CAPS 2017: Penatronic ([Present]/Peace/Blood) vs. FrozenStorm ([Demon]/Necro/Finesse)

Shame on the random!

I randomize the cards as listed in ā€œnext handā€ so itā€™s very slightly more difficult to cheat. My opinion is that ā€œnext handā€ is the definitive hand for the purpose of discarding, because spectators can verify which card is supposed to be discarded before the next turn is posted. But overall itā€™s probably a little silly to worry about. Without the randomizer, someone could try to target the card you drew after a reshuffle, for example, but thatā€™s pretty minor on the list of ways to cheat at pbf.

1 Like

Yeah if you just always said #5 of 5 or ā€œthe last card in handā€, youā€™d be targeting fresh cycle cards more often. In person, I imagine some people would try to do this as well, track cards in the opponents hand and pick them out as best they can.

For tournaments I think an admin doing the randomization is about as fair as you could make it, but I also donā€™t think people really cheat in these tournaments much / at all. As a spectator I certainly havenā€™t seen anything highly suspect from anyone.

Thanks guys. I think in the past Iā€™ve just looked in my sheet and tossed the card with the correlating #, but this time I ended up seeing both next hand and starting hand and dun got confounded.

2 Likes

"P1T6


Tech StartingHand Workers

TECH
Kidnapping
Ready or not


STARTING HAND
Eager Cadet
Eager Cadet
Neo Plexus
Kidnapping
Art of War


WORKERS
Time Spiral
Tinkerer
Plasmodium
Fargonaut (2/3), fading 3


NextHand

Bootcamp
Bootcamp
Temporal Research
Forgotten Fighter


Discard

Kidnapping
Kidnapping
Ready or Not
Eager Cadet
Neo Plexus
Art of War


Tech 2 card(s)
Get Paid - ($8)
tech draw
discard #1 rip kidnapping
summon and maxband drakkula - ($1)
frenzy mox kills imp
Eager Cadet, haste and frenzy
cadet kills garth, you draw
nullcraft hits your t2 for 2
Eager cadet #2
no Worker

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Eager Cadet (3/2A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: L6 Drakk (3/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nullcraft (1/1), flying, no debuff
  • Hardened Mox (3/2), indestructible
  • Battle Suits (upgrade)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 2
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
    "

*note this turn has messed up next hand/discard draw, fixed in next turn per @ericfā€™s instructions

1 Like

I think your discard draw is still off here, playing 2 cadets from a 3 card hand with no worker is dc 1 draw 3, just confirming thatā€™s good before I proceed?

Looks like he got confused looking at his previous turn, and thought he had a technician draw coming.

Probably because he had Drakk in his technician spot at the end of the turn he reverted. Iā€™d guess the program heā€™s using interpreted that as that unit dying and therefore gave him a technician draw.

Also please note, I built a Heroā€™s hall on turn 4 but neglected to put it in my board summary!

Player 2, Turn 6

P1 [Present]/Peace/Blood vs P2 [Demon]/Necro/Finesse

[details=Starting Hand]
Nether Drain
Summon Skeletons
Metamorphosis
Nether Drain
Blackhand Dozer (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • No techs right now

[details=All Teched Cards]
Metamorphosis, Nimble Fencer
Voidblocker, Nether Drain
Nether Drain, Blackhand Dozer
Dark Pact, Nimble Fencer
[/details]


###Main:

  • Summon + Max Vandy, doom Nullcraft and Fencer (4)
  • Fencer kills your cadet
  • Blackhand Dozer (0)

[details=Workers]
Skeleton Javelineer, Pestering Haunt, Graveyard, Poisonblade Rogue, Jandra, the Negator
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 5
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 3 SPEC DEMONOLOGY
  • Heroā€™s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Blackhand Dozer (7/6+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Vandy (4/5 lvl 5)
  • :target: Lookout:

####In Play:

  • Nimble Fencer (4/2 doomed)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 10

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

[details=End of Turn Discard]
Thieving Imp
Summon Skeletons
Nether Drain
Metamorphosis
Nether Drain
[/details]

[details=My Thoughts][spoiler]
Ugh Drakk and cheap minionsā€¦ Heā€™s hanging on by a thread but that mox is getting so much value! I think I need to just keep weathering the storm and maybe close out with Tech 3ā€¦ I want to threaten meta and itā€™s tough for him to get a maxband Vandy kill if I buff the nullcraft, heā€™d have to have another kidnappingā€¦

What has he teched? Heā€™s got 8 teched cards in that reshuffle and 3 starters (or 4/7 if he workered a tech), I know 5 of them are Cadet x2, Boot Camp, Art of War and Kidnapping, and Iā€™m pretty confident another is Art of War, so that leaves 2 unknownā€¦ I guess itā€™s not impossible that he grabbed another Kidnapping but seems more likely itā€™s like Crash Bomber and Bloodlust or Elite Training or Garrison or something. War Drums is also possible, though thatā€™s bold if you also grabbed Art of Warā€¦ But yea, in a 3 card hand only Kidnapping and War Drums would really cost me here. I canā€™t kill Drakk so thereā€™s really nothing I can do about those either, and Dozer is as good a blocker as I can throw down.

Iā€™m letting the Nullcraft kill my tech 2 with this arrangement but thatā€™s okay, all I really want to do is Metamorph Vandy and get that nullcraft off the board. Ugh though this double nether drain draw is such a drag! StW, Deteriorate, another Fencer, Voidblocker especially, all would have been much better draws!

ā€¦

Draw all but the Archery, definitely could be worse.

[/spoiler][/details]

@Penatronic before you take your turn, donā€™t forget to fix your draw as follows:

Summary

Put one copy of Art of War from your discard pile, and your 4 cards in hand into your deck, then reshuffle and draw 3 cards.

1 Like

@Penatronic do also note, I smacked your base to 18 on my turn 5!

1 Like

If by program you mean my stupid face then yes you are correct :slight_smile:

2 Likes

just checking, but doom doesnt count as a buff?

"P1T7


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Temporal Research
Bootcamp
Bootcamp
Forgotten Fighter


WORKERS
Time Spiral
Tinkerer
Plasmodium
Fargonaut (2/3), fading 3


NextHand

Bootcamp
Art of War
Forgotten Fighter
Temporal Research


Discard

Kidnapping
Kidnapping
Ready or Not
Eager Cadet
Neo Plexus
Eager Cadet (3/2A)
Argonaut
Nullcraft (3/3), flying, no debuff
Bootcamp
Art of War
Flagstone Garrison
Flagstone Garrison


Tech 2 card(s)
Get Paid + float - ($9)
t2 - ($5)
argonaut, it gets haste from Drakk - ($2)
Nullcraft and hardened mox kill dozer, fencer dies
Champion Argonaut slays Vandy, you draw a card. ugh was delicious card economy youā€™ve had!
Drakk breaks your T2, your base takes 2 dmg
As it doesnt matter for my draw, Iā€™m preempting the nullcraftā€™s doom. RIP Red Baron #1 Fighter Ace
no worker

Float ($2)
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]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits (upgrade)
  • Hardened Mox (3/2), indestructible
  • L6 Drakk (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 4
  • Deck: 0
  • Disc: 12
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8
Thoughts

Well iā€™ve been super terrified of the Terras Q and discord combo this whole time, didnā€™t expect the Dozer. It would have been nice to have had a heroes hall up or something to get the Onimaru machine back up and running, but canā€™t fit it in.

"

It doesnā€™t, because ā€œbuffā€ and ā€œdebuffā€ refer to text by the name of a spell. Forestā€™s Favor says ā€œMinor Spell ā€“ Buff,ā€ Deteriorate says ā€œSpell ā€“ Debuff,ā€ but nothing on Vandyā€™s card says anything about buffs or debuffs.

2 Likes

thats what I assumed, keywords are key

1 Like

yes, is a buff. but nullcraft cannot be buffed by spell. Abilities can. that is why sargent and BA can put runes on him.

2 Likes

Oh man, this is a slog its starting to feel like Iā€™m going to loseā€¦

Player 2, Turn 7

P1 [Present]/Peace/Blood vs P2 [Demon]/Necro/Finesse

[details=Starting Hand]
Nether Drain
Summon Skeletons
Metamorphosis
Nether Drain
Blackhand Dozer (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • Elect to tech 2 cards in

[details=All Teched Cards]
Doom Grasp, Voidblocker
Metamorphosis, Nimble Fencer
Voidblocker, Nether Drain
Nether Drain, Blackhand Dozer
Dark Pact, Nimble Fencer
[/details]


###Main:

  • Nimble Fencer (8)
  • Summon + Maxband Garth, fetch the recently deceased other Fencer from hand (0)
  • Fencers suicide into Drakk, my base to 13
  • Rebuild Tech 2

[details=Workers]
Skeleton Javelineer, Pestering Haunt, Graveyard, Poisonblade Rogue, Jandra, the Negator
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 5 rs Draw 5
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 13
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC DEMONOLOGY
  • Heroā€™s Hall HP: 4

####In Patrol:

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

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Nether Drain
Blackhand Dozer
Metamorphosis
Skeletal Archery
Doom Grasp
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Dying to have Orpal right now to shut down this damn mox! Having no answer to both upgrades AND indestructibles is making what should otherwise be a massive econ advantage decidedly thin. Lucky for me, heā€™s going Peace and not Blood, which would I think just be game over for me. Honestly I think going straight base would have been better for him than breaking my tech 2 twice, although he did get the building kills RIGHT as I grab voidblocker TWICE nowā€¦

I think Drakk is too much of a source of value to let live another turn, even though Iā€™d really like to play more cards from hand and worker up. Iā€™m teching in Doom Grasp to have more hero answers in the deck than just Nether Drain and Fencers, and Voidblocker to help deal with a Peace horde. It bloats my deck to make this play overall, but honestly maybe that isnā€™t so bad? I need to have my draws line up better, so a fatter cycle increases my chances to have Meta on a turn I can actually play it!

ā€¦

AAAAAAUGGGGGHHHHH how do I draw Meta TWICE off playable! Without it I donā€™t have much in the way of win conditions, so I guess Iā€™m just REALLY GOING TO HOPE that I can mess him up with Dozer and not get it Kidnappedā€¦

[/spoiler][/details]

1 Like

Ever since you nixed my onimaru Iā€™ve been waiting for the other foot to dropā€¦

"P1T8


Tech StartingHand Workers

TECH
War drums
War drums


STARTING HAND
Temporal Research
Bootcamp
Art of War
Forgotten Fighter
Eager Cadet


WORKERS
Time Spiral
Tinkerer
Plasmodium
Fargonaut (2/3), fading 3
Forgotten Fighter


NextHand

Kidnapping
Eager Cadet (3/2A)
Kidnapping
War drums


Discard

Bootcamp
Art of War
Temporal Research


Tech 2 card(s)
Get Paid + float - ($10)
worker - ($9)
summon onimaru - ($7)
mox hits Garth for 2 damage after armor
onimaru bootcamps mox - ($6)
Eager Cadet
summon max - ($4)
build tower - ($1)

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Eager Cadet (3/2A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: L1 Geiger (2/3), sparkshot
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits (upgrade)
  • Hardened Mox (4/3), indestructible
  • L1 Onimaru (2/3), frenzy
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 9
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

considered maxbanding onimaru but seemed like a bad idea with Garth on the table.

"

1 Like

Yea I donā€™t like the look of things hereā€¦

Player 2, Turn 8

P1 [Present]/Peace/Blood vs P2 [Demon]/Necro/Finesse

[details=Starting Hand]
Nether Drain
Blackhand Dozer
Metamorphosis
Skeletal Archery
Doom Grasp
Dark Pact (skeleton)
Nimble Fencer
Summon Skeletons
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • No techs

[details=All Teched Cards]
Doom Grasp, Voidblocker
Metamorphosis, Nimble Fencer
Voidblocker, Nether Drain
Nether Drain, Blackhand Dozer
Dark Pact, Nimble Fencer
[/details]


###Main:

  • Skeleton, sacrifice it to draw (9)
  • Vandy (7)
  • Dark pact, draw 2 base to 11 (gulp, these draws thoughā€¦)
  • Blackhand Dozer (3)
  • Nimble Fencer (1)
  • Nether Drain Garth down to level 5 and Vandy up to lvl 3 (0)

[details=Workers]
Skeleton Javelineer, Pestering Haunt, Graveyard, Poisonblade Rogue, Jandra, the Negator
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 5
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 11
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC DEMONOLOGY
  • Heroā€™s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Blackhand Dozer (7/6)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Garth (2/2 from 2 damage lvl 5)
  • Vandy (3/4 lvl 3)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 6

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Sacrifice the Weak
Nether Drain
Nimble Fencer
Voidblocker
Thieving Imp
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
I CANT DRAW TO SAVE MY LIFE, WHERE ARE MY FUCKING VOIDBLOCKERS AGGHHH

This is comically bad at this point, but I think I made the best of the situation. Big kudos for him making the tempo plays that lined up my draws. Iā€™ll have to choose between Tech 3 or Meta as a final endgame plan next turn, itā€™s probably too late for both but hey all I can do is the best with the cards I draw right?

Do really wish Iā€™d have the Doom Grasp around for next turn thoughā€¦

ā€¦

AAAAAAUGGGGGHHHHH I STILL CANT DRAW BOTH VOIDBLOCKERS AWGHGHHH

ā€¦

(Editing for more thoughts, as I wait to see what he does)
I just realized that Dark Pact-ing myself and having Dozer as only one of 2 patrollers means Kidnapping for him just ends the game, heā€™d just have to suicide one of his heroes into Dozer then bring drakk out to snatch itā€¦ I really needed those Voidblockers to line up a little differently. I donā€™t know what else I should have done, I think I made pretty good choices, I just didnā€™t have much to answer Mox + Suits + Cadets. Well, itā€™s not over yet, letā€™s hope that giant cycle he drew into buried his kidnappings!

[/spoiler][/details]

1 Like