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CAPS 2017 Finals: Bob199 ([Strength]/Blood/Finesse) vs. FrozenStorm ([Demon]/Necro/Finesse)


#1

We meet again @FrozenStorm, let’s see how wacky round 2 will get, glhf

T1:

Gold (4)
Worker (3)
Rook + Sensei ()

dc3, d5

Patrol:
Leader: 2/4A L1 Rook
Elite:
Scavenger: 1/1 Sensei
Technician:
Lookout:

Other -

Buildings:
Base: 20

Economy:
Workers: 5
Spare gold: 0
Hand: 5
Deck: 0
Discard: 3

Summary

!
@

$

%

^@#
^#

%
@#$
!
%$
!

@
!
^()
$
%^$
%(
%
sen /
snap
/ prim*
/ saf /
sav
@$@!
*
)@#I%
!#*!
%@


#2

GL HF @Bob199, I feel like I’ve teched almost everything in this deck (I have played all three of my tech 2 specs this tourney, as well as 2 different spells for all 3 of my heroes!), so idk how much wackier I can make things than that game against @EricF… I guess watch out for TerrasQ Discord? I haven’t done that yet :wink: Or Corpse Catapult?

Player 2, Turn 1

P1 [Strength]/Blood/Finesse vs P2 [Demon]/Necro/Finesse

[details=Starting Hand]
Skeleton Javelineer
Poisonblade Rogue
Sacrifice the Weak
Thieving Imp
Jandra, the Negator
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Thieving Imp, discard #1 of 5 (2)
  • Skeleton Javelineer (1)
  • Worker (0)

[details=Workers]
Poisonblade Rogue
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton Javelineer (1/1)
  • :exhaust: Technician: Thieving Imp (2/2)
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Summon Skeletons
Skeletal Archery
Graveyard
Deteriorate
[/details]

[details=End of Turn Discard]
Jandra, the Negator
Sacrifice the Weak
[/details]

[details=My Thoughts][spoiler]
Woof… that is a really problematic start for me. No way to play a hero safely without taking a 50/50 gamble on Hook. And the really tricky thing is I have no patrol-able units in my upcoming hand, so I kind of have to play two units here to keep a tech 1 building safe for turn 3.

I think this’ll be my first game teching gargoyle, and maybe I’ll pair it with Soul Stone? Tower and Archery won’t help against birds if he lays Safe Attacking as well, so I think I just really need to avoid giving Rook levels and putting something in front of Birds to stop them setting up big plays. Nether Drain if he invests heavily in Rook, Fencers to strike back (maybe), and then who knows what to deal with the eventual Drakk tag team (or River Two step birds?? ack!) I definitely don’t like P2 position for this fight but I already got my crack at P1 so fair’s fair :wink:
[/spoiler][/details]


#3

T2:

Gold -imp (5)
Worker (4)
Rook > Imp
Flagbearer (1)

dc2, rs , d4

Patrol:
Leader: 2/2A Flagbearer
Elite:
Scavenger:
Technician: 1/1 Sensei
Lookout:

Other - 2/2 L1 Rook

Buildings:
Base: 20

Economy:
Workers: 6
Spare gold: 1
Hand: 4
Deck: 4
Discard: 0

Summary

!
@

$

%

^@#
^#

%
@#$
!
%$
!

@
!
^()
$
%^$
%(
%
other
1/2
Hook*
@$@!
*
)@#I%
T: Nest , Discord
!#*!
%@


#4

Player 2, Turn 2

P1 [Strength]/Blood/Finesse vs P2 [Demon]/Necro/Finesse

[details=Starting Hand]
Summon Skeletons
Skeletal Archery
Graveyard
Deteriorate
Pestering Haunt (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Draw 1 for technician
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Lich’s Bargain x2
[/details]


###Main:

  • Tech 1 (5)
  • Skeletal Archery (3)
  • Worker (2)

[details=Workers]
Pestering Haunt, Poisonblade Rogue
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton Javelineer (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Skeletal Archery

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 2
  • Workers: 7

[details=End of Turn Hand]
Thieving Imp
Lich’s Bargain
Sacrifice the Weak
Deteriorate
Graveyard
[/details]

[details=End of Turn Discard][spoil​er]
[/spoiler][/details]

[details=My Thoughts][spoiler]
I’m trying to think like EricF here and play for tradeoffs. He’s got the pressure advantage so much so that I can’t play a hero safely at all. Discord could help even the odds a lot, but not so much so that I can really count on it clearing his pressure down very well… Lich’s Bargain + Garth + Tech 2 might do it? I mean, assuming my tech 1 survives, which is no sure thing… Tower / Imp / Summon Skele + Extra Skeleton is an okay backup plan though. Okay then, I guess I’m going to tech 2x Lich’s Bargain, then maybe Doom Grasp + Nether Drain? I’m really not sure, but the one thing I do know is I can’t really depend on my tech 1 building being up next turn, so this is the safest assurance I can give myself of turning the board in my favor.

We’ll keep Jav in Scavenger, just in case he leaves tech 1 up and goes straight base or something, gives me a chance to do tech 2 + extra skeleton, or just float some gold

Drew a Lich’s Bargain, good deal, we’ll see where this goes!

[/spoiler][/details]


#5

T3:

Gold +f (7)
Cookie Sensei & Flagbearer (6)
Sensei > Javelineer
Flagbearer + Rook > your Tech I, your base to 18
Heroes Hall (3)
Savior (1)

dc2, d4

Patrol:
Leader: 2/2A Savior
Elite:
Scavenger:
Technician:
Lookout:

Other - 2/2 L1 Rook , 1/1 Sensei , 2/2 Flagbearer

Buildings:
Base: 20
Heroes Hall: 4

Economy:
Workers: 6
Spare gold: 1
Hand: 4
Deck: 0
Discard: 5

Summary

!
@

$

%

^@#
^#

%
@#$
!
%$
!

@
!
^()
$
%^$
%(
%
other
playd
vip
disc
@$@!
*
)@#I%
T: Fencerz
!#*!
%@


#6

@Bob199 thoughts!

Pwease


#7

I’m going to post an aftergame analysis, don’t worry


#8

Player 2, Turn 3

P1 [Strength]/Blood/Finesse vs P2 [Demon]/Necro/Finesse

[details=Starting Hand]
Thieving Imp
Lich’s Bargain
Sacrifice the Weak
Deteriorate
Graveyard
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+2float+1scav)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Gargoyle, Nether Drain
Lich’s Bargain x2
[/details]


###Main:

  • Rebuild tech 1
  • Garth (8)
  • Sacrifice the Weak, Sensei dies (6)
  • Lich’s Bargain, my base to 14 and workers to 6, in comes the undead horde (4)
  • Thieving Imp, discard #2 of 4 (1)
  • Worker (0)

[details=Workers]
Graveyard, Pestering Haunt, Poisonblade Rogue
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Horror (3/3+1armor deathtouch)
  • :psfist: Elite: Skeleton (1+1/1)
  • :pspig: Scavenger: Thieving Imp (2/2)
  • :exhaust: Technician:
  • :target: Lookout: Zombie (2/2)

####In Play:

  • Garth (1/3 lvl 1)
  • Skeletal Archery

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 6

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Lich’s Bargain
Jandra, the Negator
Summon Skeletons
[/details]

[details=End of Turn Discard][spoil​er]
Skeleton Javelineer
Sacrifice the Weak
Lich’s Bargain
Gargoyle
Nether Drain
Deteriorate
[/spoiler][/details]

[details=My Thoughts][spoiler]
Debated a bunch of different combinations of StW, Imp, Make another Skeleton, and Hero’s Hall, but it boils down to that:

  • He almost certainly wants Birds + Drakk midband next turn
  • Aged Sensei lets either Monk or Flagbearer trade with Horror
  • I want to keep him even with me on cards
  • Imp is a better blocker than another skeleton
  • Because of Grappling Hook and kidnapping, I need 4 blockers

That I opted into going down to 3 cards. It delays my reshuffle and thus, access to Nether Drain, but also probably gives me another turn to stack the deck with like Skeletal Lord + Nether Drain / Doom Grasp / Discord (depending on where he goes next turn

I still almost certainly want a Gargoyle in the deck, as well as a Nether Drain, so we stick to that for now. Next turn almost certainly is Worker + Tech 2 + second Lich’s Bargain, and pray I survive birds long enough to pull it off!

It’s certainly a lot harder playing this matchup as P2!

[/spoiler][/details]


#9

@FrozenStorm, you said you went down to 6 workers when you cast Lich’s Bargain, but your turn summary lists 7 workers.

Thanks for the correction, @Bob199. IGNORE ME!


#10

T4:

Gold +f -imp (7)
Tech I (6)
River (4)
Worker (3)
Birds Nest, Pinky and the Brain come to save the day! (1)

dc1, rs, d3

Patrol:
Leader: 2/3A L1 River
Elite: 3/3 L1 +nest Rook
Scavenger: 2/2 Savior
Technician: 2/2 Flagbearer
Lookout:

Other - , 1/1 Pinky , 1/1 Brain

Buildings:
Base: 20
Tech I: 5
Heroes Hall: 4

Economy:
Workers: 7
Spare gold: 1
Hand: 3
Deck: 7
Discard: 0

Summary

!
@

$

%

^@#
^#

%
@#$
!
%$
!

@
!
^()
$
%^$
%(
%
playd
snap
smok*
-safe
@$@!
*
)@#I%
T: discord , blust
!#*!
%@


#11

He workered a card after casting Bargain, thus breaking even


#12

Player 2, Turn 4

P1 [Strength]/Blood/Finesse vs P2 [Demon]/Necro/Finesse

[details=Starting Hand]
Lich’s Bargain
Jandra, the Negator
Summon Skeletons
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Nimble Fencer, Death Rites
Gargoyle, Nether Drain
Lich’s Bargain x2
[/details]


###Main:

  • Horror kills River, takes 2 damage, Garth to level 3
  • Skeleton fires arrow at Rook, takes him to 2hp
  • Zombie trades with Rook, Garth to level 5, bird’s nest discards
  • Garth kills Monk, you get a gold
  • Maxband Garth, fetch a Gargoyle (5)
  • Activate Gargoyle (4)
  • Lich’s Bargain, my base to 10 and workers to 6, in comes the continued undead horde (2)
  • Garth makes another Skeleton (1)
  • Worker (0)

[details=Workers]
Jandra, the Negator, Graveyard, Pestering Haunt, Poisonblade Rogue
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 10
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Gargoyle (3/2+1armor flying)
  • :psfist: Elite: Skeleton (1+1/1 anti-air)
  • :pspig: Scavenger: Thieving Imp (2/2)
  • :exhaust: Technician: Zombie (2/2)
  • :target: Lookout: Skeleton (1/1anti-air )

####In Play:

  • Garth (3/4 lvl 7)
  • Horror (3/3 deathtouch)
  • Horror (3/1 from 2 damage deathtouch)
  • Skeleton (1/1 anti-air)
  • Skeletal Archery

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Summon Skeletons
Death Rites
Skeleton Javelineer
[/details]

[details=End of Turn Discard][spoil​er]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Okay, chance to make a HUGE play here with free levels, I think I need to take it! By Fetching & Patrolling a Gargoyle, I cut him off from free-killing Garth (well from anything but Kidnapping, which would be awfully expensive to kill an already maxbanded Garth, or some shenanigans of like Bloodlust + Tech1 unit + hook or something that I can prevent with another skeleton in patrol). And along with maxband Garth and the Gargoyle, I stack the board so huge in my favor that without cards, he’ll struggle to put a lot of units down. I need blocking bodies to put in my deck, so I’ll do that with Nimble Fencer, and since I think it’s so unlikely that he’ll Garth soon, how about Death Rites? That should help me end the game, so let’s do it

Yowza pray for no Kidnapping cuz it’d be dope to burn him down with Death Rites here!

[/spoiler][/details]


#13

I was thinking, “bloody hell, that’s a gutsy play” (particularly with the opponent playing Blood), followed by “hang on, it’s only T4, how was your base down to 5 already?” - then I checked your summary. I think that missing 0 is quite important here! :smiley:


#14

Yes, sorry about that! Fixed it


#15

I have had several games where my base hit 10hp before my 2nd turn, never discount the red aggresion!


#16

gg, the only chances I have at coming back this game (discords) are both at the bottom of my deck =\

As for analysis, I hope people aren’t expecting much, as there isn’t much to say lol.
My deck has a glaring weakness to unit hordes, much like how @Penatronic 's deck had a glaring weakness against agro heroes. Frozen knows how to play the MU and is going Garth, ergo not much I can do unless I get lucky, which clearly did not happen (T3 discord/T4 Nest Split) If there’re any other questions people want answered, feel free to ask.

Props to @FrozenStorm for winning it all, and @EricF for running yet another smooth tourney


#17

Woah GG WP @Bob199! I definitely felt like this was a strong position but didn’t expect that it was game, that rook + Sensei start is really terrifying as a p2 that wants to go heavy on heroes!


#18

Someone pull up that game where Frozen went all out on EricF’s base and got it to something like 5hp on turn 3, and got it to 2hp before folding.


#19

You’re thinking of this game, @feathers ?


#20

grats frozenstorm on your first championship!
Now i double dare you saying you are just a mediocre player again!
I always told you that youre good <3