CAMS 2017: Shadow-Night-Black ([Feral]/Present/Truth) vs. Jadiel ([Necro]/Anarchy/Blood)

@Jadiel HF GL! May I do as well as your last deck did (even if I built it for completely different combos!)

P1T1


StartingHand Workers

STARTING HAND
Playful Panda
Ironbark Treant
Young Treant
Merfolk Prospector
Rich Earth


WORKERS
Rich Earth


NextHand

Verdant Tree
Tiger Cub
Spore Shambler
Rampant Growth
Forest’s Favor


Discard

Ironbark Treant
Young Treant
Playful Panda


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Merfolk Propspector - ($2)
Cal - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Calamandra (2/3 + A, lvl 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :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

GL, HF :slight_smile:

P2T1


StartingHand Workers

STARTING HAND
Pestering Haunt
Thieving Imp
Deteriorate
Summon Skeletons
Skeleton Javelineer


WORKERS
Summon Skeletons


NextHand

Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Graveyard


Discard

Deteriorate
Thieving Imp
Pestering Haunt


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth - ($2)
Skeleton - ($1)
Garth Deteriorates Prospector, you get 1g
Skeleton Javelineer - ($0)

Float ($0)
Discard 2, draw 4


[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]: Skeleton (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Garth (1/3)
  • Skeleton Javelineer (1/1, jav rune)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 1
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

P1T2


Tech StartingHand Workers

TECH
Centaur
Argonaut


STARTING HAND
Spore Shambler
Verdant Tree
Tiger Cub
Rampant Growth
Forest’s Favor


WORKERS
Rich Earth
Spore Shambler


NextHand

Rampant Growth
Verdant Tree
Ironbark Treant
Young Treant
Merfolk Prospector (1/1)


Tech 2 card(s)
Get Paid - ($5)
Scav - ($6)
Worker - ($5)
Tech 1 - ($3)
Cal eats skele, you draw
Tiger Cub - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


[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]: Tiger Cub (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra (2/2, lvl 1)
    [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: 1
  • Workers: 6
Thoughts

No tech 2 rush this game. Black starter/blood has far too cheap targeting for a illusion centric start, and sac the weak just laughs at someone having only 1 strong minion. Going with a heavy tech 1 push. Argo/Centaur/Hound with Behind the ferns/Ferocity should be a strong combo.

1 Like

P2T2


Tech StartingHand Workers

TECH
Bone Collector
Lich’s Bargain


STARTING HAND
Jandra, the Negator
Poisonblade Rogue
Skeletal Archery
Graveyard
Sacrifice the Weak


WORKERS
Summon Skeletons
Jandra, the Negator


NextHand

Deteriorate
Lich’s Bargain
Sacrifice the Weak
Thieving Imp
Bone Collector


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Skeleton - ($2)
Garth casts Sac the Weak, my Skeleton and your Cub die, you draw - ($0)
Javelineer uses rune and deals 1 damage to Cal at range
Garth kills Cal, goes to L3

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


[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]
  • L3 Garth (1/1)
  • Skeleton Javelineer (1/1, no rune)
    [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: 7

P1T3


Tech StartingHand Workers

TECH
Spectral Hound
Centaur (3/4)


STARTING HAND
Merfolk Prospector (1/1)
Verdant Tree
Rampant Growth
Ironbark Treant
Young Treant
Centaur


WORKERS
Rich Earth
Spore Shambler
Ironbark Treant


NextHand

Argonaut
Forest’s Favor
Spectral Hound
Tiger Cub (2/2)
Playful Panda


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Quince - ($4)
Centaur - ($1)
Mefolk Prospector - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Centaur (3/4 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]: Mirror (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Quince (1/3, lvl 1)
    [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: 7
Thoughts

Hero’s Hall next turn for Cal to come out. Quince helps stops Sac the weak killing my centaur, and if no deterioration then can let me hit with multiple centaurs/Argo’s next turn to clear out his defence. Behind the Ferns/Ferocity go in next turn to give me the burst/patrol zone avoidance to keep graveyards/heros down.

1 Like

P2T3


Tech StartingHand Workers

TECH
Crash Barrow
Shoddy Glider


STARTING HAND
Lich’s Bargain
Thieving Imp
Sacrifice the Weak
Bone Collector
Deteriorate
Pestering Haunt


WORKERS
Jandra, the Negator
Thieving Imp


NextHand

Skeletal Archery
Graveyard
Poisonblade Rogue


Discard

Crash Barrow
Shoddy Glider
Lich’s Bargain
Deteriorate
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($7)
Midband Garth - ($6)
Garth casts Lich’s Bargain, my base to 16 - ($4)
Garth sacs Skeleton to draw
Bone Collector - ($2)
Worker - ($1)
Garth makes a Skeleton - ($0)
Garth casts Deteriorate on Prospector, you get 1g
Pestering Haunt

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Horror (3/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Zombie (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L4 Garth (2/4)
  • Skeleton Javelineer (1/1, no rune)
  • Bone Collector (3/3)
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

P1T4


Tech StartingHand Workers

TECH
Behind the Ferns
Ferocity


STARTING HAND
Argonaut
Playful Panda
Forest’s Favor
Spectral Hound
Tiger Cub (2/2)


WORKERS
Rich Earth
Spore Shambler
Ironbark Treant


NextHand

Young Treant
Rampant Growth
Verdant Tree
Centaur (3/4)
Behind the Ferns


Tech 2 card(s)
Get Paid - ($7)
Scav - ($8)
Midband Quince - ($6)
Mirror becomes a Horror - ($4)
Horrors trade
Centaur kills skele, overpowers to Zombie, you get $1, reshuffle and draw
Quince kills Jav
Spetral Hound - ($3)
Argonaut - ($0)
skip worker

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Spectral Hound (3/3 + A)
  • :psfist: [I]Elite[/I]: Argonaut (3+1/4)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Quince (1/3, lvl 3)
  • Centaur (3/3)
    [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: 0
  • Workers: 7
Thoughts

Need to keep the presure up so no hero’s hall this turn, plus if he has Sac the Weak (almost defineatly) then Quince wasn’t going to survivie anyway. Hoping the 4/5 (3/5 if he sac a skele to draw) he doesn’t get the deterioate as well. Argo in Elite so sac the weak doesn’t blow him up and I can keep quince up.

1 Like

"P2T4


Tech StartingHand Workers

TECH
Bone Collector
Kidnapping


STARTING HAND
Skeletal Archery
Poisonblade Rogue
Graveyard
Lich’s Bargain


WORKERS
Thieving Imp
Poisonblade Rogue


NextHand

Crash Barrow
Sacrifice the Weak
Deteriorate
Shoddy Glider


Discard

Skeleton Javelineer
Lich’s Bargain
Skeletal Archery
Graveyard
Bone Collector
Kidnapping


Tech 2 card(s)
Get Paid +scav - ($8)
Worker - ($7)
Tech II (Blood) - ($3)
Garth cast’s Lich’s Bargain, my base to 12 - ($1)
Garth makes a Skeleton - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Horror (3/3A)
  • :psfist: [I]Elite[/I]: Zombie (3/2)
  • :ps_: [I]Scavenger[/I]: Bone Collector (3/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L4 Garth (2/4)
  • Skeleton (1/1)
  • Skeleton (1/1)
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

The amount of time I spent trying to figure out if Turn 3 you tech a crash barrow/glider or no, and hence should I kill Garth (kill of your draw and prevent crashbarrows from graveyard) or break tech 2 (and probs die to the skele draw engine overrunning me). I’m almost certain you have a crashbarrow in your deck looking at previous games, so this is probs where you start overwhelming me

P1T5


Tech StartingHand Workers

TECH
Ferocity
Spectral Hound (3/3 + A)


STARTING HAND
Young Treant
Centaur (3/4)
Verdant Tree
Rampant Growth
Behind the Ferns


WORKERS
Rich Earth
Spore Shambler
Ironbark Treant
Verdant Tree


NextHand

Playful Panda
Merfolk Prospector (1/1)
Ferocity
Forest’s Favor


Discard

Centaur (3/3)
Rampant Growth
Centaur (3/4)
Young Treant
Ferocity
Spectral Hound (3/3 + A)


Tech 2 card(s)
Get Paid - ($7)
Quince runs into Horror, Garth to lvl 6
Cal - ($5)
Behind the ferns - ($3)
Rampant Growth Centaur - ($1)
Centaur eats Horror and OP to Zombie
worker - ($0)
Argo + Hound kill Gath, Cal to mid

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Argonaut (3/2 +A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Cal (3/4, lvl 3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Spectral Hound (3/1)
  • Behind the Ferns
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Jadiel’s tech T2 1x Bone, 1x Lich’s. T3? T4 ?(not in deck yet). If he teched another Lich + bone T3 I should kill garth as he can’t get crashbarrows/gliders this turn, nor did for sac the weak/deterioate. Many of his other games have him teching a crashbarrow if the glider as well T3, so I should break Tech 2. But then his card draw/cheap units are going to be hard to keep in check. I am also revealing my behind the ferns, so he’s gonna be weary of suddenly stealth leathals now (3 damage off this turn). I think garth’s draw is the more dangerous, and hope he teched only a barrow last turn.

1 Like

Yeah, you were right…

P2T5


Tech StartingHand Workers

TECH
Crash Barrow
Shoddy Glider


STARTING HAND
Shoddy Glider
Deteriorate
Sacrifice the Weak
Crash Barrow


WORKERS
Thieving Imp
Poisonblade Rogue


NextHand

Deteriorate
Crash Barrow
Crash Barrow
Lich’s Bargain


Discard

Shoddy Glider


Tech 2 card(s)
Get Paid - ($7)
Shoddy Glider - ($6)
Glider kills Centaur
Drakk - ($4)
Crash Barrow - ($1)
Crash Barrow trades with Cal, OPs into Hound, Drakk to L3, Behind the Ferns to discard
Midband Drakk - ($0)
BC & Haunt break your Tech I, your base to 18, I get a Skeleton
Skeletons deal 4 damage to face, your base to 14
Skip worker
Glider dies after draw and discard

Float ($0)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: L4 Drakk (2/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bone Collector (3/3)
  • Skeleton (1/1)
  • Skeleton (1/1)
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

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

GG, I can’t play enough units to prevent your board from breaking my tech 1 next turn, and after that I have basically no units I can defend with. I should have broken tech 2, I just hoped one of the barrow/glider had been drawn already.

@EricF

GG. I think I still would have broken your Tech I and killed Cal on my T5, even if I’d not had Tech II, so it’s perhaps not as big a mistake as you think.

hmm, I think my bigger problem was having to spend so much to deal with your first horror, I should have just saced quince and sent the centaur in with him. Ferocity needed to go in earlier and or instead of the behind the ferns. Same with the hounds, just for that cheaper unit (even if they dont have overpower/readiness and are weak to deteriorate). Finnally think that I could recover from Cal dieing turn 2 if you had sac the weak was a mistake (or at least I shouldn’t of eaten the skele so you would have been a card down…
Props to you though, you piloted your deck well and skillfully, I look forward to seeing your future successes :smiley: (4-0 now right? :stuck_out_tongue: )

1 Like

Yeah, I think your T2 play was betting very heavily that I didn’t have Sac the Weak. I was expecting you to midband Stealth Cal and kill Garth. Why did you decide against that play?

I’m not sure about the Horror. In hindsight, I think Deteriorating Prospector and not Mirror was an error. I knew that you could pay 4g to kill it, but I thought that I wouldn’t mind that outcome. I hadn’t seen that Centaur would let you clear the rest of my patrollers easily however, and I felt that the tempo moved firmly in your direction with that play. It’s interesting that you see that play as a mistake…

I think that the Behind the Ferns is an interesting idea, but I don’t think it’s great against my deck. I think your strategic plan to go hard at tech I was definitely the right thing to do. My skeleton spamming is weak to Centaurs, and both Centaurs and Argonauts trade very well with Bone Collectors. I think it was very ballsy to tech Hounds against Black starter, but it worked very well, so I’ll have to think a bit more about it.

I was greedy in Teching Tech II units on turn 3. My (lucky) draw with both my T2 techs meant I was feeling very confident I would be able to build Tech II on T4. I think I was very lucky to draw the Bargain from my tech draw, as if I’d drawn one of my T2 units (2/5), it would have made it a lot harder to keep Tech II up (perhaps I wouldn’t even have built it… I’m not sure)

2 Likes

Mainly As I thought you would just swing back with Zane and your skele, putting me down on cards and I have few ways of recovering from that.

It’s not only the 4 gold on the turn, its the fact that new mirrors cost 2 gold, so it felt more like 5/6 gold to me. to deal with a 2 gold investement (if you say that the skele/zombie was worth nothing thanks to my centaur) feels bad, as I had to skip a worker with this play, so the worker loss was not an advantage I could eek out. suiciding Quince and getting Cal/Geiger out I viewed as the more tempo play (it would mean the following turn I could break both tech 2 and garth)

I teched 1, and even if you immediately deteriorated it, I would get a card/gold or give it resist to make us come out even. If you didnt have it on hand, then its insane value. I knew tech 2 Truth was a silly move, but hounds still work even against black/white starters quite nicely.

1 Like

With Zane at L1 I only have 4 damage though, so I’d have to level Zane to 4 in order to kill Cal (it’s not worth trading my board to leave her alive with 1hp). That means I don’t have enough gold to build Tech I, and I think a board wipe where you are up a Tech 1 building (but down a card) definitely advantages you (ETA: I forgot I still have jav rune in this world, so I guess I have a 1/1 - I still think you’re probably advantaged). In hindsight, I should perhaps have played Haunt on T1, but that leaves me a long way behind on cycling if you decide to just play defensively.

You’re paying 5/6 gold to get rid of my 2 gold and a card investment, and you get 2 levels into the bargain, so I think it’s pretty close to parity, which is not bad on offence where you expect to trade down due to patrol bonuses. On the other hand, if I Deteriorate your Mirror, you get a card and I lose one for a 1/2 gold cost, which is probably better for you. Of course, in that world you can’t remove my board presence however, so it’s a whole different scenario.