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[CAMS19] codexnewb [Demonology/Necromancy]/Finesse vs Persephone [Balance/Feral/Growth]

@Persephone

GLHF!!

[b]P1T1[/b]
StartingHand Workers

STARTING HAND
Sacrifice the Weak
Pestering Haunt
Graveyard
Summon Skeletons
Jandra, the Negator


WORKERS
Summon Skeletons


NextHand

Thieving Imp
Poisonblade Rogue
Skeletal Archery
Deteriorate
Skeleton Javelineer


Discard

Jandra, the Negator
Graveyard
Sacrifice the Weak


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
vandy - ($1)
pestering haunt

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy, lvl 1, (2/3)
  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

trying to do a better job for viewers. feel free to dm me feedback after tha game.

Initial Analysis.
-Cal is the bully in this game. even if i drop vandy and haunt, he can still wall up with mid Cal (I don’t want max Vandy T2…
-graveyard is tough because Cal / BTF. if im going to use graveyard, it should be later when i actaully need it for fencers
-I honestly would rather have River i think than Vandy, but maybe that can wait until turn 3 or 4.
-I’ll go vandy+haunt since i have deteriorate T2. haunt staying out helps cycle as well.

Early Game
-Ideally i’d play fencers/dark pacts. but discord might be very helpful as well depending on if he throws mid-Cal out there.
-im thinking hero’s hall T3. So I’ll tech dark pact and Fencer most likely.

Mid Game
-drop graveyard, river, either discord/harmony/two step
-if opportunity is there, meta as well.

Win Condition
-I think that i need to win this one early and prevent the tech 2. I can’t stop MOLAC. and BA’s would be tough as well.

1 Like

CAMS19 Round 1
P1 @codexnewb – :codexqueend::codextorken::codexmontoya: Demonology/Necromancy/Finesse
vs.
P2 @Persephone – :codexmidori::codexcalamandra::codexargagarg: Green

Opening Hand
  • Verdant Tree
  • Rampant Growthh
  • Merfolk Prospector
  • Spore Shambler
  • Rich Earth

Player 2, Turn 1


Workers make 5g. (5g)

Upgrade the earth to Rich Earth for 3g. (2g, 4 cards)

Hire 6th worker for free. (3 cards)
  • Merfolk Prospector

Discard 3, draw 5.


Patrols:
:psblueshield: Squad Leader:
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician:
:eye: Lookout:

Board:
:earth_africa: Rich Earth

Base: 20 :heart:

:pspig: 2g banked, 6 workers.


5 cards in hand
  • Playful Panda
  • Ironbark Treant
  • Tiger Cub
  • Forest’s Favor
  • Young Treant
0 cards in deck
3 cards in discard
  • Verdant Tree
  • Rampant Growthh
  • Spore Shambler

Thoughts

When I played this combo, my focus was Harmony + Dark Pact, I think other people play it as a rushdown with the idea of keeping opponent suppressed until a 2-3 hero Metamorphosis kicks in? I’m expecting Bone Collectors and Nimble Fencers, possibly backed by Graveyard? And the odd Dark Pact / Shadowblade / Soulstone to keep the attack flowing. All of Vandy’s spells are so good at attacking! Mixing in River helps too, Two-Step is brutal if you can’t kill the attacking 5/5s, and Discord stops me from going wide. Does Nightmare even go to Tech II? I guess they need to to get maximum Metamorphosis. I know it’s possible to win just teching Vandy/River spells + Hero’s Hall.

So, Centaurs to block and the odd Wisp to prevent Sacrifice The Weak from being too efficient, though that’s less of a concern with Vandy than Garth. Since I’m player 2, I can afford to take 2x Centaur, and then I don’t need any special tricks to put Dinosize on one and overpower for 9. If they’re going for a Metamorphosis plan, then stealthly units to force a Tower ought to work well. Wisps are my defence against Sacrifice the Weak, but noting that Pestering Haunt picks off Wisps extremely efficiently until I invest in a Tower, as does Vandy’s Sparkshot, and Discord kills all of them instantly. So maybe not rely on them for anything more than coins in Scavenger. Tower might be a good idea anyway. Giant Panda + Tower might be better than Centaur on defense? I’ve never actually played Giant Panda. Tiny Basilisk threatens heros in general, but Deteriorate/Discord turn it off completely.

That’s enough pregaming, time to actually draw my hand…

T1

  • Verdant Tree
  • Rampant Growth
  • Merfolk Prospector
  • Spore Shambler
  • Rich Earth

T2

  • Playful Panda
  • Ironbark Treant
  • Tiger Cub
  • Forest’s Favor
  • Young Treant

Not seeing any obvious plays here. Vandy can kill Spore Shambler just by leveling up (and throwing a Haunt at if in SQL.) Deteriorate kills Prospector at parity anywhere and leaves enough attack to break Tower, so I can’t even 1-drop + Tower like I can against Sensei/Grave or Prospector/Calmandra. Verdant Tree does nothing for me and Vandy kills it regardless.

Rich Earth has the benefit of not leaving anything with HP laying around where Vandy can break it. Rich Earth, float 2 gold, then on turn 2 I have 7 gold after Tech I, enough for Young Treant + Ironbark Treant + Hero/Panda. Setting aside Thieving Imp, their most aggressive play next turn is Jandra or Poisonblade Rogue. Rogue gives Ironbark serious difficulties, so maybe I don’t want to do that. I could also Young T + Tiger Cub + Tower in event of Rogue? Or just maxband Argagarg, though I’m not sure either of those options are any better when considering I’m likely defending against Nimble Fencers on top of Vandy + Haunt + Turn 2 play.

…does that leaves Midband Calamandra as my best option? 3/4 in Squad Leader, takes 5 attack to kill, black starter spells don’t help, not enough gold to level Vandy to max… oh, they do have enough because Haunt is free.

alright I don’t think the Rich Earth plan loses by enough that Vandy can wipe my units and my Tech I, which means that it’s still 85% of double centaurs on my turn 3. PBR cancels Ironbark, Vandy or Fencer kills Young Treant, leaving Pester + Fencer or Vandy vs. my hero or a Tiger Cub, not counting playing Sacrifice the Weak after trading PBR into whatever. Argagarg + Ironbark + Forest’s Favor on Ironbark? leaves a 0/[1+3] wall after PBR. Max Argagarg means no Young Treant, leaves 1 more gold for turn 3, and the 3/3 water elemental doesn’t die to armor piercing… but Pester/Deteriorate kills my wisp leaving Elemental vulnerable to StW (which is okay if they’re losing Rogue too, I guess?)

Going back to Spore Shambler, if Vandy levels + kills it, that means there isn’t enough gold for PBR, which means I can play Treant + Ironbark, though I won’t have gold for anything else. nope, they’re floating a gold, they have enough for 3/4 Vandy + 2-drop and they know it’s safe because I have no haste or direct removal.

Shoot.

[b]P1T2[/b]
Tech StartingHand Workers

TECH
Dark Pact
Discord


STARTING HAND
Skeletal Archery
Thieving Imp
Deteriorate
Skeleton Javelineer
Poisonblade Rogue


WORKERS
Summon Skeletons
Skeletal Archery


NextHand

Graveyard
Jandra, the Negator
Sacrifice the Weak
Discord
Dark Pact


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
tech 1 - ($4)
poisonblade rogue - ($2)
hero’s hall - ($0)
vandy and haunt hit your base to 17

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy, lvl 1, (2/3)
  • Pestering Haunt (1/1)
  • Poisonblade Rogue (2/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

hmmm, interested choice, but ill take it. maybe max arg next turn for him? good chance for me to build a hero’s hall. i think either way, i should be bringing in river discord to let try and wipe his board. teching dark pact and discord. .

he would be smart to put arg out front. but no guarantee that’s what he is going for anyways. ill play PBR instead since she has armor pierce and i don’t normally get to play her.

CAMS19 Round 1
P1 @codexnewb – :codexqueend::codextorken::codexmontoya: Demonology/Necromancy/Finesse
vs.
P2 @Persephone – :codexmidori::codexcalamandra::codexargagarg: Green

Tech 2 cards. (5 discards)
  • Verdant Tree
  • Rampant Growthh
  • Spore Shambler
  • :pspuzzle: Centaur
  • :pspuzzle: Centaur

Player 2, Turn 2


2g from last turn. (2g)
Workers make 6g. (8g)

Grow a Young Treant for 2g. (6g)

I shuffle 5 and draw a card. (5 in hand, 4 in deck)
  • Centaur
Hire 7th worker for free. (3 cards)
  • Forest’s Favor

Begin construction of Tech I for 1g. (5g)
Raise a Tiger Cub for 2g. (3g)

Summon :codexargagarg: Argagarg Garg for 2g. (1g)
He brings along a Wisp!

Tiger Cub patrols in Squad Leader, Argagarg in Scavenger, Wisp in Technician, Young Treant in Lookout.

Discard 3, draw 4, shuffle 3, draw 1.


Patrols:
:psblueshield: Squad Leader: Tiger Cub (2 :crossed_swords:, 2 :heart:, 1 :psblueshield:)
:psfist: Elite:
:ps_: Scavenger: :codexargagarg: Argagarg Garg (1 :crossed_swords:, 3 :heart)
:pspuzzle: Technician: Wisp (0 :crossed_swords:, 1 :heart:)
:eye: Lookout: Young Treant (0 :crossed_swords:, 2 :heart:, Resist 1)

Board:
:earth_asia: Rich Earth

Base: 17 :heart:
Tech I (5 :heart:)

:pspig: 1g banked, 7 workers.


5 cards in hand
  • Verdant Tree
  • Rampant Growthh
  • Spore Shambler
  • Centaur
  • Centaur
2 cards in deck
  • Playful Panda
  • Ironbark Treant
0 cards in discard

Thoughts

Bad news, PBR makes Ironbark probably terrible. Good news, Hero’s Hall doesn’t have an attack value. Bad news, Discord is now in play and that makes Wisps terrible. Fortunately, with no float they can’t River + River Spell + Nimble Fencer/Sacrifice the Weak. Hero’s Hall makes me think Shadowblade + Nimble Fencer isn’t coming, which was probably the worst from a pure surviving-this-turn perspective. Hero’s Hall and Tech I makes me think they probably teched a River Spell + Nimble Fencer, and not Dark Pact + Harmony. River Spell is then Discord, since Tiny Basilisk is a pretty good answer to Two-Step.

Water Elemental kills PBR (with deteriorate/discord) and Nimble Fencer (unless deteriorate). Max Argagarg means I can’t stack my deck with Young Treant. If Discord is coming, do I want Treant+Tiger+Tower?

Treant in SQL, Tiger Cub in Tech/Scavenger, Tower
vs. Nimble Fencer –

  • (no StW) Deteriorate Treant so Fencer can kill it, PBR trades with Tiger cub, Midband Vandy + Pestering Haunt take out Tower, 1g left over. Next turn I double Centaur (+ Tower?)
  • PBR trades with Treant, StW trades with Tiger, Vandy + Fencer kill Tower, Pester hits base or all three take out Tech I, 1g left over. Yikes. Any plan where I lose Tech I is a bad plan.

Argagarg (Tech? Backline?), Forest’s Favor on Ironbark in Elite (3/[3+2]), Wisp in Squad Leader?
vs. Nimble Fencer –

  • Deteriorate or anything else kills Wisp, PBR/Fencer + Vandy Midband/Sparkshot kill Argagarg if available, PBR + Fencer kill Treant otherwise. (PBR + Deteriorate kill Treant in SQL)
  • Deteriorate Wisp, PBR + Pester kill Argagarg, StW kills Treant, Vandy + Fencer break Tech I. So I can’t have Wisp in SQL.
  • Arg in SQL – PBR dies hitting Arg, Deteriorate kills Wisp, StW kills Treant, Vandy finishes Arg, doom Fencer + Pester kill Tech I.
  • Treant in SQL – Deteriorate + PBR kill Treant, Pester kills Wisp, Vandy + midband/fencer kill Argagarg. Arg + Wisp both in Scav/Tech lets midband Vandy kill both, doom Fencer + Pester kill Tech I.

Treant, Tiger Cub, Argagarg, Wisp, float 1g.
With 4 defenders, Vandy probably gets Sparkshot in somewhere.
vs. Sacrifice the Weak

  • Deteriorate/Pester kills Wisp, StW + PBR kill Tiger + Treant (assuming Arg not SQL), Vandy + Fencer + Pester kill Tech I if Arg isn’t patrolling, so Arg is patrolling. Mid Vandy kills Arg and maxes; Doom Fencer + Haunt kill Tech I (requires StW + Fencer + either Deteriorate or Sparkshot to matter, else 1 damage short?) [can’t StW and midband and Fencer] or regular Vandy + Fencer kill Arg, Vandy levels. [If going Treant/Tiger/Arg/Empty/Wisp, Sparkshot lets Vandy ping Tiger,]
    vs. Fencer, no StW
  • PBR kills Treant in SQL, Fencer kills Tiger, Deteriorate kills Wisp, either play River and Vandy + Pester kill Arg, or mid Vandy to kill Arg and max her. I don’t think I see a way to get Doom Fencer on the other side of Tiger Cub.
    vs. River + Discord
  • River + Discord, Wisp dies, Tiger is 0/1, Treant is 0/1+A. PBR kills Treant, Vandy + Pester kill Argagarg, Deteriorate Tiger; or Deteriorate Treant,

I was expecting to find a way to preserve Tech I earlier than this, maybe depth-first search isn’t going to be very efficient. Let’s try math.

On the board is on the board is 5 attack, possible +1 for Sparkshot, +1 for midband Vandy (2g), +2 if killing hero and Doom is useful, +1 if PBR kills something other than Wisp in SQL, more vs. Ironbark, +1 if Deteriorate kills Wisp in SQL, +2 for Fencer (2g), +2 minimum for Sacrifice the Weak (2g), +X for Discord (4g)

6 (+1 sparkshot) (+3-5 for +units or two from { +1~3, +2, +2 }) is 11-13 effective attack (let’s ignore armor). I have 7 gold and Tech I has 5 hp, I’ll need to get a few more HP than gold to protect it.

Young Treant and Tiger Cub are 2hp for 2g each. Arg is 4hp for 2g but enables maxband doom. Ironbark is 2 for 3g, since I probably can’t stop PBR from hitting it, and Forest’s Favor / Panda are 1hp for 2g.

So YT+Cub+Ironbark is 6 health not counting SQL and with 3 defenders and no Arg, avoids Sparkshot and Doom. 6+1+2+2 is exactly enough to kill Tech I, assuming Deteriorate + StW + Fencer, which is 3 specific cards.

YT+Cub+Arg is 8 health, enabling Doom + Sparkshot, so 7+3+2 is 12, 1 short of Tech I? Have I been miscounting something? Yes, I had StW + Doom Fencer, but that’s 6 gold. Yay math.

Cub | empty | Arg | YT | Wisp
PBR -> Cub, Mid Vandy -> Arg, Sparkshot + Deteriorate YT, Haunt -> Wisp, 4 damage Doom Fencer hits me. Haunt survives and Tech I is likely at 1 hp or base at 13.

Cub | Wisp | Arg | YT | empty
PBR -> Cub, Deteriorate+Haunt -> YT, Mid Vandy -> Arg+Wisp, 4 damage Doom Fencer hits me. Haunt survives and Tech I is likely at 1 hp.

Arg | empty | Cub | YT | Wisp
Vandy + Fencer kill Arg, Haunt takes Wisp, PBR takes choice of Cub or Treant, option to play River. River sidelining a blocker next turn is harsh, since I’ll probably only have 2. Leaves 8 attack on the board at minimum.

Cub | empty | Arg | Wisp | YT
PBR -> Cub, Mid Vandy -> Arg+Wisp (doom Haunt?), likely Fencer -> YT since dooming it costs 1g.

Vandy can also kill Arg at level 1 w/ Haunt, then play both River and Fencer if they want to go wide and have a much better board state at the cost of letting me hit Tech II with a healthy base possibly. They can also leave Arg on the board, which possibly prevents me from counterattacking with Dinosize turn-after-next and denies me the 9g I need to play both Centaurs + Tower. In theory the longer I survive the better chance I have of catching up with a +2g/turn advantage.

Time play Young Treant and draw my card. Centaur. Subideal.

Cub | YT | Wisp | Arg | Empty
Assuming PBR takes Cub, Vandy can’t attack without guaranteeing me the Wisp gold, but now I don’t need it as much maybe? Mid Vandy -> Cub, spark YT, PBR + Haunt kill Arg, max Vandy dooms YT and leaves Wisp behind, Fencer or River. Hmm. Don’t think that’s better.

Score, got the Centaur on the rebound! If I didn’t, still would have had 50/50 chance to draw it if Wisp dies.

edit: post game thoughts: critical error here, I thought about maxbanding Argagarg as paying +4g for a 3/3 and forgot that he gets +2 hp as well. Max arg was probably the correct play. I also included armor pierce when calculating attack (why the 5 jumped to 6) before I decided it was simpler to just not count it; that off by one error + off by two error made me take a much riskier option.

[b]P1T3[/b]
Tech StartingHand Workers

TECH
Discord
Harmony


STARTING HAND
Jandra, the Negator
Sacrifice the Weak
Discord
Graveyard
Dark Pact
Thieving Imp
Deteriorate


WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator


NextHand

Discord
Thieving Imp
Skeleton Javelineer (1/1)*
Sacrifice the Weak
Deteriorate


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
dark pact, my base to 18, draw 2
river - ($3)
discord, kill wisp - ($1)
deteriorate tiger cub to death
poisonblade rogue safely kills young treant
vandy and haunt kill arg, vandy midband and heal

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River, lvl 1, (2/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy, lvl 3, (3/4)
  • Poisonblade Rogue (2/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

that works for me. dark pact helps assure i get deteriorate. ill bet tiny basilisks are coming since that is about all green can do against hero’s. tech another discord and harmony. i can tap vandy for dark pact if i need it.

1 Like

CAMS19 Round 1
P1 @codexnewb – :codexqueend::codextorken::codexmontoya: Demonology/Necromancy/Finesse
vs.
P2 @Persephone – :codexmidori::codexcalamandra::codexargagarg: Green

Draw a card when Wisp dies in Technician (6 cards in hand, 1 in deck)
  • Ironbark Treant

Get 1g from Argagarg dying in Technician. (2g)

Tiger Cub and Young Treant go to my discard.

Tech 2 cards. (4 discards)
  • Tiger Cub
  • Young Treant
  • :pspuzzle: Galina Glimmer
  • :pspuzzle: Circle of Life

Player 2, Turn 3


2g from last turn. (2g)
Workers make 7g. (9g)

Hire 8th worker for free. (5 cards)
  • Ironbark Treant

Recruit two Centaurs and a Spore Shambler for 3g each. (0g, 2 cards)

Shambler patrols in Squad Leader, Centaurs in Scavenger and Technician.

Discard 2, draw 1, shuffle 6, draw 3.


Patrols:
:psblueshield: Squad Leader: +2 Spore Shambler (2 :crossed_swords:, 3 :heart:, 1 :psblueshield:, gives runes)
:psfist: Elite:
:ps_: Scavenger: Centaur (3 :crossed_swords:, 4 :heart:, Overpower)
:pspuzzle: Technician: Centaur (3 :crossed_swords:, 4 :heart:, Overpower)
:eye: Lookout:

Board:
:earth_americas: Rich Earth

Base: 17 :heart:
Tech I (5 :heart:)

:pspig: 0g banked, 8 workers.


6 cards in hand
  • Playful Panda
  • Galina Glimmer
  • Young Treant
  • Circle of Life
3 cards in deck
  • Rampant Growth
  • Verdant Tree
  • Tiger Cub
0 cards in discard

Thoughts

Better than I expected, to be honest. Dark Pact means incoming Harmony (?). I probably can’t Reclaim it before River sacrifices it to flip the dancers. Very good chance they can go through their entire deck with double Pact next turn and Discord me again. They can afford worker + pick 3 { Harmony, Discord, heal a hero, Nimble Fencer, StW }. Discord + PBR is enough to kill both Centaurs, with 4g left over to heal both heros if that’s a concern. Without Discord, PBR throws herself into SQL, Vandy finishing it and taking 1+1, then StW to kill the other, Fencer, max Vandy, doom fencer + River kill Tech I or Tower, Metamorphosis next turn. Not ideal. I think I want a 3rd unit instead of Tower.

Predator Tiger is going to wreck them if they don’t tech any actual units… and I have 4g to make a tech II.

I’m not feeling confident about a Centaur surviving for the return Dinosize hit, so maybe don’t tech those. The general concept of a Tech II unit pretty much hard counters River (except for Two-Step) so I want to get as many of those and as few T1s as I can get away with.

Next turn I’ll have Panda + 3-4 cards out of { 4 starter + 2 this turn’s techs }. Playing Young Treant again shortens my cycle further. So teching IIs now is not great idea.

I’ll have 8-9 gold next turn, and either a unit or Tech I, but probably not both. Noting that two more Dark Pacts leaves their base in Double Dinosize Centaur range, which unfortunately costs 10 including Arg.

Circle of Life gets me a defensive Tech II a turn earlier, and speed is the name of the game. Galina has the useful property of being sacrificed before Centaur and not dying instantly to Discord.

:codexqueend: says: don’t forget to update your board for Dark Pact damage!

edit: post game thoughts: second critical error here, I patrolled the way I did because I was thinking it worked out the same as SQL Centaur after Sacrifice The Weak to free up heroes to hit buildings and I wanted to make sure that if I lost my important units I had something to show for it. Should have left Centaur in SQL to force taking PBR, I keep losing games because I let my opponents get too much value out of their T0 units, I need to make sure they die after they attack once. (Easier said than done with Mox, ofc.)

[b]P1T4[/b]
Tech StartingHand Workers

TECH
Nimble Fencer
Nimble Fencer


STARTING HAND
Skeleton Javelineer (1/1)*
Discord
Sacrifice the Weak
Thieving Imp
Deteriorate


WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Thieving Imp


NextHand

Pestering Haunt (1/1)
Graveyard
Harmony
Discord
Dark Pact


Discard

Discord
Sacrifice the Weak
Skeleton Javelineer (1/1)*
Deteriorate
Nimble Fencer
Nimble Fencer


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
discord - ($5)
PBR armor pierce safely kills spore shambler
Vandy kills scav Centaur, sparkshot tech
River kills tech Centaur
tech 2 finesse - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy, lvl 3, (3/3)
  • River, lvl 1, (2/2)
  • Poisonblade Rogue (2/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

armor pierce…so useful. i don’t even need to use STW there. i’ll use that gold to tech up and gain the extra hero slot. it’s looking like ill be able to harmony next turn. teching fencers since i can max garth for guide in two turns. im honestly lucky because green has zero haste. makes it easy to be aggressive.

(noting that I have 4 cards in hand, not 6 as was incorrectly listed end of last turn. contents of expando are correct.)

1 Like

CAMS19 Round 1
P1 @codexnewb – :codexqueend::codextorken::codexmontoya: Demonology/Necromancy/Finesse
vs.
P2 @Persephone – :codexmidori::codexcalamandra::codexargagarg: Green

Get 1g and 1 card from losing Tech + Scavenger. (1g, 5 cards)
  • Tiger Cub
Tech 2 cards. (5 discards)
  • Centaur
  • Centaur
  • Spore Shambler
  • :pspuzzle: Barkcoat Bear
  • :pspuzzle: Rampaging Elephant

Player 2, Turn 4


1g from scavenger. (1g)
Workers make 8g. (9g)

Grow Young Treant for 2g. (7g)

I draw a card. (5 cards)
  • Rampant Growth
Hire 9th worker for free. (4 cards)
  • Tiger Cub

Begin construction of Tech II – :tiger: Feral for 4g. (3g)

Summon Galina Glimmer for 1g. (2g, 3 cards)
Summon :codexmidori: Master Midori for 2g. (0g)

Midori patrols in Squad Leader, Galina in Scavenger, Young Treant in Technician.

Discard 3, draw 1, shuffle 8, draw 4.


Patrols:
:psblueshield: Squad Leader: :codexmidori: Master Midori (2 :crossed_swords:, 3 :heart:, 1 :psblueshield:)
:psfist: Elite:
:ps_: Scavenger: Galina Glimmer (2 :crossed_swords:, 2 :heart:)
:pspuzzle: Technician: Young Treant (0 :crossed_swords:, 2 :heart:)
:eye: Lookout:

Board:
:earth_africa: Rich Earth

Base: 17 :heart:
Tech I (5 :heart:)
Tech II – :tiger: Feral (5 :heart:)

:pspig: 0g banked, 9 workers.


5 cards in hand
  • Verdant Tree
  • Rampaging Elephant
  • Playful Panda
  • Rampant Growth
  • Spore Shambler
4 cards in deck
  • Circle of Life
  • Barkcoat Bear
  • Centaur
  • Centaur
0 cards in discard

Thoughts

Declining to develop their board is my chance to Tech II as well. With this gold advantage I don’t think I care if Doom Grasp costs less than my units. And where is Sacrifice the Weak? I guess Discord is just the better 2g removal spell.

Not going to bet on hitting Tech III next turn, other than taking 4-5g units lets me play one + Tech III on the same turn. Moss Ancient is the worst against Discord and Finesse III, specifically, but maybe I like Feral Tech II units better for this? A single Rampaging Elephant threatens lethal with Dinosize, and neither Bear nor Predator are going to be put off by random 0s. On the other hand, Potent Basilisk and Rhino both deal lethal damage to X/7 invisible heros, and Basilisk is only vulnerable to StW (which is workered for all I know.) But Basilisk doesn’t demand it be dealt with or end the game. Dino-Elephant is probably more threatening than my actual Tech IIIs?

Assuming next turn they max Vandy and summon Garth, what do I have that can make Metamorphosis + alpha strike for 16 the wrong play on turn 6? Tower needs to be there, obviously. But it only lets me block 1, 2nd breaks Tower, 3rd hits whatever is most threatening. PBR shanking an elephant makes it too small to kill an x/7. Gigadon is big enough and I can raw cast it. Is the answer just “overpower units with both Dinosizes in my hand” ? That’s an interesting angle… in which case I need Feral, forget Tech III, I can play both Bear and Elephant together on a 10g budget.

Damn, didn’t get the Verdant Tree. That would have been a nice buffer on Tech II this turn. Guess I’ll just draw 5 cards instead. It occurs to me that with a +2g/turn advantage I can throw away a hero in squad leader every round. Shame I can’t actually tech the Dinosizes fast enough to get them, last turn I thought that without teching defensively I’d lose too quickly. I’d have Metamorphosed as soon as I got 2 heros and then do it again when I needed to, instead of waiting for 3. One, if I could do it while Vandy was ready with no detector.

Realized I’ve been spinning the globe backwards. Oh well.

I really should have figured out my Fire deck, Flame Javelin solves so many problems.

[b]P1T5[/b]
Tech StartingHand Workers

TECH
Maestro
Maestro


STARTING HAND
Pestering Haunt (1/1)
Harmony
Graveyard
Discord
Dark Pact
Maestro
Discord


WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Thieving Imp
Discord


NextHand

Nimble Fencer
Nimble Fencer
Maestro
Deteriorate


Discard

Dark Pact
Discord
Poisonblade Rogue (2/1)
Pestering Haunt (1/1)
Maestro


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Garth - ($6)
harmony - ($4)
dark pact, base to 16, reshuffle, draw 2, dancer token
discord, dancer token - ($2)
PBR armor pierce runs into midori, leaves him with two -1 runes
river safely kills midori, Garth to lvl 3
vandy kills young treant, sparkshot galina to death
graveyard - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Harmony
  • Graveyard 3HP
  • Vandy, lvl 3, (3/3)
  • River, lvl 1, (2/2)
  • Garth, lvl 3, (1/3)
  • Dancer (0/1)
  • Dancer (0/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

tech 2 feral huh? interesting. helps him to wall up i suppose.

dropping graveyard and harmony to have options, both should be safe from midori for a turn. next turn can either be a huge swing with maestro, and fencers, or a max garth GG Dancer token festival.

CAMS19 Round 1
P1 @codexnewb – :codexqueend::codextorken::codexmontoya: Demonology/Necromancy/Finesse
vs.
P2 @Persephone – :codexmidori::codexcalamandra::codexargagarg: Green

Get 1g and 1 card from losing Tech + Scavenger. (1g, 6 cards)
  • Centaur
Tech 2 cards. (4 discards)
  • Galina Glimmer
  • Young Treant
  • :pspuzzle: Dinosize
  • :pspuzzle: Dinosize

Player 2, Turn 5


1g from scavenger. (1g)
Workers make 9g. (10g)

Hire 10th worker for free. (5 cards)
  • Spore Shambler

Befriend a :chibilum: Playful Panda and her :sparkles: Wisp for 2g. (8g, 4 cards)
Hire a :elephant: Rampaging Elephant for 6g. (2g)
Summon :codexcalamandra: Calamandra Moss for 2g. (0g)

Elephant patrols in Squad leader, Wisp in Technician.

Discard 3, draw 3, shuffle 7, draw 2.


Patrols:
:psblueshield: Squad Leader: :elephant: Rampaging Elephant (6 :crossed_swords:, 7 :heart:, 1 :psblueshield:, readies, doesn’t forget)
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician: :sparkles: Wisp (0 :crossed_swords:, 1 :heart:)
:eye: Lookout:

Board:
:exhaust: :chibilum: Playful Panda (2 :crossed_swords:, 2 :heart:)
:codexcalamandra: Calamandra Moss (2 :crossed_swords:, 3 :heart:, can be sneaky)

:earth_asia: Rich Earth

Base: 17 :heart:
Tech I (5 :heart:)
Tech II – :tiger: Feral (5 :heart:)

:pspig: 0g banked, 10 workers.


5 cards in hand
  • Circle of Life
  • Barkcoat Bear
  • Centaur
  • Centaur
  • Rampant Growth
5 cards in deck
  • Verdant Tree
  • Galina Glimmer
  • Dinosize
  • Young Treant
  • Dinosize
0 cards in discard

Thoughts

Why play graveyard after losing PBR, after going to so much (?) effort not to lose her? Why not max Vandy? Is keeping the possibility of one last heal before ult more important than actually casting Metamorphosis?

Some times when plays don’t make sense, it’s because I’m missing something perfectly obvious to everyone else. Other times I scratch my heads for hours, or determine that they’re the traitor in deduction games, and it turns out they were the one missing something perfectly obvious to me (and probably nobody else.)

Pact triggered a reshuffle, so odds are good they have whatever cards they just teched in their hand this turn. (Was Harmony one of them? Were they waiting until they knew Midori couldn’t trash it?) If they wanted a Doom Grasp, they’re probably holding one.

Anyway, Fencer, Fencer/Starlet, max Garth for Grounded Guide, replay a Fencer from graveyard, attack for 12ish? is there enough gold for all of that? No, only 2 virtuosos + maxband. So 8 from virtuosos, +4 dancers, +8 heros is slightly more than lethal if we enter their combat with nothing in my patrol zone. Doom Grasp costs maxing Garth/Guide, and StW costs 1 virtuoso. Doom Grasp / StW can’t sacrifice the dancer Harmony creates for them, which is handy maybe. They do have exactly enough to play Maestro from hand and max Garth for Grounded Guide, which leaves enough gold left over for like, 8 fencers, but that feels less likely. Could be reanimating Maestro instead of Guide, though, since Garth’s unit hasn’t been teched yet. A big problem is that Metamorphosis eats 6 gold out of their budget, so I could see Metamorphosis --> Garth maxes --> Maestro as a good way to get more units into play.

I’m reading a desire to not “go for it” until every piece is totally ready, lined up according to some master plan, which implies that I have a little more time than I might otherwise, and/or an unwillingness to trade away heros, even chunks of vigilant invisible hp. Weakness I can exploit? Or is my defense more threatening than it feels to me? I’ve been assuming optimal draws, of course, so if they’re doing the same thing we’re both overestimating the hands of the other. But they’ve passed up at least two good opportunities to max Vandy, this turn w/ Midori levels and last turn by going to Tech II. And have they really just needed the gold for Discord every time they’ve drawn Fencers or have they not teched that yet / until just now?

I think t2 was Discord + Pact, t3 was Discord + Harmony, t4 was… double fencer? Or Harmony was t4 and fencers were split. t4 is doom grasp and lich’s bargain?? LB makes Elephant look silly, but Bear is still okayish, and I was thinking about Predator Tiger anyway… I want to take double Dinosize but I feel like I want more than 1 II unit in my deck after they come up with a way to kill the Elephant I want to play this turn. (Does Circle of Life count as a Tech II unit?) I can also dinosize heroes but that would require having one stay alive an entire turn first. Maybe they can’t kill an elephant/bear and a hero the same turn?

Two Angry Dancers is exactly enough to take out a Tower. It’s not exactly paying 3g every turn for for Tower since they can’t restart Harmony every turn, but I could just build multiple Towers. They’re also good at chumping elephants… maybe they’re thinking it’s an economical alternative to to Grasping Elephant? It’s not against every literally every single other Feral unit, Huntress through Ancient. Double Dinosize feels greedy but I definitely want 2 in my final deck. I can theoretically use Calamandra or Circle to come up with a 3rd II but that’s kinda iffy.

Was gold limited this turn, but Wisp in Tech since I’ve got cheaper cards coming up and want to threaten Calamandra snipe. I have a feeling they really, really don’t want to lose Vandy or Garth before they’re ready.

[b]P1T6[/b]
Tech StartingHand Workers

TECH
Grounded Guide
Grounded Guide


STARTING HAND
Deteriorate
Nimble Fencer
Nimble Fencer
Maestro


WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Thieving Imp
Discord


NextHand

Sacrifice the Weak
Skeleton Javelineer (1/1)*


Discard

Dark Pact
Discord
Poisonblade Rogue (2/1)
Pestering Haunt (1/1)
Maestro
Deteriorate
Harmony
Grounded Guide


Tech 2 card(s)
Get Paid - ($9)
deteriorate wisp, 3rd dancer
discard harmony, flip over dancers (they be angry dancin!)
maestro - ($6)
fencer for free
fencer for free
max garth, summon grounded guide from discard - ($2)
Fencer #1 runs into Elephant for armor and 3
tap graveyard, resummon Fencer for free
same Fencer, back for revenge, trades with Elephant
Garth (3), River (2), Vandy (3), two Dancers (6), and 2nd Fencer (4) hit your base for 18 and the game!! GG!!

Float ($2)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Maestro (4/5+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Grounded Guide (4/4)
  • :pschip: Technician:
  • :target: Lookout: Angry Dancer (3/1)

In Play:

  • Graveyard 3HP (NF)
  • Vandy, lvl 3, (3/3)
  • River, lvl 1, (2/2)
  • Garth, lvl 7, (3/4)
  • Angry Dancer (3/1)
  • Angry Dancer (3/1)
  • NImble Fencer (4/4)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

tech 2 feral huh? interesting. helps him to wall up i suppose.

dropping graveyard and harmony to have options, both should be safe from midori for a turn. next turn can either be a huge swing with maestro, and fencers, or a max garth GG Dancer token festival.

1 Like

Good game!

edit: really looking forward to reading your thoughts and looking at this game from the other side. Leading with Rich Earth as P2 vs. Finesse is like being down too whole turns, but I couldn’t think of anything else to do with my opening hand.

I thought about Maestro after doing the math for just Grounded Guide, but didn’t seriously consider it b/c I didn’t think you had enough techs for both fencers + a thespian after all those spells. Possibly, I could have patrolled better if I had, but I think that would only have bought me one more turn before succumbing.

Well played, good luck on your future matches!

1 Like

GG WP to both, do please remember to tag me on lethal :slight_smile:

2 Likes