CAPS 2017: FrozenStorm ([Demon]/Necro/Finesse) vs. Mooseknuckles ([Growth]/Necro/Strength)

My mistake, got rid of the skeleton in patrol

NP I figured that’d be it but just wanted to be sure

It’s feeling lonely over here without my bone thugz and their clattered harmony

Player 1, Turn 7

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

[details=Starting Hand]
Skeletal Lord
Dark Pact
Nether Drain
Zarramonde, the Obliterator
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Zarramonde the Obliterator, Lich’s Bargain
Skeletal Lord, Zarramonde the Obliterator
Skeletal Lord, Wight
Nether Drain, Nimble Fencer
Shadow Blade, Bone Collector
Bone Collector, Dark Pact
[/details]


###Main:

  • River (7)
  • Skeletal Lord (4)
  • Last surviving skeleton fires on Horror, takes one from tower
  • Bone Collector trades with Horror, I get a skeleton
  • Garth kills Zombie, takes 3 damage, you get a card
  • Garth Nether Drains himself, gives levels to River (3)
  • Garth makes a skeleton (2)
  • Worker (1)

[details=Workers]
Dark Pact, Graveyard, Bone Collector, Sacrifice the Weak, Jandra, the Negator, Poisonblade Rogue
[/details]

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

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

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC NECRO

####In Patrol:

  • :psblueshield: Squad Leader: Skeleton (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (2/2)
  • :exhaust: Technician: River (2/4 lvl 3)
  • :target: Lookout:

####In Play:

  • Garth (2/1 from 3 damage lvl 5)
  • Skeletal Lord (3/3)
  • Skeleton (2/1 from 1 damage)
  • Skeletal Archery

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 7

####Gold:

  • Gold: 1
  • Workers: 10

[details=End of Turn Hand]
Pestering Haunt
Summon Skeletons
Thieving Imp
[/details]

[details=End of Turn Discard]
Zarramonde, the Obliterator
Gargoyle
Skeletal Lord
Skeleton Javelineer
Bone Collector
Nether Drain
Zarramonde, the Obliterator
[/details]

[details=My Thoughts]
Poof, horde gone :frowning: But he had to give up some serious econ to do it, and I erased all of that in a hurry. So I think I’ll recover okay, he can’t keep Doom Grasping Skeletal Lords forever. Teching in another Zarramonde (that will probably have to be played legitimately now, but oh well) and a Gargoyle in case of emergency (I think likely the only way he wins is if he manages to build up some heavy birds with Ancient stacks. MoLaC I can probably kill with Zarra before it becomes too much of a threat?).
[/details]

1 Like

@Mooseknuckles @FrozenStorm this match is too close to call, so please continue in a timely manner.

The winner of this match will be playing EricF next round (and going first in that game)

2 Likes

@Mooseknuckles do take note I had the wrong number of skeletons in my turn summary, there’s an uninjured one in the backline as well as the SQL

I’m crossing my fingers you’re too low on gold to get a Growth engine going (especially into that fat reshuffle) but I guess we’ll see how this goes down!

I think I made a mistake as well - My playful panda should be alive (off patrol) as a 2/1, right? Does that change anything for you?

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No I knew it was there, can’t get to it or do anything about it so it’s bound to come crashing into my homies I’m sure but that can’t be helped, didn’t draw deteriorate to snipe it

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I think in hindsight, I probably should be patrolling the Lord in backfield and the other healthy skeleton in Scav, as I’d much rather protect the Lord and Garth than River, and you’re really not very far from the combat power to kill it normally. The extra resist for another Doom Grasp isn’t nearly as high priority to protect against.

Would you be cool with that change @Mooseknuckles ? If not no worries, I don’t want to squelch on a posted turn

yeah, go ahead and switch it - it’s in response to me making a mistake on my board listing

Well like I said, kind of :wink: I knew it was there, I’m just dumb for forgetting that aside from Green Starter buffs, Growth Tech 2 has other options besides MoLaC that generate +1/1 runes pretty quickly lol XD

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@Mooseknuckles I think we’re holding up the show for Eric, what kinda nasty Growth surprises you got in store for me?

Sorry, crazy week at work - I’ll try and pick the pace here!

1 Like

Feels like I’m too far behind to catch up, but maybe you’ll stall out with only 3 cards??

P2T7:

Tech

Nether Drain x2

Starting Hand

Doom Grasp Blooming Ancient Blooming Ancient Merfolk Prospector Tiger Cub Lich’s Bargain

Gold + scav + Prospector (10)
Blooming Ancient (6)
Arg (4)
Doom Grasp Garth, sacrificing wisp, level my Garth to 3 (0)
Discard 4, Draw 5

Patrol:
Leader: Level 1 Arg (1/3 + a)
Elite:
Scavenger: Blooming Ancient (5/7)
Technician: Playful Panda (2/1)
Lookout:

Buildings: Tier I - 2, Tier II(Growth) - 5Tower - 4
Units/Heroes: merfolk Prospector (1/1), Level 3 Garth (1/3)
Base: 16
Other:

Economy:

Workers: 8
Hand: 5
Deck: 3
Discard: 7

New Hand

Ironbark Treant Bird Nest Young Treant Bone Collector Lich’s Bargain

How is Blooming Ancient 5/7? It starts at 2/4 and got a rune from Arg and a rune from Wisp, so it should be 4/6, no?

4 Likes

I think Jadiel’s right, and it makes a pretty big difference!

Player 1, Turn 8

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

[details=Starting Hand]
Pestering Haunt
Summon Skeletons
Thieving Imp
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10+1float)
  • No techs

[details=All Teched Cards]
Zarramonde the Obliterator, Lich’s Bargain
Skeletal Lord, Zarramonde the Obliterator
Skeletal Lord, Wight
Nether Drain, Nimble Fencer
Shadow Blade, Bone Collector
Bone Collector, Dark Pact
[/details]


###Main:

  • Vandy + Midband (7)
  • Skeletal Lord pings Arg down to 1hp, takes 2 damage
  • Healthy skeleton kills Arg, Vandy maxbands, dooming my injured skeleton and Prospector
  • Injured skeleton and healthy skeleton shoot down Ancient, you get a gold
  • River kills Panda, takes 3 damage, you get a card
  • Summon Skeletons (4)
  • Thieving Imp, discard #5 of 6 (1)

[details=Workers]
Dark Pact, Graveyard, Bone Collector, Sacrifice the Weak, Jandra, the Negator, Poisonblade Rogue
[/details]

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

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

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC NECRO

####In Patrol:

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

####In Play:

  • Vandy (4/5 lvl 5)
  • River (2/1 from 3 damage lvl 3)
  • Skeletal Lord (3/1 from 2 damage)
  • Skeleton (2/2)
  • Skeleton (2/1 from 1 damage)
  • Skeleton (2/1 from 1 damage)
  • Skeleton (4/2 from 2 damage, doomed)
  • Skeletal Archery

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 9

####Gold:

  • Gold: 1
  • Workers: 10

[details=End of Turn Hand]
Deteriorate
Nimble Fencer
Shadow Blade
[/details]

[details=End of Turn Discard]
Zarramonde, the Obliterator
Gargoyle
Skeletal Lord
Skeleton Javelineer
Bone Collector
Nether Drain
Zarramonde, the Obliterator
Summon Skeletons
Pestering Haunt
[/details]

[details=My Thoughts][spoiler]
JUST BARELY can I kill that Ancient without giving Garth levels, PHEW! Real bummer that he sniped my Garth, good to know he has double doom grasp. Likely he’ll just resurrect the ancient and do like Birds + Rook + Skeleton or something, kill my skeleton with Prospector and Imp with Garth. I’m opting not to get the discount on Imp off River purely because I want to be able to suicide her, and I want 11 gold for next turn. Let’s hope he runs out of steam here!

I thought about doing hero’s hall and worker instead of Imp, to threaten Metamorph on all 3 next turn, but I’m not really sure that would work out as well as I’d like, and I think I’m okay leaving that as an option for later (or going for it with just Garth and no River, if it comes to that)
[/spoiler][/details]

You’re right. Still hanging around…

P2T8:

Tech

Oversized Rhino, Lich’s Bargain

Starting Hand

Ironbark Treant Bird Nest Young Treant Bone Collector Lich’s Bargain (disc) DoomGrasp

Gold + scav (9)
Prospector kills imp
Doom grasp skeletal lord, sacrificing prospector (5)
Garth kills your skeleton
maxband Garth, grabbing oversized rhino from discard (1)
worker (0)
Discard 3, Draw 2, rs, Draw 3

Patrol:
Leader: Oversized Rhino (7/8 + a)
Elite:
Scavenger:
Technician:
Lookout:

Buildings: Tier I - 2, Tier II(Growth) - 5Tower - 4
Units/Heroes: Level 7 Garth (3/4)
Base: 16
Other:

Economy:

Workers: 9
Hand: 5
Deck: 13
Discard: 0

Worker

Ironbark Treant

New Hand

Forest’s Favor Tiger Cub Nether Drain Merfolk Prospector Bird Nest

Oh goodness! You are a doom grasp machine! Just to clarify, what did Garth kill? Imp is still blocking after doom grasp and Prospector shot, no?

1 Like

Sorry, trying to go fast over here so we can wrap this up. I’ll edit that to garth kills skeleton, prospector kills imp.

It’s all good, doesn’t matter who kills what, Garth midbands then kills then maxbands or you prospector attack then DG then kill the weakened skeleton with Garth on level 3 :wink: I just want to make sure I know what’s alive and what isn’t!

Player 1, Turn 9

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

[details=Starting Hand]
Deteriorate
Nimble Fencer
Shadow Blade
Wight (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10+1float+1scav)
  • Draw 1 for Technician
  • Tech 2 cards

[details=All Teched Cards]
Dark Pact, Metamorphosis
Zarramonde the Obliterator, Gargoyle
Skeletal Lord, Zarramonde the Obliterator
Skeletal Lord, Wight
Nether Drain, Nimble Fencer
Shadow Blade, Bone Collector
Bone Collector, Dark Pact
[/details]


###Main:

  • Tech Lab Demonology (11)
  • Tech 3 (6)
  • Maxband River (4)
  • Nimble Fencer (2)

[details=Workers]
Dark Pact, Graveyard, Bone Collector, Sacrifice the Weak, Jandra, the Negator, 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: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC NECRO
  • Tech3 HP: 5
  • Tech Lab HP: 4 SPEC DEMONZ

####In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician: River (3/4 lvl 5)
  • :target: Lookout:

####In Play:

  • Vandy (4/5 lvl 5)
  • Skeletal Archery

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

####Gold:

  • Gold: 2
  • Workers: 10

[details=End of Turn Hand]
Dark Pact
Deteriorate
Zarramonde, the Obliterator
Skeletal Lord
Zarramonde, the Obliterator
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
AGH He’s a doom grasp machine! Three turns in a row! And that Rhino is a bold choice, StW and I’d be rolling on him, but alas I did indeed worker it. I did not picture myself in this kind of situation… Well, I can only kill the Rhino by suiciding Vandy and skeleton AND playing my hand down with Deteriorate + A Shadow Blade that isn’t a finisher… doesn’t seem worth it at all. Better to hold onto the Metamorphosis threat and tech up, hoping to drop Zarramonde to end this game.

I’ll throw a dark pact and a Meta in the deck, just to maximize my chances of drawing a game-ender next turn (81% to draw one of Zarra, Meta or DP)

Uh I didn’t really want to draw both Zarras, but I guess that’s the way the cookie crumbles sometimes? Better than whiffing all together I spose! Would have been nice to play them on back to back turns

[/spoiler][/details]

post game comment

zarra is legendary…

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