[CAMS18] Zhavier [Anarchy]/Strength/Growth vs FrozenStorm [Demon/Necro]/Finesse

@FrozenStorm

Our fated rematch, GLHF! :smiley:

P1T1


StartingHand Workers

STARTING HAND
Nautical Dog
Makeshift Rambaster
Bombaster
Bloodrage Ogre
Scorch


WORKERS
Scorch


NextHand

Bloodburn
Mad Man
Charge
Pillage


Discard

Bombaster
Bloodrage Ogre


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Nautical Dog - ($2)
Makeshift Rambaster, hits your base to 17 - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Nautical Dog 1/1

In Play:

  • Makeshift Rambaster 1/2

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5
1 Like

I don’t love my chances, but let’s see how it goes :wink: GL HF @zhavier!

Round 9 Player 2, Turn 1

P1 [Anarchy]/Strength/Growth vs P2 Nightmare

Starting Hand

Pestering Haunt
Graveyard
Jandra, the Negator
Summon Skeletons
Poisonblade Rogue

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Jandra, the Negator (2)
  • Worker (1)
Workers

Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 17

In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Sacrifice the Weak
Deteriorate
Thieving Imp
Skeleton Javelineer
Skeletal Archery

End of Turn Discard

Summon Skeletons
Graveyard
Pestering Haunt

My Thoughts

Interesting, he’s going straight at my face, perhaps to discourage too much DP? Not sure. Part of me feels like I shouldn’t “get cute” and stick to vanilla finesse engine, but part of me knows Zhav will expect and be ready for that, too. I almost wonder if Two-Step + Gargs / Soul Stone Jandra would be a good move here. He’s down cards early, next turn probably Imp, go from there!


P1T2


Tech StartingHand Workers

TECH
Mythmaking
Ardra’s Boulder


STARTING HAND
Pillage
Mad Man
Charge
Bloodburn


WORKERS
Scorch
Bloodburn


NextHand

Pillage
Careless Musketeer
Mad Man
Bloodrage Ogre
Mythmaking


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Rook - ($2)
Tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook 2/4+A
  • :psfist: Elite:
  • :ps_: Scavenger: Nautical Dog 1/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Makeshift Rambaster 1/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Oohh, Jandra, totally gonna try my chances with mythmaking this time

Round 9 Player 2, Turn 2

P1 [Anarchy]/Strength/Growth vs P2 Nightmare

Starting Hand

Sacrifice the Weak
Deteriorate
Thieving Imp
Skeleton Javelineer
Skeletal Archery

Events of Turn:


Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Soul Stone, Nimble Fencer


Main:

  • Thieving Imp, discard #2 of 5 (4)
  • Deteriorate Dog, you get 1g
  • Vandy (2)
  • Tech 1 (1)
  • Worker (0)
Workers

Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Jandra, the Negator (3/3)
  • :target: Lookout:

In Play:

  • Vandy (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Summon Skeletons
Pestering Haunt
Soul Stone
Deteriorate

End of Turn Discard
My Thoughts

Feels weird not getting Dark Pact, but I really want Fencer (I’m not sure I can get Gargs to work, don’t feel really strong about TB, and I want to strike quickly) and Soul Stone seems like a great move with Jandra down and relatively safe


P1T3


Tech StartingHand Workers

TECH
Galina Glimmer
Blooming Ancient


STARTING HAND
Careless Musketeer
Bloodrage Ogre
Pillage
Mad Man
Mythmaking


WORKERS
Scorch
Bloodburn
Pillage


NextHand

Charge
Bombaster
Ardra’s Boulder


Discard

Nautical Dog
Careless Musketeer
Mad Man
Galina Glimmer
Blooming Ancient


Tech 2 card(s)
Get Paid + Scav - ($7)
Worker - ($6)
Mythmaking, Jandra Shrinks - ($4)
Bloodrage Ogre - ($2)

Float ($2)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre 3/2+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rook 2/4
  • :target: Lookout:

In Play:

  • Mythmaking
  • Makeshift Rambaster 1/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 7

Round 9 Player 2, Turn 3

P1 [Anarchy]/Strength/Growth vs P2 Nightmare

Starting Hand

Summon Skeletons
Pestering Haunt
Soul Stone
Deteriorate

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Nimble Fencer, Dark Pact
Soul Stone, Nimble Fencer


Main:

  • Deteriorate BROgre
  • Soul Stone Jandra, kill Brogre and overpower 1 to Rook (5)
  • Vandy midband, kill Rook, you rs draw 1, Vandy maxbands and dooms Imp + Rambaster (3)
  • Hero’s Hall (1)
  • Worker (0)
Workers

Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (4/4+1armor doomed)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (4/5 lvl 5)
  • Jandra, the Negator (3/1, Soul Stone attached)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Sacrifice the Weak
Nimble Fencer
Graveyard

End of Turn Discard

Deteriorate
Dark Pact
Nimble Fencer
Summon Skeletons

My Thoughts

Mythmaking??? Did NOT expect that! Well then, I think I’ll take the kill on Rook, max out Vandy, and start posturing around Meta… Idk man. I’ll keep the deck ready for Finesse w/ another Fencer and Dark Pact, we’ll see where it goes…? Next turn I Fencer + Tech up (w/ Janrda blocking in back)?


P1T4


Tech StartingHand Workers

TECH
Blooming Ancient
Surprise Attack


STARTING HAND
Bombaster
Charge
Ardra’s Boulder
Nautical Dog


WORKERS
Scorch
Bloodburn
Pillage
Bombaster


NextHand

Careless Musketeer
Blooming Ancient
Galina Glimmer
Mad Man


Discard

Makeshift Rambaster
Nautical Dog
Charge
Blooming Ancient
Surprise Attack


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Ardra’s Boulder - ($6)
Argagarg - ($4)
Tech 2 Growth - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ardra’s Boulder 2/8+A
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Mythmaking
  • Argagarg 1/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

Round 9 Player 2, Turn 4

P1 [Anarchy]/Strength/Growth vs P2 Nightmare

Starting Hand

Summon Skeletons
Pestering Haunt
Soul Stone
Deteriorate

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Metamorphosis, Dark Pact
Nimble Fencer, Dark Pact
Soul Stone, Nimble Fencer


Main:

  • Nimble Fencer (6)
  • Tech 2 Finesse (2)
  • Worker (1)
Workers

Sacrifice the Weak, Pestering Haunt, Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Jandra, the Negator (3/1, Soul Stone attached)

In Play:

  • Vandy (4/5 lvl 5)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Skeleton Javelineer
Graveyard
Metamorphosis

End of Turn Discard
My Thoughts

This isn’t looking great for me, but I’m hoping to pull off the triple meta. If he drops MoLaC, I’m in big trouble…


P1T5


Tech StartingHand Workers

TECH
Might of Leaf and Claw
Bird’s Nest


STARTING HAND
Galina Glimmer
Careless Musketeer
Mad Man
Blooming Ancient


WORKERS
Scorch
Bloodburn
Pillage
Bombaster


NextHand

Might of Leaf and Claw
Bloodrage Ogre
Bird’s Nest
Surprise Attack


Tech 2 card(s)
Get Paid - ($8)
Blooming Ancient - ($4)
Galina Glimmer, BA+1 - ($3)
Tower - ($0)

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ardra’s Boulder 3/9+A, +1 Rune
  • :psfist: Elite:
  • :ps_: Scavenger: Galina Glimmer 4/4
  • :pschip: Technician: Blooming Ancient 2/4
  • :target: Lookout: Wisp 0/1

In Play:

  • Mythmaking
  • Argagarg 1/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Round 9 Player 2, Turn 5

P1 [Anarchy]/Strength/Growth vs P2 Nightmare

Starting Hand

Skeleton Javelineer
Graveyard
Metamorphosis

Events of Turn:


Upkeep:

  • Get Gold (9+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

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


Main:

  • Garth (8)
  • River (6)
  • Fencer pings boulder’s armor off and deals 1, dies
  • Jandra trades her soul stone to Boulder, dealing 3
  • Metamorphosis, Jandra is sacrificed, Garth pulls Grounded Guide as he and River Demonize (0)
  • Vandy kills boulder, takes 4
  • Skeleton Javelineer, free per River maxband
Workers

Sacrifice the Weak, Pestering Haunt, Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Garth (5/6+1armor lvl 7)
  • :psfist: Elite: River (5+1/6 lvl 5)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Skeleton Javelineer (2/1)

In Play:

  • Vandy (6/3 lvl 5)
  • Grounded Guide (4/4)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Nimble Fencer
Deteriorate
Summon Skeletons

End of Turn Discard

Jandra, the Negator
Nimble Fencer
Soul Stone
Star-Crossed Starlet
Metamorphosis
Graveyard

My Thoughts

Well, I do get the 3-hero meta off, and he’s hard-up for gold. There’s a chance here yet, but it’s going to be tricky. Grabbing Starlet and I’m probably going to want 2x Appel Stomp next turn, but we’ll see what he manages to kill.


P1T6


Tech StartingHand Workers

TECH
Surprise Attack
Chaos Mirror


STARTING HAND
Bloodrage Ogre
Bird’s Nest
Surprise Attack
Might of Leaf and Claw


WORKERS
Scorch
Bloodburn
Pillage
Bombaster


NextHand

Nautical Dog
Mad Man
Careless Musketeer
Charge


Discard

Ardra’s Boulder
Galina Glimmer
Blooming Ancient
Surprise Attack
Bloodrage Ogre
Surprise Attack
Chaos Mirror


Tech 2 card(s)
Get Paid + Galina - ($9)
Might of Leaf and Claw - ($6)
Zane, BA+1 - ($4)
Arg pings Garth armor, suiciding, levels fizzle, MOLAC+1
Rook, BA+1 - ($2)
Bird’s Nest, BA+2 - ($0)
BA kills Garth, Zane to lvl 3, Molac+1
Wisp gets 1 Rune, trades with Skeleton, MOLAC+1
Galina gets 2 Runes, BA dies, Galina trades with River, Zane to lvl 5, Molac+1
Zane hits base to 14, MOLAC ACTIVE

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook 7/9+A, lvl 1
  • :psfist: Elite:
  • :ps_: Scavenger: Bird 6/6
  • :pschip: Technician: Bird 6/6
  • :target: Lookout:

In Play:

  • Mythmaking
  • Might of Leaf and Claw ACTIVE
  • Bird’s Nest
  • Zane 8/8, lvl 5

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Ok, meta, and he patrolled the heroes, so I can actually attack them, which is good. I can kill both heroes, either surprise attack with no Molac, or Molac, but its a little harder, less total damage, but a lot more threat for next turn. Surprise attack or Molac, I can get 4 runes total. With SA, Galina gets 3 runes, kills Garth, Sharks kill River, Arg to max for an extra rune (total 5, 3 spent), arg kills skeleton, BA kills Grounded Guide, Move 1 rune to wisp, wisp and zane kill vandy, his board is clear, I have arg, water elemental, Galina and BA, only patrolling water elemental and maybe BRO, thats a rough spot with not a lot of threat next turn. Molac is better threat overall for next turn.

Looks like that’s game, GGWP!

I was a little worried when i saw I would have a 3 hero meta to face down, but then you put the heroes in front where I could attack them.

Funny thing is, I think we are in a Rock Paper Scissors. I beat you, you beat Dreamfire, and Dreamfire beats me.

3 Likes

This deck really struggles with Miracle Grow, that’s for sure. I’m not totally clear what I should have done differently. Maybe go hero’s hall instead of Imp, or leave rook up instead of giving the card? Maybe tech Dark Pact / Shadow Blade instead of Soul Stone? Tough to say, but it’s a hard matchup.

Agreed that @Dreamfire’s Balance splash does provide a nice mixup against what you’ve got. GL and HF to you both, I’m psyched to watch the finals!

2 Likes

Crazy world when pulling off a T5 triple meta just isn’t enough! Mythmaking a nice touch too.

2 Likes

Looking back:

a) It was a bad break, him drawing the MoLaC on Turn 6 (66% it’s in the other 6 cards in the deck), and
b) Had he not, and had I patrolled better, I could indeed have potentially gotten a base race to work in my favor

Mistake on my part to patrol both heroes, I should have gone with Maestro for fetch and patrolled it + Skele alone

With that patrol I might have just broken your base with Surprise Attack instead of MOLAC.

1 Like

Zane + Surprise Attack is 7g for 3 runes, I don’t think you’d have quite gotten there.

5 to get through maestro + 1 to get through skele, you get the same 4 runes if you bring Rook after, still need 1 rune to get through wisp, so you have 4Galina + 2Zane + 6 Sharks + 3 move runes = 15? Close but not quite.

I would have been in trouble though, for sure :slight_smile:

Any runes on BA count twice, and i had BRO and 9g, enough for 4 runes.

Was counting the BA rune twice as a means to kill maestro :grin: