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

P2T9:

Tech

Blooming Elm x2

Starting Hand

Forest’s Favor Tiger Cub Nether Drain Merfolk Prospector Bird Nest -> Oversized Rhino

Gold (9)
Skeleton, sacrifice it to draw(8)
Worker (7)
Rook (5)
Bird Nest (3)
Prospector (2)
Discard 3, Draw 5

Patrol:
Leader: Oversized Rhino (7/8 + a)
Elite:
Scavenger: Level 1 Rook (2/4)
Technician:
Lookout: Merfolk Prospector (1/1)

Buildings: Tier I - 2, Tier II(Growth) - 5Tower - 4
Units/Heroes: Bird #1 (1/1), Bird #2 (1/1), Level 7 Garth (3/4)
Base: 16
Other:

Economy:

Workers: 10 + 2 float
Hand: 5
Deck: 7
Discard: 5

Worker

Forest’s Favor

New Hand

Playful Panda Lich’s Bargain Blooming Ancient Bone Collector Doom Grasp

I think we can finally draw this to a close

Player 1, Turn 10

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

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

##Events of Turn:

###Upkeep:

  • Get Gold (10+2float)
  • No Techs

[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:

  • Zarramonde, destroy Rhino (2)
  • Garth (0)
  • Vandy kills Rook, takes 3, Bird’s Nest falls out, you get a gold, Garth to lvl 3
  • Skeleton trades with Prospector
  • River and Fencer break your tech 2, your base to 14
  • Deteriorate one of the birds, it dies

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

  • :pspurpleshield: Patrol as below
  • Discard 3 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: Garth (1/3+1armor, lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Zarramonde, the Obliterator (11/11, untargetable)
  • :target: Lookout:

####In Play:

  • Vandy (4/2 from 3 damage lvl 5)
  • River (3/3 from 1 damage, lvl 5)
  • Nimble Fencer (2/2 from 1 damage)
  • Skeletal Archery

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Nether Drain
Summon Skeletons
Gargoyle
Metamorphosis
Skeleton Javelineer
[/details]

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

[details=My Thoughts][spoiler]
Okay, I think Zarra ends this, he’d need dinosize and another buff AND doom grasp or something to cut him down, he attacks next turn and ends things. With no tech 2, a lot of the source of buffs is off the table.

Well I guess if he finds a way to kill Zarra, we at least have Meta for next turn…

[/spoiler][/details]

1 Like

good game, well played!

I fell behind early and could never catch up

1 Like

GG WP! I felt really silly getting Vandy killed, but yea I’m not sure it served you well to do that in hindsight. Still, it felt very close!

2 Likes

Yeah, I’m not really sure about my play in this game.

It’s really difficult to keep up with the tempo that you had early on with haunt + jav on turn 1. Because of that I gambled for birds on turn 2 and missed, which put me further behind. With that said, I’m not convinced I could have won by pushing for T2 earlier - I was just barely hanging on. Skipping worker on turns 5 and 6 (plus lich’s bargain penalty) was really brutal.

It’s possible that I could have won if I had gone strength T2, then tech labbed to growth once I stabilized. I’m honestly not sure what the best play was.

Strength might have worked, I workered stw pretty early so I would not have dealt well with buffed barbs as a wall to set up grapplers or ancients with a lab

1 Like