[Casual] FrozenStorm (Nightmare) vs Akiata (White)

Game 1 Player 1, Turn 2

P1 [Demon/Necro]/Finesse vs P2 White

Starting Hand

Sacrifice the Weak
Skeletal Archery
Summon Skeletons
Pestering Haunt
Deteriorate

Events of Turn:


Upkeep:

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

Dark Pact, Bone Collector


Main:

  • Pestering Haunt
  • Deteriorate Smoker, goes back to your hand from targeting
  • Summon Skeletons (2)
  • Worker (1)
  • Tech1 (0)
Workers

Sacrifice the Weak, Jandra, the Negator

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Vandy (2/3 lvl 1)
  • Skeleton Javelineer (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Graveyard
Thieving Imp
Bone Collector

End of Turn Discard
My Thoughts

Getting a little crazy here, but I kinda wanna see how going way down on cards goes in this situation…


P2T2


Tech StartingHand Workers

TECH
Bird’s Nest
Ardra’s Boulder


STARTING HAND
Grappling Hook
Savior Monk
Sensei’s Advice
Snapback
Morningstar Flagbearer


WORKERS
Fox Primus
Smoker


NextHand

Snapback
Sensei’s Advice
Safe Attacking
Aged Sensei
Grappling Hook


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Play Morningstar Flagbearer - ($2)
Play Savior Monk - ($0)
Garus Rook kills your Scavenger skellington, takes 1 damage, you gain $1.

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Morningstar Flagbearer (2/2, If it can be :target: it must be)

In Play:

  • :exhaust: Garus Rook (2/4, 1 damage)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

OK, so skeleton tokens. And he’s gone down to 3 cards. What does that mean? I guess I won’t be wondering for long.

Teching Bird’s Nest - seems a popular choice and possibly a good way to deal with tokens. And Ardra’s Boulder might be useful to block things up.

Is Morningstar Flagbearer worth playing to counter things like Deteriorate and other demon/necro nastiness? Let’s find out.

Smoker so I can nip out tokens / etc in the back? Mm, seems like Sensi’s advice might be more useful in the long term, so I’ll worker Smoker.

@FrozenStorm’s turn!

Game 1 Player 1, Turn 3

P1 [Demon/Necro]/Finesse vs P2 White

Starting Hand

Events of Turn:


Upkeep:

  • Get Gold (6+1scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Nimble Fencer, Dark Pact
Dark Pact, Bone Collector


Main:

  • Graveyard (5)
  • Bone Collector (3)
  • Midband Vandy, kill SQL Monk (1)
  • Skeleton Javelineer spends his rune to throw a spear at Flagbearer
  • Pestering Haunt trades with Flagbearer, Haunt to my graveyard
  • Worker (0)
Workers

Thieving Imp, Sacrifice the Weak, Jandra, the Negator

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Vandy (2/3 lvl 1)
  • Skeleton Javelineer (1/1)
  • Graveyard (3hp, holding Pestering Haunt)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 3
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Deteriorate
Skeletal Archery

End of Turn Discard
My Thoughts

We’ll see if he goes for birds, for now though I like my position pretty decently


Turn three and this is already looking pretty dire! Let’s see how it goes.

P2T3


Tech StartingHand Workers

TECH
Mythmaking
Sparring Partner


STARTING HAND
Aged Sensei
Safe Attacking
Sensei’s Advice
Grappling Hook
Snapback


WORKERS
Fox Primus
Smoker
Safe Attacking


NextHand

Morningstar Flagbearer
Grappling Hook
Ardra’s Boulder
Fox Viper
Bird’s Nest


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Play Aged Sensei - ($5)
Construct a Tower - ($2)

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


Board Info:
In Patrol:

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

In Play:

  • Garus Rook (2/4, 1 damage)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

OK, did I just redraw all 3 spells? Terrific. Snapback might not be a bad idea, but Vandy’s midband is resist 1, so not sure if I’m getting much value there.

Uhm, think I might need to Tower up? Not sure, but I’m going to have a very tough time getting back on the board here.

@FrozenStorm’s turn!

Indeed things can get out of hand in a hurry against Black :slight_smile:

Game 1 Player 1, Turn 4

P1 [Demon/Necro]/Finesse vs P2 White

Starting Hand

Events of Turn:


Upkeep:

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

Maestro, Nimble Fencer
Nimble Fencer, Dark Pact
Dark Pact, Bone Collector


Main:

  • Skeleton trades with Sensei
  • Bone Collector trades with Rook, Vandy Maxbands, dooming Javelineer, I get a skeleton
  • Vandy breaks your tower, takes 1
  • Skeleton hits your tech1 to 2hp
  • Replay Bone Collector from graveyard (5)
  • Worker (4)
  • Tech 2 Finesse (0)
Workers

Skeletal Archery, Thieving Imp, Sacrifice the Weak, Jandra, the Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE

In Patrol:

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

In Play:

  • Vandy (4/4 lvl 5)
  • Bone Collector (3/3)
  • Skeleton Javelineer (3/3, doomed)
  • Graveyard (3hp, holding Pestering Haunt )

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Poisonblade Rogue
Summon Skeletons
Dark Pact

End of Turn Discard

Dark Pact
Nimble Fencer
Maestro
Nimble Fencer
Deteriorate

My Thoughts

So next turn I’m probably going for another Maestro and Starlet, and trying to Dark Pact to draw through to get Maestro + Fencer, and attacking in general. Maybe I’ll grab meta instead of Starlet, we’ll see! Would have been nice to draw the DP for this turn, so I could tech meta right now and set up a Grounded Guide pull, but oh well.


I get the sense that teching finesse might be one of the more creative uses of your deck. :smiley: Definitely going to struggle here, but interested to see how you’ll go about things.

Did your Bone Collector take 1 damage from the tower on your turn or am I missing something?

P2T4


Tech StartingHand Workers

TECH
Ardra’s Boulder
Jefferson DeGrey, Ghostly Diplomat


STARTING HAND
Fox Viper
Ardra’s Boulder
Bird’s Nest
Grappling Hook
Morningstar Flagbearer


WORKERS
Fox Primus
Smoker
Safe Attacking
Morningstar Flagbearer


NextHand

Sparring Partner
Sensei’s Advice
Mythmaking
Savior Monk


Discard

Aged Sensei
Bird’s Nest
Grappling Hook
Ardra’s Boulder
Jefferson DeGrey, Ghostly Diplomat


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Play Ardra’s Boulder - ($7)
Play Fox Viper - ($5)
Rebuild Tower (this costs gold, right?) - ($2)
Summon Grave Stormborne (2/3, Sparkshot) - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fox Viper (2/1+A, Sparkshot)
  • :psfist: Elite: Ardra’s Boulder (0+1/6)
  • :ps_: Scavenger:
  • :pschip: Technician: Grave Stormborne (2/3, Sparkshot)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 2
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Uhm, yeah. At this point I’m hoping to put out enough value blockers to catch up a bit. But very much on the defensive, don’t have many other ideas for getting back into this.

I could summon a hero, but so could he, and I think I’m better off floating the gold. Little hope of having a tech 1 building next turn…

@FrozenStorm’s turn!

He died but was resurrected by my Graveyard

1 Like

I’m not sure it counts as creative at this point, perhaps it was originally but indeed, this deck’s bread and butter is abusing the combo I’m about to set up and lay down

Game 1 Player 1, Turn 5

P1 [Demon/Necro]/Finesse vs P2 White

Starting Hand

Poisonblade Rogue
Summon Skeletons
Dark Pact

Events of Turn:


Upkeep:

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

Maestro, Metamorphosis
Maestro, Nimble Fencer
Nimble Fencer, Dark Pact
Dark Pact, Bone Collector


Main:

  • Dark Pact, my base to 18, rs draw 2
  • Maestro (5)
  • Nimble Fencer, free b/c of Maestro
  • Fencer trades with Viper, goes to my graveyard
  • Resurrect Fencer from graveyard, again free b/c Maestro, use direct damage ability granted by Maestro to break your tech 1, your base to 18
  • River (3)
  • Vandy kills Grave, takes 3, River midbands
  • Bone Collector slaps Boulder, takes 2, I get a skeleton
  • Hero’s Hall (1)
  • Worker (0)
Workers

Poisonblade Rogue, Skeletal Archery, Thieving Imp, Sacrifice the Weak, Jandra, the Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE

In Patrol:

  • :psblueshield: Squad Leader: Maestro (3/5+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout: River (2/4 lvl 3)

In Play:

  • Vandy (4/1 lvl 5)
  • Skeleton (1/1)
  • Bone Collector (3/1)
  • Nimble Fencer (2/3)
  • Graveyard (3hp, holding Pestering Haunt and Skeleton Javelineer)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Nimble Fencer
Maestro
Metamorphosis

End of Turn Discard

Dark Pact
Summon Skeletons

My Thoughts

Teching Meta and the other Maestro, hoping I draw DP, Maestro and/or Fencer and not the Meta…

Lucky draw :slight_smile: really a “win more” draw, though you can’t count on Meta against Snapback so we’ll see :wink:


Can you use Maestro’s direct damage ability the same turn it was played from hand?

Yes, because it doesn’t require exhausting the Maestro. The same holds for any card with an ongoing effect or keyword, including most building cards.

2 Likes

Charnel is correct here, since maestro isn’t the one needing to tap, and fencer has haste, she gets the ability and is able to use it immediately

2 Likes

Sure, it’s right there in your post (and on the Maestro card itself), I just missed it:

Holy crap, that’s devastating - so if I had enough attack on patrollers to kill the Fencer, you could just suicide the Fencer into them, raise from Graveyard, repeat infinitey?

This is proving to be… most illuminative! :laughing:

I guess that makes teching the boulder not the worst choice here.

I think my base is on 16, because you broke my tower (T4) and Tech I (T5)?

P2T5


Tech StartingHand Workers

TECH
Fuzz Cuddles
Mythmaking


STARTING HAND
Savior Monk
Sensei’s Advice
Mythmaking
Sparring Partner
Snapback


WORKERS
Fox Primus
Smoker
Safe Attacking
Morningstar Flagbearer
Mythmaking


NextHand

Sparring Partner
Snapback
Ardra’s Boulder
Aged Sensei


Tech 2 card(s)
Get Paid, Draw 1 card for Technician - ($9)
Worker - ($8)
Rebuild Tech I
Summon Garus Rook - ($6)
Play Savior Monk - ($4)
Rook casts Snapback, targetting Vandy, paying extra for Lookout. Garth is put into play. - ($0)
(As Vandy wasn’t killed, Rook is not entitled to level up when she leaves play?)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Ardra’s Boulder (0+1/6, 3 damage)
  • :ps_: Scavenger: Savior Monk (2/2, Healing 1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Garus Rook (2/4)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Well Snapback on River prevents the Boulder from being sidelined, so he’ll still have to go through it. Might buy me a turn? But yeah, goose is cooked here for sure.

@FrozenStorm’s turn!

That is correct

I will ask, though, if River is really the one you want to snapback. If you don’t think I have Metamorphosis, its a reasonable play, but if you think there’s a chance I’m about to demon out, you should probably snap out Vandy

1 Like

Graveyard can only be used to play a unit once per turn, but he could keep doing it every turn as long as the Graveyard doesn’t break.

2 Likes

In fact I was thinking of preventing River’s midband, but yeah, an ultimate from Vandy is certainly a bigger threat. And I now I’m looking at it I can see that Heroes’ Hall is a (big) sign that Metamorphosis is coming.

I have edited my turn above to change the target of Snapback from River to Vandy.

1 Like

That is a good choice, considering I am holding Meta in my hand right now :wink: Indeed the HH is a tip of the hand that I want three scary demon heroes

Lucky for me, this deck sets up an impossible gambit wherein you have to answer both the Graveyard-fueled Virtuoses, AND the Meta threat, but it takes most of your resources just to stop one of those plans… GG WP!

Game 1 Player 1, Turn 6

P1 [Demon/Necro]/Finesse vs P2 White

Starting Hand

Nimble Fencer
Maestro
Metamorphosis

Events of Turn:


Upkeep:

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

Grounded Guide, Star-Crossed Starlet
Maestro, Metamorphosis
Maestro, Nimble Fencer
Nimble Fencer, Dark Pact
Dark Pact, Bone Collector


Main:

  • Midband Garth (6)
  • River moves boulder
  • Garth kills Monk, takes 3
  • **Maxband Garth, fetching Grounded Guide (3)
  • New Fencer, from hand (free), hits your base to 12
  • Old Fencer hits your base to 8
  • Maestro hits your base to 4
  • Skeletons and Bone Collector hit your base to -4, GG WP!

Happy to play another game with whatever decks and configurations you like. We can even swap and I can play the P2 White against the P1 Nightmare, if you’d like to

Ah good game! Very neatly done!

Would love to play another. Can you suggest a deck you might take on that Nightmare deck with?

Without any way to deal with upgrades, Nightmare struggles against Anarchy/Strength/Growth, aka Miracle Grow. It indexes heavily towards Might of Leaf and Claw + Surprise Attack and red starter to quickly charge the Molac, and a charged Molac that the opponent has no way of removing typically ends the game.

Purple Peace decks like Past/Peace/Anarchy and Future/Peace/Necromancy are also a bit of a struggle, as purple starter is really good at playing defensively and Nightmare has no direct unit removal or -1/1 rune source, which makes Hardened Mox + Boot Camp difficult to deal with.

All these decks can be tricky to play, though, both with and against. I think the mono color matchups are the most fun and instructive games to play as you’re learning.

1 Like

I had spotted some useful combinations between purple and peace. Thanks for the breakdown - very interesting.

OK, let’s go a mono colour matchup then. I saw you’d revived the Monocolor Matchup Madness thread - maybe we could pick a matchup and treat it as a warm up and see how we go? Blue vs White looks like it could use some attention? I’d like to give Blue a go. Or otherwise open to any suggestions. Go ahead and start a new game / thread as player 1 with whatever you think.

2 Likes

Sure we can do that! I will create a warm-up thread for us to get the hang of the matchup