[Casual] Nekoatl [Necromancy]/Growth/Blood vs FrozenStorm [Peace]/Future/Feral

Okay, showdown of Meta vs Ducks, who will win??

Game 9 Player 2, Turn 9

P2 [Bashing]/Fire/Ninjutsu vs P1 [Demon]/Growth/Strength

Starting Hand

Trojan Duck
Wither
Eggship
Fire Dart (discarded, bleh no insta-kill on the Pass, though I would have withered anyway)

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Tech 1 card in
All Teched Cards

Speed of the Fox
Hidden Ninja
Trojan Duck
Trojan Duck, Hidden Ninja
Eggship, Regular-Sized Rhinoceros
Fire Dart, Lobber
Inverse Power Ninja x2


Main:

  • Trojan Duck, deal 4 damage to Pass (3)
  • Wither that damn Gargoyle (1)
Workers

Fruit Ninja, Helpful Turtle, Timely Messenger, Spark, Brick Thief

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 BASHING
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Jaina (3/4+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Regular-Sized Rhinoceros (5/6)
  • :exhaust: Technician: Lobber (4/4 doomed to give me a card)
  • :target: Lookout: Older Brother (2/1)

In Play:

  • Trojan Duck (8/9)

Economy Info:

Cards:

  • Hand: 3 (about to be 4 from doom)
  • Deck: 9 (about to be 8 from doom)
  • Disc: 0 (about to be 1 from doom)

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Trojan Duck
Inverse Power Ninja
Hidden Ninja
Speed of the Fox (from doom)

End of Turn Discard
My Thoughts

Time to get this settled, hopefully the duck can close things out, teching a Speed of the Fox for some hasty counterplay

Oh hey! I might be able to get a surprise kill with that Hidden Ninja + Speed of the Fox combo, who knows!


"P1T10


Tech StartingHand Workers

TECH
Shrine of Forbidden Knowledge
Shrine of Forbidden Knowledge


STARTING HAND
Dark Pact
Whitestar Grappler
Stampede
Soul Stone
Jandra, the Negator
Metamorphosis


WORKERS
Poisonblade Rogue
Skeletal Archery
Skeleton Javelineer
Pestering Haunt
Summon Skeletons
Deteriorate
Bird’s Nest


NextHand

Thieving Imp
Shadow Blade
Jefferson DeGrey, Ghostly Diplomat
Whitestar Grappler


Discard

Dark Pact
Metamorphosis
Ardra’s Boulder
Galina Glimmer
Stampede
Whitestar Grappler
Shrine of Forbidden Knowledge
Shrine of Forbidden Knowledge


Tech 2 card(s)
Get Paid - ($11)
Dark Pact my base for 0 damage
Rook and Boulder kill Jaina
Galina and Elemental kill Rhino, you get $1
Metamorphosis - ($5)
Jandra, the Negator - ($2)
Soul Stone - ($0)
Vandy kills Brother

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Jandra, the Negator (6/6) Overpower {Soul Stone}
  • :target: Lookout:

In Play:

  • Mythmaking
  • Morningstar Pass (2) $1 to attack
  • L8 Garus Rook (6/8) 2-lives, readiness, Invisible [2+]
  • L5 Vandy Anadrose (6/4) Sparkshot, resist 1, readiness, invisible [2+, 3 dmg]
  • Gargoyle (0/0) Indestructible [2-]

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 11

"

Quack, Quack, Quack, Quack, Quack, Quack! QUACK! QUACK! QUACK!

Gooooo Ducks!

Game 9 Player 2, Turn 10

P2 [Bashing]/Fire/Ninjutsu vs P1 [Demon]/Growth/Strength

Starting Hand

Trojan Duck
Inverse Power Ninja
Hidden Ninja
Speed of the Fox (from doom)
Inverse Power Ninja (HN)

Events of Turn:


Upkeep:

  • Get Gold (10+1float+1scav)
  • No techs right now
All Teched Cards

Speed of the Fox
Hidden Ninja
Trojan Duck
Trojan Duck, Hidden Ninja
Eggship, Regular-Sized Rhinoceros
Fire Dart, Lobber
Inverse Power Ninja x2


Main:

  • Trojan Duck, break the pass (5)
  • Ready Duck obliterates Jandra’s first life then hits her to take the second, you get a card, 4 damage breaks hero’s hall
  • Inverse Power Ninja (2)
Workers

Fruit Ninja, Helpful Turtle, Timely Messenger, Spark, Brick Thief

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 BASHING
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Trojan Duck (8/9+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Inverse Power Ninja (4/4)
  • :target: Lookout:

In Play:

  • Trojan Duck (8/4)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 10

End of Turn Hand

Hidden Ninja
Granfalloon Flagbearer
Fire Dart
Eggship

End of Turn Discard

Regular-sized Rhinoceros
Lobber
Older Brother
Speed of the Fox
Hidden Ninja

My Thoughts

Can’t make ducks sneaky… that was dumb of me. Rhino can’t be sneaky either… Why do I have these Hidden Ninjas in my deck again?? lmao. Well hopefully the ducks can beat down heroes…


Trojan Ducks are too big for Setsuki to hide.

EDIT OH! I didn’t realize there was an attack restriction on Hidden Ninja. Let me look that over more carefully…

Okay @Nekoatl, not-sneaky duck fixed to just kill Jandra, Vandy lives for now…

All according to plan, mwuahahahahaha!

"P1T11


Tech StartingHand Workers

TECH
Earthquake
Earthquake


STARTING HAND
Thieving Imp
Shadow Blade
Whitestar Grappler
Jefferson DeGrey, Ghostly Diplomat
Dark Pact
Graveyard
Soul Stone


WORKERS
Poisonblade Rogue
Skeletal Archery
Skeleton Javelineer
Pestering Haunt
Summon Skeletons
Deteriorate
Bird’s Nest


NextHand

Shrine of Forbidden Knowledge
Bird’s Nest
Terras Q, the Shackled
Soul Stone
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($11)
Dark Pact: my base to 14
Soul Stone: Gargoyle - ($9)
Graveyard - ($7)
Gargoyle wounds SQL, Tower takes Soul Stone, dies to -1/-1 runes - ($6)
Shadow Blade: Duck - ($3)
Vandy trades with Duck
Rook kills other Duck
Tech Lab - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L8 Garus Rook (6/8A) 2-lives, readiness, Invisible [2+, crumbling]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Mythmaking
  • Graveyard (3) {Gargoyle}

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech Lab HP: 4 (Demonology)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 17
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 11

"

Meta Rook >> Ducks :_(

Game 9 Player 2, Turn 11

P2 [Bashing]/Fire/Ninjutsu vs P1 [Demon]/Growth/Strength

Starting Hand

Hidden Ninja
Granfalloon Flagbearer
Fire Dart
Eggship

Events of Turn:


Upkeep:

  • Get Gold (10+2float)
  • No techs right now
All Teched Cards

Speed of the Fox
Hidden Ninja
Trojan Duck
Trojan Duck, Hidden Ninja
Eggship, Regular-Sized Rhinoceros
Fire Dart, Lobber
Inverse Power Ninja x2


Main:

  • Setsuki (10)
  • Eggship (6)
  • Hidden Ninja to IPN and Sets, I draw 1, IPN kills your graveyard (4)
  • Bloom Eggship (2)
  • Troq (0)
Workers

Fruit Ninja, Helpful Turtle, Timely Messenger, Spark, Brick Thief

  • :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: 5
  • Tech2 HP: 5 BASHING
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

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

In Play:

  • Inverse Power Ninja (3/3)
  • Eggship (5/4)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Wither
Tenderfoot
Inverse Power Ninja
Older Brother

End of Turn Discard
My Thoughts

Okay, options are:

  1. Ram Rook with IPN, he’ll be nearly dead (but definitely not dead)
  2. Stealth IPN at 4dmg to kill Graveyard or Tech Lab
  3. ??? that’s pretty much it

I don’t think I want any other techs, I want my ducks back…

If I kill the graveyard I have a pretty good shot of getting Eggship to do some work (Bird’s Nest would be the only counter), so fk it let’s do that…
And I drew Bloom, cool, Eggship goes bigtime. Fingers crossed no birds, and I can mess some stuff up


"P1T12


Tech StartingHand Workers

TECH
Spirit of the Panda
Spirit of the Panda


STARTING HAND
Sacrifice the Weak
Bird’s Nest
Terras Q, the Shackled
Shrine of Forbidden Knowledge
Soul Stone


WORKERS
Poisonblade Rogue
Skeletal Archery
Skeleton Javelineer
Pestering Haunt
Summon Skeletons
Deteriorate
Bird’s Nest


NextHand

Soul Stone
Morningstar Pass
Shadow Blade
Stampede


Discard

Graveyard
Gargoyle
Sacrifice the Weak
Soul Stone
Shrine of Forbidden Knowledge
Spirit of the Panda
Spirit of the Panda


Tech 2 card(s)
Get Paid + float - ($13)
Sacrifice the Weak kills IPN - ($10)
Bird’s Nest - ($8)
Terras Q, the Shackled - ($2)
Argagarg Garg - ($0)
Rook crushes Troq

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bird (1/1A) Flying
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp (0/1)
  • :target: Lookout: Bird (1/1) Flying, resist 1

In Play:

  • Mythmaking
  • L8 Garus Rook (6/5) 2-lives, readiness, Invisible [2+, 3 dmg, crumbling] {Bird’s Nest}
  • L3 Argagarg Garg (1/4)
  • Terras Q, the Shackled (17/17)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech Lab HP: 4 (Demonology)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 13
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 11

Thoughts

I’m going to take a gamble on drawing DeGrey soon, because I need something big to turn the tide.

"

I just realized I shouldn’t have been able to attack with the Gargoyle on turn 11, because the -1/-1 runes had it exhausted.

2 Likes

How would you like to roll that back?

1 Like

I think the only option is to actually roll back and redo that turn, though unfortunately we can’t forget future knowledge. I suggest you prioritize destroying the Graveyard over the Tech Lab with the surviving Duck’s ability damage if you attack with it, since you chose to do so with the IPN’s damage before you knew I had Terras Q inbound. But, it’s up to you how you proceed; it was my mistake that got us into this mess, after all.

"P1T11


Tech StartingHand Workers

TECH
Earthquake
Earthquake


STARTING HAND
Thieving Imp
Shadow Blade
Whitestar Grappler
Jefferson DeGrey, Ghostly Diplomat
Dark Pact
Graveyard
Soul Stone


WORKERS
Poisonblade Rogue
Skeletal Archery
Skeleton Javelineer
Pestering Haunt
Summon Skeletons
Deteriorate
Bird’s Nest


NextHand

Shrine of Forbidden Knowledge
Soul Stone
Bird’s Nest
Terras Q, the Shackled
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($11)
Dark Pact: my base to 14
Fetch Shadow Blade - ($10)
Shadow Blade IPN - ($7)
Shadow Blade IPN, discard #2 of 4 and draw 1 - ($4)
Graveyard - ($2)
Gargoyle dies - ($1)
Tech Lab - ($0)
Rook kills backline Duck

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L8 Garus Rook (6/8A) 2-lives, readiness, Invisible [2+, crumbling]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Mythmaking
  • Graveyard (3) {Gargoyle}
  • L5 Vandy Anadrose (6/4) Sparkshot, resist 1, readiness, invisible [2+, 3 dmg]

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech Lab HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 18
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

"

Yea I’ll play fair with the TerrasQ surprise, I didn’t think you’d have Bird’s Nest in hand so I wanted the Gargoyle out of the picture (you did re-draw your dark pact and next hand yea?) I re-drew for my technician (not “guaranteeing” it would be the bloom I drew with Hidden Ninja), but it ended up the same (drew the bloom anyway)

Just as a question, can you fetch the other Shadow Blade? It feels like you’ve already had 2 in the deck previously, though I just checked and it looks like you only definitely fetched one, not sure if you teched another but I’ll play on assuming you hadn’t

Game 9 Player 2, Turn 11 (re-do)

P2 [Bashing]/Fire/Ninjutsu vs P1 [Demon]/Growth/Strength

Starting Hand

Hidden Ninja
Granfalloon Flagbearer (discarded)
Fire Dart
Eggship
Bloom

Events of Turn:


Upkeep:

  • Get Gold (10+2float)
  • No techs right now
All Teched Cards

Speed of the Fox
Hidden Ninja
Trojan Duck
Trojan Duck, Hidden Ninja
Eggship, Regular-Sized Rhinoceros
Fire Dart, Lobber
Inverse Power Ninja x2


Main:

  • Setsuki (10)
  • Bloom Duck (8)
  • Duck kills Rook, whiff obliterate, Sets to level 3 and break your graveyard with the damage
  • Eggship (4)
  • Troq (2)
  • Jaina (0)
Workers

Fruit Ninja, Helpful Turtle, Timely Messenger, Spark, Brick Thief

  • :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: 5
  • Tech2 HP: 5 BASHING
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

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

In Play:

  • Setsuki (1/3 lvl 3)
  • Eggship (4/3)
  • Trojan Duck (9/4)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Wither
Inverse Power Ninja
Tenderfoot
Trojan Duck

End of Turn Discard
My Thoughts

EDIT well getting a Rook kill is big here, definitely gotta do that. Knowing what I know now, definitely the Tech Lab looks juicier, but I’ll re-play it straight. With the rook kill, taking away Garg looks even more attractive.


I didn’t use the 2 cards I drew after reshuffle, and I thought it would be unfair to give myself a chance at something better, so before pressing Discard/Draw, I decided to reproduce my previously drawn hand (same with this redo turn). I checked to make sure I had only 1 Shadow Blade in cycle before fetching the other.

"P1T12


Tech StartingHand Workers

TECH
Banefire Golem
Banefire Golem


STARTING HAND
Sacrifice the Weak
Bird’s Nest
Terras Q, the Shackled
Earthquake
Thieving Imp


WORKERS
Poisonblade Rogue
Skeletal Archery
Skeleton Javelineer
Pestering Haunt
Summon Skeletons
Deteriorate
Bird’s Nest


NextHand

Soul Stone
Morningstar Pass
Shadow Blade
Stampede


Discard

Gargoyle
Graveyard
Bird’s Nest
Shrine of Forbidden Knowledge
Banefire Golem
Banefire Golem


Tech 2 card(s)
Get Paid - ($11)
Sacrifice the Weak, Eggship dies - ($9)
Terras Q, the Shackled - ($3)
Soul Stone - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L5 Vandy Anadrose (6/4) Sparkshot, resist 1, readiness, invisible [2+, 3 dmg]
  • :target: Lookout:

In Play:

  • Mythmaking
  • Terras Q, the Shackled (18/18) Resist 3, obliterate 2, shackled {Soul Stone}

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech Lab HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 14
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 11

"

1 Like

No worries :slight_smile: Are you sure that’s the turn you want though? No other blockers? I have lethal on the board… (Jaina and Troq kill Vandy, Sets and Duck kill base)

1 Like

Eh… that’s fine. I think trying to do anything else in this situation would just be delaying the inevitable. GG, WP.

1 Like

Perhaps, GG WP! It was a bummer for me drawing ducks late to start (whiffed them turn 8, I was 72% to draw 1 or 2, also whiffed wither to finish the gargoyle a turn earlier and eggship to block it… I was 96% to at least get one of those cards!!), but that Bloom technician draw saved the game for me (Meta Rook is scary AF). I criminally underrated Bloom and Wither with this deck, they are exceptional Hero tools (made much better than Forest’s Favor by having no multicolor penalty!). Sets especially benefits from them (being able to pump your swift strike and weaken counterattacks, way better than it looks at face value).

I’m curious what your plan was for getting TerrasQ unlocked? I’ve had pretty decent blocking, and your deck is bloated enough that Deteriorate and StW alone wouldn’t get it done (though perhaps with Birds Nest, Shadow Blade and Dark Pact, you could have broken through Eggship.)

I’m also really curious why you wouldn’t Meta Arg on turn 10, that seems a better choice than Jandra if for no other reason than you guarantee yourself some more invisibility when attacking (you could even Soul Stone the Water Elemental if you wanted to, in order to keep some units alive / make the duck attack it)

Jefferson DeGrey, Ghostly Diplomat = Warlocks-be-gone. I wanted to deploy the combo much, much, earlier but I kept bleeding gold to pay for the Gargoyle to kill Setsuki. She’s such a pain! :laughing: With how bloated my deck became, I also tech’d in Banefire Golems as a backup, but far too late to make a difference.

I thought allowing a sticky Jandra to patrol as Technician was more valuable than having a slightly beefier Argagarg. I may also have forgotten to account for Meta’s level-maxing feature when making the decision, not sure.

1 Like

I live for Meta’s maxbanding feature XD

What would you like to play next?

[Necromancy]/Past/Truth seems not so bad as I initially thought, and I’d like to see how far I can take it. /random 15