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[Casual Draft] charnel_mouse vs FrozenStorm


#141

I’ll put up a turn tomorrow. Hope you’re finding this worth not scooping on, because I’m enjoying this one :slight_smile:

EDIT: Went ahead and did the turn.

P2T9


StartingHand Workers

STARTING HAND
Gunpoint Taxman
Poisonblade Rogue
Yesterday’s Golgort


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


NextHand

Sacrifice the Weak
Chaos Mirror
Doom Grasp
Graveyard


Discard

Pestering Haunt
Poisonblade Rogue
Gunpoint Taxman


Tech 0 card(s)
Get Paid + float - ($11)
Garth raises a Skeleton - ($10)
Garth sacrifices the Skeleton, I draw a card
Blackhand Resurrector sacrifices itself, Captain Zane arrives at maxband, Zane shoves Tenderfoot to scavenger and deals 1 damage, Second Chances returns Blackhand Resurrector
Pestering Haunt suicides into Vandy for 1 damage
Prynn Pasternakk - ($8)
Yesterday’s Golgort - ($5)
Zane trades with Vandy, Prynn hits level 3
Maxband Prynn - ($1)
Prynn fades twice to banish Nimble Fencer

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Garth L7 3/4+1A
  • :psfist: Elite:
  • :ps_: Scavenger: Prynn L7 3/5 (fading 2) (banished: Nimble Fencer)
  • :pschip: Technician: Yesterday’s Golgort 6/4 (fading 2, gets a time rune when I deal combat damage to a building)
  • :target: Lookout:

In Play:

  • Blackhand Resurrector 3/3
  • 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: 4
  • Deck: 4
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

SQL Fencer (4) + doomed Tenderfoot (4) + Vandy (5) = 13 health on patrol. I can’t top that, at best Zane adds 5. So I need to make use of banish, or hope I get lucky with a Skeleton draw. Prynn can banish Fencer or Tenderfoot, Zane kills Vandy for 8 gold, then Garth and Haunt would be left to kill the other unit, with no way to hit his buildings afterwards. However, it’s worth running the Haunt into something regardless, since if it lives to die from doom Resurrector won’t be covered by Second Chances on FrozenStorm’s turn. In that case, it can hit Vandy, then Zane shoves a unit instead to save a gold. I’d have 4 gold left over, so I could then put the Taxman down, or I could try my luck with a Skeleton draw first. Might as well, let’s see what I get…

… Hey, a Golgort, with enough gold left over to afford it. Sounds good to me. Either FrozenStorm has to get through it, or it competes as a removal target with Resurrector.

… Another good draw, plenty of removal / Chaos Mirror in hand if either Tech III turns up, and nothing FrozenStorm can do to stop them if Resurrector isn’t killed.


#142

I am very much glad I didn’t scoop btw, this has turned out to be an interesting game

Game 6, Player 1, Turn 10

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

Starting Hand

Gargoyle
Blademaster
Maestro
Blademaster
Timely Messenger

Events of Turn:


Upkeep:

  • Get Gold (11)
  • no techs
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:

  • Maestro (8)
  • Blademaster
  • Blademaster
  • Gargoyle (5)
  • River (3)
  • Rook (1)
  • Activate the Gargoyle (he’s good for protecting StW anyway) (0)
Workers

Two Step, 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: 14
  • Tech1 HP: 4
  • Tech2 HP: 2 Demonology
  • Tech3 HP: 4
  • Tech Lab HP: 4 Finesse

In Patrol:

  • :psblueshield: Squad Leader: Blademaster (7/5 granting swift strike to all)
  • :psfist: Elite: Maestro (3+1/5)
  • :pspig: Scavenger: Blademaster (7/5 granting swift strike to all))
  • :exhaust: Technician: Rook (2/4 lvl 1)
  • :target: Lookout: Gargoyle (3/2)

In Play:

  • River (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Soul Stone
Gargoyle
Zarramonde, the Obliterator

End of Turn Discard

Dark Pact
Zarramonde, the Obliterator
Granfalloon Flagbearer
Tenderfoot
Timely Messenger

My Thoughts

Better try to max protect here, he’s likely to try and disappear the SQL BM. As long as he doesn’t have a Death Rites up his sleeve, though, I think I’m in pretty good shape. Still have the other Zarra to draw into, and a Soul Stone to help me out also



#143

P2T10


Tech StartingHand Workers

TECH
Rewind
Rewind


STARTING HAND
Doom Grasp
Chaos Mirror
Graveyard
Sacrifice the Weak
Nether Drain


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


NextHand

Gunpoint Taxman
Shimmer Ray
Vortoss Emblem


Discard

Pestering Haunt
Poisonblade Rogue
Gunpoint Taxman
Chaos Mirror
Doom Grasp
Rewind
Rewind
Sacrifice the Weak
Nether Drain
Blackhand Resurrector
Graveyard


Tech 2 card(s)
Get Paid + float - ($11)
Prynn and Yesterday’s Golgort fade, one time rune left each
Blackhand Resurrector sacrifices himself to summon Captain Zane at maxband, Zane shoves Maestro for 1 damage, Second Chances returns Blackhand Resurrector
Chaos Mirror, Prynn and SQL Blademaster swap attack values - ($9)
Garth raises a Skeleton - ($8)
Expensive Doom Grasp, Skeleton dies, Gargoyle dies - ($3)
Yesterday’s Golgort kills SQL Blademaster, takes 3 damage
Zane kills Rook, we both draw, takes 2 damage
Prynn kills Maestro, takes 4 damage, gains a time rune
Sacrifice the Weak, Blackhand Resurrector dies, scavenger Blademaster dies, you get a gold - ($1)
Garth kills River, takes 2 damage
Nether Drain, Prynn goes down to level 5 (midband), dies, banished Nimble Fencer is removed from the game - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Garth L7 3/2 (2 damage)
  • Zane L6 4/2 (haste, shares bonus on patroller kills, 2 damage)
  • Yesterday’s Golgort 6/1 (fading 1, gets a time rune when I deal combat damage to a building, 3 damage)
  • 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: 3
  • Deck: 0
  • Disc: 11

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Hmm, Doom Grasp can’t hit the Blademasters, so clearing the board might not be possible here. I think I’m best off getting Prynn killed, so I can resurrect her and trash a Blademaster. Then bring in Zane normally while she’s dead to cast Chaos Mirror on the scavenger Blademaster. No, cant do that, Zane’s recovering. If I want to kill both Blademasters, I’ll have to Doom Grasp the Gargoyle. Can I afford to do that? Chaos Mirror (2) + Skeleton (1) + expensive Doom Grasp (5) + Sacrifice the Weak (2) = 10, then Golgort kills the SQL Blademaster, Prynn kills the Maestro, Zane kills Rook, and Garth kills River, for a full board wipe. Then hopefully I draw something other than the Taxman, since everything else in my deck costs 1 gold. I lose the Resurrector doing this, do I want to tech in another copy? I think I’d rather tech in two copies of Rewind, in case I have to deal with a board like this again.

… Drew Nether Drain. Normally I’d want to use it to perma-banish, but I lost Prynn if I do that. Maybe that’s not so bad, she’s probabably a high-priority target if a Fencer or Zarramonde come out. The alternative would be to Nether Drain Garth so I can fetch the Resurrector before the reshuffle, but if Prynn get killed then the returned Fencer could kill him. I’ll just sacrifice Prynn, hopefully there’s nothing nasty coming on FrozenStorm’s next turn because I’m out of tricks if there is. He could afford Zarramonde and a Fencer to wipe my heroes…


#144

Couple things here:

  1. Doom grasp can’t hit tech 3 units
  2. I’m not sure blackhand lets you exceed your hero limit of 2, checking the rules thread…

Edit looks like it does let you exceed the limit Rules Questions thread


#145

Hmm, that’s a bit harder… fixed.


#146

That was nasty…

Game 6, Player 1, Turn 11

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

Starting Hand

Soul Stone
Gargoyle
Zarramonde, the Obliterator
Bloom (techn)

Events of Turn:


Upkeep:

  • Get Gold (11+1scav)
  • draw 1 techn
  • no techs
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 (10)
  • Zarramonde, The Obliterator, kills Garth, Vandy Midbands (0)
Workers

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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 2 rs Draw 3
  • 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: Vandy (3/4+1a lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Zarramonde (11/11 untargetable)
  • :target: Lookout:

In Play:

  • nothing

Economy Info:

Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Nimble Fencer
Maestro
Gargoyle
Gargoyle
Bloom

End of Turn Discard
My Thoughts

Wow, that was a total board wipe… Though he didn’t go for building damage to keep golgort afloat… Leaving River up seems like it would have been decently harmless.

Woulda been nice to draw Fencer on techm to kill both his heroes, so who is the greater threat? Chaos mirror #2 is likely, but since Zane will be the only attacker (unless surprise attack, which I feel like I would have seen by now…), Mirror isn’t so scary. Garth, on the other hand, could have a death rites or sac a skeleton to draw that stw again. So let’s kill Garth and leave Zane. Zara should live and I should be able to keep him down from there



#147

Hmm. Does Vandy’s maxband fire if she maxbands on my turn?


#148

It does not, though I’m not sure how that would matter here


#149

I was wondering whether it would be worth the risk to doom Zarramonde. OK, back to the original plan, sadly not a repeat of the previous one.
P2T11


StartingHand Workers

STARTING HAND
Shimmer Ray
Gunpoint Taxman
Vortoss Emblem


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


NextHand

Nether Drain
Poisonblade Rogue
Gunpoint Taxman
Vortoss Emblem
Pestering Haunt


Tech 0 card(s)
Get Paid - ($10)
Yesterday’s Golgort fades away, Second Chances returns it
Tech III - ($5)

Float ($5)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Yesterday’s Golgort 6/4+1A (fading 2, gets a time rune when I deal combat damage to a building)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Zane L6 4/2 (haste, shares bonus on patroller kills, 2 damage)
  • :target: Lookout:

In Play:

  • 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 III HP: 5
  • :heart: Tech Lab HP: 4 (Necromancy)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 5
  • Workers: 10
Thoughts

Not much I can do here, apart from block with what I’ve got. If I put the Golgort in front, then I can hope that FrozenStorm can’t kill Zane before Zarramonde attacks, thus preventing it reaching the backline with the help of obliterate. Building the Tech III in case it does and destroys the Tech II instead of hitting my base, I need to keep heroes coming in to block if I don’t draw into Rewind.


#150

Zarra is untargetable and not a tech 0 or 1, which are the only valid targets for vandy Doom anyway


#151

Fair does, although dooming the Golgort would have been pretty good too.


#152

how? it has arrival fatigue.
Edit: also is a tech 2 so not valid target :stuck_out_tongue:


#153

Oh, right. I remembered the tech limit only being for the enemy unit, for some reason.


#154

Except Golgort is a tech2, so still doesnt change it :wink:

Turn 12 and no lethal from either side, game is super tight

Game 6, Player 1, Turn 12

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

Starting Hand

Nimble Fencer
Maestro
Gargoyle
Gargoyle
Bloom

Events of Turn:


Upkeep:

  • Get Gold (11)
  • no techs
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:

  • Zarra attacks, obliterates golgort to be instantly reborn backline, kills Zane, you get a card, Vandy maxbands but nothing to doom
  • Maestro (8)
  • Nimble Fencer for free, Fencer and Vandy take down your tech 3, your base to 16
  • Gargoyle (5)
  • Activate Gargoyle (4)
  • River (2)
  • Rook (0)
Workers

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

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • 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: River (2/3+1armor lvl 1)
  • :psfist: Elite: Rook (2+1/4 lvl 1)
  • :pspig: Scavenger: Maestro (3/5)
  • :exhaust: Technician: Gargoyle (3/2)
  • :target: Lookout:

In Play:

  • Zarramonde, the Obliterator (11/7)
  • Vandy (4/5 lvl 5)
  • Nimble Fencer (2/3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Soul Stone
Timely Messenger
Wither
Dark Pact

End of Turn Discard

Dark Pact
Zarramonde, the Obliterator
Granfalloon Flagbearer
Tenderfoot
Timely Messenger

My Thoughts

End should be near now, I have a ton of cover for Zarra and I’m drawing into Blademasters and the other Maestro



#155

Very tight, but, since I didn’t draw what I needed, this might be the end.

P2T12


StartingHand Workers

STARTING HAND
Poisonblade Rogue
Gunpoint Taxman
Pestering Haunt
Vortoss Emblem
Nether Drain
Sacrifice the Weak


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


NextHand

Rewind
Rewind
Gunpoint Taxman


Discard

Nether Drain
Sacrifice the Weak
Vortoss Emblem


Tech 0 card(s)
Get Paid + float - ($15)
Technician draw
Yesterday’s Golgort fades, 1 time rune left
Rebuild Tech III
Garth Torken - ($13)
Yesterday’s Golgort kills River, takes 2 damage, Garth hits level 3
Nether Drain, Vandy goes down to level 3 (midband), Garth hits level 5 (midband) - ($12)
Sacrifice the Weak, Yesterday’s Golgort dies, Nimble Fencer dies, Second Chances returns Yesterday’s Golgort - ($10)
Poisonblade Rogue - ($8)
Pestering Haunt
Gunpoint Taxman - ($6)
Garth raises a Skeleton - ($5)

Float ($5)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman 3/3+1A (anti-air, steals gold on patroller kills)
  • :psfist: Elite: Poisonblade Rogue 1+2/1 (deals armour-piercing damage in - runes on attack)
  • :ps_: Scavenger: Yesterday’s Golgort 6/4 (fading 2, gets a time rune when I deal combat damage to a building)
  • :pschip: Technician: Garth L5 2/4
  • :target: Lookout: Skeleton 1/1 (resist 0+1)

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: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Necromancy)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 3

Gold:

  • Gold: 5
  • Workers: 10
Thoughts

Bah, I whiffed on the Rewind draw so that’s probably game, but I’ll delay as well as I can.

Four units out means that, even with Doom Grasp and Sacrifice the Weak and Prynn’s maxband, I can’t remove Zarramonde. If I keep everything alive, including a Skeleton, I have 5 units out so something would survive obliterate, but it’s still not much. Can’t even get banish the Maestro, because I can’t risk Prynn dying as I draw two Rewinds. I don’t think I can even risk sacrificing the Skeleton to draw something better.


#156

It might indeed :wink: I dont see your other golgort but I dont think it matters, gg

Game 6, Player 1, Turn 13

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

Starting Hand

Soul Stone
Timely Messenger
Wither
Dark Pact

Events of Turn:


Upkeep:

  • Get Gold (11)
  • no techs
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:

  • Wither Taxman (9)
  • Timely Messenger (8)
  • Soul Stone Garg (6)
  • Vandy kills Taxman + PBR
  • Garg wakes up and swipes Garth, Vandy maxbands and dooms Messenger (5)
  • Zarra obliterates all remaining units, hits your base to 5
  • TM, Maestro, and Rook finish your base, ggwp!

#157

Well played, that was a fun game! Maybe I’d have had a chance if I’d teched in those Rewinds when the Tech Lab appeared… I’m just happy I got the BR + SC combo to actually fire.


#158

Hmm, having the other Golgort might have let me survive a turn and cast Rewind. But you had 15 gold to replay both Zarramonde and Maestro, and with drawing both Rewinds at the same time that probably still left me down for a beating.


#159

Yeah I don’t think rewind would have saved you. The kill on the blademasters was really good but having to give up your BR loop for it crippled your defenses.

Well I have renewed faith we can find fun corners in these drafts, care to go again?


#160

Yeah, I’m up for more! You to start, I think.