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

AHAHAHAHAHAHAHA, I so was not expecting you to use the 2nd Judgment to clear the Necromencer’s handiwork! (I’m fairly certain 4 Skeletons is correct in this case.)

"P2T10


Tech StartingHand Workers

TECH
Spirit of the Panda
Spirit of the Panda


STARTING HAND
War Drums
Summon Skeletons


WORKERS
Poisonblade Rogue
Jandra, the Negator
Sacrifice the Weak
Thieving Imp
Deteriorate
Pestering Haunt
Summon Skeletons


NextHand

Skeletal Archery
Bone Collector


Discard

Bone Collector
Blooming Elm
Blackhand Resurrector
Artisan Mantis
Might of Leaf and Claw
Might of Leaf and Claw
Corpse Catapult
Corpse Catapult
Necromancer
Necromancer
Spirit of the Panda
Spirit of the Panda


Tech 2 card(s)
Get Paid + float - ($12)
Level Argagarg - ($8)
Tech III - ($3)
War Drums - ($1)
Worker - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental (5/3A) Anti-air, frenzy 1
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L5 Argagarg Garg (1/5)
  • :target: Lookout:

In Play:

  • Blooming Elm (4)
  • L6 Drakk Ramhorn (3/1) [3 dmg]
  • War Drums
  • War Drums

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Growth)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Necromancy)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 12

Gold:

  • Gold: 0
  • Workers: 12

Thoughts

Building a Tech III just to increase the hero limit. Placing Argagag to protect Drakk’s drums. I don’t care if Arg dies (I’d get a shot at 2 more tokens without needing a card).

"

XD Smoke 'em while ya got 'em amirite? Also I’m going to assume you buffed Drakk with your elm there, as I think that’d be optimal

Game 3 Player 1, Turn 11

P1 [Balance]/Past/Law vs P2 [Necromancy]/Growth/Blood

Starting Hand

Potent Basilisk
Fairie Dragon
Tiger Cub
Stewardess of the Undone
Tyrannosaurus Rex

Events of Turn:


Upkeep:

  • Get Gold (13)
  • Tech 1 Card in
All Teched Cards

Wandering Mimic
Injunction, Potent Basilisk
Injunction, Potent Basilisk
Tyrannosaurus Rex, Nature Reclaims
Tiny Basilisk, Tyrannosaurus Rex
Judgment Day x2
Fairie Dragon x2
Stewardess of the Undone, Tiny Basilisk
Nature Reclaims, Stewardess of the Undone


Main:

  • T-Rex, kill elemental and one of your workers (5)
  • Potent Basilisk, get rid of a War Drums (1)
  • Bigby slams his fist into Arg, Arg to 2hp
Workers

Fairie Dragon, Playful Panda, Tiny Basilisk, Forest’s Favor, Rampant Growth, Ironbark Treant, Merfolk Prospector, Spore Shambler

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

Board Info:

Buildings:

  • :heart: Base HP: 9
  • Tech1 HP: 5
  • Tech2 HP: 5 BALANCE
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Potent Basilisk (3/5+1armor untargetable deathtouch)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: T-Rex (10/10 resist 2 overpower)
  • :target: Lookout:

In Play:

  • Bigby (3/3 lvl 5)
  • Rich Earth

Economy Info:

Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 13

End of Turn Hand

Injunction
Injunction
Nature Reclaims
Fairie Dragon
Tiger Cub

End of Turn Discard
My Thoughts

STILL Still alive! And looking good too tbh, he’d need a hulk to get through to T-Rex


1 Like

"P2T11


Tech StartingHand Workers

TECH
Lord of Shadows
Guargum, Eternal Sentinel


STARTING HAND
Skeletal Archery
Bone Collector


WORKERS
Poisonblade Rogue
Jandra, the Negator
Sacrifice the Weak
Thieving Imp
Deteriorate
Pestering Haunt


NextHand

Guargum, Eternal Sentinel
Bone Collector


Tech 2 card(s)
Get Paid - ($12)
Garth Torken - ($10)
Skeleton - ($9)
Skeletal Archery - ($7)
Bone Collector, hasty - ($5)
Bone Collector (5/3) trades with Basilisk
Blooming Elm buffs Skeleton

Float ($5)
Discard 0, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (6/4A) Long-range, anti-air, frenzy 1 [3+]
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (3/1) Long-range, anti-air, frenzy 1
  • :pschip: Technician: L5 Argagarg Garg (1/2) [3 dmg]
  • :target: Lookout:

In Play:

  • Skeletal Archery
  • Blooming Elm (4)
  • L6 Drakk Ramhorn (4/2) [1+, 3 dmg]
  • War Drums
  • L1 Garth Torken (1/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Growth)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Necromancy)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 14
  • Disc: 0

Gold:

  • Gold: 5
  • Workers: 11

"

It’s a slugfest!

Game 3 Player 1, Turn 12

P1 [Balance]/Past/Law vs P2 [Necromancy]/Growth/Blood

Starting Hand

Injunction
Injunction
Nature Reclaims
Fairie Dragon
Tiger Cub
Tiny Basilisk (Bigby)

Events of Turn:


Upkeep:

  • Get Gold (13+1float)
  • No techs
All Teched Cards

Wandering Mimic
Injunction, Potent Basilisk
Injunction, Potent Basilisk
Tyrannosaurus Rex, Nature Reclaims
Tiny Basilisk, Tyrannosaurus Rex
Judgment Day x2
Fairie Dragon x2
Stewardess of the Undone, Tiny Basilisk
Nature Reclaims, Stewardess of the Undone


Main:

  • Tap bigby to Draw 1, hoping for means of dealing with puny skeletons, come up short
  • Injunction your tech 1 (11)
  • Injunction your tech 2 (8)
  • T-Rex kills SQL and Overpowers Scav skeleton, you get a gold T-Rex takes 6
  • Tiny Basilisk (6)
  • Fairie Dragon, feather the Basilisk (2)
  • Prynn jumps in and blocks for her crew (0)
Workers

Fairie Dragon, Playful Panda, Tiny Basilisk, Forest’s Favor, Rampant Growth, Ironbark Treant, Merfolk Prospector, Spore Shambler

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

Board Info:

Buildings:

  • :heart: Base HP: 9
  • Tech1 HP: 5
  • Tech2 HP: 5 BALANCE
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Prynn (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Tiny Basilisk (3/1 flying deathtouch)
  • :target: Lookout: Fairie Dragon (4/2 flying)

In Play:

  • Bigby (3/3 lvl 5)
  • T-Rex (10/4 overpower resist 2)
  • Rich Earth

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 13

End of Turn Hand

Stewardess of the Undone
Potent Basilisk
Stewardess of the Undone
Tyrannosaurus Rex

End of Turn Discard

Potent Basilisk
Injunction
Injunction
Tiger Cub
Nature Reclaims

My Thoughts

STILL STILL Still alive! As long as there’s no Tech3 unit in hand, I have a good chance here.


"P2T12


StartingHand Workers

STARTING HAND
Bone Collector
Guargum, Eternal Sentinel


WORKERS
Poisonblade Rogue
Jandra, the Negator
Sacrifice the Weak
Thieving Imp
Deteriorate
Pestering Haunt


NextHand

Lord of Shadows
Might of Leaf and Claw
Spirit of the Panda


Discard

Bone Collector


Tech 0 card(s)
Get Paid + float - ($16)
Guargum, Eternal Sentinel, hasty - ($6)
Level Garth, maxband whiffs - ($0)
Blooming Elm buffs Garth
Garth kills Prynn
Guargum breaks your base, obliterate takes all your units in the process

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L5 Argagarg Garg (1/2) [3 dmg]
  • :target: Lookout:

In Play:

  • Skeletal Archery
  • Blooming Elm (4)
  • L6 Drakk Ramhorn (4/2) [1+, 3 dmg]
  • War Drums
  • L7 Garth Torken (4/3) [1+, 2 dmg]
  • Guargum, Eternal Sentinel (14/10) [2 dmg]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Growth)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Necromancy)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 11
  • Disc: 1

Gold:

  • Gold: 0
  • Workers: 11

"

1 Like

Your tech 1 and 2 are effectively missing from injunction, so no bc or Skeletal Lord

1 Like

Fixed. I’m so used to hero abilities not working on Tech III units, I forgot I could haste Guargum. GG WP!

1 Like

I was wondering why you didn’t just break things if you had the tech 3!

Bad luck for me, GG WP!

1 Like

Yeah, I think spec’ing into Growth first is ironically a stronger Necro strategy than actually spec’ing into Necromancy to start with. Well, @codexnewb beat me quite a few times with the Collector/Ancient combo, and I could only overcome it with my (currently undefeated, outside of map games) [Demonology]/Growth/Strength build.

But, that was a super fun game, the mass removal was excellent stall, and you had me super worried with the flying Tiny Basilisk, since my Skeletons couldn’t attack it.

1 Like

I think I probably had you, if you didn’t have the tech 3!

Indeed it was very fun, I’m impressed this deck lasted as long as it did!

Happy to run it back if you want to

I predicted your codex would be challenging right from the beginning; it’s full of tricks that are difficult for my build to deal with.

"P1T1


StartingHand Workers

STARTING HAND
Poisonblade Rogue
Summon Skeletons
Pestering Haunt
Skeletal Archery
Graveyard


WORKERS
Poisonblade Rogue


NextHand

Sacrifice the Weak
Jandra, the Negator
Thieving Imp
Skeleton Javelineer


Discard

Skeletal Archery
Summon Skeletons


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Graveyard - ($1)
Pestering Haunt

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Graveyard (3)
  • Pestering Haunt (1/1) Unstoppable

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 5

Thoughts

Making use of the combo while I can!

"

Should’ve only been 2 skeletons, AFAIK, since Necromancers don’t trigger off their own deaths.

Also, awesome to see a win via Blooming Elm! (among other things)

2 Likes

I feel like it probably should be 4 (why wouldn’t they trigger upon their own deaths?), but I’ve posed the question!

Also GL HF @Nekoatl!

Game 4 Player 2, Turn 1

P2 [Balance]/Past/Law vs P1 [Necromancy]/Growth/Blood

Starting Hand

Rampant Growth
Forest’s Favor
Rich Earth
Playful Panda
Tiger Cub

Events of Turn:


Upkeep:

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

Main:

  • Rich Earth (2)
  • Midori (0)
Workers

Rampant Growth

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • Rich Earth

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Young Treant
Spore Shambler
Verdant Tree
Ironbark Treant
Merfolk Prospector

End of Turn Discard

Tiger Cub
Playful Panda
Forest’s Favor

My Thoughts

I have a dastardly plan to first tech 2x Shimmer Ray, and lay Verdant Tree next turn (or perhaps go for Rememberer and float some gold?), let’s see how it goes!


GL HF

"P1T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Skeleton Javelineer
Thieving Imp
Sacrifice the Weak
Jandra, the Negator


WORKERS
Poisonblade Rogue
Jandra, the Negator


NextHand

Skeleton Javelineer
Summon Skeletons
Thieving Imp
Bone Collector
Deteriorate


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech I - ($3)
Garth Torken - ($1)
Skeleton - ($0)
Haunt nibbles your base to 19 HP

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

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

In Play:

  • Graveyard (3)
  • L1 Garth Torken (1/3)
  • Pestering Haunt (1/1) Unstoppable

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

"

frozen, he does not spawn the skele cuz the card says “when another non token unit”.

2 Likes

“Another”, I missed that, thanks!

On with the show, then XD

Game 4 Player 2, Turn 2

P2 [Balance]/Past/Law vs P1 [Necromancy]/Growth/Blood

Starting Hand

Young Treant
Spore Shambler
Verdant Tree
Ironbark Treant
Merfolk Prospector
Playful Panda (YT)

Events of Turn:


Upkeep:

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

Shimmer Ray x2


Main:

  • Verdant Tree (4)
  • Young Treant, rs draw 1 (2)
  • Tech 1 (0)
Workers

Ironbark Treant, Rampant Growth

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Midori (2+1/3 lvl 1)
  • :pspig: Scavenger: Young Treant (0/2)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Verdant Tree (3hp)
  • Rich Earth

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Tiger Cub
Shimmer Ray
Forest’s Favor
Shimmer Ray
Playful Panda

End of Turn Discard
My Thoughts

Okay, let’s see how this goes!


"P1T3


Tech StartingHand Workers

TECH
Giant Panda
Giant Panda


STARTING HAND
Deteriorate
Skeleton Javelineer
Bone Collector
Summon Skeletons
Thieving Imp


WORKERS
Poisonblade Rogue
Jandra, the Negator
Thieving Imp


NextHand

Summon Skeletons
Bone Collector
Skeletal Archery
Giant Panda
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bone Collector - ($3)
Level Garth - ($0)
Garth attacks Midori
Haunt trades with Midori
Replay Haunt from Graveyard

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


Board Info:
In Patrol:

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

In Play:

  • Graveyard (3)
  • L6 Garth Torken (2/1) [3 dmg]
  • Bone Collector (3/3)
  • Pestering Haunt (1/1) Unstoppable

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

"

Game 4 Player 2, Turn 3

P2 [Balance]/Past/Law vs P1 [Necromancy]/Growth/Blood

Starting Hand

Young Treant
Spore Shambler
Verdant Tree
Ironbark Treant
Merfolk Prospector
Playful Panda (YT)

Events of Turn:


Upkeep:

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

Seer, Second Chances
Shimmer Ray x2


Main:

  • Worker
  • Tech 2 Past, build instantly w/ Verdant Tree (3)
  • Shimmer Ray (2)
  • Tiger Cub (0)
Workers

Playful Panda, Ironbark Treant, Rampant Growth

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Young Treant (0+1/2)
  • :pspig: Scavenger: Shimmer Ray (3/4 flying fade 2)
  • :exhaust: Technician: Tiger Cub (2/2)
  • :target: Lookout:

In Play:

  • Verdant Tree (3hp)
  • Rich Earth

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Spore Shambler
Merfolk Prospector
Forest’s Favor
Second Chances

End of Turn Discard
My Thoughts

This feels pretty silly, but what the hell right? If I pull it off s.t. I can make it to Archon safely enough, it’s going to look crazy cool :slight_smile:


"P1T4


Tech StartingHand Workers

TECH
Blooming Ancient
Blooming Elm


STARTING HAND
Skeletal Archery
Bone Collector
Sacrifice the Weak
Giant Panda
Summon Skeletons


WORKERS
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Summon Skeletons


NextHand

Deteriorate
Skeleton Javelineer
Blooming Ancient
Giant Panda
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bone Collector kills Treant
Haunt and Skeleton trade with Tiger Cub, you draw 1
Replay Haunt from Graveyard
Sacrifice the Weak, Skeleton and Shimmer Ray die, you get $1 - ($4)
Garth breaks Verdant Tree
Tech II - ($0)

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:

  • Graveyard (3)
  • L6 Garth Torken (2/1) [3 dmg]
  • Bone Collector (3/2) [1 dmg]
  • Pestering Haunt (1/1) Unstoppable

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

"

Garth has 2 attack, tree has 3hp?

1 Like