CAPS 2017: payprplayn ([Necro]/Blood/Law) vs. FrozenStorm ([Demon]/Necro/Finesse)

GLHF @FrozenStorm
Player 1 Turn 1


[details=StartingHand Workers]

[spoiler]STARTING HAND
Summon Skeletons
Skeletal Archery
Thieving Imp
Pestering Haunt
Poisonblade Rogue


WORKERS
Summon Skeletons


[/spoiler][/details]

[details=NextHand]

[spoiler]Sacrifice the Weak
Jandra, the Negator
Skeleton Javelineer
Graveyard
Deteriorate


[/spoiler][/details]

[details=Discard]

[spoiler]Pestering Haunt
Skeletal Archery
Poisonblade Rogue


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Thieving Imp, you discard #5 of 5 - ($0)

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]: Thieving Imp (2/2)
  • :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

[details=Thoughts]

So, I can’t think of an opening play that can’t be comfortably answered with simply a midband Vandy (if he has deteriorate to get rid of an early PBR.) I considered playing pestering haunt here. I probably should since I’m likely to play a hero next turn and fix my draw, but that makes me more likely to whiff my turn 3 draw, which is likely to bone me in this matchup. That said, I may need the extra pressure from the haunt. I’m really not sure what the best play is here, but I’m going to go with this and see how it works out.
[/details]

@payprplayn GL HF! I’ve got one loss under my belt, so 0-1 with this deck. I’m very scary lol

An eye for an eye makes the world blind, what does a card for a card do? :slight_smile:

Player 2, Turn 1

P1 [Necro]/Blood/Law vs P2 [Demon]/Necro/Finesse

[details=Starting Hand]
Skeleton Javelineer
Thieving Imp
Skeletal Archery
Pestering Haunt
Sacrifice the Weak (discarded, ah well)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

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

[details=Workers]
Poisonblade Rogue
[/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:
  • :exhaust: Technician: Thieving Imp (2/2)
  • :target: Lookout:

####In Play:

  • nothin

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 6

[details=End of Turn Hand]
Summon Skeletons
Graveyard
Jandra, the Negator
Deteriorate
[/details]

[details=End of Turn Discard]
Sacrifice the Weak
Pestering Haunt
Skeleton Javelineer
[/details]

[details=My Thoughts][spoiler]
Ok, trying to card pressure me? That seems somewhat unwise but we can roll with it. Choices feel pretty clearly like either Garth + Skele + Jav or Imp + Float 1. I suppose forgoing a card is an option too but hey, I have Vandy and he doesn’t, I’m not inclined to cower at being shot down a card when I can just do it back :wink:

Imp + float it is, I’ll make much better use of the gold next turn than he can and play for a later momentum shift.
[/spoiler][/details]

1 Like

Player 1 Turn 2


[details=Tech StartingHand Workers]

[spoiler]TECH
Bone Collector
Bone Collector


STARTING HAND
Jandra, the Negator
Sacrifice the Weak
Deteriorate
Graveyard
Skeleton Javelineer


WORKERS
Summon Skeletons
Jandra, the Negator


[/spoiler][/details]

[details=NextHand]

[spoiler]Skeleton Javelineer
Skeletal Archery
Pestering Haunt
Bone Collector


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Graveyard - ($2)
tech 1 - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Thieving Imp (2/2)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Graveyard (4)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 4
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 6

[details=Thoughts]

Okay, so I figure midband Vandy is coming. That sucks. I should probably play a hero, but I’m apparently stupid, so I’m not doing that.
[/details]

1 Like

Player 2, Turn 2

P1 [Necro]/Blood/Law vs P2 [Demon]/Necro/Finesse

[details=Starting Hand]
Summon Skeletons
Graveyard
Jandra, the Negator
Deteriorate
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Dark Pact, Nimble Fencer
[/details]


###Main:

  • Garth (5)
  • Make a Skeleton (4)
  • Tech 1 (3)
  • Hero’s Hall (1)
  • Worker (0)

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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 20
  • Tech 1 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:

  • Nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Poisonblade Rogue
Dark Pact
Pestering Haunt
Skeleton Javelineer
Sacrifice the Weak
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Fencer DP feels like it’ll be enough to swing tempo my way next round, he’s likely to go for Bombers or Bone Collector. If he’s bold perhaps he’ll have grabbed a bloodlust and will try to sneak a hero kill, but any attempt at that next turn will run him too low on gold to accomplish much that a fencer won’t immediately undo, and that’s all Garth is weak to here, so we’ll patrol him for the technician bonus to further discourage it.

Thought very hard about going at the Imp with deteriorate, but perhaps I’d rather not just give him license to resurrect an Imp from the Grave, and would instead do well to go for a blowout once I’ve drawn into my resources.

Next round thinking about Two-Step + Soul Stone or something to that effect, wouldn’t that be just nasty? XD I’d need to trade Garth off or build tech 2, but I guess we’ll see if either of those look good at the start of next turn!
[/spoiler][/details]

Player 1 Turn 3


[details=Tech StartingHand Workers]

[spoiler]TECH
Nether Drain
Bloodlust


STARTING HAND
Skeletal Archery
Bone Collector
Pestering Haunt
Skeleton Javelineer


WORKERS
Summon Skeletons
Jandra, the Negator
Pestering Haunt


[/spoiler][/details]

[details=NextHand]

[spoiler]Bone Collector
Poisonblade Rogue
Sacrifice the Weak
Deteriorate


[/spoiler][/details]

[details=Discard]

[spoiler]Skeletal Archery
Skeleton Javelineer
Nether Drain
Bloodlust


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Garth - ($3)
Skeleton - ($2)
Bone Collector - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Thieving Imp (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Garth lvl 1 (1/3)
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Graveyard (4)
  • Bone Collector (3/3)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 0
  • Disc: 4

[B]Gold:[/B]

  • Gold: 0
  • Workers: 7

[details=Thoughts]

Tech choices are tricky this round. I want to put tech II units in, but building tech II next turn is a dicey proposition. I’d only have 2 gold to spend on defense. It would also force me to lock in my tech II choice, which I’m not sure I’m ready to do. Blood tech II is the natural choice, but Wight and Censorship Council are both interesting options against his codex. I’m not sure I want more tech I units, because I don’t want to fill my Graveyard with them, so I think spells are the way to go. The question becomes, do I stick to Garth spells, or do I diversify, on the assumption that I can at the very least build a heroes’ hall next turn, and/or that Garth might die? If I diversify, Which hero do I choose? I can go aggressive with Bloodlust or Kidnapping, or defensive with Injunction, or keep my options open with Jurisdiction? I expect hero-focused play from him, so Injunction, Kidnapping, and Community Service may not be as strong as they otherwise would be. I think I’m going Nether Drain for sure to stall any metamorphosis shenanigans, and either Bloodlust (which should cause my skeleton army to grow much faster due to hasted Bone Collectors) or Lich’s Bargain (which could be a strong tempo play immediately after building tech II, and could help me deal with his heroes thanks to deathtouch). I think I’m going Nether Drain/Bloodlust. We’ll see how it works out. The final question is whether to patrol with garth or the Bone Collector. He could be bringing Shadow Blade, Nimble Fencer, or Discord next turn, any of which could let him get damage to my back row. Unless he plays 2 of those things (or Doom Grasp, or one of his other removal options, jeez, he has a lot) I don’t think he could kill Garth in the back row. However, discord by itself would allow him to keep his entire board intact and kill my skeleton, imp, and Bone Collector. Bone Collector is much better if he swings, and Garth dying, while shitty, doesn’t seem completely awful. At the very least, it opens up resurrector shenanigans. Therefore I think I should probably patrol with Garth.
[/details]

Player 2, Turn 3

P1 [Necro]/Blood/Law vs P2 [Demon]/Necro/Finesse

[details=Starting Hand]
Poisonblade Rogue
Dark Pact
Pestering Haunt
Skeleton Javelineer
Sacrifice the Weak
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Nimble Fencer, Soul Stone
Dark Pact, Nimble Fencer
[/details]


###Main:

  • Vandy (5)
  • Dark Pact, draw 2 base to 18 (5)
  • Nimble Fencer (3)
  • Skeleton rams Imp to take his armor off, Fencer finishes it and takes 2 damage
  • Garth and Imp kill your Garth, take one damage each, Vandy to lvl 3
  • Pestering Haunt (3)
  • Skeleton Javelineer (2)
  • Garth makes a skeleton (1)
  • Worker (0)

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

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

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

  • :heart: Base HP: 20
  • Tech 1 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Vandy (3/4 lvl 3)
  • Garth (1/2 from 1 damage, lvl 1)
  • Pestering Haunt (1/1)
  • Thieving Imp (2/1 from 1 damage)
  • Nimble Fencer (2/1 from 2 damage)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

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

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Good chance I draw Deteriorate or Nimble Fencer, both of which get me reasonably cheap Garth kills that I think are pretty worth it. I have to bet against a bloodlust, which I think was a decently likely tech for him, but so was Crash Bomber or Nether Drain or Injunction or another BC so I’m going to jeopardize a vandy kill that would come at great cost to him, and take command of the board. No matter what, I’m going to survive with a lot of attackers versus little defenders, and have good options to swing hard.

Soul Stone Fencer is the tech, hoping that Vandy lives but not being completely shut down if she doesn’t (as leveling garth and going for tech 2 is a good option as a backup plan)
[/spoiler][/details]

Player 1 Turn 4


[details=Tech StartingHand Workers]

[spoiler]TECH
Blackhand Resurrector
War Drums


STARTING HAND
Sacrifice the Weak
Deteriorate
Poisonblade Rogue
Bone Collector
Bloodlust


WORKERS
Summon Skeletons
Jandra, the Negator
Pestering Haunt
Poisonblade Rogue


[/spoiler][/details]

[details=NextHand]

[spoiler]Sacrifice the Weak
Nether Drain
Skeleton Javelineer
Skeletal Archery


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Technician draw
Drakk - ($5)
Bone Collector - ($3)
Bloodlust on Drakk and new Bone Collector - ($1)
Old Bone Collector and Old Skeleton kill your patrolling skeletons. I get a new skeleton
Drakk kills Garth, takes 1, levels to 3
New Bone collector trades with Vandy. Drakk levels to 5 and heals
Drakk takes 1 damage
Worker - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Graveyard (4) [Thieving Imp, Bone Collector]
  • Bone Collector (3/2)
  • Drakk lvl 5 (2/2)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 4
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 8

[details=Thoughts]

[spoiler]If he has any removal, drakk’s probably dead, but that makes 2 heroes that have died this game, so Blackhand Resurrector makes sense. I still might tech lab into Blood tech II. Heck depending on how this goes, I might just go Blood tech II and worker the resurrector, but I see my tech choices this turn as 1 option for if drakk lives, and 1 option for if he dies.

Oh crap, I forgot about pestering haunt. In that case, Drakk’s definitely dead, so War Drums was a bad idea. Dammit. I wonder if it would have been worth it to spend the extra gold to deteriorate one of his units last turn. Probably so, although skipping a worker is pretty bad as P1, so I’m not sure. I probably should have turtled up, but Vandy was scaring me.
[/spoiler][/details]

Edit: I think you mean discard 2, draw 2, reshuffle draw 2, btw.

1 Like

Yes, thank you for pointing that out :wink: It should be fixed now.

Also, WHAT A TECHNICIAN DRAW! That hurt more than expected :frowning:

Player 2, Turn 4

P1 [Necro]/Blood/Law vs P2 [Demon]/Necro/Finesse

[details=Starting Hand]
Graveyard
Deteriorate
Nimble Fencer
Jandra, the Negator
Soul Stone (techn)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Leaping Lizard x2
Nimble Fencer, Soul Stone
Dark Pact, Nimble Fencer
[/details]


###Main:

  • River Montoya (7)
  • Nimble Fencer (5)
  • New Fencer takes your scavenger and takes 1 damage
  • Haunt trades with technician, you get a card
  • Old fencer trades with Drakk, River to level 3
  • Imp trades with your remaining Bone Collector, it starts to teeter the graveyard
  • Tech 2 Finesse (1)
  • Worker (0)

[details=Workers]
Jandra, the Negator, Poisonblade Rogue, Summon Skeletons, Skeletal Archery
[/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
  • Tech 1 HP: 5
  • Tech 2 HP: 5 SPEC FINESSE
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Nimble Fencer (2/2 from 1 damage)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Sacrifice the Weak
Dark Pact
Nimble Fencer
Pestering Haunt
Deteriorate
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Well that was unexpected, but I think I’ll bounce back reasonably well. He left Drakk open for killing with relative ease, and gave me enough resources to comfortably profit from that and grab a tech advantage. Grabbing two Leaping Lizards for cheap cover against incoming Barrows, it’s fairly likely I dump over that graveyard in short order and I can generate offense just fine with Vandy and this Soul Stone floating in my deck now.

Going to keep my Graveyard (nice way to keep Fencers and Lizards around) and worker Jandra, since I’m not going for a Demon plan.

I could probably just as easily go Demonology for Voidblockers into tech 3, but I feel the Lizards are a cheaper and safer bet. Plus I really like that Grounded Guide fencer interaction, and want to try it again XD

I’m laying 4 attack and a tech advantage against an empty board, perhaps I’ve missed something but I feel reasonably confident! Next turn will either be shutting down his tech 2 or setting up for metamorph!
[/spoiler][/details]

1 Like

Player 1 Turn 5


[details=Tech StartingHand Workers]

[spoiler]TECH
Skeletal Lord
Wight


STARTING HAND
Skeleton Javelineer
Skeletal Archery
Nether Drain
Sacrifice the Weak
Bloodlust


WORKERS
Summon Skeletons
Jandra, the Negator
Pestering Haunt
Poisonblade Rogue
Skeleton Javelineer


[/spoiler][/details]

[details=NextHand]

[spoiler]War Drums
Deteriorate
Blackhand Resurrector
Bloodlust
Skeletal Lord


[/spoiler][/details]
Tech 2 card(s)
Get Paid+scav - ($9)
Worker - ($8)
Bigby Hayes - ($6)
Bone Collector (from graveyard) - ($4)
Tech II - ($0)

Float ($0)
Stash 1, Discard 3, draw 3, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bigby Hayes (2/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Graveyard (4) [Thieving Imp, Bone Collector]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necro)

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

  • Hand: 5
  • Deck: 4
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 9

[details=Thoughts]

Considering a Blood Tech Lab next turn, depending on my draw.

In retrospect, maybe I should have skipped a worker to build the tech lab this turn. That would have allowed me to play Drakk->Bone Collector->Blackhand Resurrector->Bloodlust on the resurrector and Bone Collector-> Suicide Bigby (if he’s still alive)-> Garth-> sac Resurrector->Crashbarrow next turn. Oh well. I’m learning, I guess.
[/details]

Edit: @FrozenStorm nevermind the thing about changing my turn. Here’s what I did.

1 Like

No sweat but just to clarify, which tech 2 are you building? I’m going to assume Blood but I’d like to be certain :wink:

Nope, it’s Necro. The change I wanted to make was actually skipping a worker to build a blood tech lab, though. I keep going back and forth as to whether I should have done that or not. It would have allowed me to have a very strong turn 6, but would have required skipping 2 workers in a row. I’m new enough that I’m not sure how bad that is at this point in the game. I know it’s less bad as the game progresses, but I don’t have a feel for exactly how much less bad. The potential board state swing was really dramatic, though.

I can’t tell you for sure without looking at your secrets, so I’ll withhold my final opinion until I’m able to view all the facts :wink:

I think in your current position and based on what I know of your deck state, it’s a decent choice, but I think skipping the worker or just doing blood was likely a better option. Skipping a worker is not always a huge deal past 8 workers; only if you’re gunning for tech 3 or a very long and slow strategy like law is it more clearly a bad idea, and even then it might be justifiable to remove / gain large tempo advantages.

Player 2, Turn 5

P1 [Necro]/Blood/Law vs P2 [Demon]/Necro/Finesse

[details=Starting Hand]
Sacrifice the Weak
Dark Pact
Nimble Fencer
Pestering Haunt
Deteriorate
Skeleton Javelineer Soul Stone (DP draw)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Metamorphosis, Grounded Guide
Leaping Lizard x2
Nimble Fencer, Soul Stone
Dark Pact, Nimble Fencer
[/details]


###Main:

  • Vandy (7)
  • Dark Pact, base to 16 I draw 2 (7)
  • Garth (5)
  • Skeleton (4)
  • Sacrifice the weak, bone collector and skeleton die (2)
  • Soul Stone my Fencer, it kills Bigby, you get a gold and River maxbands (0)
  • River topples your graveyard over, no lusty collectors for you
  • Skeleton Javelineer, free from River max (0)
  • Pestering Haunt (0)
  • Skip worker

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

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

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

  • :heart: Base HP: 15
  • Tech 1 HP: 5
  • Tech 2 HP: 5 SPEC FINESSE
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Nimble Fencer (3/1 from 3 damage, Soul Stone attached)
  • Pestering Haunt (1/1)
  • Vandy (2/3 lvl 1)
  • River (3/4 lvl 5)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Leaping Lizard
Leaping Lizard
Thieving Imp
Graveyard
[/details]

[details=End of Turn Discard]
Grounded Guide
Metamorphosis
Dark Pact
Sacrifice the Weak
Deteriorate
Nimble Fencer
[/details]

[details=My Thoughts][spoiler]
Teching meta and Grounded Guide, knowing that to maintain pressure it’s likely Vandy or Garth will get killed by another bloodlust, and possibly both, but I’m maintaining a tempo lead even if they both do die.

After the cards drawn, I’m a little bummed I didn’t get a leaping lizard, but oh well. I can once again clear his board (this time cutting off the graveyard) and lay a ton of pressure, and even with a nasty bloodlust play he’d be hard pressed to stop me from emptying my hand next turn or meta on the following turn, either of which should effectively shut him down.
[/spoiler][/details]

@FrozenStorm I think you missed 1 damage to your base from killing Drakk?

Player 1 Turn 6


[details=Tech StartingHand Workers]

[spoiler]TECH
Death Rites
Wight

STARTING HANDBloodlust
War Drums
Blackhand Resurrector
Deteriorate
Skeletal Lord


WORKERS
Summon Skeletons
Jandra, the Negator
Pestering Haunt
Poisonblade Rogue
Skeleton Javelineer


[/spoiler][/details]

[details=NextHand]

[spoiler]Skeletal Archery
Sacrifice the Weak
Nether Drain


[/spoiler][/details]

[details=Discard]

[spoiler]Graveyard
Thieving Imp
Bone Collector
Bone Collector
Blackhand Resurrector
Bloodlust
Deteriorate
War Drums
Death Rites


[/spoiler][/details]
Tech 1 card(s)
Get Paid - ($9)
Scavenger - ($10)
Drakk - ($8)
Skeletal Lord - ($5)
Blackhand Resurrector - ($3)
Bloodlust on Resurrector and Nimble Fencer - ($1)
Tap/sac resurrector, summon maxband garth, fetch Wight
Deteriorate Haunt
Skeleton - ($0)
Fencer takes 1 damage, reverts to 2/3, soulstone is discarded.

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Wight (4/4+A)
  • :psfist: [I]Elite[/I]: Skeletal Lord (4/3)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Skeleton (2/2)
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Drakk lvl 1 (1/3)
  • Garth lvl 7 (3/4)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)

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

  • Hand: 3
  • Deck: 1
  • Disc: 9

[B]Gold:[/B]

  • Gold: 0
  • Workers: 9

[details=Thoughts]

I doubt this is enough, but it’s worth a shot.
[/details]

Now all I need to do is wait for you to play dark pact 7 more times, then suicide drakk. it’s foolproof!

5 Likes

Fixed the Drakk base damage, sorry for missing that.

And right you are, only a few more cycles before I end up breaking my own base!

Player 2, Turn 6

P1 [Necro]/Blood/Law vs P2 [Demon]/Necro/Finesse

[details=Starting Hand]
Leaping Lizard
Leaping Lizard
Thieving Imp
Graveyard
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Blademaster, Death Rites (EDIT I noted this in thoughts but forgot to change it up here, sorry!)
Metamorphosis, Grounded Guide
Leaping Lizard x2
Nimble Fencer, Soul Stone
Dark Pact, Nimble Fencer
[/details]


###Main:

  • Max Vandy, dooming Fencer and your Skeleton (5)
  • Javelineer takes his rune off to dink Wight’s armor, Fencer kills Wight and survives on 1hp
  • Leaping Lizard (4)
  • Leaping Lizard (3)
  • Thieving Imp, discard #1 of 3 (1)
  • Worker (0)

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

  • :pspurpleshield: Patrol as below
  • Discard 0 rs Draw 2
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 15
  • Tech 1 HP: 5
  • Tech 2 HP: 5 SPEC FINESSE
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Leaping Lizard (3/5+1armor)
  • :psfist: Elite: Thieving Imp (2+1/2)
  • :pspig: Scavenger: Leaping Lizard (3/5)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Skeleton Javelineer (1/1)
  • Nimble Fencer (5/1 from 4 damage, doomed)
  • Vandy (4/5 lvl 5)
  • Garth (1/3 lvl 1)
  • River (3/4 lvl 5)

###Economy Info:

####Cards:

  • Hand: 2
  • Deck: 8
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Dark Pact
Sacrifice the Weak
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Either maxing Garth or Vandy takes care of the Wight (which is the primary threat), maxing Vandy though means I threaten Metamorphosis and he has little recourse to stop it, and that plan comes with Garth getting maxed as a side effect next turn, AND it leaves me more gold to patrol with.

So that’s what we’ll do, force him to either

  • Have Kidnapping / Death Rites AND sell out pretty much his whole board just to kill Vandy (in which case, let’s tech a Blademaster and a Death Rites as backup win conditions for next cycle) or

  • Have to take a Metamorphed Garth and River (and maybe Vandy if I draw well!) to the face next turn.

Let’s pray no kidnapping, I’d prefer the simple solutions to the end game XD
[/spoiler][/details]

That seems like about it, but…
Player 1 Turn 7


[details=Tech StartingHand Workers]

[spoiler]TECH
Desperation
Desperation


STARTING HAND
Nether Drain
Sacrifice the Weak
Skeletal Archery
Wight


WORKERS
Summon Skeletons
Jandra, the Negator
Pestering Haunt
Poisonblade Rogue
Skeleton Javelineer


[/spoiler][/details]

[details=NextHand]

[spoiler]Death Rites
Thieving Imp
Desperation


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Nether Drain on Vandy, She and Drakk both go to lvl 3 - ($8)
max Drakk - ($5)
Doomed Skeleton hits your SQL lizard for 4+A, and survives with 1 hp
sac Doomed skeleton to draw a card
Wight. Kills Vandy. Levels Fizzle - ($1)
Skeleton - ($0)

Float ($0)
Discard 1, reshuffle, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Skeleton (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Garth lvl 7 (3/4)
  • :pschip: [I]Technician[/I]: Skeletal Lord (3/3)
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Drakk lvl lvl 6 (3/4)
  • Wight (4/1)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)

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

  • Hand: 3
  • Deck: 12
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 9

[details=Thoughts]

I need to modify my spreadsheet script to blank the comments after each turn, so I don’t keep posting thoughts from a few turns ago. Also, I’m probably dead. I teched the appropriately named Desperation. We’ll see what happens.
[/details]

1 Like

FYI if you’re going to nether drain Vandy, she has resist 1, so the skeleton or something is going to have to give in that plan there

Let me know if it’s that or the wight or something else getting altered from the plan so I can kill your heroes :wink:

1 Like

let’s say the Wight, since I think you can kill it with your skeleton anyway.

Meaning, you have to target a different Hero with Nether Drain. Which one?

1 Like