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

[details=Reply to ARMed_PIrate]
You’re right, that’s a better line. Neat use of the shove of 1HP unit to Technician slot.
[/details]

This is an interesting game, no doubt.

Player 1, Turn 7

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

[details=Starting Hand]
Sacrifice the Weak
Leaping Lizard
Grounded Guide
Dark Pact
Deteriorate (techn)
Fencer Shadow Blade (DP)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10+1scav)
  • Draw 1 for technician
  • Elect to tech 1 card

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


###Main:

  • Vandy (9)
  • Dark Pact, base to 16 draw 2
  • Grounded Guide (4)
  • Nimble Fencer (2)
  • Leaping Lizard (1)
  • Fencer kills Arg, Vandy to lvl 3
  • Deteriorate a bird (1)

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

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Probably done teching

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

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC FINESSE
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Leaping Lizard (4/5+1armor anti-air)
  • :psfist: Elite: Vandy (3+1/4 lvl 3)
  • :pspig: Scavenger​:
  • :exhaust: Technician:
  • :target: Lookout: Grounded Guide (4/4)

####In Play:

  • Nimble Fencer (4/4)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 8

####Gold:

  • Gold: 1
  • Workers: 10

[details=End of Turn Hand]
Skeleton Javelineer
Dark Pact
Leaping Lizard
Nether Drain
[/details]

[details=End of Turn Discard]
Grounded Guide
Dark Pact
Bone Collector
Thieving Imp
Nimble Fencer
Deteriorate
Shadow Blade
Sacrifice the Weak
[/details]

[details=My Thoughts][spoiler]
Bringing in Grounded Guide in case my draws into the deck give me Nether Drain, that’s an easy pull from the graveyard.

Alas, this is just not my game for draws… I can’t draw this damn Nether Drain to save my life!!

Fencer and Lizard are no-brainers, so I think it basically comes down to Shadow Blade + Garth + skele, or Grounded Guide, for that last 6/5 gold + 1 float. I think I’d rather leave Garth 100% safe for next turn’s draw, plus the Guide makes my other two units chunkier and patrols heavy itself.

Hopefully, he’s drawn poorly and isn’t holding MoLaC or Sharks, in which case I’ll be in reasonably good position to run train next turn. If he drew both, well then I guess it just wasn’t in the cards for me this game. I can only draw so many times and fail to line up Nether Drain, and can only make him discard so many…
[/spoiler][/details]

Shouldn’t Lizard be 4/5+a instead of 4/6+a?

1 Like

[details=Rule question]
Does damage dealt to a patroller when sacrificing Bombaster add a rune to MoLaC?
I’m guessing no, it would be considered direct/targeted damage not combat damage, but would be good to check.
[/details]

You’re right, but I’m not a judge, so I don’t know if you want to wait for one.

1 Like
answer

The answer is no. Molac requires combat dmg dealt by one of yours patrollers. Bombasters deals effect damage.

1 Like

[details=Answer][spoiler]To be a bit clearer than Legion (since you don’t have patrollers on your own turn…):

Whenever you deal combat damage with an attacker, put a growth rune on this. (Emphasis added)

Since Bombaster’s ability isn’t an attack, it doesn’t add a growth rune. You can wait for a judge if you like, but I doubt they’ll tell you anything different.[/spoiler][/details]

1 Like

@ARMed_PIrate I don’t keep my actual cards handy so if I don’t remember a cards stats or abilities I always just check the card DB, and it has leaping lizard listed at 3/5, so with grounded guide it’s a 4/6 no?

Edit I’m reading grounded guide wrong, you’re right it’s a 4/5, I’ll fix it

1 Like

Interesting game for sure…

P2 Turn7


[details=Tech StartingHand Workers][spoiler]
TECH
Disguised Monkey


STARTING HAND
Bloodrage Ogre
Chameleon Lizzo
Might of Leaf and Claw
Bombaster


WORKERS
Bloodburn
Pillage
Nautical Dog
Careless Musketeer
Scorch


[/spoiler][/details]

[details=NextHand][spoiler]
Bird’s Nest
Charge
Makeshift Rambaster


[/spoiler][/details]
Tech 1 card(s)
Get Paid + float - ($11)
Resummon Bird #1
Might of Leaf and Claw - ($8)
Chameleon Lizzo trades with Grounded Guide, rune on MoLaC - ($4)
Rook attacks Leaping Lizard, deals 3dmg after armour, 2nd rune on MoLaC
Play and sac Bombaster to kill Leaping Lizard - ($1)
Zane trades with Vandy, 3rd rune on MoLaC
Bird #2 pings your Base to 15HP, 4th rune on MoLaC

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bird #1 (1/1)
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Might of Leaf and Claw [4 runes]
  • Bird’s Nest
  • Rook lvl 8 (4/3) [crumbling rune]
  • Bird #2 (1/1)
    [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: 3
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

[details=Thoughts][spoiler]


Impressive board he just built from scratch, 16 atk and 18 defence for 10 gold ! I’ve MoLaC in this hand with firepower to place 4 runes this turn (Chameleon Lizzo from hand, Bird, Zane, Rook). Realizing my last patrol wasn’t great, Wisp in SQL and Arg in Technician may have given me the 5th attack. I’ve various options, all seem to add up to a comfortable win if he doesn’t have Discord in hand, and possible problems if he does. e.g:

  1. Lizzo trades with Guide; Rook and sac’d Bombaster kill Leaping Lizard; Zane trades with Vandy; Bird pings Base to 15HP; patrol Wisp tech, Bird in scav, 4/3 Rook and Bird in play. With Discord he could tech 2xZarramonde, then play River+Discord to kill Birds/Wisp, build Tech3 + Tech Lab Demonology, patrol River + Fencer (+Javelineer if I’m really unlucky). I have Rook and a hand of Rambaster + Bird’s Nest plus two additional draws (incl. Wisp tech draw) – so breaking through depends on getting a hasty unit among the 2 drawn cards (likelihood 58%, 66% or 72% depending on whether I tech in an additional 0, 1 or 2 hasty units this turn). If I don’t break through, he gets the chance to draw Zarramonde and destroy MoLaC – pretty sad, though I could still build tech 3 and try for Gunships (2 in my deck).

  2. Rook and sac’d Bombaster kill Leaping Lizard, Zane trades with Vandy, Chameleon Lizzo and Bird break Tech 2 (Base to 14HP), Lizzo returning to hand. Possible replies:

  • Garth; StW on Wisp; Skeleton; Garth max to summon Starlet; Grounded Guide+Starlet+Fencer deal 13dmg to Base to 2HP (!) – but I still get a lethal with Rambaster+Birds+Lizzo+Rook.
  • River+Discord kill Birds+Wisp; Garth; Skeleton; max Garth to summon Starlet; Guide trades with Rook; Startlet and Fencer take my Base to 10HP. I’m slowed down by loss of Birds but should win that Base race.
  • River+Discord kill Birds+Wisp; Garth; Skeleton; max Garth to summon Starlet; Fencer breaks Tech 2, Startlet and Guide take my Base to 5HP. Similar situation to (1), if he techs 2xMaestros and I get unlucky with my draws, he could deal lethal if he can draw a Maestro (allowing Fencer and Starlet to tap for 2dmg each) along with the second Fencer or Dark Pact.

Prefer (1), since I still have the possibility of Gunships if things go wrong. Teching in 1xDisguised Monkey, nudges up the odds up of drawing an additional hasty unit if I need it at the cost of a slightly bigger deck if looking to draw a Gunship later.

After the draw: drew one of the four hasty cards (Charge), so think I should be OK whether or not he has Discord


[/spoiler][/details]

That’s going to end it almost certainly, next turn you’ll be able to activate and get too thick for me to cut through… I’ll play one more turn but I couldn’t quite draw to my nether drain when I really really need it, I was hoping I’d have at least one turn of respite before MoLaC came…

Player 1, Turn 8

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

[details=Starting Hand]
Skeleton Javelineer
Dark Pact
Leaping Lizard
Nether Drain
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10+1float)
  • No techs

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


###Main:

  • Garth (9)
  • River (7)
  • Nether Drain Rook, he’s a 3/2, Garth to lvl 3 (6)
  • Maxband Garth, fetch a Fencer (2)
  • New Fencer kills wisp, you draw 1
  • Damaged Fencer trades with Rook, River Midbands
  • Make a Skeleton (1)
  • Leaping Lizard (0)

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

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Probably done teching

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

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC FINESSE
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Leaping Lizard (3/5+1armor anti-air)
  • :psfist: Elite: Skeleton (2+1/1)
  • :pspig: Scavenger​: River (2/4 lvl 3)
  • :exhaust: Technician: Garth (3/4 lvl 7)
  • :target: Lookout:

####In Play:

  • Nimble Fencer (2/3)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Shadow Blade
Grounded Guide
Thieving Imp
Nether Drain
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
No sharks but near-activated MoLaC just about spells GG, I think it’s all over but the grumbling about Nether Drain draws (oh wait I already did that…)

GG WP to PetE though, he guessed right and killed Garth right when he needed to (of course he wouldn’t have had the chance if I hadn’t whiffed it, but c’est la vie in Codex)
[/spoiler][/details]

Yeah, Rook pretty well carried me through this one.

P2 Turn8


[details=StartingHand Workers][spoiler]
STARTING HAND
Bird’s Nest
Makeshift Rambaster
Charge
Chaos Mirror (Technician draw)


WORKERS
Bloodburn
Pillage
Nautical Dog
Careless Musketeer
Scorch


[/spoiler][/details]

[details=NextHand][spoiler]
Pirate Gunship
Bombaster
Chameleon Lizzo
Mad Man
Surprise Attack


[/spoiler][/details]

[details=Discard][spoiler]
Bird’s Nest
Makeshift Rambaster
Bird’s Nest
Charge
Chaos Mirror


[/spoiler][/details]
Tech 0 card(s)
Get Paid + float - ($11)
Rambaster suicides into Leaping Lizard, MoLaC activated - ($9)
Argagarg, summon Wisp - ($7)
Bird #1 kills River, you gain $1, Arg to lvl 3
Bird #2 kills Garth, you draw, Arg to max, summons Elemental
Tech 3 - ($2)

Float ($2)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Argagarg lvl 5 (6/10)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (5/6)
  • :pschip: [I]Technician[/I]: Water Elemental (8/8)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Might of Leaf and Claw [activated]
  • Bird #1 (6/3)
  • Bird #2 (6/3
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Anarchy)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Growth)

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

  • Hand: 5
  • Deck: 3
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10

Yup there’s nothing I’ll be able to do with that, GG WP @petE

@EricF tally a well-earned victory for the fine player across the virtual table from myself!

My turn 4 and 7 misses on Nether Drain basically ended the game for me, I desperately needed hero kills that would have come at the hands of that draw and in spite of the odds, drew short both times.

You played very well and relented through some nasty Vandy Fencer pressure though, congrats and best of luck moving forward! I hope to meet you again sometime in late April / May :slight_smile:

3 Likes

Close game, WP. Thought I could ride the econ advantage after getting through your T1/T2 3-drops, but very pressured after that. Relieved to get through your T4 with Rook alive, would have been a different game if the draws had gone with you. Also thought all was done and dusted T6, nasty surprise to come back to a 16atk / 18 defence board from scratch.

Best of luck with your other games, and congrats on LLL2 !

2 Likes