or something…
[/spoiler][/details]


#6

Friendly reminder nudge that it’s your turn @Pooh_Bear, knowing that you likely are just having a busy weekend at work :slight_smile:


#7

P1T3

[details=Starting Hand]Sacrifice the Weak
Bone Collector
Summon Skeletons
Thieving Imp
Skeleton Javelineer (worker)[/details]

[details=Tech]Wight
Skeletal Lord[/details]


Collect 6 gold (8)
Worker (7)
Play Sacrifice the Weak, killing your Fading Argonaut (5)
Play Bone Collector (3)
Level Vandy up twice to lvl 3 midband (1)
Vandy and Pestering Haunt attack your Tech I for 4 damage
Pass the turn, float 1 gold, discard 2, draw 4


Patrol Zone:
:psblueshield: Squad Leader: Bone Collector (3/3)
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician:
:target: Lookout:

In Play:
Vandy lvl 3 (3/4), exhausted
Pestering Haunt (1/1), exhausted

Buildings:
Base :pspurpleshield:: 20
Tech I: 5

Other:
Workers: 7
Gold: 1
Hand: 4
Discard: 5
Draw: 0


[details=New Hand]Graveyard
Deteriorate
Bone Collector
Skeletal Archery[/details]

Thoughts

If he doesn’t build a Tech II this turn, I’ll probably destroy his Tech I, play a Bone Collector, and tutor in a Dark Pact to keep card advantage and an aggressive position. Hopefully I’m in a strong enough position to at least trade positively into whatever he plays this turn and keep pressure up as I move into Tech II Necromancy.


#8

Player 2, Turn 3

P1 Black vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Neo Plexus
Tinkerer
Plasmodium
Temporal Research
Nullcraft
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+1float+1techn)
  • Tech 2 Cards in

[details=All Teched Cards]
Origin Story, Flagstone Garrison
Overeager Cadet x2
[/details]


###Main:

  • Prynn (7)
  • Temporal Research, draw 2 (5)
  • Overeager Cadet (5)
  • Neo Plexus (3)
  • Nullcraft (1)
  • Nullcraft kills haunt
  • Worker Up (0)

[details=Workers]
Time Spiral, Hardened Mox, Forgotten Fighter
[/details]

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

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

  • :heart: Base HP: 17
  • Tech1 HP: 1

####In Patrol:

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

####In Play:

  • Nullcraft (1/1)
  • Prynn (1/3 lvl 1 fade 4)
  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Overeager Cadet
Plasmodium
Temporal Research
Fading Argonaut
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Yea Vandy is super annoying… Luckily he went down cards, and I am generating big card advantage this turn. Teching Garrison for if I draw both Cadets (I’ll build tech 2 if I do), Origin Story in case I’m needing to play a little defense (unwise to tech t1’s with mine on 1 hp right now).

Bummer I hit the 33% not to draw both Cadets, but no matter, we can make it work. May actually be better to get Nullcraft down right now anyway, take away that silly haunt.

A drawn shadowblade would be not great here, but my guess is he has a dark pact he whiffed on last turn. We’ll have to see if he’s going Metamorph threat, or if he’s running the demon tech 2 he seemed to prefer when we played in person. Either way though, I think I’m reasonably okay!
[/spoiler][/details]


#9

P1T4

[details=Starting Hand]Graveyard
Deteriorate
Bone Collector
Skeletal Archery[/details]

[details=Tech]Shadow Blade
Soul Stone[/details]


Collet 7 gold (8)
Skeletal Archery (6)
Use Vandy’s Midband ability to discard a card and place Dark Pact from my Codex into my hand (5)

Card Discarded

Deteriorate

Play Dark Pact, dealing 2 damage to my base to reshuffle and draw 2 cards

[details=Card Drawn]Soul Stone
Pestering Haunt (worker)
[/details]

Worker (4)
Play Soul Stone on Bone Collector (2)
Bone Collector attacks and kills your Cadet, taking 3 damage. He also produces a Skeleton Token.
Play Bone Collector (0)
Pass the turn, discard 1, draw 3


Patrol Zone:
:psblueshield: Squad Leader: Bone Collector Bill (3/3 + A)
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician: Skeleton Token (1/1)
:target: Lookout:

In Play:
Vandy lvl 3 (3/4), exhausted
Bone Collector Ted (4/4), 3 damage, exhausted

Buildings:
Base :pspurpleshield:: 18
Tech I: 5

Upgrades:
Skeletal Archery

Other:
Workers: 8
Gold: 0
Hand: 3
Discard: 2
Draw: 4


[details=New Hand]Thieving Imp
Skeletal Lord
Wight[/details]

Thoughts

Suddenly I’m behind on cards and I find myself considering another Dark Pact grab just to catch up on cards. That’s probably a slippery slope that I don’t want to go down, though. I’ll likely make the Imp into a worker just to keep my economy rolling and keep thinning out the chaff from my deck. Constructing my Tech II next turn doesn’t make much sense considering I’m currently holding all my Tech II units in hand at the moment and I’m at least 1 turn away from a reshuffle. Perhaps I’ll build a Surplus? I’d certainly like the cards…


#10

Lol, am I the only one that confused BC garth with the homonym hero?


#11

That’s probably a valid point. I was going for some Wayne’s World reference silliness, but I’ll change it to something that doesn’t have any overlap with a hero in my deck to avoid confusion.


#12

FWIW I use Dr. Grant and Dr. Saddler (JP ref) for my bone collector twins


#13

Given the matchup against Past spec, I think Bill and Ted are appropriate names.


#14

I guess they collect “bones” (as in ancient figures?) so sure, why not :slight_smile:

Player 2, Turn 4

P1 Black vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Overeager Cadet
Plasmodium
Temporal Research
Fading Argonaut
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)
  • Fade 1 off Prynn
  • Tech 2 Cards in

[details=All Teched Cards]
Drill Sergeant, Seer
Origin Story, Flagstone Garrison
Overeager Cadet x2
[/details]


###Main:

  • Tech 2 - Peace (4)
  • Overeager Cadet (4)
  • Fading Argonaut (2)
  • Neo Plexus and Nullcraft kill SQL Bill BC, Plexus dies
  • Prynn kills skeleton, you get a card, Prynn takes 1 damage and returns to fade 4
  • Worker Up (1)

[details=Workers]
Plasmodium, Time Spiral, Hardened Mox, Forgotten Fighter
[/details]

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

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

  • :heart: Base HP: 17
  • Tech1 HP: 1
  • Tech2 HP: 5 SPEC PEACE

####In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Fading Argonaut (3/3 fade 3)
  • :target: Lookout:

####In Play:

  • Nullcraft (1/1)
  • Prynn (1/2 from 1 damage, lvl 1 fade 4)
  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 5

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Flagstone Garrison
Tinkerer
Origin Story
[/details]

[details=End of Turn Discard]
Overeager Cadet
Drill Sergeant
Seer
Neo Plexus
Temporal Research
[/details]

[details=My Thoughts]
Shadow blade in hand is the only really scary thing, overwise I think I’m keeping the board nicely safe and moving forward with the plan to set up Peace machine, and from there I think I will be poised to overwhelm him! I expect at least a Hero’s Hall or Tech 2 next turn, not sure if he’s trying to establish overwhelming board dominance to prevent my teching or if he has something else up his sleeve, but the fact that he hasn’t built a HH or Tech 2 OR maxed Vandy surprises me.
[/details]


#15

P1T5

[details=Starting Hand]Thieving Imp (worker)
Skeletal Lord
Wight
Deteriorate[/details]

[details=Tech]Corpse Catapult
Skeletal Lord[/details]


Collect 8 gold (8)
Use Vandy’s midband ability to discard a card and place Dark Pact from my Codex into my hand (7)

Card Discarded

Deteriorate

Play Dark Pact, dealing 2 damage to my base to draw 2 cards

[details=Cards Drawn]Sacrifice the Weak
Summon Skeletons
[/details]

Bone Collector Ted attacks and kills your Cadet. Soul Stone falls off him and he heals up. He also spawns a Skeleton Token.
Play Summon Skeletons (4)
Start construction on my Tech II Necromancy (0)
Pass the turn, discard 4, draw 1, reshuffle, draw 4


Patrol Zone:
:psblueshield: Squad Leader: Skeleton Token Napoleon (1/1 + A)
:psfist: Elite:
:ps_: Scavenger: Skeleton Token Socrates (1/1)
:pspuzzle: Technician: Skeleton Token Freud (1/1)
:target: Lookout:

In Play:
Vandy lvl 3 (3/4), exhausted
Bone Collector Ted (3/3), exhausted

Buildings:
Base :pspurpleshield:: 16
Tech I: 5
Tech II Necromancy: 5

Upgrades:
Skeletal Archery

Other:
Workers: 8
Gold: 0
Hand: 5
Discard: 0
Draw: 9


[details=New Hand]Shadow Blade
Dark Pact
Skeletal Lord
Summon Skeletons
Deteriorate[/details]

Thoughts

Okay, so I ended up going for the Dark Pact play anyways. I saw the opportunity to build my Tech II and force a reshuffle this turn, so I took it. I like the look of this next hand of mine. It gives me a lot of options and potentially a fledgling army of beefy skeletons.


#16

Player 2, Turn 5

P1 Black vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Flagstone Garrison
Tinkerer
Origin Story
Calypso Vystari (Garrison)
Overeager Cadet (Garrison)
Seer (Garrison)
Overeager Cadet (Garrison)
Drill Sergeant (Garrison)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9+1float)
  • Fade 1 off Prynn and FArgo
  • Tech 2 Cards in

[details=All Teched Cards]
Calypso Vystari, Seer
Drill Sergeant, Seer
Origin Story, Flagstone Garrison
Overeager Cadet x2
[/details]


###Main:

  • Flagstone Garrison (7)
  • Tinkerer, rs draw 1 (5)
  • Calypso Vystari, draw 1 (4)
  • Overeager Cadet, draw 1 (4)
  • Seer, add a time rune to FArgo, draw 1 (3)
  • Overeager Cadet, draw 1 (3)
  • Drill Sergeant, draw 1 (0)
  • Fading Argonaut kills SQL skele Napeleon aka the Ziggy Piggy, takes 1 damage
  • Prynn kills scav skele Socrates Johnson, you get a gold, Prynn takes 1 damage and returns to fade 4
  • Nullcraft trades with Freud dude, you get a card
  • Skip worker

[details=Workers]
Plasmodium, Time Spiral, Hardened Mox, Forgotten Fighter
[/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: 17
  • Tech1 HP: 1
  • Tech2 HP: 5 SPEC PEACE

####In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (3/2+1armor)
  • :psfist: Elite: Tinkerer (1+1/2)
  • :pspig: Scavenger: Overeager Cadet (3/2)
  • :exhaust: Technician: Calypso Vystari (3/2)
  • :target: Lookout: Seer (3/1)

####In Play:

  • Prynn (1/1 from 2 damage, lvl 1 fade 4)
  • Drill Sergeant (3/3)
  • Fading Argonaut (3/2 from 1 damage, fading 3)
  • Battle Suits
  • Flagstone Garrison (4hp)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Seer
Origin Story
Calypso Vystari
Temporal Research (redrawn, what are the odds it was the same??)
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
This should be about curtains, I think I have the board crushed too hard for him and next turn I can get buff city with Sarge to win it (or grab sharks, or chaos mirror, or w/e I need)
[/details]


#17

My skeletons have anti-air, so your nullcraft would have died from his last attack. If you want to change your turn at all, that’s fine by me.


#18

I missed you playing that turn 4, my mistake! I will take the trade to get 'em killed, have to maximize the odds you don’t do Zzaramonde shenanigans w/ a lord, I will re-draw my hand since the Nullcraft would have been shuffled in.


#19

P1T6

[details=Starting Hand]Shadow Blade
Dark Pact
Skeletal Lord
Summon Skeletons
Deteriorate
Wight[/details]

[details=Tech]Hooded Executioner
Blackhand Resurrector[/details]


Collect 8 gold (9)
Play Skeletal Lord (6)
Play Summon Skeletons (3)
Summon Garth Torken (1)
Garth summons a Skeleton Token (0)
Bone Collector attacks and kills your SQL Cadet, dying in the process. He is survived by a Skeleton Token.
Vandy attacks your Calypso Vystari, killing it. Sparkshot kills your Seer. Vandy takes 3 damage.


Patrol Zone:
:psblueshield: Squad Leader: Skeleton Token Napoleon (2/2 + A)
:psfist: Elite: Skeleton Token Beethoven (2/2)
:ps_: Scavenger: Skeleton Token Socrates (2/2)
:pspuzzle: Technician: Skeleton Token Freud (2/2)
:target: Lookout:

In Play:
Vandy lvl 3 (3/4), exhausted, 3 damage
Garth lvl 1 (1/3)
Skeletal Lord (3/3)

Buildings:
Base :pspurpleshield:: 16
Tech I: 5
Tech II Necromancy: 5

Upgrades:
Skeletal Archery

Other:
Workers: 8
Gold: 0
Hand: 5
Discard: 0
Draw: 9


[details=New Hand]Bone Collector
Sacrifice the Weak
Graveyard
Corpse Catapult
Dark Pact[/details]

Thoughts

Yikes. I was not expecting him to drop 6 units in a turn. It doesn’t help that almost all of them have 2 toughness, which is something that black has a bit of difficulty with. With any luck he’s almost of out units to play, otherwise that Drill Sergeant is going to get out of hand very quickly.


#20

Player 2, Turn 6

P1 Black vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Flagstone Garrison
Tinkerer
Origin Story
Calypso Vystari (Garrison)
Overeager Cadet (Garrison)
Seer (Garrison)
Overeager Cadet (Garrison)
Drill Sergeant (Garrison)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Fade 1 off Prynn and FArgo
  • Draw 1 for technician
  • Tech 2 Cards in

[details=All Teched Cards]
Stewardess of the Undone, Elite Training
Calypso Vystari, Seer
Drill Sergeant, Seer
Origin Story, Flagstone Garrison
Overeager Cadet x2
[/details]


###Main:

  • Overeager Cadet trades with re-animated Napoleon
  • Fading Argo Trades with Beeth-oven
  • Nullcraft, draw 1, DS to 1 rune (7)
  • Seer, +1 rune to prynn, rs draw 1, DS to 2 runes (6)
  • Stewardess of the Undone, peels Freud, draw 1, DS to 3 runes (3)
  • Calypso Vystari, draw 1, DS to 4 runes (2)
  • Overeager Cadet, draw 1, DS to 5 runes (2)
  • Calypso Vystari, draw 1, DS to 6 runes (1)
  • Prynn and Tinkerer take out Socrates, Garth to lvl 3
  • Drill Sergeant deals 9 to your base
  • Move 6 runes to nullcraft
  • Nullcraft deals 7 to your base, it dies

GG WP! Good thing I killed that skeleton, you would have been at 5 and that would have been troublesome!

@EricF I drafted this turn without doing lethal, but then I thought of how you always find it, stopped to re-evaluate, and found it! PPA exp +1 :slight_smile: