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]
[I]Squad Leader[/I]: Cal (2/3, lvl 1)
[I]Elite[/I]:
[I]Scavenger[/I]: Merfolk Prospector
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
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.
GL HF @Shadow_Night_Black, don’t dig yourself into a loss in your head just yet I haven’t played much PPA in awhile and Penatronic faired pretty darn well with that deck in CAPS
[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]
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
####In Patrol:
Squad Leader:
Elite: Neo Plexus (2+1/2)
Scavenger:
Technician:
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]
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
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).
[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]
Patrol as below
Discard 2 Draw 1 rs Draw 3
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
####In Patrol:
Squad Leader: Fading Argonaut (2/3+1armor)
Elite:
Scavenger:
Technician: Neo Plexus (2/2)
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]
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]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Cal (3/4, lvl 3, Units have Resist 1)
Spore Shambler (2/1) ++
[B]Buildings:[/B]
Base HP: 20
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.
[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]
Patrol as below
Discard 3 Draw 2 rs Draw 3
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 ANARCHY
####In Patrol:
Squad Leader:
Elite:
Scavenger: Tinkerer (1/2)
Technician:
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]
Cal (3/3, lvl 3, Units have Resist 1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
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.
[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]
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 ANARCHY
####In Patrol:
Squad Leader: Steam Tank (3/6+1armor)
Elite:
Scavenger: Onimaru (2/3 lvl 1)
Technician:
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]
[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]
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)
Squad Leader: Stewardess of the Undone (2/3+1armor)
Elite:
Scavenger:
Technician:
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]
[I]Squad Leader[/I]: Argonaut (3/4 + A, Readiness)
[I]Elite[/I]:
[I]Scavenger[/I]: Argonaut (3/4, Readiness)
[I]Technician[/I]: Tiger Cub (2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Quince (1/4, lvl 3)
Mirror (0/1)
[B]Buildings:[/B]
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Present)
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
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.
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.
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