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

No pressure or anything, featured match right off the start and here I am playing a deck I haven’t played before :wink: At least I’ve seen it played competitively by others, with Blood/Str/Growth during CAWS I hadn’t seen it played or played it myself!

GL HF @petE! Your deck appears to be a pretty popular choice this time!

Player 1, Turn 1

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

[details=Starting Hand]
Jandra, the Negator
Sacrifice the Weak
Graveyard
Poisonblade Rogue
Summon Skeletons
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Jandra, the Negator (1)
  • Worker (0)

[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: Jandra, the Negator (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothin

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 5

[details=End of Turn Hand]
Skeleton Javelineer
Pestering Haunt
Deteriorate
Thieving Imp
Skeletal Archery
[/details]

[details=End of Turn Discard]
Summon Skeletons
Graveyard
Sacrifice the Weak
[/details]

[details=My Thoughts][spoiler]
Well, this will be a fun new experience! Jandra + Vandy / River seems like a good way to start against the Growth machine featuring Zane, I’m going to probably want Discord in the deck for birds and tokens, and maybe Soul Stone for Jandra? Might let me hit hard enough to keep him off tech 2. I don’t have an upgrade defuser so we have to make sure our board threat stays strong enough to prevent that, luckily Red starter isn’t great at blocking so Discord + Dark Pact as a first tech likely lets me keep up the pressure!

If he draws BROgre or Bombaster that plus Rook is probably his strongest counter here. I suppose I’d deteriorate the 2-drop and smash it w/ overpower to Rook, then plop Vandy in SQL. Any other blocker he drops I can deteriorate away, so makes heroes risky for him!
[/spoiler][/details]

1 Like

GLHF, have a great tourney!
You’ve the only Vandy in town this time around.

P2 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Nautical Dog
Bloodrage Ogre
Bloodburn
Careless Musketeer
Mad Man


WORKERS
Bloodburn


[/spoiler][/details]

[details=NextHand][spoiler]
Pillage
Charge
Bombaster
Makeshift Rambaster
Scorch


[/spoiler][/details]

[details=Discard][spoiler]
Nautical Dog
Careless Musketeer
Mad Man


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Rook - ($2)
Bloodrage Ogre - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Rook lvl 1 (3/4)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodrage Ogre (3/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Thoughts][spoiler]


Bit unadventurous sticking with Ye Olde Faithful [Anarchy]/Growth/Strength from CAWS rather than trying something different. Having said that, about half the decks in this tourney have upgrade removal, so should be plenty of variety and won’t be able to rely on serial MoLaC rampages.

My deck handles Black pretty well, though with Finesse-Black I’ll need to watch out for Two-Step tricks (eg with Gargoyle), and Discord-TQ hitting Birds in the bargain (Chaos Mirror a good reply). Without Disease, levelled-up Rook will be more of a problem for him, no Plague Spitters to dump -1/-1s. So may look to delay Tech I build if I can get safely on the way to maxing up.


[/spoiler][/details]

1 Like

Yeah I’m surprised, after a completely Vandy-free tourney in LLL I kinda missed her so I decided I’d play black in a tourney for a change.

Player 1, Turn 2

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

[details=Starting Hand]
Skeleton Javelineer
Pestering Haunt
Deteriorate
Thieving Imp
Skeletal Archery
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Shadow Blade, Dark Pact
[/details]


###Main:

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

[details=Workers]
Skeletal Archery, 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: Jandra, the Negator (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Thieving Imp (2/2)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothin

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Graveyard
Summon Skeletons
Pestering Haunt
Sacrifice the Weak
Deteriorate
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Well, that was a very wise patrol. Should I just smash Jandra into Rook? If I did and laid Vandy, with a skeleton jav to block, he’d just midband Rook and grab a kill. He’s okay skipping tech 1 a turn. So safer to burn him down on cards to reduce his draw odds and make BROgre trade unfavorably into Jandra. He may end up midbanding Rook anyway, which is a risk. Perhaps nether drain is a proper tech here, but I think I’ll wait one more cycle for him to commit to that.

Grabbing Dark Pact (b/c cards!) and Shadow Blade to continue bleeding his (plus it could net a really nasty Rook kill right before he draws birds). Thought about laying Haunt, but I think it dies to Jandra’s combat damage caveat and that makes a very unfavorable trade for him into a much more favorable one. Also building the tech 1 to make sure he respects Fencer, I could use that 1 extra gold next turn but I’m going to want it eventually.

Wow whiffed my draw, harsh… I really wanted access to that Shadow Blade on turn 3, so I could put a real dent in his birds draw chances!
[/spoiler][/details]

1 Like

P2 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Bird’s Nest
Bird’s Nest


STARTING HAND
Charge
Makeshift Rambaster
Scorch
Pillage
Bombaster


WORKERS
Bloodburn
Pillage


[/spoiler][/details]

[details=NextHand][spoiler]
Nautical Dog
Bloodrage Ogre
Charge
Makeshift Rambaster
Bombaster


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Rook and Ogre kill Jandra, Ogre dies
Rook to midband - ($1)

Float ($1)
Discard 4, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rook lvl 5 (3/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7

[details=Thoughts][spoiler]


He’s played both 3-cost units, pretty expensive for P1. I’ll delay building Tech I to midband Rook, get to trade Ogre favourably against Jandra and bring the Imped hand back to 5. Teching 2xBird’s Nests, hopefully draw and play one T3, ping Tech buildings T4, then go into the next cycle threatening both Earthquake and MoLaC. He’s kept his Hero choice open – maybe see Garth now (to Nether Drain Rook), or Vandy if he’s thinking Metamorphosis.

After the draw: not great, T3 hand missed both Bird’s Nests


[/spoiler][/details]

I think you meant dc 3, since I forced a discard from ya, but potato tomato :wink:

Bleh, here comes the little birdies

Player 1, Turn 3

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

[details=Starting Hand]
Graveyard
Summon Skeletons
Pestering Haunt
Sacrifice the Weak
Deteriorate
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Nether Drain, Nimble Fencer
Shadow Blade, Dark Pact
[/details]


###Main:

  • Garth (4)
  • Skeleton (3)
  • Haunt (3)
  • Hero’s Hall (1)
  • Worker (0)

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

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Shadow Blade
Skeleton Javelineer
Dark Pact
Nimble Fencer
Sacrifice the Weak
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
I can’t really afford not to have Nether Drain in the deck now, and Nimble Fencer could prove invaluable at taking a Vandy Buff for counter-kill potential. Part of me says floating 1 and just putting River behind Imp is a safer play, gives much safer chances at Nether Drain. That said, though, he had to draw into a full deck, so he’s split 5/5. His only ways to get a hero kill are Charge + Brogre or Dog, and that’s most of his gold for the turn and 2 cards. I think I’d rather just already have Garth on the table, and get the spare skeleton for firepower. It’s tough, having to forfeit my early River + Vandy tag-team I’d wanted to go with, and not grabbing Discord here (which would WRECK birds and anything he patrols). But if I don’t keep pressure on Rook with Nether Drain, I can lose in a hurry to Earthquake. I can deal with birds, I have Deteriorate, I can grab Gargoyle, I can StW or Shadow Blade… It’ll be okay until I go to tech 2. TerrasQ is dangerous against Chaos Mirror, so not sure that’s wise to go for. Maybe I just play heroes and tech 1, maybe I go Demonology and run Blockers / Shrine / Dozers to get Zzara out. We’ll see where this goes. I do have tech 2 priority with him skipping tech 1, so that’s nice.
[/details]

You are correct, but it makes no difference.

1 Like

You’re almost certainly right, I just like to point out inconsistencies in case there were trickle-down side effects (it sure seems to happen to me often enough!).

But that was what “potato tomato” was meant to communicate : his deck and hand numbers all look right, drew the right # of cards, etc. Admittedly it’s a terrible way to communicate it lol!

2 Likes

Sorry, my mistake. Saw I’d been Imped (mentioned in Thoughts), but didn’t move the card to discard when entering the turn into the spreadsheet. As you say, doesn’t make any difference to # cards drawn, etc. Presume I just proceed without changing anything, but just wanted to check @EricF @zhavier

2 Likes

No judge intervention required from my perspective, nothing looks out of order!

1 Like

My comment was meant to be the sum total judge intervention. Carry on.

4 Likes

Sorry for the delay, just away for a couple days. Will be able to post tomorrow.

1 Like

no sweat, I will likely be out much of Saturday, Sunday and Monday but will potentially have time after my daughter goes to bed on those days (roughly 8pm CDT, UTC - 5). If this game drags into our “bonus time” next week it shouldn’t be too much of an issue

P2 Turn3


[details=Tech StartingHand Workers][spoiler]
TECH
Might of Leaf and Claw
Surprise Attack


STARTING HAND
Bloodrage Ogre
Charge
Makeshift Rambaster
Bombaster
Nautical Dog


WORKERS
Bloodburn
Pillage
Nautical Dog


[/spoiler][/details]

[details=NextHand][spoiler]
Mad Man
Careless Musketeer
Bird’s Nest
Scorch


[/spoiler][/details]

[details=Discard][spoiler]
Makeshift Rambaster
Charge
Might of Leaf and Claw
Surprise Attack


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Rook kills Imp
Bloodrage Ogre - ($5)
Bombaster - ($3)
Tech I - ($1)

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bombaster (2/2 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bloodrage Ogre (3/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rook lvl 5 (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8

[details=Thoughts][spoiler]


Tricky…maybe I’m missing a great line, but can’t see a way to max Rook without a big risk of T5 Metamorphosis. e.g.

  • Rook kills Imp and maxes, Ogre to SQL, Tech I. Fails if he has Deteriorate as he kills Ogre (Deteriorate+Skeleton+Haunt), makes a Skeleton, plays and maxes Vandy, and his 3/3+1 Skeleton in SQL (with Vandy buff) shields his Heroes for the Meta play.
  • Rook kills Imp, Charge Dog to kill Garth, max Rook, Tech 1. Again he plays and maxes Vandy, buffs his existing Skeleton to shield Vandy for a T5 Metamorphosis with a newly played Hero.

So leaving Rook at midband so I can play out an additional unit for the extra attacker I may need. He’s many options to build a board quickly, eg max Garth to summon Baron, Lich’s Bargain, BC/Fencer, Two-step. Hopefully Rook survives, though various combos could give him the Hero kill (e.g. Fencer + Two-Step). Even if he kills Rook, I’ve at least delayed the Meta threat to T6, could give me time to set up MoLaC.

Could end up wanting techs for hasted MoLaC (2xMoLaCs, 2xSurprise Attacks), Earthquakes or Hero removal (Dinosize, Chaos Mirror). So teching 1xMoLaC + 1xSurprise Attack this turn, and let’s see how he plays.


[/spoiler][/details]

Player 1, Turn 4

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

[details=Starting Hand]
Shadow Blade
Skeleton Javelineer
Dark Pact
Nimble Fencer
Sacrifice the Weak
Jandra Summon Skele (DP draws, wanted the Deteriorate + Nether Drain… :_(, bummer)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Bone Collector, Nimble Fencer
Nether Drain, Nimble Fencer
Shadow Blade, Dark Pact
[/details]


###Main:

  • Vandy (5)
  • Dark Pact, draw 2 (5)
  • Shadow Blade Bombaster, you discard 1 (2)
  • Skeleton and Haunt trade with Ogre, you get a gold*
  • Garth smacks your base to 19hp
  • Skeleton Javelineer (1)
  • Worker (0)

[details=Workers]
Summon Skeletons, Graveyard, Skeletal Archery, Poisonblade Rogue
[/details]

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

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

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Garth (1/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Deteriorate
Nether Drain
Jandra, the Negator
Shadow Blade
Nimble Fencer
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
I’ve teched enough spells and Vandy is going to be vulnerable if I don’t draw Deteriorate, so I’m just going to grab BC and Fencer. They’re solid bodies.

And I whiff BOTH nether drain AND deteriorate?? Sad face! Well Vandy can at least be unlikely to give free levels, and keep Garth safe to nether drain NEXT turn… So I guess we go for that. Keep him down on cards, see if he’s going to try for tech 2 rush. I’m not too worried about MoLaC right now, maybe I ought to be but we’ll see!
[/spoiler][/details]

P2 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
Chameleon Lizzo
Pirate Gunship


STARTING HAND
Bird’s Nest -> discard to Shadow Blade
Mad Man
Scorch
Careless Musketeer


WORKERS
Bloodburn
Pillage
Nautical Dog
Careless Musketeer


[/spoiler][/details]

[details=NextHand][spoiler]
Scorch
Bird’s Nest
Charge


[/spoiler][/details]
Discard to Shadow Blade
Tech 2 card(s)
Get Paid + float + scav - ($10)
Worker - ($9)
Scorch Javelineer - ($5)
Rook bypasses patrol to kill Garth, Rook to lvl 7
Max Rook - ($4)
Tech 2 Anarchy - ($0)

Float ($0)
Discard 1, draw 1, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rook lvl 8 (4/6) [two lives]
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts][spoiler]


The Bad: down to 3 cards; missed Birds again (one Nest hit by Shadow Blade, one still undrawn in deck).
The Good: Rook survived; can play Scorch (though v.expensive off-colour) to clear way for a Hero kill.

His Vandy survives, so I’m not yet clear of the Metamorphosis threat. Not to mention TQ+Discord if he can build and defend Tech 2. But next turn should be able to use Zane’s haste to help break through if needed. Also 7 of the 11 cards I’m cycling (and drawing 2) generate hasty damage of some sort.

Growth will be hard to get going from a low hand size, so switching to Anarchy Tech2 plan instead. Teching Chameleon Lizzo (for 1-shot Hero or Heroes’ Hall kill) and Pirate Gunship.


[/spoiler][/details]

That hurts… :frowning:

Player 1, Turn 5

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

[details=Starting Hand]
Deteriorate
Nether Drain ( WHERE WERE YOU LAST TURN???)
Jandra, the Negator
Shadow Blade
Nimble Fencer
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Grounded Guide, Leaping Lizard
Bone Collector, Nimble Fencer
Nether Drain, Nimble Fencer
Shadow Blade, Dark Pact
[/details]


###Main:

  • Max Vandy, buff fizzles (4)
  • Vandy deals 4 to your tech 2
  • Nimble Fencer drops and breaks that tech 2, your base to 17 (2)
  • Worker (1)

[details=Workers]
Jandra, the Negator, Summon Skeletons, Graveyard, Skeletal Archery, Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Float 1g, Tech 2 cards before my next turn

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

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Vandy (4/5 lvl 5)
  • Nimble Fencer (2/3)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Pestering Haunt
Nimble Fencer
Bone Collector
Dark Pact
Thieving Imp
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Three dead cards… I SO needed better than the WORST possible draw on that Dark Pact… And now I have a fat cycle to wait out getting the Nether Drain again.

He’s only at 3 cards, so likely he’s rushing tech 3 or counting on a big Zane play. I can take that tech 2 and cut off those threats, as well as build tech 2 myself and keep pace that way. To do it I have to skip a worker AND basically hang vandy out to dry though.

I think the better play is to Max Vandy and break his tech 2 without getting my own. He’ll be able to break my Hero’s Hall / kill Vandy if he has any haste, so I’ll likely be building tech 2 next turn. I’ll be floating 1 so 9+1 gold, drawing into Imp, DP, a fencer and BC. That’s plenty to go tech 2 + drop a couple bodies, potentially even re-break the tech 2 if he misses a mad man / rambaster / charge + unit, as he’s going to struggle for patrollers. I may force a Hero’s Hall from him, which isn’t so bad.

What tech 2 will I want? With 2 fencers in the deck, Finesse is probably the best move. Grounded Guide and … Leaping Lizard? Gives some defense against birds in case those drop by, and a super-cheap option to have in the deck when Dark Pacting. Okay, stage is set, let’s jam :slight_smile:
[/spoiler][/details]

P2 Turn5


[details=Tech StartingHand Workers][spoiler]
TECH
Chaos Mirror
Pirate Gunship


STARTING HAND
Bird’s Nest
Scorch
Charge


WORKERS
Bloodburn
Pillage
Nautical Dog
Careless Musketeer
Scorch


[/spoiler][/details]

[details=NextHand][spoiler]
Pirate Gunship
Mad Man


[/spoiler][/details]

[details=Discard][spoiler]
Charge
Chaos Mirror
Pirate Gunship


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Bird’s Nest, summon Birds - ($6)
Charge a Bird - ($3)
Rook and Bird kill Vandy
Heroes’ Hall - ($1)
Rebuild Tech 2

Float ($1)
Discard 0, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bird #1 (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird’s Nest
  • Rook lvl 8 (4/2) [two lives]
  • Bird #2 (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 2
  • Deck: 7
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

[details=Thoughts][spoiler]


…and down to 2 cards. At least I’m done teching, and can play just Heroes next turn to build back up.


[/spoiler][/details]

It’s a rough look here but we do what we can right?

Player 1, Turn 6

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

[details=Starting Hand]
Pestering Haunt
Nimble Fencer
Bone Collector
Dark Pact
Thieving Imp
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Dark Pact, Leaping Lizard
Grounded Guide, Leaping Lizard
Bone Collector, Nimble Fencer
Nether Drain, Nimble Fencer
Shadow Blade, Dark Pact
[/details]


###Main:

  • Tech 2 Finesse (6)
  • Bone Collector (4)
  • Thieving Imp, discard #1 of 2 (1)
  • Fencer smacks your tech 2 to 3hp
  • Worker (0)

[details=Workers]
Pestering Haunt, Jandra, the Negator, Summon Skeletons, Graveyard, Skeletal Archery, Poisonblade Rogue
[/details]

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

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

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC FINESSE
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Bone Collector (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger​: Thieving imp (2/2)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Nimble Fencer (2/3)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Sacrifice the Weak
Leaping Lizard
Grounded Guide
Dark Pact
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Kills Vandy, man… I feel like I’m down primarily to flooding the board as my only win condition, so I’m grabbing another cheap unit and Dark Pact in hopes he lets me keep the tech 2.

I can’t decide if Imp / Fencer, Fencer / BC, or Imp / BC is the right call here. I don’t think he really wants Arg AND Zane next turn, it’s either Zane or Tech 3, maaayybe Earthquake though it’s bold to go for it. So I’m going to say BC / Imp is the right call, best change my tech 2 lives and I’ll have my existing Fencer smack his tech 2 to prep it for a takedown.

Now he either needs to choose between making a Zane play to get my buildings OR Arg + Tech 3. I’m going to force him to decide, we’ll see how it plays out (the Zane play doesn’t leave him much to defend with, he risks me going hard with Two Step and Fencers!
[/spoiler][/details]

P2 Turn6


[details=StartingHand Workers][spoiler]
STARTING HAND
Pirate Gunship -> discard to Imp
Mad Man
Surprise Attack (Technician draw)


WORKERS
Bloodburn
Pillage
Nautical Dog
Careless Musketeer
Scorch


[/spoiler][/details]

[details=NextHand][spoiler]
Bloodrage Ogre
Might of Leaf and Claw
Bombaster
Chameleon Lizzo


[/spoiler][/details]

[details=Discard][spoiler]
Charge
Chaos Mirror
Pirate Gunship
Pirate Gunship
Surprise Attack
Mad Man


[/spoiler][/details]
Tech 0 card(s)
Get Paid + float - ($11)
Max Zane, shoves Bone Collector to Technician, deals 1 dmg - ($4)
Zane kills Bone Collector, we both draw
Birds kill Imp, you gain $1
Rook kills Fencer, gains Crumbling Rune
Argagarg, summons Wisp - ($2)
Sacrifice Heroes’ Hall to build Tech Lab Growth, my Base to 15HP - ($1)

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Argagarg lvl 1 (1/3 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird’s Nest
  • Rook lvl 8 (4/6) [crumbling rune]
  • Bird #1 (1/1)
  • Bird #2 (1/1)
  • Zane lvl 6 (4/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Anarchy)
  • :heart: Tech Lab HP: 4 (Growth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 2
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

[details=Thoughts][spoiler]


Looks won now, can clear the board while getting a card draw from Zane’s mid. With all 3 Heroes out, building Tech Lab Growth for MoLaC still in deck.


[/spoiler][/details]

[details=Question for petE (could wait 'til after the match)][spoiler]
Too late now, but did you see this line?
Bird #1 pokes Imp. Max Zane shoves Imp to Technician, killing it (still draws). Zane kills BC in SQL (still ends up 4/1). Bird #2 and Rook break Tech I or Tech II. Or Rook still kills Fencer, Bird pokes a building to “threaten” Earthquake, or set up for a broken Tech next turn.

Same amount of money, same card draw, but it seemed like you were leaving a bit of damage on the table, and giving him a scavenger gold unnecessarily?
[/spoiler][/details]

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