[CAMS18] Shadow_Night_Black MonoPurple vs FrozenStorm [Demon/Necro]/Finesse

hmm, that was an explosive turn, I thought I was meant to have those?
P1T8


StartingHand Workers

STARTING HAND
Fading Argonaut (3/3, Fading 1)
Temporal Distortion
Forgotten Fighter
Immortal
Neo Plexus
Research & Development


WORKERS
Time Spiral
Plasmodium
Temporal Research
Tinkerer
Stewardess of the Undone (3/1 )
Hardened Mox


NextHand

Hyperion
Argonaut (4/4, Readiness)
Nullcraft (1/1, Flying Haste))
Now!
Stewardess of the Undone (3/3 )


Discard

Neo Plexus
Research & Development
Temporal Distortion
Forgotten Fighter
Immortal


Tech 0 card(s)
Get Paid + float - ($11)
Tech Draw
Rebuild Tech 2
Max Prynn - ($3)
Bin Maesto, pay for you own units… - ($2)
Fargo - ($0)

Float ($0)
Discard 5, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal (5/5, Indestructagble)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Fading Argonaut (3/3, Fading 3)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Prynn (3/5, lvl 7, Fading 2

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

Round 5 Player 2, Turn 8

P1 Purple vs P2 Nightmare

Starting Hand

Jandra, the Negator
Dark Pact
Metamorphosis
Dark Pact
Grounded Guide + Maestro (dp1)
Deteriorate + Thieving Imp (dp2)

Events of Turn:


Upkeep:

  • Get Gold (10)
  • No techs
All Teched Cards

Grounded Guide, Maestro
Grounded Guide
Maestro, Metamorphosis
Dark Pact, Star-Crossed Starlet
Nimble Fencer, Star-Crossed Starlet
Dark Pact, Nimble Fencer


Main:

  • Dark Pact, draw 2
  • Dark Pact, draw 2
  • Maestro (7)
  • Grounded Guide (3)
  • Resurrect Starlet from Grave, for free!
  • Deteriorate Immortal, Starlet moves him
  • Fencer kills Fargo, you get a card
  • Vandy and Garth break your tech 2, your base to 12
  • Fencer hits your base to 8
  • Skeleton (2)
  • Worker (1)
Workers

Jandra, the Negator, Skeleton Javelineer, Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Pestering Haunt

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

Board Info:

Buildings:

  • :heart: Base HP: 8
  • Tech1 HP: 5
  • Tech2 HP: 2 FINESSE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Grounded Guide (4/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout: Maestro (3/5)

In Play:

  • Garth (3/2 lvl 7)
  • Nimble Fencer (4/1)
  • Nimble Fencer (4/4)
  • Vandy (4/5 lvl 5)
  • Garth (3/2 lvl 7)
  • Graveyard (3hp, holding Starlet)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 11

End of Turn Hand

Sacrifice the Weak
Star-Crossed Starlet
Grounded Guide
Deteriorate

End of Turn Discard
My Thoughts

Yeah, Immortal is better at blocking… Not teching though, should be able to draw a Guide and hopefully Deteriorate or another Guide or Maestro or Starlet, as that should get me to break through and kill tech 2 again. That’s really all I need to do.

Yep, everything I need, solid, and a guide + starlet for next turn too. Should be gg


so have I weathered the storm, or am I slightly too slow?

P1T10


StartingHand Workers

STARTING HAND


WORKERS
Time Spiral
Plasmodium
Temporal Research
Tinkerer
Stewardess of the Undone (3/1 )
Hardened Mox


NextHand

Hyperion
Now!
Now!
Hyperion (5/1)


Tech 0 card(s)
Get Paid - ($10)
Rebuild Tech 2
Immortal kills Guide, guide goes to graveyard, as does a fencer
Stewardess, bounces your skele - ($7)
Prynn attacks Maestro, deals 3
Prynn trashes my immortal, Dies, your Maestro and my Immortal return, levels fizzle
Geiger - ($5)
Now! Stewardess - ($4)
Stewardess kills Maestro, your graveyard overflows
Argo - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal (5/5, Indestructagble)
  • :psfist: Elite:
  • :ps_: Scavenger: Argonaut (4/4, Readiness)
  • :pschip: Technician: Geiger (2/3, lvl 1)
  • :target: Lookout:

In Play:

  • Battle Suits

Buildings:

  • :heart: Base HP: 8
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

Close but no cigar, GG WP!

Round 5 Player 2, Turn 10

P1 Purple vs P2 Nightmare

Starting Hand

Sacrifice the Weak
Star-Crossed Starlet
Grounded Guide
Deteriorate
Dark Pact
Dark Pact + Metamorphosis (DP)

Events of Turn:


Upkeep:

  • Get Gold (11+1float)
  • No techs
All Teched Cards

Grounded Guide, Maestro
Grounded Guide
Maestro, Metamorphosis
Dark Pact, Star-Crossed Starlet
Nimble Fencer, Star-Crossed Starlet
Dark Pact, Nimble Fencer


Main:

  • Dark Pact, draw 2
  • Metamorphosis, Vandy and Garth become scarrry
  • Vandy and Garth double team your base, GG WP!

Was a close one, I’ve never dealt 14 damage to my own base before! Smart play bouncing out Prynn to flicker the Immortal and overflow my graveyard

@zhavier bring on the next round!

2 Likes

I didn’t think it was likely, you only needed 1 dark pact/starlet in hand to kill me,

Interesting that you thought that the first Immortal attack should have been on defence, with your following turn, it prevent 6 attack worth of tribal bounces, let alone its own for attack, might have been better using Hyperion then blocking up with Argo, but I really needed that big immortal body on the field in the later turns. Defo still need a better way of dealing with graveyard imp in the early game, but went better than the last game we had, so I might be getting somewhere

2 Likes

I’m surprised you never thought to assimilate a graveyard.

I have. I thought very hard about it T2. Assimilate is a very large tempo loss, which against Mono black, let alone Nightmare is very hard to comeback from, in addition to this its atech slot, and hitting that tech 1 on T3 is important. Given I didn’t know if he was going to play it T2 (I suspected it was likely, but he may have had it T1, but not want to play it for fear of being blown out) and if it didnt see play, assimilate is a dead card in hand. Plus If I want to build tech 2 of T4 (and I REALLY want to) then I can only play it T3, and then it also means I can’t play a 3 drop of T4 with the Tech 2. Its a really hard call to make, as it turns out I couldn’t tech 2 on 4 either becuase I didn’t float a gold T3 (becuase I didn’t float a gold, T1/2, becuase I played 3 $2 drops rather than mox + $2 drop, but then I dont have the pressure, but I do have slightly more attrition power…)

Anyway, there are some of the ramblings that I had going through my head, I haven’t had enough games against nightmare as purple to really know, It has one of the hardest starters for purple to deal with, combined with incredibly powerful T1 play which really hinders purple recovery, and its punching power at Tech 2 rivals Present, and if you can deny Purple it’s tech 2, purple is in a really bad state.

As P1 I think I need to find a way to get $1 more out of the early game here, so I can get that T4 tech 2, and then I stand a much better chance, As P2, I’ve got a few ideas, but that is looking really scary…

EDIT: People have this view that Assimilate is the ultimate counter to Upgrades/Buildings, its not. In many cases I would much prefer Nature Reclaims. If I can’t make good use of the building (say a Garrison when I’m going Present, a Graveyard etc) then its strictly worse, It costs more gold, it doesn’t remove itself from my cycling, Its hero is less impactful on the board, and if they destroy the building/upgrade, then I have to once again cycle into the assimilate. Sure in the few cases where you can make good use of the upgrade/building (Training grounds, Garrison as Past/Forecast spam, MoLaC, Battle suits [5/4 Argonauts anyone?] etc) then its better, but often it’s worse.

4 Likes

I agree with you @Shadow_Night_Black, assimilate is not that easy to play for early. It’s expensive on an expensive and slow hero and doesn’t help alleviate that much pressure.

Also agree that as a 3 hp building, it’s not that hard for me to break and get back, and nature reclaims would suit diffusing it much better (as this game demonstrated, I was able to use it later after having it broken)

2 Likes