[Casual Draft] charnel_mouse vs FrozenStorm

Game 6, Player 1, Turn 4

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

Starting Hand

Older Brother
Gargoyle
Dark Pact
Granfalloon Flagbearer
Gargoyle (techn)

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Two Step, Nimble Fencer
Soul Stone, Gargoyle
Dark Pact, Gargoyle


Main:

  • Vandy kills GPT
  • Gargoyle (4)
  • Gargoyle (1)
  • Worker (0)
Workers

Older Brother, Brick Thief, Spark, Fruit Ninja

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 4

In Patrol:

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

In Play:

  • Vandy (4/2 lvl 5)
  • Gargoyle (0/2)
  • Gargoyle (0/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Wither
Soul Stone
Bloom
Timely Messenger

End of Turn Discard
My Thoughts

Okay then, I’m a moron who forgot about GPT lol… But Soul Stone + Two Step makes effective pairing. We’ll work with it


P2T4


Tech StartingHand Workers

TECH
Shimmer Ray
Yesterday’s Golgort


STARTING HAND
Graveyard
Gunpoint Taxman
Jandra, the Negator
Doom Grasp


WORKERS
Summon Skeletons
Skeletal Archery
Thieving Imp
Jandra, the Negator


NextHand

Sacrifice the Weak
Poisonblade Rogue
Nether Drain
Skeleton Javelineer


Discard

Gunpoint Taxman
Pestering Haunt
Doom Grasp
Graveyard
Shimmer Ray
Yesterday’s Golgort


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Gunpoint Taxman - ($5)
Prynn Pasternakk - ($3)
Zane trades with Vandy, Prynn hits level 3
Garth Torken - ($1)
Midband Prynn - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman 3/3+1A (anti-air, steals gold on patroller kills)
  • :psfist: Elite:
  • :ps_: Scavenger: Garth L1 1/3
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Prynn L4 2/4 (fading 4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Either FrozenStorm drew really badly and couldn’t put up anything to protect Vandy, or he’s baiting me to kill her so he can cast Two Step on those Gargoyles. I’m guessing the latter. Putting the Taxman in Elite can deal with one of them, but then a non-Stepped Gargoyle can trade with it too.

Tech II or a single hero will both go down to the Gargoyles. I could play both heroes, midband one, and hope one survives. The alternative would be swapping the Heroes’ Hall out for a Tower so the Taxman can kill Two-Stepped Gargoyles in SQL, but then I don’t have as many options for counter-attacks. I think I’ll risk the double hero play, if Prynn survives I can trash a Gargoyle, then Nether Drain her if Garth survives too. If not, I can cast an expensive Sacrifice the Weak.

Teching in a Ray to block Gargoyles, and a Golgoth since it’s my biggest unit within Past and Necromancy that doesn’t rely on Skeletons (Catapult) or cost more than I’m comfortable with (Wraith). I’ll tech in Resurrector and Second Chances next turn if I have the breathing room.

Lol I fked up really bad this game…

I’ll see what I can do tomorrow but I think scooping might be the right move

I don’t feel like I’m that far ahead, but I don’t know what you teched.

Maybe not?

Game 6, Player 1, Turn 5

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

Starting Hand

Wither
Soul Stone
Bloom
Timely Messenger

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Nimble Fencer, Soul Stone
Two Step, Nimble Fencer
Soul Stone, Gargoyle
Dark Pact, Gargoyle


Main:

  • Rook (6)
  • Wither GPT (4)
  • Bloom a gargoyle (2)
  • Beefy Gargoyle wakes up and snipes Prynn, Rook to level 3 (1)
  • Worker (0)
Workers

Soul Stone, Older Brother, Brick Thief, Spark, Fruit Ninja

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 4

In Patrol:

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

In Play:

  • Gargoyle (4/1)
  • Gargoyle (0/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Tenderfoot
Dark Pact
Helpful Turtle

End of Turn Discard
My Thoughts

okay I just didn’t notice the HH either…? This looks bad, but killing Prynn should help…?


Bloom gives a total of 3 max HP, so the Taxman should still kill it, I think?

no cuz taxman is whitered

1 Like

Right, I just can’t read.

P2T5


Tech StartingHand Workers

TECH
Blackhand Resurrector
Second Chances


STARTING HAND
Sacrifice the Weak
Skeleton Javelineer
Poisonblade Rogue
Nether Drain


WORKERS
Summon Skeletons
Skeletal Archery
Thieving Imp
Jandra, the Negator
Skeleton Javelineer


NextHand

Shimmer Ray
Graveyard
Yesterday’s Golgort


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Nether Drain, Rook goes down to level 1, Garth hits level 3 - ($7)
Gunpoint Taxman suicides into Rook for 1+1A damage
Sacrifice the Weak, bloomed Gargoyle dies - ($5)
Maxband Garth, Gunpoint Taxman arrives from discard - ($1)
Garth kills Rook, takes 2 damage, levels fizzle
Garth summons a skeleton - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman 3/3+1A (anti-air, steals gold on patroller kills)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton 1/1
  • :target: Lookout:

In Play:

  • Garth L7 3/2 (2 damage)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Holding on to the Rogue in case I need to rune a blocking hero later on, it’s annoying enough having to take Rook down here. With Taxman withered, I’ll need to maxband Garth before I attack if I want to kill Rook, but I at least have gold left over for Sacrifice the Weak to kill the bloomed Gargoyle - puts me down on cards, but I really need that bloomed Gargoyle out of here. I don’t think there’s anything I want to fetch other than the Taxman already in discard, so I’ll just tech as planned.

… Drawing my two combat unit Tech II cards before I tech up isn’t great. The Graveyard might be useful for keeping Taxmen out, though. Hopefully I’m not getting Fencers immediately in my face.

Zane is in the penalty box, he isn’t allowed out hip check Rook like that

1 Like

Whoops, I checked your last turn for hero deaths but not mine. Fixed, back to you!

no lvls do not fizzle. You overpaid max garth. garth gets 4 lvs (2 for drain+2 from rook-kill)
EDIT: lvsl do not fizzle cuz drain would only stop rook from lv up, not garth :wink:

Actually Garth only gets a kill on Rook by Maxbanding first (4+1 armor -2 GPT -3 Max Garth), thus why the levels fizzle. his turn is just a bit out of order

Game 6, Player 1, Turn 6

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

Starting Hand

Tenderfoot
Dark Pact
Helpful Turtle

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Zarramonde, The Obliterator x2
Nimble Fencer, Soul Stone
Two Step, Nimble Fencer
Soul Stone, Gargoyle
Dark Pact, Gargoyle


Main:

  • Vandy (7)
  • Dark Pact, draw 2
  • Nimble Fencer (5)
  • Tech 2 Demonz (1)
  • Worker (0)
Workers

Helpful Turtle, Soul Stone, Older Brother, Brick Thief, Spark, Fruit Ninja

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 4
  • Tech2 HP: 5 Demonology

In Patrol:

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

In Play:

  • Gargoyle (0/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Two Step
Gargoyle
Timely Messenger
Bloom

End of Turn Discard
My Thoughts

I’m hoping I can pull off a surprise tech 3 play, we’ll see if it works out! I’d love to bottom-deck Two-Step here for a big kill next turn.

Nice.


1 Like

Get outta here, Vandy.

P2T6


Tech StartingHand Workers

TECH
Chaos Mirror
Vortoss Emblem


STARTING HAND
Yesterday’s Golgort
Shimmer Ray
Graveyard


WORKERS
Summon Skeletons
Skeletal Archery
Thieving Imp
Jandra, the Negator
Skeleton Javelineer


NextHand

Poisonblade Rogue
Gunpoint Taxman
Second Chances
Blackhand Resurrector
Pestering Haunt


Discard

Yesterday’s Golgort
Graveyard
Shimmer Ray
Chaos Mirror
Vortoss Emblem


Tech 2 card(s)
Get Paid - ($10)
Tech II Past - ($6)
Captain Zane - ($4)
Skeleton suicides into Nimble Fencer for 1A damage
Gunpoint Taxman kills Nimble Fencer, takes 2 damage
Garth trades with Vandy, Zane hits level 3
Prynn Pasternakk - ($2)
Midband Zane - ($1)
Zane hits Tech II down to 2 HP
Replace Heroes’ Hall with Tech Lab Necromancy, my base goes to 18 - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Prynn L1 1/3+1A (Fading 4)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane L4 3/3 (haste, shares bonus on patroller kills)
  • Gunpoint Taxman 3/1 (2 damage, anti-air, steals gold on patroller kills)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech Lab HP: 4 (Necromancy)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I think I’m OK for removal, but Terras Q’s resist 3 could be a problem. Chaos Mirror should deal with that, and if I don’t need the damage boost swapping the defender with an inactive Gargoyle is also pretty good. Anything else I should worry about? Bloom was annoying, and Soul Stone would be even more so. Vortoss Emblem should help with the latter, or Zarramonde’s arrival ability.

Zane can get killed by the Gargoyle here, but that gives me a good chance of killing it or banishing it, so whatever. Hoping for a Resurrector in hand pretty soon.

… Yeah, like that one. And Second Chances too, if I can spare the gold. And a Taxman if I can’t. Nice hand if I don’t get wrecked.

Game 6, Player 1, Turn 7

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

Starting Hand

Two Step
Gargoyle
Timely Messenger
Bloom

Events of Turn:


Upkeep:

  • Get Gold (10)
  • no techs
All Teched Cards

Zarramonde, The Obliterator x2
Nimble Fencer, Soul Stone
Two Step, Nimble Fencer
Soul Stone, Gargoyle
Dark Pact, Gargoyle


Main:

  • River (8)
  • Timely Messenger (7)
  • Two Step Messenger and Gargoyle (5)
  • Bloom Messenger (3)
  • Rook (1)
  • Timely Messenger smashes Prynn, she ded, rook to level 3
  • Gargoyle kills Zane, Rook to level 5 (0)
Workers

Helpful Turtle, Soul Stone, Older Brother, Brick Thief, Spark, Fruit Ninja

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 4
  • Tech2 HP: 2 Demonology

In Patrol:

  • :psblueshield: Squad Leader: Rook (3/5+1armor lvl 5)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: River (2/3 lvl 1)

In Play:

  • Gargoyle (5/4, dancing)
  • Timely Messenger (4/3, dancing)
  • Two Step

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Zarramonde, the Obliterator
Soul Stone
Zarramonde, the Obliterator

End of Turn Discard

Nimble Fencer
Bloom
Gargoyle

My Thoughts

A chance here to eliminate heroes from his next turn all together feels pretty well worth skipping tech 3. I’m fairly likely to split the Zarras, especially going down to 3 cards, so let’s go with it.

Whelp, some breaks are nice some not so much. Thems the breaks. Next turn will be teching more tech 3 and teching up.


P2T7


StartingHand Workers

STARTING HAND
Poisonblade Rogue
Second Chances
Pestering Haunt
Blackhand Resurrector
Gunpoint Taxman


WORKERS
Summon Skeletons
Skeletal Archery
Thieving Imp
Jandra, the Negator
Skeleton Javelineer


NextHand

Doom Grasp
Nether Drain


Discard

Yesterday’s Golgort
Graveyard
Shimmer Ray
Chaos Mirror
Vortoss Emblem


Tech 0 card(s)
Get Paid - ($10)
Blackhand Resurrector - ($8)
Second Chances - ($6)
Poisonblade Rogue - ($4)
Gunpoint Taxman - ($2)
Pestering Haunt

Float ($2)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman #2 3/3+1A (anti-air, steals gold on patroller kills)
  • :psfist: Elite:
  • :ps_: Scavenger: Poisonblade Rogue 2/1 (armour piercing and deals damage in - runes when attacking)
  • :pschip: Technician: Gunpoint Taxman #1 3/1 (2 damage, anti-air, steals gold on patroller kills)
  • :target: Lookout:

In Play:

  • Blackhand Resurrector 3/3
  • Pestering Haunt 1/1 (unstoppable, can’t exceed 1 attack)
  • Second Chances (first non-token unit I lose outside of combat comes back)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech Lab HP: 4 (Necromancy)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

Whoops. Should’ve just brought in Prynn without Zane and banished the Gargoyle. Time to dump my hand and block up. Resurrector’s probably still getting killed, but if I put the new Taxman in front he has to level up River if he wants to kill the Resurrector with the Gargoyle without losing it or Two Step. I’ve got some float, so at least I can come out and kill stuff afterwards with Garth and a friend, but this is going to be a really painful turn.

Game 6, Player 1, Turn 8

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

Starting Hand

Zarramonde, the Obliterator
Soul Stone
Zarramonde, the Obliterator

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Tech 2 cards in
All Teched Cards

Blademaster x2
Zarramonde, The Obliterator x2
Nimble Fencer, Soul Stone
Two Step, Nimble Fencer
Soul Stone, Gargoyle
Dark Pact, Gargoyle


Main:

  • Messenger trades with SQL Taxman
  • River trades with Techn taxman, you get a card
  • Rook takes down scav, you get 1g
  • Gargoyle takes down Blackhand Resurrector (9)
  • Maxband Rook (6)
  • Tech Lab Finesse (1)
  • Tech 3 (0)
Workers

Helpful Turtle, Soul Stone, Older Brother, Brick Thief, Spark, Fruit Ninja

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 4
  • Tech2 HP: 2 Demonology
  • Tech3 HP: 5
  • Tech Lab HP: 4 Finesse

In Patrol:

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

In Play:

  • Rook (4/6 lvl 8 two lives)
  • Gargoyle (3/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 10

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Nimble Fencer
Dark Pact
Wither
Granfalloon Flagbearer
Tenderfoot

End of Turn Discard

Nimble Fencer
Bloom
Gargoyle

My Thoughts

A bit of a dangerous move with my tech 2 low here, but I think it’s worth an empty patrol to keep Vandy available, with a Dark Pact coming up and pretty minimal threat available from 3 cards of Past/Necro T2, especially if it’s a gimmicky Rez + Second Chances thing he’s trying to do. Happy to ditch messenger here if it means four dead things on his side. Such a bummer I’m not drawing into one of those Zarras…


Two Step should have gone to discard.

it is on my sheet, just forgot to remove from backline. Card counts remain correct

Get outta here, Rook.

I think I scuppered my chances on Turn 6 by not trashing the Gargoyle, but we’ll see.

P2T8


StartingHand Workers

STARTING HAND
Doom Grasp
Nether Drain
Sacrifice the Weak


WORKERS
Summon Skeletons
Skeletal Archery
Thieving Imp
Jandra, the Negator
Skeleton Javelineer


NextHand

Poisonblade Rogue
Gunpoint Taxman


Tech 0 card(s)
Get Paid + float + scavenger - ($13)
Technician draw
Garth Torken - ($11)
Sacrifice the Weak, Gargoyle dies - ($9)
Nether Drain, Rook goes down to level 6 (midband), Garth hits level 3 - ($8)
Garth raises a Skeleton - ($7)
Doom Grasp, Skeleton dies, Rook dies, Garth hits level 5 (midband) - ($3)
Maxband Garth, Blackhand Resurrector arrives from discard - ($1)
Pestering Haunt hits Tech III down to 4 HP

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Garth L7 3/4+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Blackhand Resurrector 3/3
  • :target: Lookout:

In Play:

  • Pestering Haunt 1/1 (unstoppable, can’t exceed 1 attack)
  • Second Chances (first non-token unit I lose outside of combat comes back)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech Lab HP: 4 (Necromancy)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Huh, he traded River to save gold for Tech III. I can clear his board, in that case. That tech lab threatens hasted Blademasters, which are more worrying to me than Zarramonde. It also threatens Maestro, so no reason to tech in the Slow-Time Generator I was considering. I don’t think it significantly changes my approach, though, given the removal capabilities I already have.

Fetching the Resurrector back seems like the best option while I’m vaguely likely to be able to defend it. I’m not sure how to best patrol, though. Garth in SQL seems reasonable to block a Fencer boosted by Grounded Guide, the main thing I’m worried about is if FrozenStorm has a Blademaster in hand. I think I therefore want to patrol the Resurrector too for the bonus, it makes it vulnerable to Shadow Blade but I doubt FrozenStorm will have it.

… Eh, Taxman in hand is OK. I’ll have to hope for a good Technician draw if the Resurrector gets killed.

Game 6, Player 1, Turn 9

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

Starting Hand

Nimble Fencer
Dark Pact
Wither
Granfalloon Flagbearer
Tenderfoot
Two Step + Zarra (dp)

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Tech 2 cards in
All Teched Cards

Maestro x2
Blademaster x2
Zarramonde, The Obliterator x2
Nimble Fencer, Soul Stone
Two Step, Nimble Fencer
Soul Stone, Gargoyle
Dark Pact, Gargoyle


Main:

  • Vandy (8)
  • Dark Pact rs draw 2 base to 14
  • Nimble Fencer (6)
  • Tenderfoot (5)
  • Maxband Vandy, doom Haunt and Tenderfoot (1)
  • Worker (0)
Workers

Two Step, Helpful Turtle, Soul Stone, Older Brother, Brick Thief, Spark, Fruit Ninja

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

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 4
  • Tech2 HP: 2 Demonology
  • Tech3 HP: 4
  • Tech Lab HP: 4 Finesse

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3+1a)
  • :psfist: Elite: Tenderfoot (3+1/4 doomed)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Vandy (4/5 lvl 5 resist 2)

In Play:


Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Gargoyle
Blademaster
Maestro
Blademaster
Timely Messenger

End of Turn Discard

Dark Pact
Zarramonde, the Obliterator
Granfalloon Flagbearer
Wither

My Thoughts

Rough having drawn the Zarras early, but what can you do… Teching some Maestros and hoping I hit those or the Blademaster w/ DP…