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[Casual] Frozenstorm ([Demonology]/Strength/Future) vs AncientSlumber ([Growth]/Necro/Blood)

GL HF @AncientSlumber! I think this deck will probably be a little more trouble than the one I just played XD A little odd why Future was chosen though, any idea why? Did I see the spreadsheet right that Finesse was open?

Game 1 Player 1, Turn 1

P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood

Starting Hand

Sacrifice the Weak
Pestering Haunt
Skeletal Archery
Deteriorate
Graveyard

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Rook (2)
  • Pestering Haunt
  • Worker (1)
Workers

Skeletal Archery

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

End of Turn Hand

Thieving Imp
Jandra, the Negator
Summon Skeletons
Poisonblade Rogue
Skeleton Javelineer

End of Turn Discard
My Thoughts

This should be a much closer matchup (I hope), Future is a bit of an odd fit but at least it gives me an out against MoLaC. Probably going Imp + Tech1 next turn, with Birds on deck


GL HF! You did see it correctly that finesse was open ^^ I can’t speak for the person who chose this, but if I had to guess, Future is considered as the anti-upgrade/building spec in our group. Seeing the we have Peace and Growth, I assume it was taken as an answer to MoLaC and FG.

I’m going to try something a little different this game, let’s hope I don’t crash spectacularly :stuck_out_tongue:

P2T1


StartingHand Workers

STARTING HAND
Forest’s Favor
Rampant Growth
Rich Earth
Tiger Cub
Merfolk Prospector


WORKERS
Forest’s Favor


NextHand

Young Treant
Playful Panda
Ironbark Treant
Verdant Tree
Spore Shambler


Discard

Merfolk Prospector
Rampant Growth
Tiger Cub


Tech 0 card(s)
Get Paid - ($5)
Rich Earth - ($2)
Worker

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Rich Earth

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 6

NGL I don’t like that start

Game 1 Player 1, Turn 2

P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood

Starting Hand

Thieving Imp
Jandra, the Negator
Summon Skeletons
Poisonblade Rogue
Skeleton Javelineer

Events of Turn:


Upkeep:

  • Get Gold (5+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Mythmaking, Ardra’s Boulder


Main:

  • Thieving Imp, discard # 3 of 5 (3)
  • Rook and haunt hit your base to 17
  • Worker (2)
  • Tech 1 (0)
Workers

Summon Skeletons, Skeletal Archery

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Pestering Haunt (1/1)
  • Rook (2/4 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Ardra’s Boulder
Graveyard
Mythmaking
Deteriorate
Skeleton Javelineer

End of Turn Discard
My Thoughts

My tech 1 suuuuuucks lol. Like I guess Mythmaking could make Jandra pretty elite? and I probably want to go DeGrey, so I spose Mythmaking is a decent option… Yeah actually. Okay. We’ll go with that. Bird’s Nest isn’t as good for me, I spose Vandy would have been a better threat here. Oh well.


You don’t like that start as in you think I made a mistake or you don’t like it for yourself? ^^ It might have been too greedy, not sure. Nice! hit the jackpot with the YT draw this time :smiley:

P2T2


Tech StartingHand Workers

TECH
Lich’s Bargain
Lich’s Bargain


STARTING HAND
Young Treant
Spore Shambler
Playful Panda
Ironbark Treant
Verdant Tree
Lich’s Bargain


WORKERS
Forest’s Favor


NextHand

Merfolk Prospector
Lich’s Bargain
Ironbark Treant
Rampant Growth


Discard

Lich’s Bargain
Playful Panda
Spore Shambler


Tech 2 card(s)
Get Paid + float - ($8)
Worker
Young Treant, draw a card - ($6)
Garth - ($4)
Lich’s Bargain, my base to 13, sac a worker, horde arrives - ($2)
Garth summons a skeleton - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2a)
  • :psfist: Elite:
  • :ps_: Scavenger: Zombie (2/2)
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout: Skeleton (1/1)

In Play:

  • Rich Earth
  • Horror (3/3)
  • Garth, lvl 1 (1/3)

Buildings:

  • :heart: Base HP: 13

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

I don’t think it’s a smart decision for you. But time shall tell XD good 50/50 on LB there

Game 1 Player 1, Turn 3

P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood

Starting Hand

Ardra’s Boulder
Graveyard
Mythmaking
Deteriorate
Skeleton Javelineer

Events of Turn:


Upkeep:

  • Get Gold (5+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Jefferson Degrey, Ghostly Diplomat x2
Mythmaking, Ardra’s Boulder


Main:

  • Imp and Haunt kill SQL
  • Rook kills lookout, takes 1
  • Mythmaking (4)
  • Ardra’s Boulder (2)
  • Worker (1)
Workers

Graveyard, Summon Skeletons, Skeletal Archery

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Ardra’s Boulder (2+1/8)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)
  • Rook (2/3 lvl 1)
  • Thieving Imp (2/2)
  • Mythmaking

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Jandra, the Negator
Sacrifice the Weak
Summon Skeletons
Jefferson DeGrey, Ghostly Diplomat

End of Turn Discard
My Thoughts

Going to just bait a Rook kill here, I think AS will probably sac the horror to take it, next turn I’ll lay Jandra and tech up, and just dominate all those puny tokens with DeGrey. Easy money? Let’s hope so XD


That boulder though XD

P2T3


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Rampant Growth
Ironbark Treant
Lich’s Bargain
Merfolk Prospector
Tiger Cub


WORKERS
Forest’s Favor


NextHand

Tiger Cub
Bone Collector
Young Treant (0/2a)


Tech 2 card(s)
Get Paid + float - ($7)
Worker
Horror trades with Boulder
Rampant Growth Skeleton, kills Rook, Garth to level 3 - ($4)
Zombie trades with Imp
Garth kills PH and takes 1
Lich’s Bargain, base to 9, horde arrives - ($2)
Tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Zombie (2/2)
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Rich Earth
  • Horror (3/3)
  • Garth, lvl 3 (1/2)
  • Skeleton (1/1)

Buildings:

  • :heart: Base HP: 9

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

So I’m a little confused. I think you should have a skeleton backline (as it survived the Rook kill with armor) and not patrolling (LB makes 1, you had one that attacked, that’s 2 total)

I also just want to make sure you have discard 1, draw 1 rs draw 2 yeah? Last turn you were 4/1/2, you made a worker + LB + RG?

1 Like

Ah, I’ll move 1 skeleton back, you’re right. And yes, discard 1, draw 1 rs draw 2 is correct

It’s edited now. at first I sacced a skeleton to draw, but then right after posting I realized I can’t do that at lvl 3 so I redrew 3 instead of 4 and edited the turn to reflect

1 Like

No problem!

Game 1 Player 1, Turn 4

P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood

Starting Hand

Jandra, the Negator
Sacrifice the Weak
Summon Skeletons
Jefferson DeGrey, Ghostly Diplomat

Events of Turn:


Upkeep:

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

Soul Stone, Dark Pact
Jefferson Degrey, Ghostly Diplomat x2
Mythmaking, Ardra’s Boulder


Main:

  • Jandra, the Negator (5)
  • Worker (4)
  • Tech 2 Strength (0)
Workers

Graveyard, Summon Skeletons, Skeletal Archery

  • :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
  • Tech2 HP: 5 STRENGTH

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Jandra, the Negator (5/5)
  • :target: Lookout:

In Play:

  • Mythmaking

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Deteriorate
Skeleton Javelineer
Jefferson DeGrey, Ghostly Diplomat
Jefferson DeGrey, Ghostly Diplomat

End of Turn Discard
My Thoughts

Hmm I guess I go DP + Soul Stone, lay Jandra and Tech up so the tech 2 becomes must-kill moving forward. Can always use Vir to manipulate the DeGrey into the deck, tower up, max Rook as defensive options… I’ll go technician to maximize chances to keep cycling everything.

Ooof this is bad… did not want both in the same hand… I’ll probably have to use vir, hope I get something else I can patrol from techn / topdeck


Wow, that seems bold to go for tech 2 there :thinking:

P2T4


Tech StartingHand Workers

TECH
Hooded Executioner
Death Rites


STARTING HAND
Bone Collector
Young Treant (0/2a)
Tiger Cub


WORKERS
Forest’s Favor
Young Treant (0/2a)


NextHand

Rampant Growth
Playful Panda
Lich’s Bargain


Discard

Tiger Cub
Hooded Executioner
Death Rites


Tech 2 card(s)
Get Paid - ($6)
Worker
Horror trades with Jandra, you draw
Bone Collector - ($4)
Garth to maxband, Fetch BC#2 - ($0)
Garth + Zombie destroy Tech 2, your base to 18
2 Skeletons deal 2 to your tech 1

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Rich Earth
  • Garth, lvl 7 (3/4)
  • Skeleton (1/1)
  • Skeleton (1/1)
  • Zombie (2/2)
  • Bone Collector (3/3)
  • Bone Collector (3/3)

Buildings:

  • :heart: Base HP: 9

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 7

Not if you plan for it to get killed XD

Game 1 Player 1, Turn 5

P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood

Starting Hand

Deteriorate
Skeleton Javelineer
Jefferson DeGrey, Ghostly Diplomat
Jefferson DeGrey, Ghostly Diplomat
Dark Pact (yay)
Soul Stone + Haunt (ouch, no imp no boulder, bad luck)

Events of Turn:


Upkeep:

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

Ardra’s Boulder, Soul Stone
Soul Stone, Dark Pact
Jefferson Degrey, Ghostly Diplomat x2
Mythmaking, Ardra’s Boulder


Main:

  • Vandy (6)
  • Dark Pact, draw 2 base to 16
  • Deteriorate skeleton
  • Skeleton Javelineer (5)
  • Soul Stone Javelineer (3)
  • Tower (0)
Workers

Graveyard, Summon Skeletons, Skeletal Archery

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 3
  • Tech2 HP: 5 STRENGTH
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (2/2+1armor, soul Stone)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Vandy (2/3 lvl 1)
  • :target: Lookout:

In Play:

  • Mythmaking

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Thieving Imp
Ardra’s Boulder
Sacrifice the Weak
Jefferson DeGrey, Ghostly Diplomat
Dark Pact

End of Turn Discard
My Thoughts

Dark Pact! My odds are good for Imp or Boulder! Teching another Soul Stone, and another Boulder. It’s now just a game of stay alive

Booooo! Haunt and Soul Stone! Well at least I didn’t bottom deck ALL THREE. So I guess I Soul Stone the jav and tower, and det a skeleton, He’ll just barely be able to break the tech2 again


I am not sure how you’re coming back from this, but you keep surprising me so I can’t wait to find out lol

P2T5


Tech StartingHand Workers

TECH
Crashbarrow
Crashbarrow


STARTING HAND
Playful Panda
Lich’s Bargain
Rampant Growth


WORKERS
Forest’s Favor
Young Treant (0/2a)
Lich’s Bargain


NextHand

Crashbarrow
Merfolk Prospector
Lich’s Bargain
Spore Shambler


Tech 2 card(s)
Get Paid - ($7)
Worker
BC suicides on SQL, SS down, summon skel
Skeleton trades with SQL
Garth kills Vandy, you draw, lvls fizzle
BC and Zombie destroy tech 2, your base to 14
Tech 2 - Blood - ($3)
Garth summons a skeleton - ($2)

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


Board Info:
In Patrol:

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

In Play:

  • Rich Earth
  • Garth, lvl 7 (3/1)
  • Skeleton (1/1)
  • Zombie (2/1)
  • Bone Collector (3/2)

Buildings:

  • :heart: Base HP: 9
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8

I actually feel pretty confident, perhaps that’s misplaced but my position feels good

Game 1 Player 1, Turn 6

P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood

Starting Hand

Thieving Imp
Ardra’s Boulder
Sacrifice the Weak
Jefferson DeGrey, Ghostly Diplomat
Dark Pact
Jandra (techn, sick)

Events of Turn:


Upkeep:

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

Morningstar Pass, Bird’s Nest
Ardra’s Boulder, Soul Stone
Soul Stone, Dark Pact
Jefferson Degrey, Ghostly Diplomat x2
Mythmaking, Ardra’s Boulder


Main:

  • Ardras Boulder (6)
  • Jandra, the Negator (3)
  • Thieving Imp, discard #2 of 4 (0)
Workers

Graveyard, Summon Skeletons, Skeletal Archery

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 3
  • Tech2 HP: 5 STRENGTH
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Ardras Boulder (2/8+1a)
  • :psfist: Elite:
  • :pspig: Scavenger: Thieving Imp (2/2)
  • :exhaust: Technician: Jandra, the Negator (5/5)
  • :target: Lookout:

In Play:

  • Mythmaking

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Deteriorate
Ardra’s Boulder
Soul Stone
Jefferson DeGrey, Ghostly Diplomat
Pestering Haunt

End of Turn Discard
My Thoughts

This sets up well I think, really just death rites would be an issue


GGWP! :slight_smile: Got a bit lucky with drawing Death Rites right on the first draw there, but worst case scenario I think I would have killed your tech 2 here with a leftover horde.

FYI, your base was written as 16, but it was on 14 from my last turn.

P2T6


Tech StartingHand Workers

TECH
Bloodlust
Kidnapping


STARTING HAND
Spore Shambler
Merfolk Prospector
Lich’s Bargain
Crashbarrow
Death Rites
Bone Collector (3/3)
Rampant Growth
Tiger Cub


WORKERS
Forest’s Favor
Young Treant (0/2a)
Lich’s Bargain


NextHand

Playful Panda
Crashbarrow
Lich’s Bargain
Rampant Growth
Hooded Executioner


Tech 2 card(s)
Get Paid + float - ($10)
Worker
Summons a skeleton and sac to draw a card - ($9)
Death Rites - ($5)
Sac a skeleton to draw, Imp dies
Sac a skeleton to draw, Jandra dies
Lich’s Bargain, my base to 5, sac a worker, horde arrives - ($3)
Sac a skeleton to draw, Boulder dies
Crashbarrow deals 6 to your base, down to 8 - ($0)
BC + Garth + Zombie deal 8 to your base, GG!

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


Board Info:
In Patrol:

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

In Play:

  • Rich Earth
  • Garth, lvl 7 (3/1)
  • Skeleton (1/1)
  • Bone Collector (3/1)
  • Zombie (2/1)
  • Zombie (2/2)
  • Horror (3/3)

Buildings:

  • :heart: Base HP: 5
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Oh wow, crashbarrow and death rites! Very fortunate. GG WP! I’ll have to check your techs to see how that lined up. Your turn to go first!

1 Like

Hmm so I’m really confused by something; you teched 2x bone collector on turn 3, then reshuffled them into your deck for a draw 2 of 9. Then you played one and maxbanded for the other? I don’t think that’s possible, how was the second one in your discard?

1 Like

Oh my, I think I screwed up there… I’m not sure it would have mattered (I was debating if it was worth doing at the time), but that’s annoying :confused: We could replay the game if you’d like.

And yeah, I got lucky with my draws in that last turn for sure. Maybe I was in a worse spot than I thought and just got lucky…

It’s all for fun :wink: not a biggie. I do think that matters though, the skeletons added up to a lot of draws for you. Top decking crashbarrow and death rites is very lucky out of a 9 card deck, 8% chance. Even getting two of those three (cbx2 and Dr) out if the first 4 cards in the deck is only 40%, and really the death rites was the critical piece

Why don’t you start the next one and if you want to try again on p2 after, I’m game for it

1 Like

I was thinking of leaving Garth to max after my tech 2 is complete which might have been better, but I definitely see your point. I really wonder if I would have won the game otherwise.

Looking at your next hand I think it would have been hard to bypass, better be lucky than good I guess lol. The Rich Earth felt good, but I think it probably destroyed my tempo more than I realized. I also had an opportunity to flood the board with even more LBs at certain points in the game but decided against it, which I’m not sure was right… Anyway, enough random thoughts, here we go!

P1T1


StartingHand Workers

STARTING HAND
Rich Earth
Tiger Cub
Merfolk Prospector
Rampant Growth
Verdant Tree


WORKERS
Verdant Tree


NextHand

Young Treant
Forest’s Favor
Playful Panda
Ironbark Treant
Spore Shambler


Discard

Rampant Growth
Rich Earth
Tiger Cub


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

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Garth, lvl 1 (1/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5