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


#1

GL HF @Bob199 I feel like I’m going to need it against the birds!

Player 1, Turn 1

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

[details=Starting Hand]
Jandra, the Negator
Summon Skeletons
Thieving Imp
Pestering Haunt
Poisonblade Rogue
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Vandy (2)
  • Pestering Haunt (2)
  • Worker (1)

[details=Workers]
Poisonblade Rogue
[/details]

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

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

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Vandy (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 5

[details=End of Turn Hand]
Sacrifice the Weak
Deteriorate
Graveyard
Skeleton Javelineer
Skeletal Archery
[/details]

[details=End of Turn Discard]
Thieving Imp
Summon Skeletons
Jandra, the Negator
[/details]

[details=My Thoughts]
So I have to deal with (potentially two-stepped) Birds and Snapback this game… I’m not super psyched about that combo prospect. The good thing is I draw into BOTH StW AND Deteriorate next hand, which means Vandy + Haunt is kill threat on any hero he tries to put out (besides Rook SQL I guess, shoot lol). I may just be able to keep birds away all together for the first tech cycle XD
[/details]


#2

What birds? =b

glhf

T1:

Gold (5)
Worker (4)
Rook + Sensei (1)

dc3, d5

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

Other -

Buildings:
Base: 20

Economy:
Workers: 6
Spare gold: 1
Hand: 5
Deck: 0
Discard: 3

Summary

!
@

$

%

^@#
^#

%
@#$
!
%$
!

@
!
^()
$
%^$
%(
%
sen /
hook*
/ prim
/ saf /
snp
@$@!
*
)@#I%
!#*!
%@


#3

@Bob199 something strange seems to be going on with your summary.


#4

@payprplayn he adds gibberish on purpose in those (usually, anyway, I’m obviously not checking this game). It’s to prevent accidental viewing, like can sometimes happen with the desktop notifications if you put them too early in the turn


#5

He seems to only add the gibberish for tournament games, though, which might be why @payprplayn got confused.


#6

Yep, that’s why. I was watching the FFA game, and didn’t see any of that stuff.


#7

I have fear…

Player 1, Turn 2

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

[details=Starting Hand]
Sacrifice the Weak
Deteriorate
Graveyard
Skeleton Javelineer
Skeletal Archery
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Nimble Fencer, Dark Pact
[/details]


###Main:

  • Vandy slaps Rook
  • Midband Vandy (4)
  • Skeleton Javelineer (3)
  • Deteriorate Aged Sensei, you get 1g (3)
  • Worker (2)
  • Haunt hits your base to 19
  • Tech 1 (1)

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

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • 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:

  • Vandy (3/4 lvl 3 resist 1)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 6

[details=End of Turn Hand]
Thieving Imp
Dark Pact
Sacrifice the Weak
Skeletal Archery
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
So many different ways to go… I could spam skeletons and grab archery, I could tech Shadow blade and hope to ace a patrolling Rook, I can go fencer and hope to get a kill that way… I also have to be cautious that he has enough gold (after I kill Sensei, which I feel like is a no-brainer) to max out Rook, and then I need to find an answer for that (Nether Drain) in a hurry. I feel like I should have started with Garth now, as I’d be better suited for Archery to be impactful.

Oh well, live and learn. I think Fencer + Mid Vandy is the safest thing, so we’ll go with that?
[/spoiler][/details]


#8

Your Board Info didn’t get updated - it matches what you had Turn 1.


#9

TY fixed that, sorry! Will redraw new hand if necessary but had decided on patrol before seeing new hand, just forgot to record it.


#10

You’re fine, it was clearly a transcription error.


#11

@Bob199 patrol is finalized and also realized I left out Haunt hitting your base, apologies for the hap-hazard posting!


#12

Strike that, reverse it.


#13

Btw, you also forgot to list your Tech I in your summary

T2:

Gold +F +SCV (8)
Worker (7)
Maxband Rook walks over puny Skeleton, stomps on Vandy ()

dc3, rs, d5

Patrol:
Leader:
Elite:
Scavenger:
Technician:
Lookout:

Other - 4/3 +1up Max Rook

Buildings:
Base: 19
Tech I: 5

Economy:
Workers: 7
Spare gold:
Hand: 5
Deck: 5
Discard: 0

Summary

!
@

$

%

^@#
^#

%
@#$
!
%$
!

@
!
^()
$
%^$
%(
%
other
half
flag*
@$@!
*
)@#I%
T: birdz
blust
!#*!
%@

N:
#^%
blust
@$#^5
smo
#Y%'
sav
(%$I
saf
%(%O*
sen


#14

Sorrrta wishing I had pre-teched Nether Drain XD

Player 1, Turn 3

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

[details=Starting Hand]
Thieving Imp
Dark Pact
Sacrifice the Weak
Skeletal Archery
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Doom Grasp, Nimble Fencer
Nimble Fencer, Dark Pact
[/details]


###Main:

  • Garth (5)
  • Skeleton (4)
  • Skeletal Archery (2)
  • Javelineer pecks Rook to 2hp
  • Haunt pings your base to 18hp
  • Worker (1)

[details=Workers]
Thieving Imp, Graveyard, 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
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Garth (1/3 lvl 1)
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

####In Play:

  • Skeleton Javelineer (1/1)
  • Pestering Haunt (1/1)
  • Skeletal Archery

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Nimble Fencer
Jandra, the Negator
Deteriorate
Summon Skeletons
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Wishing I would have pre-teched nether drain now lol… I almost did too! Would have been a crazy great pull here, kill Rook and leave a lvl 5 Garth ready to fetch cool shit?

Well just have to make the best of a bad situation now. Teching Doom Grasp to kill Rook , Nimble Fencer because I feel like my likely plan of attack will be Finesse tech 2, doing a Leaping Lizard + Dark Pact spam? Those things are so tough and efficient, and don’t kidnap well. Grounded Guide is another story, but he gets pulled in via Garth Maxband anyway XD

I came into this game knowing Bob is a great player and my odds weren’t great, so we just kinda try shit and see what happens XD

[/spoiler][/details]


#15

Figured you had lol
Edit: Reminants from an alternate universe

T3:

Gold (7)
Worker (6)
Rook stomps Garth with the other foot , laments how many wasted levels he’s caused
Tech I (4)
Safe Attacking (3)
Sensei (2)

dc2, d4

Patrol:
Leader:
Elite:
Scavenger:
Technician: 1/1 Sensei
Lookout:

Other - 4/1 +1up Max Rook
Safe Attacking

Buildings:
Base: 19
Tech I: 5

Economy:
Workers: 8
Spare gold: 2
Hand: 4
Deck: 1
Discard: 4

Summary

!
@

$

%

^@#
^#

%
@#$
!
%$
!

@
!
^()
$
%^$
%(
%
playd
vip*
smok
blust
@$@!
*
)@#I%
T: collossus
blust

!#*!
%@

N:
#^%
sav
@$#^5
snp
#Y%'
cookie
(%$I
prim
%(%O*


#16

Apologies, but I don’t think you can build tech 2 when you haven’t built your tech 1 yet :wink:

I just noticed the building is in your turn 2 summary, but you spent all your gold focused on killing vandy.


#17

turn fixed, the T2 Tech I was from an alternate universe


#18

This is going to get weird I feel like lol

Player 1, Turn 4

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

[details=Starting Hand]
Nimble Fencer
Jandra, the Negator
Deteriorate
Summon Skeletons
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Dark Pact, Leaping Lizard
Doom Grasp, Nimble Fencer
Nimble Fencer, Dark Pact
[/details]


###Main:

  • Vandy (7)
  • Summon Skeletons (4)
  • Nimble Fencer (2)
  • Deteriorate Aged Sensei, you get a card
  • Fencer, haunt, jav and skele kill your tech 1, your base to 16hp
  • Worker (1)

[details=Workers]
Jandra, the Negator, Thieving Imp, Graveyard, Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • 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 (1/1)
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

####In Play:

  • Skeleton Javelineer (1/1)
  • Skeleton (1/1)
  • Vandy (2/3 lvl 1)
  • Pestering Haunt (1/1)
  • Nimble Fencer (2/3)
  • Skeletal Archery

###Economy Info:

####Cards:

  • Hand: 2
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Leaping Lizard
Dark Pact
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Well actually this gets somewhat interesting… It looks like he wants to double earthquake? I’m going to play my hand empty and not tech 2 just yet, stay focused on board pressure with Skeletons. I may lock myself off of Doom Grasp, but I guess if he’s going to try for earthquake I don’t mind too much? I’m happy to kill him with just units too. He’s going to need a tower in short order if he can’t answer these skeletons with DeGrey XD

Teching in Leaping Lizard to compliment Dark Pact plan, I’m not certain that’s safe with Earthquake but my alternate route is skeletons anyway so we’ll just see where this goes. If I decide to go hard on Necro tech 2 I suppose I worker him.

[/spoiler][/details]


#19

I can now say this is definitely not what I expected in this match =b

T4:

Gold +TCN +F (10)
Rebuild T1
Your favorite card, Birds Nest, finally arrives, summon Dive and Kick (8)
Snapback Vandy for River (5)
Savior (3)
Heroes Hall (1)

dc2, rs, d4

Patrol:
Leader: 2/2A Savior
Elite:
Scavenger:
Technician: 4/1 +1up +nest Max Rook
Lookout:

Other - 1/1 Dive , 1/1 Kick
Safe Attacking

Buildings:
Base: 16
Tech I: 5
Heroes Hall: 4

Economy:
Workers: 8
Spare gold: 1
Hand: 4
Deck: 6
Discard: 0

Summary

!
@

$

%

^@#
^#

%
@#$
!
%$
!

@
!
^()
$
%^$
%(
%
playd
prim
cook
@$@!
*
)@#I%
T: bomberz

!#*!
%@

N:
#^%
blust
@$#^5
bomb
#Y%'
snap
(%$I
sen
%(%O*


#20

Certainly not what I expected. Like did I think I’d be teching a Star-Crossed Starlet this game? I did not!

Player 1, Turn 5

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

[details=Starting Hand]
Leaping Lizard
Dark Pact
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Star-Crossed Starlet, Leaping Lizard
Dark Pact, Leaping Lizard
Doom Grasp, Nimble Fencer
Nimble Fencer, Dark Pact
[/details]


###Main:

  • Haunt suicides to ping Monk’s Armor, Fencer finishes him and takes 2 damage
  • Javelineer pings Rook’s 1-up mushroom away
  • A skeleton pings Rook down to 5hp on his second life
  • River Suicides into Rook’s second life, he’s down to 3hp, levels once again fizzle on his rock hard body
  • Garth + Maxband, fetch Star-Crossed Starlet (1)
  • Starlet (all hasty from her fencer friend) dramatically sacrifices herself to slay Rook, levels continue to fizzle in this game, Bird’s Nest falls out of the tree (or mountain?), you get a card
  • Remaining two skeletons shoot Dive and Kick out of the sky
  • Make a fourth skeleton token (0)
  • Skip Worker

[details=Workers]
Jandra, the Negator, Thieving Imp, Graveyard, 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
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Garth (3/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Skeleton Javelineer (1/1)
  • Skeleton (1/1)
  • Skeleton (1/1)
  • Skeleton (1/1)
  • Skeleton (1/1)
  • Nimble Fencer (2/1 from 2 damage)
  • Skeletal Archery

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Sacrifice the Weak
Summon Skeletons
Doom Grasp
Dark Pact
[/details]

[details=End of Turn Discard][spoiler]
Pestering Haunt
Star-Crossed Starlet
Grounded Guide
Dark Pact
Leaping Lizard

[/spoiler][/details]

[details=My Thoughts][spoiler]
Hmm, a stalwart defense and he goes for Hero’s Hall over tower? Well the only way he’s getting rid of skeletons now is birds or DeGrey!

I really don’t want Birds coming though, for fear of Frenzy OR Two-Step OR Earthquake! So I need to shoot them out of the sky. Problem is I didn’t draw Doom Grasp, I’m laying 9 attack and with Rook’s second life there’s 10 HP standing in the way of those birds.

Starlet gives me exactly the 3 damage I need to shoot them down, and then I either skip worker or continue the skeleton factory. Since I’m already in on a tech plan where I’m dumping cards and recovering with Dark Pact, and both my drawn cards contribute to that, I think I’ll commit to it, build board and skip the worker. Next turn I’ll decide if I want Grounded Guide or Maestro, sort of feel like Maestro + Starlet might actually be really nasty lol!

Garth’s safe in SQL to everything but bloodlust I think, and I honestly don’t mind him dying (perhaps I actually prefer it? No, I think I’m better off keeping him as a skeleton factory).

Drew Dark Pact but not Fencer, that’s unfortunate. Doom Grasp probably gets workered, then maybe I make a skeleton and tech up? Perhaps build a tech lab as well? I guess we’ll see what he does.

[/spoiler][/details]