CAMS 2017: Shadow-Night-Black ([Feral]/Present/Truth) vs. FrozenStorm ([Past]/Peace/Anarchy)

GL HF @FrozenStorm! I expect this to be a quick demonstration that bringing a deck you’ve never played to CASS is not a good idea (esp when you first opponent is playing PPA and and the last winner)

P1T1


StartingHand Workers

STARTING HAND
Tiger Cub
Merfolk Prospector
Rampant Growth
Playful Panda
Ironbark Treant


WORKERS
Ironbark Treant


NextHand

Young Treant
Forest’s Favor
Verdant Tree
Rich Earth
Spore Shambler


Discard

Playful Panda
Rampant Growth
Tiger Cub


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Cal - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Cal (2/3, lvl 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector
  • :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: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

The plan I had behind this deck is cheap Gigadons, Temporal Distorted into other big units (and truth because more Gigadons/Hyperions never goes badly), so early cal + Murkwood allies. Tricycliod + Hallucination should be a good strat as well, Now Rampaging Elephant, I hope to have enough different strats that I can chop and change between the matches to keep people on their toes.

2 Likes

GL HF @Shadow_Night_Black, don’t dig yourself into a loss in your head just yet :wink: I haven’t played much PPA in awhile and Penatronic faired pretty darn well with that deck in CAPS

Player 2, Turn 1

P1 [Feral]/Present/Truth vs P1 [Past]/Peace/Anarchy

[details=Starting Hand]
Nullcraft
Temporal Research
Neo Plexus
Battle Suits
Hardened Mox
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Neo Plexus (3)
  • Nullcraft, kill Prospector (1)
  • Worker (0)

[details=Workers]
Hardened Mox
[/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: Neo Plexus (2+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Nullcraft (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Forgotten Fighter
Fading Argonaut
Time Spiral
Plasmodium
[/details]

[details=End of Turn Discard]
Battle Suits
Temporal Research
[/details]

[details=My Thoughts][spoiler]
I don’t want to feed Cala levels, so I’m going to start primarily towards strong unit presence. Nullcraft gives so much utility for Chaos Mirror, so even though he has Huntress as a possible counter I think that’s better for me than Hounds.

Next turn probably Fargo + Tech 1 + float 1, maybe Zane plays for turn 3.

I considered Boot Camp + Mox but against Cala the possibility of Frogs and counter kills on Oni just isn’t all that appealing.
[/spoiler][/details]

1 Like

Ahh I think you’re thinking of the Future version he was using, where the threat of 18 damage from omegacrons kept everyone on their toes, this deck is not nearly as refined as that.

P1T2


Tech StartingHand Workers

TECH
Huntress
Murkwood Allies


STARTING HAND
Verdant Tree
Forest’s Favor
Spore Shambler
Young Treant
Rich Earth


WORKERS
Ironbark Treant
Rich Earth


NextHand

Murkwood Allies
Merfolk Prospector
Playful Panda
Tiger Cub
Rampant Growth


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Scav - ($5)
Tech 1 - ($3)
Spore Shambler - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Spore Shambler (2/3 + A) ++
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Cal (2/3, lvl 1)
  • :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: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Huntress to deal with that pesky Nullcraft, Murkwood allies to see if the plan will work (Also just a good stall tactic to get to tech 2 present). I don’t have good ways of dealing with a Mox, so Ferocity or Behind the ferns will need to go in if I see a Mox next turn (so I can just kill it for free, or go around it). Stewardess will also be pretty likely as they will be good against Mirrors in the future ( I don’t need to give even more reasons with Ironbark, at least with Shambler I can lesson the hurt by removing runes).

You’re right, it was actually Present/Feral/Blood that Penatronic ran, and Feral/Future/Truth was Jadiel.

Player 2, Turn 2

P1 [Feral]/Present/Truth vs P1 [Past]/Peace/Anarchy

[details=Starting Hand]
Forgotten Fighter
Fading Argonaut
Time Spiral
Plasmodium
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Stewardess of the Undone, Chaos Mirror
[/details]


###Main:

  • Fading Argonaut (4)
  • Tech 1 (2)
  • Nullcraft pings Cala to 2hp
  • Worker (1)

[details=Workers]
Hardened Mox
[/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: 20

####In Patrol:

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

####In Play:

  • Nullcraft (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Tinkerer
Time Spiral
Temporal Research
Stewardess of the Undone
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Grabbing Stewardess to pop that Shambler if he doesn’t do anything productive with it, or whatever he does transfer runes to, and Chaos Mirror b/c that’s always useful.

Decided to ping Cala so she can’t put free damage on stuff and live

Stewardess, could be a big Zane play in the next turn! We’ll see what he goes for. I suppose the general plan of his deck is Mirrored Hyperions? Or perhaps swift-strike hounds? I’m not really sure…
[/spoiler][/details]

P1T3


Tech StartingHand Workers

TECH
Now!
Argonaut


STARTING HAND
Tiger Cub
Merfolk Prospector
Rampant Growth
Playful Panda
Murkwood Allies


WORKERS
Ironbark Treant
Rich Earth
Merfolk Prospector


NextHand

Huntress
Young Treant
Rampant Growth
Forest’s Favor
Verdant Tree


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Rampant Growth Cal - ($3)
Cal kills Fargo
Shambler kills Plexus
Midband Cal - ($1)

Float ($1)
Discard 3, draw 4, reshuffle, draw 1


[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]
  • Cal (3/4, lvl 3, Units have Resist 1)
  • Spore Shambler (2/1) ++
    [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

Play 1) Murkwood Allies, putting 3 Frogs in Patrol and giveing the lookout frog a rune (minimise Stewardess Value). However he has 8 gold next turn, 4 gold stewardess (bounce lookout), 2 gold Zane, Fargo kills elite, plexus kills scav, Nullcraft Tech, and Zane kills Cal, leaves me with a spore Shambler, and him with a 2/1 Fargo, a 2/1 Neo, a 2/3 Stewardess and Nullcraft (worker and float 1 gold).
Plan 2) Rampant Growth Cal, killing Fargo. Shambler kills Neo, 2 gold to either Panda Tiger Cub, or Midband Cal. Given I have few ways of pinging units until tech 2, Plan 2 sounds much better.

Player 2, Turn 3

P1 [Feral]/Present/Truth vs P1 [Past]/Peace/Anarchy

[details=Starting Hand]
Tinkerer
Time Spiral
Temporal Research
Stewardess of the Undone
Forgotten Fighter (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+1float)
  • Draw 1 techn
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Disguised Monkey, Steam Tank
Stewardess of the Undone, Chaos Mirror
[/details]


###Main:

  • Nullcraft kills Shambler
  • Tinkerer (6)
  • Worker (5)
  • Tech 2 Anarchy (1)

[details=Workers]
Forgotten Fighter, Plasmodium, Hardened Mox
[/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: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Tinkerer (1/2)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Nullcraft (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Chaos Mirror
Battle Suits
Fading Argonaut
Time Spiral
Steam Tank
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Nice board clear by him, Stewardess isn’t really worth her extra stats so I’ll save the gold and just block with Tinkerer, maybe make him suspect I’ve grabbed an Origin Story. Drawing into Chaos Mirror next turn means if I combo the Monkey I can definitely kill Cala or a tech 2, so teching Monkey for more haste and Steam Tank to stall for gunships (or just break buildings, as I have a lot of means for manipulating patrollers)

Draw is tank but no Monkey, that’s okay we can stall a bit. It’s pretty tough for him to muster the gold to do anything really scary at tech 2 I think, so I should win a tech race if I opt into it.
[/spoiler][/details]

Present peace blood, dag nabit

4 Likes

P1T4


Tech StartingHand Workers

TECH
Hyperion
Tricyleoid


STARTING HAND
Verdant Tree
Young Treant
Forest’s Favor
Huntress
Rampant Growth


WORKERS
Ironbark Treant
Rich Earth
Merfolk Prospector
Verdant Tree


NextHand

Murkwood Allies
Tiger Cub
Playful Panda
Argonaut
Now!


Discard

Spore Shambler (2/1) ++
Forest’s Favor
Rampant Growth
Young Treant
Hyperion
Tricyleoid


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech 2 (Present) - ($3)
Huntress - ($1)
Cal kills Tinkerer

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Huntress (3/3, Sparkshot, Antiair)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal (3/3, lvl 3, Units have Resist 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

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

  • Hand: 5
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Now! Argo next turn, going tech 2 Present for the massive burst (esp, if I can get Quince out before dropping Hyperions). I can’t rely on Cal living, so getting value out of her now before she dies. I am worried about the fact I’ve seen no techs out of him, either he was really unlucky, or I’m about to be hit by many tech 2 anarchy units. Monkey is the only unit that can’t kill Cal unless I kill the Tinkerer, but I think it is worth the risk, and I am prepared to eat my words when I eat the monkey to my face.

Player 2, Turn 4

P1 [Feral]/Present/Truth vs P1 [Past]/Peace/Anarchy

[details=Starting Hand]
Chaos Mirror
Battle Suits
Fading Argonaut
Time Spiral
Steam Tank
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Boot Camp, Steam Tank
Disguised Monkey, Steam Tank
Stewardess of the Undone, Chaos Mirror
[/details]


###Main:

  • Zane (8)
  • Chaos Mirror Nullcraft and Huntress (6)
  • Nullcraft trades with Cala, Zane to level 3
  • Zane pokes Huntress for 1 damage
  • Onimaru (4)
  • Steam Tank (1)
  • Worker (0)

[details=Workers]
Battle Suits, Forgotten Fighter, Plasmodium, Hardened Mox
[/details]

  • :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 ANARCHY

####In Patrol:

  • :psblueshield: Squad Leader: Steam Tank (3/6+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Onimaru (2/3 lvl 1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Zane (2/1 from 1 damage, lvl 3)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Neo Plexus
Disguised Monkey
Temporal Research
Stewardess of the Undone
[/details]

[details=End of Turn Discard]
Steam Tank
Tinkerer
Nullcraft
Boot Camp
Chaos Mirror
Time Spiral
Fading Argonaut
[/details]

[details=My Thoughts][spoiler]
As expected it’s tech 2 present, but lucky for me he’s on 9 gold. The worst he can bring is Geiger TD and a Hyperion, but without a Hyperion or Tricycloid I’ll be in prime shape to break his tech 2 with my Steam Tank and run for Gunships. I’m teching Boot Camp for Steam Tank clearage, and another Steam Tank in case I have to duke it out at tech 2 longer (and also b/c stalling for tech 3 is so choice XD)

I’m drawing into Stewardess and Monkey, both are great ways to clear patrol (along with Zane shenanigans and Oni damage)
[/spoiler][/details]

1 Like

P1T5


Tech StartingHand Workers

TECH
Temporal Distortion
Hyperion


STARTING HAND
Playful Panda
Argonaut
Tiger Cub
Murkwood Allies
Now!


WORKERS
Ironbark Treant
Rich Earth
Merfolk Prospector
Verdant Tree
Murkwood Allies


NextHand

Tricyleoid
Forest’s Favor
Tiger Cub
Young Treant
Hyperion


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Quince - ($6)
Argonaut - ($3)
Tower - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Argonaut (3/4, Readiness)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Huntress (3/2, Sparkshot, Antiair)
  • :target: [I]Lookout[/I]: Mirror (0/1)
    [B]In Play:[/B]
  • Quince (1/3, lvl 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

Player 2, Turn 5

P1 [Feral]/Present/Truth vs P1 [Past]/Peace/Anarchy

[details=Starting Hand]
Neo Plexus
Disguised Monkey
Temporal Research
Stewardess of the Undone
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Pirate Gunship x2
Boot Camp, Steam Tank
Disguised Monkey, Steam Tank
Stewardess of the Undone, Chaos Mirror
[/details]


###Main:

  • Maxband Zane, shove Argo to Scav (6)
  • Zane trades with Argo, we both get a gold, Quince to lvl 3 (7)
  • Disguised monkey, trades with Huntress, you get a card (5)
  • Onimaru kills mirror, takes 1 damage
  • Steam Tank breaks your tech 2, your base to 18
  • Prynn (3)
  • Worker (2)

[details=Workers]
Neo Plexus, Battle Suits, Forgotten Fighter, Plasmodium, Hardened Mox
[/details]

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY

####In Patrol:

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

####In Play:

  • Steam Tank (3/5 from 1 damage)
  • Onimaru (2/2 from 1 damage lvl 1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

####Gold:

  • Gold: 2
  • Workers: 10

[details=End of Turn Hand]
Pirate Gunship
Stewardess of the Undone
Temporal Research
Disguised Monkey
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Debated a lot of different versions of this turn, but this one puts me healthiest on gold for next turn where I’m most likely to be able to both re-break tech 2 AND build my tech 3. So grabbing both gunships.

Ok drew one gunship but thankfully not the other, having Monkey and Stewardess is a nice combo to help clear patrol
[/spoiler][/details]

P1T6


Tech StartingHand Workers

TECH
Argonaut (3/4, Readiness)
Now!


STARTING HAND
Tricyleoid
Hyperion
Forest’s Favor
Young Treant
Tiger Cub
Hyperion
Rampant Growth


WORKERS
Ironbark Treant
Rich Earth
Merfolk Prospector
Verdant Tree
Murkwood Allies
Forest’s Favor


NextHand

Argonaut (3/4, Readiness)
Spore Shambler (2/1) ++
Playful Panda
Temporal Distortion
Now!


Tech 2 card(s)
Get Paid - ($9)
Scav + Tech - ($10)
Rebuild Tech 2
Worker - ($9)
Young Treant - ($7)
Tiger Cub - ($5)
Mirror x2 - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Tiger Cub (2/2)
  • :pschip: [I]Technician[/I]: Mirror (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Quince (1/4, lvl 3)
  • Mirror (0/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

All my tech 2 this hand… Well if I can keep him off tech 3 for another two turns, I might have a chance, but deck seems to have green’s ability to get back on a board, and purple’s ability to retain one, with blue’s aggressiveness, I don’t have much hope for the future of this deck (teching the murkwood allies, really hurt turn 3)

1 Like

Player 2, Turn 6

P1 [Feral]/Present/Truth vs P1 [Past]/Peace/Anarchy

[details=Starting Hand]
Pirate Gunship
Stewardess of the Undone
Temporal Research
Disguised Monkey
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10+2float)
  • No techs

[details=All Teched Cards]
Pirate Gunship x2
Boot Camp, Steam Tank
Disguised Monkey, Steam Tank
Stewardess of the Undone, Chaos Mirror
[/details]


###Main:

  • Onimaru kills YT, takes 1 from tower
  • Stewardess of the Undone, bounces Tiger Cub to your hand (9)
  • Prynn kills Techn, takes 1 from tower you get 1 card
  • Disguised Monkey, kills backline Mirror (7)
  • Steam Tank breaks your tech 2, your base to 16
  • Tech 3 (2)

[details=Workers]
Neo Plexus, Battle Suits, Forgotten Fighter, Plasmodium, Hardened Mox
[/details]

  • :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 ANARCHY
  • Tech3 HP: 5

####In Patrol:

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

####In Play:

  • Steam Tank (3/4 from 2 damage)
  • Onimaru (2/1 from 2 damage lvl 1)
  • Prynn (1/2 from 1 damage lvl 1 fade 4)
  • Disguised Monkey (3/2 from 1 damage)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 2

####Gold:

  • Gold: 2
  • Workers: 10

[details=End of Turn Hand]
Tinkerer
Steam Tank
Boot Camp
Pirate Gunship
[/details]

[details=End of Turn Discard]
Temporal Research
Pirate Gunship
[/details]

[details=My Thoughts][spoiler]
Chea, locking down tech 2 and building tech 3, 50/50 to draw Gunship and even if I don’t there’s a near certainty I break the tech 2 AGAIN or perhaps go straight face and end.

Drew the Gunship, should be GG
[/spoiler][/details]

P1T7


StartingHand Workers

STARTING HAND
Playful Panda
Temporal Distortion
Now!
Spore Shambler (2/1) ++
Argonaut (3/4, Readiness)
Argonaut (3/4, Readiness)


WORKERS
Ironbark Treant
Rich Earth
Merfolk Prospector
Verdant Tree
Murkwood Allies
Forest’s Favor
Playful Panda


NextHand

Huntress (3/2, Sparkshot, Antiair)
Rampant Growth
Hyperion
Now!
Tricyleoid


Discard

Young Treant (0/2 + A)
Temporal Distortion
Spore Shambler (2/1) ++
Now!


Tech 0 card(s)
Get Paid + float - ($11)
rebuild Tech 2
Argo - ($8)
Argo - ($5)
Tiger - ($3)
Mirror - ($1)
Worker - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Argonaut (3/4 + A, Readiness)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Argonaut (3/4, Readiness)
  • :pschip: [I]Technician[/I]: Tiger Cub (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Quince (1/4, lvl 3)
  • Mirror (0/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 1
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

Tech 3 is going to be my death, I can’t prevent his gunships from killing me, so I need him to both be not able to break my tech 2, and not have a gunship in hand to have a chance. I don’t like those odds

Player 2, Turn 7

P1 [Feral]/Present/Truth vs P1 [Past]/Peace/Anarchy

[details=Starting Hand]
Tinkerer
Steam Tank
Boot Camp
Pirate Gunship
Chaos Mirror (BC)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10+2float)
  • No techs

[details=All Teched Cards]
Pirate Gunship x2
Boot Camp, Steam Tank
Disguised Monkey, Steam Tank
Stewardess of the Undone, Chaos Mirror
[/details]


###Main:

  • Boot Camp SQL, draw 1 (11)
  • Stewardess trades with Tiger
  • Pirate Gunship, hits your base to 9 Scav and Mirror are obliterated (5)
  • Zane (3)
  • Chaos Mirror Prynn and Gunship (1)
  • Steam Tank, Oni, Prynn, Zane and Monkey hit your base to -13hp #stylin

GG WP! @EricF

It does feel like your deck lacks threat prior to tech 2, and even at tech 2 Present + Quince shenanigans are pretty expensive. Hyperions also aren’t quite as insane without the battle suits to push them to the 5 damage marker. GL to you in the rest of the tourney though! There’s certainly potential for tech 1 stall into Feral Strikes at tech 2, though with all the White starter in this tourney Snapback is going to make it tough to play maxband hero strats

I’m curious what would’ve happened if @Shadow_Night_Black had gone all in on green. I think it might have been riskier, but splitting the difference seemed to slow down the purple push and prevent the green shenanigans, too.

Can you elaborate on what that line would’ve looked like? Huntress Centaur → Ferocity → Elephants or something?

Check out his T1 thoughts. (:

Ultimately, I think he decided that Allies wouldn’t really help him, and Present was his main road to survival. Which meant that it was a wasted Tech. I’m curious about what would have happened if he’d doubled down and teched in another Allies, Gigadons, and Feral Strike.

The Allies seems weak in the early game because it’s so expensive (and particularly vulnerable to Past bounce and Zane shenanigans). But late game, when you can play it and Gigadon on the same turn, it has potential. So by throwing it in I think he was building for an exciting midgame play that he didn’t let happen.

Of course, he notes in his T6 thoughts that he felt it was the reverse. He regretted teching Allies at all; I suspect that he thinks a 2nd Huntress or an ealier Argo might have been better, or Ferocity for defense and better trades.

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Aye, I didn’t mind the cost early game, it was the fact he could trade his board into mine and be left with it mostly intact and mine gone (see my thoughts for how you could do it with minimal hand usage), there was no recovery options at that point. A huntress there to kill Nullcraft or an Argo to eat all of your units (plus a tower/hero’s hall), mean that I have a board to work with in the following turns, and feral needs a board to work with (esp. with the green starter). The cost would have been effectively 4 gold (1gold + card back from scav/tech frogs), but the fact he would have enough attackers to break through (due to Cal not being able to apply pressure against purple starter with Neo/Fargo). In the end I expect against the purple/green starter, I am going to need to stall out to tech 2, in which case Argo (esp with Ferocity later) is a much better choice.

Against Red/Blue/Neutral/Black It should be a good choice. I’m not sure against white (safe attacking/Aged Senei/Smoker/Senei’s advice look like they would eat the frogs for no value my side.)

It’s these sort of thoughts that become obvious in hind sight are the reason that I thought that my untested deck was not going to fare well against you and PPA

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