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

Forgot to peep your hand with Martial Mastery, adjusted patrol accordingly.

P1T10


Tech StartingHand Workers

TECH
Plague Lord
Plague Lord


STARTING HAND
Martial Mastery
Cursed Crow
Martial Mastery
Young Treant
Behind the Ferns
Ferocity
Sparring Partner
Plague Lab


WORKERS
Playful Panda
Forestā€™s Favor
Ironbark Treant
Tiger Cub
Spore Shambler
Merfolk Prospector


NextHand

Plague Spitter
Rampant Growth
Cursed Crow
Ferocity
Gorgon


Discard

Martial Mastery
Young Treant
Plague Lord
Plague Lord
Gorgon
Ferocity
Behind the Ferns
Martial Mastery
Cursed Crow
Plague Lab


Tech 2 card(s)
Get Paid + float - ($13)
Verdant Tree glows
Tech III - ($8)
Grave Stormborne - ($6)
Martial Mastery - ($5)
Ferocity - ($3)
Gorgon trades with SQL
Sparring Partner trains Grave
Ready Sparring Partner - ($1)
Sparring Partner - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Sparring Partner (2/2) Resist 1, armor piercing, swift strike
  • :pschip: Technician: Sparring Partner (2/2) Resist 1, armor piercing, swift strike
  • :target: Lookout:

In Play:

  • Rich Earth
  • Verdant Tree (3)
  • Plague Lab (4)
  • L5 Calamandra Moss (5/4) [1+, 2 damage]
  • L5 Orpal Gloor (3/5) [1+]
  • L1 Grave Stormborne (3/4) Sparkshot [1+]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 10

Gold:

  • Gold: 0
  • Workers: 10

I donā€™t think Iā€™ve ever seen Plague Lab add +1/1 runes to multiple heroes before.

EDIT with that updated patrol (and thus, inability to get rid of Grave and stop him from infinite swording), Iā€™ll concede here. GG WP! Wonky game

My proposed turn when both SPs WERENT patrolling

Game 18 Player 2, Turn 10

P2 [Growth]/Discipline/Finesse vs P1 [Feral]/Discipline/Disease

Starting Hand

Tiger Cub
Grounded Guide
Spore Shambler
Nimble Fencer

Events of Turn:


Upkeep:

  • Get Gold (11)
  • Heal 1
  • No techs
All Teched Cards

Maestro
Grounded Guide
Martial Mastery
Blademaster x2
Grounded Guide, Maestro
Stampede, Spirit of the Panda
Martial Mastery, Nimble Fencer
Nimble Fencer, Star-Crossed Starlet


Main

  • River (9)
  • Grave (7)
  • Grounded Guide (3)
  • Nimble Fencer, kills SP and takes 2dmg (1)
  • Blademaster kills your Grave swiftly, my Grave to lvl 3
Workers

Stampede, Merfolk Prospector, Playful PAnda, Forestā€™s Favor, Rich Earth, Young Treant

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: River (2/3+1armor Swift Strike lvl 1)
  • :psfist: Elite: Grounded Guide (4+1/4 Swift Strike)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Blademaster (9/6 Swift Strike to all)
  • Grave (3/4 Swift Strike lvl 3)
  • Nimble Fencer (4/2 Swift Strike)
  • Verdant Tree (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 11

End of Turn Hand

Maestro
Star-Crossed Starlet
Martial Mastery
Spirit of the Panda

End of Turn Discard

Blademaster
Spore Shambler
Tiger Cub

My Thoughts

This Plague Lab massing up heroes is bad news. Iā€™m going to kill his Grave to keep the sword away, but eventually Iā€™m going to be unable to swift strike through Orpal and Calaā€¦


Plague Labs are at their best when theyā€™re stacking -1/-1 runes on everything your opponent has and stacking +1/+1 & sword runes on everything you have. :wink: GG WP; you really delayed my stacking shenanigans.

Yeah, I was worried about Nimble Fencer clearing a path to Grave and decided to use Martial Mastery to check, but I guess while deciding which card to discard, I forgot about the ā€œcheckā€ part. Sorry about that. :confused:

No worries, I almost did the same thing :slight_smile: letā€™s pause for a day or two, Iā€™m on a business trip. Iā€™ll roll a new deck Thursday

Sounds good; Iā€™m still deliberating on what build to try next.

Edit: Well, I was kind of tempted to switch back to [Finesse]/Peace/Truth, as I arrived at that build again while pursuing a completely different strategy and thus suspect it of being a flexible enough toolkit to use for tournaments. But, I think I need to get this zany [Future]/Anarchy/Blood idea out of my system first.

I rolled a bunch of growth and I kinda wanna do something else, after 5 straight growth rolls finally landed on Demon/Anarchy/Ninjutsu. That sounds fun :slight_smile: What you wanna play?

Iā€™ll see this [Future]/Anarchy/Blood idea through.

All right letā€™s get the party started! GL HF Neko

Game 19 Player 1, Turn 1

P1 [[Demon]/Anarchy/Ninja(http://codexcarddb.com/deck/demonology/anarchy/ninjutsu) vs P1 [Future]/Anarchy/Blood

Starting Hand

Jandra, the Negator
Poisonblade Rogue
Thieving Imp
Sacrifice the Weak
Summon Skeletons

Events of Turn:


Upkeep:

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

Main:

  • Thieving Imp (1)
  • Worker (0)
Workers

Poisonblade Rogue

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

In Play:

  • nothing

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Skeleton Javelineer
Graveyard
Pestering Haunt
Skeletal Archery
Deteriorate

End of Turn Discard

Summon Skeletons
Sacrifice the Weak
Jandra, the Negator

My Thoughts

I like pushing Purple on cards even though they are card-efficient. Makes Blood and Anarchy less good :wink:


GL HF! Iā€™m gonna assume that Tiger Cub is just an Illusion.

P2T1


StartingHand Workers

STARTING HAND
Neo Plexus
Time Spiral
Fading Argonaut
Tinkerer
Forgotten Fighter


WORKERS
Neo Plexus


NextHand

Plasmodium
Battle Suits
Hardened Mox
Nullcraft
Temporal Research


Discard

Forgotten Fighter
Fading Argonaut
Tinkerer
Time Spiral


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Vir Garbarean - ($2)

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Vir Garbarean (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 6

Safe assumption :wink: copy-pasta artifact, edited it out

Game 19 Player 1, Turn 2

P1 [[Demon]/Anarchy/Ninja(http://codexcarddb.com/deck/demonology/anarchy/ninjutsu) vs P1 [Future]/Anarchy/Blood

Starting Hand

Skeleton Javelineer
Graveyard
Pestering Haunt
Skeletal Archery
Deteriorate

Events of Turn:


Upkeep:

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

Gunpoint Taxman, Dark Pact


Main:

  • Vandy (3)
  • Pestering Haunt
  • Worker (2)
  • Tech1 (0)
Workers

Skeletal Archery, Poisonblade Rogue

  • :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: Vandy (2+1/3 lvl 1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Summon Skeletons
Dark Pact
Sacrifice the Weak
Deteriorate
Gunpoint Taxman

End of Turn Discard
My Thoughts

Floating 2ā€¦ thatā€™s odd, but okay! I think I can apply good pressure from here!


P2T2


Tech StartingHand Workers

TECH
Gilded Glaxx
Gilded Glaxx


STARTING HAND
Plasmodium
Hardened Mox
Nullcraft
Temporal Research
Battle Suits


WORKERS
Neo Plexus
Plasmodium


NextHand

Time Spiral
Fading Argonaut
Gilded Glaxx
Tinkerer


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Nullcraft - ($5)
Hardened Mox - ($2)
Nullcraft kills Pestering Haunt
Tech I - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Hardened Mox (2/1) Indestructible
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Vir Garbarean (2/3)
  • Nullcraft (1/1) Flying, haste, immune to Deteriorate

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Bold move, cotton

Game 19 Player 1, Turn 3

P1 [[Demon]/Anarchy/Ninja(http://codexcarddb.com/deck/demonology/anarchy/ninjutsu) vs P1 [Future]/Anarchy/Blood

Starting Hand

Summon Skeletons
Dark Pact
Sacrifice the Weak
Deteriorate
Gunpoint Taxman
Jandra, the Negator + Graveyard (DP)

Events of Turn:


Upkeep:

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

Calypso Vystari, Dark Pact
Gunpoint Taxman, Dark Pact


Main:

  • Gunpoint Taxman (4)
  • Mid Vandy (2)
  • Deteriorate Mox out of the way
  • Vandy slaughters Vir, maxbands and dooms Mox and Imp
  • Dark Pact, draw 2 base to 18
  • Worker (1)
Workers

Skeletal Archery, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (4/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Gunpoint Taxman (3/3)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (4/5 lvl 5)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Skeleton Javelineer
Graveyard
Summon Skeletons
Pestering Haunt
Deteriorate

End of Turn Discard
My Thoughts

Easy bigtime pressure, probably next turn will be teching up and maybe even also a HH. Kidnapping would be the only big concern, but it would be recoverable (hopefully)


P2T3


Tech StartingHand Workers

TECH
Detonate
Detonate


STARTING HAND
Fading Argonaut
Time Spiral
Gilded Glaxx
Tinkerer


WORKERS
Neo Plexus
Plasmodium
Tinkerer


NextHand

Gilded Glaxx
Temporal Research
Battle Suits
Forgotten Fighter


Discard

Fading Argonaut
Time Spiral
Detonate
Detonate


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Gilded Glaxx - ($3)
Float ($3)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Gilded Glaxx (4/4) Stubborn
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Hardened Mox (3/3) Indestructible
  • Nullcraft (1/1) Flying, haste

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 3
  • Workers: 8

Heā€™ll die to the taxmanā€™s six shooter for doing so, if thatā€™s what heā€™s doing

1 Like

Oh, rightā€¦ taxmen have anti-air. Weā€™ll hold off on that, thenā€¦ and patrol differently, while weā€™re at it.

Game 19 Player 1, Turn 4

P1 [[Demon]/Anarchy/Ninja(http://codexcarddb.com/deck/demonology/anarchy/ninjutsu) vs P1 [Future]/Anarchy/Blood

Starting Hand

Skeleton Javelineer
Graveyard
Summon Skeletons
Pestering Haunt
Deteriorate

Events of Turn:


Upkeep:

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

Steam Tank, Marauder
Calypso Vystari, Dark Pact
Gunpoint Taxman, Dark Pact


Main:

  • Deteriorate Glaxx
  • Graveyard (6)
  • Taxman trades with Glaxx, I steal your gold (7)
  • Worker (6)
  • Tech 2 Anarchy (2)
  • Skeleton Javelineer (1)
Workers

Pestering Haunt, Jandra, The Negator, Skeletal Archery, Poisonblade Rogue

  • :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 Anarchy

In Patrol:

  • :psblueshield: Squad Leader: Vandy (4/5+1armor lvl 5)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton Javelineer (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3hp, holding Gunpoint Taxman)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Dark Pact
Dark Pact
Calypso Vystari

End of Turn Discard

Thieving Imp
Deteriorate
Metamorphosis
Steam Tank
Summon Skeletons

My Thoughts

I think itā€™s likely heā€™s saving up to beat down Vandy with Zane or Bloodlust. So without much in hand for defense (I could go Summon Skeletons and that would most likely keep Vandy safe, but Bloodlust would still cause problems), so I think itā€™s better to build an advantage through teching up and Graveyard. If it so happens that he leaves Vandy alive for next turn, great, I can tech Meta and work from there :slight_smile:


P2T4


Tech StartingHand Workers

TECH
Double Time
Double Time


STARTING HAND
Gilded Glaxx
Battle Suits
Forgotten Fighter
Temporal Research


WORKERS
Neo Plexus
Plasmodium
Tinkerer
Forgotten Fighter


NextHand

Fading Argonaut
Detonate
Temporal Research


Tech 2 card(s)
Get Paid + float - Theft - ($10)
Worker - ($9)
Nullcraft kills Skeleton Javelineer
Gilded Glaxx - ($6)
Battle Suits - ($4)
Tech II: Anarchy - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Hardened Mox (2/1) Indestructible, resist 1

In Play:

  • Battle Suits
  • Nullcraft (1/1) Flying, haste
  • Gilded Glaxx (4/4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Game 19 Player 1, Turn 5

P1 [[Demon]/Anarchy/Ninja(http://codexcarddb.com/deck/demonology/anarchy/ninjutsu) vs P1 [Future]/Anarchy/Blood

Starting Hand

Dark Pact
Dark Pact
Calypso Vystari
Sacrifice the Weak + Metamorphosis (wooo!)

Events of Turn:


Upkeep:

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

Metamorphosis x2
Steam Tank, Marauder
Calypso Vystari, Dark Pact
Gunpoint Taxman, Dark Pact


Main:

  • Dark Pact, draw 2 base to 16
  • Zane (8)
  • Metamorphosis, Vandy and Zane demonize, Zane pays shoving tax (1)
  • Zane kills Glaxx, takes 4
  • Vandy breaks tech 2, your base to 18
  • Worker (0)
Workers

Sacrifice the Weak, Pestering Haunt, Jandra, The Negator, Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 Anarchy

In Patrol:

  • :psblueshield: Squad Leader: Vandy (6/7+1armor lvl 5 invisible readiness)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Zane (6/2 invisible readiness)
  • :target: Lookout:

In Play:

  • Graveyard (3hp, holding Gunpoint Taxman and Skeleton Javelineer)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Summon Skeletons
Metamorphosis
Deteriorate
Steam Tank

End of Turn Discard

Dark Pact
Metamorphosis
Dark Pact
Calypso Vystari

My Thoughts

Going to go a liiiittle risky and tech both Metas. If I do so Iā€™m 71% to draw 1 with both DPs, and Iā€™d really like to do it w/o fetching. If I whiff, I probably end up with Steam Tank or Marauder + Taxman + Vystari for blockers, which is still solid.
ā€¦
FIRST TRY! This is awesome, too, as while it is likely Zane will die to his Zane (or Drakk), Vandy will live and I can Meta with Setsuki next turn (maybe)
ā€¦
Solid draw, I have the option to either Meta with Sets or Steam Tank + Tech up


That doesnā€™t quite work, as Zaneā€™s maxband ability is not optional, and targeting the Lookout will cost $1. Playing Calypso before playing Metamorphosis to empty your bank so you canā€™t afford to target the Mox doesnā€™t work either, because Meta would make you sacrifice her.

Clever :slight_smile: in that case, letā€™s pretend Calypso doesnā€™t exist, and I will draw 1 extra and patrol / attack slightly differently