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CAPS 2017: Jadiel ([Feral]/Future/Truth) vs. FrozenStorm ([Demon]/Necro/Finesse)


#1

@FrozenStorm GL, HF :slight_smile:

P1T1


StartingHand Workers

STARTING HAND
Verdant Tree
Rich Earth
Merfolk Prospector
Playful Panda
Ironbark Treant


WORKERS
Rich Earth


NextHand

Spore Shambler
Young Treant
Rampant Growth
Tiger Cub
Forest’s Favor


Discard

Verdant Tree
Playful Panda
Ironbark Treant


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Merfolk Prospector - ($2)
Calamandra - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Calamandra (2/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[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: 5

#2

Pretty frightened of that deck and start, gl hf @Jadiel!

Player 2, Turn 1

P1 [Demon]/Necro/Finesse vs P2 [Feral]/Necro/Anarchy

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

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Skeleton Javelineer (4)
  • Garth (2)
  • Skeleton (1)
  • Pestering Haunt (1)
  • Worker (0)

[details=Workers]
Skeletal Archery
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 20

####In Patrol:

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

####In Play:

  • Garth (1/3 lvl 1)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

####Gold:

  • Gold: 0
  • Workers: 6

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

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

[details=My Thoughts][spoiler]
Well I really would have liked Imp or Jandra or Deteriorate in this first hand, but c’est la vie… Jav is a must here, but debating between just floating a ton or Garth + Skele for a more stout defense.

I suppose Garth + Haunt + Jav + Skele is a decent way to open up board parity, so sure let’s do that.

I’ve seen that his plan is pretty exclusively Future Tech 2 in previous games, mirroring Omegacrons. Demon tech 2 might be my best path to victory in that case, so maybe next turn is tower + tech 1, turn after straight to tech 2? I guess we’ll see!
[/spoiler][/details]


#3

P1T2


Tech StartingHand Workers

TECH
Centaur
Murkwood Allies


STARTING HAND
Forest’s Favor
Tiger Cub
Rampant Growth
Spore Shambler
Young Treant
Ironbark Treant


WORKERS
Rich Earth
Ironbark Treant


NextHand

Playful Panda
Murkwood Allies
Centaur
Verdant Tree


Discard

Tiger Cub
Rampant Growth
Forest’s Favor
Spore Shambler


Tech 2 card(s)
Get Paid - ($5)
Young Treant, rs, draw 1 - ($3)
Exhaust Prospector - ($4)
Discard 2 Cards to give Cal Stealth
Midband Cal - ($2)
Worker - ($1)
Cal kills Garth, maxbands

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Young Treant (0/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Calamandra (4/5)
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

Playing around the black starter is such a pain. My first thought was Cal kills Javelineer, Tech I and Cub or Shambler. But if he has Deteriorate and StW in hand, he can clear my board, get 2 hero levels, build Tech I and still be equal on Gold (though down a card). I’m not sure whether I’m confident that I can seize the initiative again at that point. He’s also back to card parity with me.

So I went for this line instead. In hindsight, I’m not sure it was the greatest play. I miscalculated my gold, and though I had enough to Treant, midband and still build Tech I, but I don’t. I’d like to play MA next turn, but I need the SCAV gold to do it (or I need to skip a worker…) I’m hoping a 4/5 hero is harder to deal with - hopefully it will scare him into building a tower or something. It makes StW much less appealing, but I forsee Doomgrasp being teched very soon… I’d like to grab tigers, but again, Doomgrasp… /sigh


#4

Well I suppose that’s one way to do it!

Player 2, Turn 2

P1 [Demon]/Necro/Finesse vs P2 [Feral]/Necro/Anarchy

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

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Discord, Twilight Baron
[/details]


###Main:

  • Thieving Imp, discard #2 of 4 (3)
  • Tech 1 (2)
  • Haunt and Skeleton kill Young Treant
  • Jav hucks a spear at Prospector and kills him
  • Worker (1)

[details=Workers]
Poisonblade Rogue, Skeletal Archery
[/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: 20
  • Tech1 HP: 5

####In Patrol:

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

####In Play:

  • Pestering Haunt (1/1)
  • Skeleton Javelineer (1/1, no rune)
  • Skeleton (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Deteriorate
Summon Skeletons
Twilight Baron
Discord
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
So he goes for a Garth kill, but skips tech 1 in favor of the TRENT. I suppose he’'ll Tiger + Tech 1 next turn? Otherwise it’ll be Cala kills Imp + Murkwood + tech 1. So let’s grab a discord for the Murkwood possibility (plus that’s pretty solid against Glaxx, Hound, and Centaur, all possibilities), and a TBaron for the Tiger. I’m pretty set on Demonz tech 2 as the right move anyway, so Baron is a nice to have in the deck for that & possibly killing Cala.

If he does kill Imp, I want enough gold to TB + Tech 2 + Worker or River + Discord + Worker, so Imp in scav is the only way to do that. If I whiff the TB and he goes tiger, I run a risk of having to throw out Vandy as a Tiger Blocker, but I suppose that’s fine? I could build tower as well then, and put her in elite. Yea, seems reasonable. I do also have StW as Tiger repellent.

Well, I drew both! Lucky I suppose, though no StW means TB is the only answer to Tiger besides Vandy. Suppose I’d roll with Baron, let’s see what happens though

[/spoiler][/details]


#5

Sorry for the delay, I’ve been away the last 3 days, and didn’t get much chance to use wi-fi.

P1T3


Tech StartingHand Workers

TECH
Omegacron
Omegacron


STARTING HAND
Playful Panda
Murkwood Allies (discarded)
Centaur
Verdant Tree


WORKERS
Rich Earth
Ironbark Treant
Verdant Tree


NextHand

Forest’s Favor
Merfolk Prospector
Murkwood Allies


Tech 2 card(s)
Get Paid + float - ($7)
SCAV bonus - ($8)
Worker - ($7)
Exhaust Cal to fetch Stalking Tiger - ($3)
Playful Panda - ($1)

Float ($1)
Discard 1, reshuffle, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Stalking Tiger (4/4A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Calamandra (4/5)
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 3
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

Hmmm, in hindsight my last turn was probably a pretty big misplay. I probably should have bided my time, and resisted the urge to play so aggressively as P1.

Imp sniping my MA feels pretty bad. I need board presence, so Tiger here seems the best line. I’d rather preserve my cards, but StW will destroy me if I don’t play another unit.

So I’m left with no Tech I on T3, and down to disc 1 draw 3. It’s not looking great is it…


#6

Life happens man, ain’t no thang :slight_smile:

I am pretty surprised you’re continuing to stay off tech 1 and hero’s hall though!

Player 2, Turn 3

P1 [Demon]/Necro/Finesse vs P2 [Feral]/Necro/Anarchy

[details=Starting Hand]
Deteriorate
Summon Skeletons
Twilight Baron
Discord
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Two Step, Nimble Fencer
Discord, Twilight Baron
[/details]


###Main:

  • Twilight Baron (4)
  • Tower (1)
    Haunt pings your base to 19hp
  • Worker (0)

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

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

####In Patrol:

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

####In Play:

  • Pestering Haunt (1/1)
  • Twilight Baron (4/4 overpower)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Jandra, the Negator
Graveyard
Sacrifice the Weak
Nimble Fencer
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
So I’m still in no imminent danger from Cala… Without tech buildings, feral strike isn’t a concern. Without a healthy hand, a stealth kill is too risky, and tower takes care of sneaky tiger. With Baron well protected and a bulky patrol to deal with, he’ll trade really poorly coming at me. Next turn I can either tech up if he’s playing slow, or go aggro with River (two-step Jandra and Baron? Watch out!) Two-Step and Fencer give 3/4 reshuffle draws good aggro options, otherwise I’ll probably be teching TerrasQ + Dark Pact or Shrine or VoidBlocker?

I could have sold out to kill the tiger, but if I’m building a tower I might as well let him take the bad trades to me (and keep my cycle consistent). I have the inside track teching up and I’m building a deck and board well suited to going nuclear at tech 2 (Garth max is always an option to fetch dozer or blocker to stop the Omegacron rush). He’s gotta deal with either a fat limp cycle or risky draws that he whiffs his good options. Feels like odds are in my favor to hang back and wait to strike.

Re-draw is fencer, solid offensive option. There’s always StW too, and Jandra + tech up.

[/spoiler][/details]


#7

Yeah, I didn’t really intend to leave Tech I this late…

P1T4


Tech StartingHand Workers

TECH
Free Speech
Free Speech


STARTING HAND
Murkwood Allies
Forest’s Favor
Merfolk Prospector


WORKERS
Rich Earth
Ironbark Treant
Verdant Tree
Forest’s Favor


NextHand

Tiger Cub
Young Treant
Omegacron


Discard

Murkwood Allies
Free Speech
Free Speech


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech I - ($5)
Merfolk Prospector - ($4)
Exhaust Cal to fetch Stalking Tiger #2 - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Stalking Tiger #1 (4/4A)
  • :psfist: [I]Elite[/I]: Wisp (1/1)
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]: Stalking Tiger #2 (4/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Calamandra (4/5)
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 4
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

#8

Scary to leave Cala around maxbanded this long

Player 2, Turn 4

P1 [Demon]/Necro/Finesse vs P2 [Feral]/Necro/Anarchy

[details=Starting Hand]
Jandra, the Negator
Graveyard
Sacrifice the Weak
Nimble Fencer
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Nether Drain, Hooded Executioner
Two Step, Nimble Fencer
Discord, Twilight Baron
[/details]


###Main:

  • Vandy (6)
  • Tech 2 Demonology (2)
    Haunt pings your base to 18hp
  • Worker (1)

[details=Workers]
Graveyard, Summon Skeletons, Poisonblade Rogue, Skeletal Archery
[/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
  • Tech2 HP: 5 SPEC DEMONOLOGY
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+1armor)
  • :psfist: Elite: Vandy (2+1/3 lvl 1)
  • :pspig: Scavenger: Skeleton Javelineer (1/1)
  • :exhaust: Technician: Twilight Baron (4/4)
  • :target: Lookout: Skeleton (1/1)

####In Play:

  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Two Step
Deteriorate
Discord
Nimble Fencer
Jandra, the Negator
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Well this is a bit of a worry… I have a bunch of lines to pursue with both this turn and my techs

  • Vandy Max Imp, Imp + Skele take tiger, baron overpowers 3 onto other tiger and haunt finishes, all of the sudden I have TB + Max Vandy on the field. I float a gold and draw back up to 5 cards, but he gets inside track on tech 2. Almost have to tech soul stone in that case.
  • Trade TB + Haunt into SQL, Imp takes Prospector, Fencer / Jandra + Skele + Jav block up for me going to tech 2.
  • Trade Fencer + Imp + Haunt into SQL, TB overpowers prospector to tiger and skele finishes. Could put Jav in SQL and Jandra in Techn and Vandy/River behind, play for wrecking next turn?
  • Block like crazy (Vandy or Garth + Skele), try to tech up to 3, let a tiger come through. Could tech a doom grasp or nether drain to keep him off feral strike

The trouble with teching up is I can’t make really hard immediate impact w/ it other than having a second hero, since I’m drawing into nothing but river spells. However I can’t necessarily make a big play next turn without dropping Fencer + Jandra or just handing back.

Still though, I want to force him to make the bad trades, having my tower. This is by far the most passive I’ve ever played with this deck or as Black, but if I block up like this and he opts to just come in with his tigers, I can get a pretty nasty destruction off on him, and I think I can win a tech 3 fight. Nether drain gives me cheap deterrent from tech 3 feral strike, and Hooded Exec gives me some more removal I could combo with discord.

This is an experiment, to be sure, but I’m still alive in CAPS if I lose, so let’s see how I win as P2 against a tech2-spiking deck!

Fencer is just about as great as I could hope for on the re-draw, good combo with Two Step along with Baron!

[/spoiler][/details]


#9

P1T5


Tech StartingHand Workers

TECH
Feral Strike
Feral Strike


STARTING HAND
Tiger Cub
Young Treant
Omegacron


WORKERS
Rich Earth
Ironbark Treant
Verdant Tree
Forest’s Favor
Tiger Cub


NextHand

Centaur
Spore Shambler
Omegacron
Rampant Growth


Discard

Murkwood Allies
Free Speech
Free Speech
Omegacron
Young Treant
Feral Strike
Feral Strike


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Exhaust Prospector - ($8)
Tech II - Future - ($4)
Exhaust Cal to fetch Predator Tiger - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Stalking Tiger #1 (4/4A)
  • :psfist: [I]Elite[/I]: Playful Panda (3/2)
  • :ps_: [I]Scavenger[/I]: Stalking Tiger #2 (4/4)
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]: Predator Tiger (4/4)
    [B]In Play:[/B]
  • L5 Calamandra (4/5)
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)

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

  • Hand: 4
  • Deck: 0
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

#10

https://www.youtube.com/watch?v=btPJPFnesV4


#11

Continuing to leave Cala up… It was her or the tech 2, and I think with the tech 2 down she’s at least less of a threat.

Here’s what I think of your tigers, btw

Player 2, Turn 5

P1 [Demon]/Necro/Finesse vs P2 [Feral]/Necro/Anarchy

[details=Starting Hand]
Two Step
Deteriorate
Discord
Nimble Fencer
Jandra, the Negator
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Death Rites, Voidblocker
Nether Drain, Hooded Executioner
Two Step, Nimble Fencer
Discord, Twilight Baron
[/details]


###Main:

  • River (8)
  • Nimble Fencer (6)
  • Two Step Fencer and Baron (4)
  • Tower spots SQL, I Deteriorate him down to a 3/4 and pay Cala tax (3)

Cue Sagat Music

Twilight Baron bowls over SQL, overpowers 2 to Scav, takes 3 damage
Vandy suicides into Scavenger and sparkshots panda, you get a gold, cala has no levels to gain
Fencer kills Lookout and survives on 1hp
Discord, your Wisp, Prospector and Panda Die, you rs all those dead card tigers and get a card (1)
Imp, haunt, jav and skele break your tech 2, your base to 16

  • Worker (0)

[details=Workers]
Jandra, the Negator, Graveyard, Summon Skeletons, Poisonblade Rogue, Skeletal Archery
[/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
  • Tech2 HP: 5 SPEC DEMONOLOGY
  • Tower HP: 4

####In Patrol:

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

####In Play:

  • Twilight Baron (6/3 from 3 damage, two step)
  • Nimble Fencer (4/1 from 4 damage, two step)
  • Thieving Imp (2/2)
  • Skeleton Javelineer (1/1)
  • Skeleton (1/1)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Nether Drain
Hooded Executioner
[/details]

[details=End of Turn Discard]
Death Rites
Voidblocker
Deteriorate
Discord
[/details]

[details=My Thoughts][spoiler]
I deliberated on this a lot, trying to figure out if I had enough to break patrol AND make a tempo shift (like keeping him off tech 2). Finally figured out where to put the deteriorate to both save baron from two-step decay (I do have to hang river out to dry, cost of doing business but her death will combo into Garth levels, hurray nether drain).

What to tech then becomes a matter of win conditions. However, I’m still not sure what they are! I don’t know for sure that I can win with Demon tech 2 (I probably can?) nor do I feel very safe teching up to 3. Nothing I lay down has enough immediate impact that I can feel comfortable with it beating the insanity that is Quince-copied Omegacrons.

So I’m going to chicken out a little bit and tech what I know *will be useful. I sort of feel like Garth maxband might be what takes this down for me? I might be doing death rites + skeleton spam to both recover hand size AND stall with voidblocker, so that’s what I’m going to go with.

Well hitting the 66% on nether drain is all that really matters for next hand, I almost want him to have Cala come at River! Let’s just hope no Feral Strike XD

[/spoiler][/details]


#12

I think your worker count is wrong - shouldn’t you be at 10 workers?

P1T6


Tech StartingHand Workers

TECH
Mind Control
Mind Control


STARTING HAND
Spore Shambler
Centaur
Rampant Growth
Omegacron
Murkwood Allies


WORKERS
Rich Earth
Ironbark Treant
Verdant Tree
Forest’s Favor
Tiger Cub


NextHand

Omegacron
Playful Panda
Free Speech
Free Speech


Discard

Rampant Growth
Murkwood Allies
Spore Shambler
Omegacron
Mind Control
Mind Control


Tech 2 card(s)
Get Paid - ($9)
SCAV - ($10)
Rebuild Tech II
Centaur - ($7)
Cal casts Rampant Growth on herself - ($5)
Cal kills River, taking 2 damage after armor, Two step is discarded and Fencer dies
Cal casts Murkwood Allies, summoning 4 frogs - ($0)
Skip Worker

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Centaur (3/4A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Frog (1/1)
  • :pschip: [I]Technician[/I]: Frog (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Calamandra (4/3)
  • Frog (1/1)
  • Frog (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)

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

  • Hand: 4
  • Deck: 7
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

#13

You are correct, fixed via edit. That was a nice murkwood draw, just barely am I able to get this cala kill and roll the dice on a gamble draw!

Player 2, Turn 6

P1 [Demon]/Necro/Finesse vs P2 [Feral]/Necro/Anarchy

[details=Starting Hand]
Nether Drain
Hooded Executioner
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • Elect to tech two winner cards?

[details=All Teched Cards]
Zarramonde, the Obliterator, Lich’s Bargain
Death Rites, Voidblocker
Nether Drain, Hooded Executioner
Two Step, Nimble Fencer
Discord, Twilight Baron
[/details]


###Main:

  • Garth + lvl 3 (6)
  • Nether Drain Cala, she’s now 3/2 lvl 3 and garth midbands (5)
  • Imp smacks centaur to 3hp and dies
  • Baron trades with centaur and overpowers scavenger, you get a gold
  • Javelineer trades with technician, you get a card
  • Haunt and skele kill Cala, Garth maxbands and fetches a Voidblocker
  • Tech 3 (0)

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

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC DEMONOLOGY
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Voidblocker (2/6+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Garth (3/4 lvl 7)
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 11
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Sacrifice the Weak
Thieving Imp
Discord
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Lich’s Bargain serves double duty as a draw mechanism and extra blockers, 30% for Zarra would be a lot better than 15% but he’s almost all but guaranteed to just start chewing threw mirror omegas turn after next, I need to be able to stabilize a bit first? Idk I’m in bad shape, didn’t feel great about this matchup to begin with especially as player 2 and I’ve made my bed, I might as well lie in it!

Limp draw, I’ll probably need to just play out the heroes and a skeleton next turn, hope he whiffed Omegas!

[/spoiler][/details]


#14

P1T7


Tech StartingHand Workers

TECH
Xenostalker
Xenostalker


STARTING HAND
Omegacron
Playful Panda
Free Speech
Free Speech
Feral Strike


WORKERS
Rich Earth
Ironbark Treant


NextHand

Merfolk Prospector
Stalking Tiger
Stalking Tiger
Predator Tiger
Feral Strike


Discard

Rampant Growth
Murkwood Allies
Spore Shambler
Omegacron
Mind Control
Mind Control
Centaur
Free Speech
Free Speech
Feral Strike
Xenostalker
Xenostalker


Tech 2 card(s)
Get Paid - ($9)
Scav - ($10)
Max Quince & Mirror - ($4)
Omegacron - ($2)
Playful Panda - ($0)
Sac Wisp, 2 Frogs and 3 Workers to Omegacron
Omegacron arrives and Quince maxband triggers
Omegacron kills Voidblocker, exhausting Quince
Mirrored Omegacron kills Garth, you draw, levels fizzle
Skip Worker

Float ($0)
Discard 3, 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]
  • L5 Quince (1/5)
  • Omegacron (9/5)
  • Mirrored Omegacron (9/4)
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)

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

  • Hand: 5
  • Deck: 1
  • Disc: 12
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

#15

@EricF I’m not positive how Voidblocker works, can I get a ruling on whether both Omegacrons are allowed to attack (and like quince is considered “ready” to also be exhausted?), or is one of them the only other “ready” unit that then has to be exhausted?


#16

I’m pretty sure ready just means ‘not exhausted’, and as heroes come into play ready, Quince can be exhausted here (I couldn’t use Playful Panda though, for example). Happy to wait for a ruling though.


#17

I’m reasonably confident you’re correct, I just want to triple check before I proceed with the attempted defense. It is going to be difficult, no doubt lol…


#18

I’m not sure what the question is. A unit/hero/building/upgrade that is in play is in one of two states: Ready or Exhausted. Arrival Sickness only prevents Attacking or :exhaust: abilities, so the fresh Quince is a legal choice for Voidblocker’s ability.


#19

Man this game is on a knife’s edge! Thanks for the notice @payprplayn, I’ll fix that

Player 2, Turn 7

P1 [Demon]/Necro/Finesse vs P2 [Feral]/Necro/Anarchy

[details=Starting Hand]
Sacrifice the Weak
Thieving Imp
Discord
Skeleton Javelineer (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • No techs right now

[details=All Teched Cards]
Zarramonde, the Obliterator, Lich’s Bargain
Death Rites, Voidblocker
Nether Drain, Hooded Executioner
Two Step, Nimble Fencer
Discord, Twilight Baron
[/details]


###Main:

  • Vandy (8)
  • Sacrifice the weak, panda dies (6)
  • River (4)
  • Thieving Imp, discard #1 of 5 (1)
  • Skeleton Javelineer (0)

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

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

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

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC DEMONOLOGY
  • Tech3 HP: 5
  • Tower HP: 4

####In Patrol:

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

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 2

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Hooded Executioner
Lich’s Bargain
Pestering Haunt
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Block up against max 4 omegas. I had interesting thoughts here but now I forgot, trying to fix the edit best I can…

OH! I said something about him rushing to kill Garth and Voidblocker not seeming like a good idea. He gives up a lot of econ to do it.

Drawing lich’s bargain here is super great, lets me continue to rebuild a board that can handle omegas.

[/spoiler][/details]


#20

I have 5 cards in my hand, want to pick a number between 1 and 5?