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CAWS 2016: FrozenStorm ([Blood]/Strength/Growth) vs. Jadiel (Mono Black)


#1

Ready to start Round 1 @Jadiel? I totally forgot I am playing BLOOD, and have been practicing with Anarchy, so this will be a little different LOL! GL HF!

Player 1, Turn 1

P1 [Blood]/Growth/Strength vs P2 Black

[details=Starting Hand]
Bombaster
Charge
Nautical Dog
Scorch
Careless Musketeer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Drakk (2)
  • Nautical Dog (1)
  • Worker (0)

[details=Workers]
Scorch
[/details]

  • :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:
  • :psfist: Elite:
  • :pspig: Scavenger: Nautical Dog (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Drakk (1/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 5

[details=End of Turn Hand]
Pillage
Bloodburn
Bloodrage Ogre
Makeshift Rambaster
Mad Man
[/details]

[details=End of Turn Discard]
Careless Musketeer
Charge
Bombaster
[/details]

[details=My Thoughts][spoiler]
Always Black in these tourneys! Oh well, one advantage I get with this deck against Mono-black is Mythmaking won’t be stopped, so I think I likely build on that. Glimmer Boulder and Mythmaking would be strong board presence, and lead well into Strength Tech 2 and DeGrey to stop any skeleton shenanigans. Then again though, Crash Bombers would better serve a “pressure just enough to be first to tech 2”, and I think my best matchups against Black are at Tech 2. Any of my tech 2 plans will give him a lot of trouble, but MoLaC probably most so. I think I’ll actually try for that.

Tentative tech plan:
Crash Bomber, Bloodlust
Crash Bomber, Might of Leaf and Claw
Kidnapping, Blooming Ancient / another MoLaC
Doubling Barbarbarian / Ancient / Dinosize
Doubling Barbarbarian / Bloodlust / Desperation?

Worker Scorch, Bloodburn, Pillage, Musketeer, Rambaster, Bombaster?

That leaves Charge, Mad Man, Dog, Brogre, and above teched cards?? I think that’s really solid. With no way to get rid of MoLaC, I should win shortly after it hits the table, provided I can keep him off metamorph?
[/spoiler][/details]


CAPS 2017: Jadiel ([Feral]/Future/Truth) vs. FrozenStorm ([Demon]/Necro/Finesse)
#2

@FrozenStorm GL, HF :slight_smile:

P2T1


StartingHand Workers

STARTING HAND
Deteriorate
Skeletal Archery
Jandra, the Negator
Thieving Imp
Pestering Haunt


WORKERS
Skeletal Archery


NextHand

Sacrifice the Weak
Graveyard
Skeleton Javelineer
Poisonblade Rogue


Discard

Deteriorate
Jandra, the Negator
Thieving Imp


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy - ($2)
Vandy casts Deteriorate on Nautical Dog, you get 1 gold
Pestering Haunt
Hero’s Hall - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Vandy (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

I’d forgotten you write extensive thoughts! I’ll try and summarize what my thoughts were at each stage of the game but I’m doing this all after the fact, so it probably won’t be perfect.

My hand is really not great, I want Vandy, which eliminates Jandra and Thieving Imp. Deteriorate seems fine here, as it’s a card for a card and denies you pressure. I really don’t want to float gold against red, so I need something to spend my last 2g on. HH seems a good option, Black has solid heros.


#3

BTW, is [Anarchy]/Strength/Growth an evil concoction you cooked up in collaboration with PetE? I don’t remember seeing it before…


#4

@caphriel described Growth/Strength/Anarchy deck with the green starter on the old forum, and I used the deck with the red starter in RACE#3 (and using it again in this tournament). In RACE#3 I had better results against mono-black (4-1) than against other decks (3-5) – so if anything it’s an “anti-evil concoction” !


#5

I don’t know @petE very well (not even sure we’ve played together before?), I believe I saw someone else running that deck though (might have been him). Sharks + Zane are a nasty way to charge up Might of Leaf and Claw, though my practice sessions have been against Mono White and Upgrade Destruction makes the MoLaC plan pretty unappetizing :wink:

Player 1, Turn 2

P1 [Blood]/Growth/Strength vs P2 Black

[details=Starting Hand]
Pillage
Bloodburn
Bloodrage Ogre
Makeshift Rambaster
Mad Man
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5+1scavenger)
  • Tech 2 cards in

[details=All Teched Cards]
Crash Bomber, Bloodlust
[/details]


###Main:

  • Midband Drakk (3)
  • Mad Man (2)
  • Frenzied Mad Man hits Vandy for 2, Drakk finishes her, maxbands and heals
  • Worker (1)

[details=Workers]
Bloodburn, Scorch
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Float 1g, Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Drakk (3/4 lvl 6)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 6

[details=End of Turn Hand]
Bloodlust
Makeshift Rambaster
Crash Bomber
Mad Man
Bombaster
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
I’m going to keep “the plan” as it currently stands in this section, and make this a regular thing in my games, from now on.

Forgoing tech 1 feels a liiittle risky but the gold swing I get out of killing Vandy (2g down for him, 2g up on Drakk) is just so dangerous that I think I have to do it. It’s almost going to force him to tech Doom Grasp, as otherwise early Drakk can just bury you so hard. It also lets me stack my deck up a bit with my tech 2 plan, which is what I really want to do, so fuck it let’s go for it.

Tentative tech plan:
Crash Bomber, Bloodlust
Crash Bomber, Might of Leaf and Claw
Kidnapping, Blooming Ancient / another MoLaC
Doubling Barbarbarian / Ancient / Dinosize
Doubling Barbarbarian / Bloodlust / Desperation?

Leftover starting deck
Mad Man, Dog, Brogre, Charge

Workers:
Scorch, Bloodburn, Pillage, Musketeer, Rambaster, Bombaster

[/spoiler][/details]


#6

P2T2


Tech StartingHand Workers

TECH
Sickness
Sickness


STARTING HAND
Poisonblade Rogue
Skeleton Javelineer
Sacrifice the Weak
Graveyard


WORKERS
Skeletal Archery
Poisonblade Rogue


NextHand

Graveyard
Sacrifice the Weak
Jandra, the Negator
Summon Skeletons


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Garth - ($3)
Tech 1 - ($2)
Skeleton - ($1)
Haunt hits your base for 1
Skeleton Javelineer - ($0)

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: L1 Garth (1/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Skeleton Javelineer (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

I really should have patrolled Vandy in Elite - my first mistake of the game!

He hasn’t built tech I, which means he’s probably teched spells - I’d guess Kidnapping and Bloodlust. Kidnapping is a great answer to Bone Collectors, which he will expect me to tech as they are so strong. I don’t really want my BCs getting kidnapped next turn, so I think I’ll capitalise on my HH and tech spells. Drakk could be tricky to deal with, I don’t really want to tech Doom Grasp though. I’ll go with Disease this game - Sickness looks strong, and it will be interesting to see how it works. Maybe I’ll pick up Spreading Plague next turn also.

I could play Garth+Skeleton+Orpal here, but I risk Orpal dying and I want him next turn. I also telegraph my spells play if I don’t build Tech I. Javelineer and Tech I seems a better choice.


#7

Player 1, Turn 3

P1 [Blood]/Growth/Strength vs P2 Black

[details=Starting Hand]
Bloodlust
Makeshift Rambaster
Crash Bomber
Mad Man
Bombaster
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards in

[details=All Teched Cards]
Crash Bomber, Might of Leaf and Claw
Crash Bomber, Bloodlust
[/details]


###Main:

  • Tech 1 (5)
  • Bombaster (3)
  • Frenzied Hasty Bombaster deals 3 damage to Garth and survives on 1hp
  • Bloodlust Garth and Haunt, dooming them to death from 1 damage end of turn (1)
  • Worker (0)

[details=Workers]
Mad Man, Bloodburn, Scorch
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Drakk (3/4+1armor lvl 6)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Bombaster (2/1 from 1 damage)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Bloodrage Ogre
Careless Musketeer
Charge
Pillage
[/details]

[details=End of Turn Discard]
Might of Leaf and Claw
Crash Bomber
Bloodlust
Makeshift Rambaster
Crash Bomber
[/details]

[details=My Thoughts][spoiler]
Ok still on schedule, going down a card is a little bit of a bummer but I don’t leave him much to work with. Won’t be dealing with any Doom Grasp it seems so he’ll just have to deal with mass pressure. Pretty decent chance he’ll Deteriorate Bombaster, probably teched Dark Pacts, makes me a little leary of workering Rambaster since it might help close out a base race. I don’t think I’m going to be so hard up for gold that having the 1-cost Mad Man is a huge advantage over Rambaster, so we worker Mad Man… No doubt a bummer, but next turn will be Brogre + Tech 2 in all likelihood, bust up his patrol best as possible or hang back depending on how he plays it. Bummer I don’t have Crash Bomber next turn, it’d lend a great deal of versatility, but what can you do…

Tentative tech plan:
Crash Bomber, Bloodlust
Crash Bomber, Might of Leaf and Claw
Kidnapping, Bird’s Nest? pretty nasty when combined with bloodlust!

Option A: Maximize chances of winning a base race or keeping Vandy off Meta?
Glider / Glider
Kidnapping / Earthquake?

Option B: Play longer game
Doubling Barbarbarian / Ancient
Doubling Barbarbarian / Bloodlust

Leftover starting deck
Makeshift Rambaster, Dog, Brogre, Charge

Workers:
Scorch, Bloodburn, Pillage, Musketeer, Rambaster, Bombaster

[/spoiler][/details]


#8

P2T3


Tech StartingHand Workers

TECH
Bone Collector
Spreading Plague


STARTING HAND
Summon Skeletons
Graveyard
Jandra, the Negator
Sacrifice the Weak


WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator


NextHand

Sickness
Deteriorate
Sickness
Thieving Imp


Discard

Pestering Haunt
Summon Skeletons
Sacrifice the Weak
Graveyard
Bone Collector
Spreading Plague


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Vandy - ($4)
Summon Skeletons - ($1)

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Skeleton (1/1+A)
  • :psfist: [I]Elite[/I]: Skeleton (2/1)
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Skeleton Javelineer (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Vandy (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Garth dying was not unexpected. I got Bloodlust in exchange for Garth and Haunt, so that’s parity on cards and gold, and it cost him attacks this turn also.

I’m sad I don’t have Sickness though, one would have been nice to deal with Bombaster and take Drakk down a peg or two, but I have to make the best of what I’ve got. Sac the Weak seems a poor trade here when I know I’m drawing Sickness next turn. Jandra also seems terrible when he has Frenzy Hasted units. It dies to Nautical Dog or Bombaster and Madman, and takes my Skeleton with it so I don’t want to play that. Summon Skeletons I guess? Filling my patrol zone with 1/1s nullifies his Frenzy. It’s a delaying tactic but seems my strongest line. It’s also good against the Kidnapping I’m pretty sure he has.


#9

Player 1, Turn 4

P1 [Blood]/Growth/Strength vs P2 Black

[details=Starting Hand]
Bloodlust
Makeshift Rambaster
Crash Bomber
Mad Man
Bombaster
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards in

[details=All Teched Cards]
Blooming Ancient, Bird’s Nest
Crash Bomber, Might of Leaf and Claw
Crash Bomber, Bloodlust
[/details]


###Main:

  • Bloodrage Ogre (5)
  • Drakk kills SQL Skeleton, takes 1 damage
  • Worker (4)
  • Tech 2 Growth (0)

[details=Workers]
Careless Musketeer, Mad Man, Bloodburn, Scorch
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC GROWTH

####In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bombaster (2/1 from 1 damage)
  • :target: Lookout:

####In Play:

  • Drakk (3/3 from 1 damage, lvl 6)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Nautical Dog
Crash Bomber
Bird’s Nest
Mad Man
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
That was actually better than expected, though it’s still pretty clear Drakk is likely to die… Vandy is so annoying! So, delaying kidnapping a bit, and opting for Blooming Ancient instead, who combos well with Birds and Arg and what I’m trying to set up anyway, but doubles as good immediate blocking / beatstick threat.

Tentative tech plan:
Crash Bomber, Bloodlust
Crash Bomber, Might of Leaf and Claw
Blooming Ancient, Bird’s Nest? pretty nasty when combined with bloodlust!

Option A: Maximize chances of winning a base race or keeping Vandy off Meta?
Kidnapping / Glider
Kidnapping / Glider / Earthquake?

Leftover starting deck
Makeshift Rambaster, Dog, Brogre, Charge

Workers:
Scorch, Bloodburn, Pillage, Musketeer, Rambaster, Bombaster

[/spoiler][/details]


#10

Editted turn (because I forgot about Vandy’s max band) below - sorry it’s my first game playing with Black!

P2T4


Tech StartingHand Workers

TECH
Death and Decay
Death and Decay


STARTING HAND
Thieving Imp
Sickness
Sickness
Deteriorate


WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator


NextHand

Sickness
Summon Skeletons
Spreading Plague
Deteriorate


Tech 2 card(s)
Get Paid + float - ($9)
Skip Worker
Orpal - ($7)
Orpal casts Sickness on Ogre and Bombaster, Bombaster dies, you draw a card - ($5)
Orpal casts Deteriorate on Ogre, Ogre dies
Vandy to level 5, dooming a Skeleton - ($1)
Doomed Skeleton trades with Drakk, Orpal to L3, my base to 19
Vandy and Skeleton break your Tech II, your base to 17
Javelineer deals 1 damage to Tech I
Orpal to level 4 - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: L4 Orpal (2/4)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Vandy (4/5)
  • Skeleton (1/1)
  • Skeleton Javelineer (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I got my double Sickness this turn, although once I’d remembered about Vandy’s maxband it was better not to cast both!

I was surprised by your weak turn - you shifted gears from all out agression to defence, probably due to building Tech II. This was the turn the game shifted from you having tempo to me having it. Sickness and Deteriorate let me clear the patrol zone, and Vandy maxband meant I could trade very favorably with Vandy.

This was also the turn I needed to decide what I was doing for the rest of the game, as I was about to reshuffle, so these were probably the last two teched cards I’d actually see this game. I considered all three ultimates. I felt I was too committed to Tech I to bring in Tech II units at this point, so they were out. Death Rites doesn’t do enough, especially when you’re going for MoLaC with hasty stuff. Meta I can fetch, and it’s the obvious play so you’ll probably build a tower this turn. Death and Decay seems pretty strong, and Vandy gets all the attention. It feels a little eggs in one basket (I have a lot of disease spells teched at this point), but I think I can protect Orpal on the current board state, and you don’t have any hero removal.

I also agonized this turn over whether I should kill tech I or II. I thought it was less likely you had tech II stuff in hand, and I thought I could probably deal with it if you did, but then again you teched spells early, so maybe you skipped tech I units? Tech II seemed like the lower risk play


#11

Dooming one of your units is mandatory - which one is affected?


#12

Oh yes I had forgotten about Vandy maxband… let me rethink my turn then…


#13

Ok, be sure to re-do your end-of-turn draw after making your change(s).


#14

I edited my turn above, re-doing my draw.


#15

Ick :frowning: I liked the previous turn better :wink:

Player 1, Turn 5

P1 [Blood]/Growth/Strength vs P2 Black

[details=Starting Hand]
Nautical Dog
Crash Bomber
Bird’s Nest
Makeshift Rambaster
Blooming Ancient (techn, bummer)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)
  • Tech 2 cards in

[details=All Teched Cards]
Kidnapping, Artisan Mantis
Blooming Ancient, Bird’s Nest
Crash Bomber, Might of Leaf and Claw
Crash Bomber, Bloodlust
[/details]


###Main:

  • Rebuild tech 2
  • Rook (6)
  • Tower (3)
  • Crash Bomber (2)
  • Worker (1)

[details=Workers]
Nautical Dog, Careless Musketeer, Mad Man, Bloodburn, Scorch
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 4
  • Tech2 HP: 5 SPEC GROWTH
  • Tower HP: 4

####In Patrol:

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

####In Play:

  • Nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Pillage
Might of Leaf and Claw
Crash Bomber
Bloodlust
Charge
[/details]

[details=End of Turn Discard]
Bombaster
Bloodrage Ogre
Kidnapping
Artisan Mantis
Blooming Ancient
Makeshift Rambaster
Bird’s Nest
[/details]

[details=My Thoughts][spoiler]
So annoying to deal with Vandy… ugh! If he gets a metamorph off, this is going to messy. I need to abandon the Glider plan, b/c I need a tower. The only thing I simply CANNOT let him do is Metamorph, so let’s build it right now. He was much better ways of dealing with Elemental and Wisp anyway, especially with Orpal on the board, so Rook will have to take one for the team here. Can’t have Vandy getting away with little / no damage on her, I don’t really need a card right now (would rather stack the discard up a little I think). It sucks that I don’t have much in the way of anti-hero countermeasures in this deck, but if I’m able to get the MoLaC down next turn, I think I can charge it for maximum damage during turn 7.

He’s got 2 skeletons, Orpal, and Max Vandy to swing with next turn. If he has Meta in hand, he’ll kill Rook and smash my tech 2 again, but he won’t be able to block / swing with hardly anything else. If he goes tech 2 himself to set up 3-hero meta, I can probably punish that (?) it’s going to be a close gambit, he diffused my early Drakk max nicely.

Tentative tech plan:
Crash Bomber, Bloodlust
Crash Bomber, Might of Leaf and Claw
Blooming Ancient, Bird’s Nest? pretty nasty when combined with bloodlust!
Kidnapping, Artisan Mantis

Artisan Mantis / Desperation, Bloodlust?

Leftover starting deck
Makeshift Rambaster, Bombaster, Brogre, Charge

Workers:
Scorch, Bloodburn, Pillage, Musketeer, Mad Man, Nautical Dog

[/spoiler][/details]


#16

P2T5


Tech StartingHand Workers

TECH
Metamorphosis
Bone Collector


STARTING HAND
Sickness
Deteriorate
Summon Skeletons
Spreading Plague


WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator


NextHand

Death and Decay
Death and Decay
Graveyard
Sacrifice the Weak


Discard

Sickness
Spreading Plague
Deteriorate
Summon Skeletons
Metamorphosis
Bone Collector


Tech 2 card(s)
Get Paid - ($8)
Orpal casts Sickness on Rook and Crash Bomber - ($6)
Orpal casts Spreading Plague. Rook and Crash Bomber die, you get 1 gold, Orpal to L6 - ($2)
Vandy destroys Tower, taking 1 damage, your base to 15
Orpal, Javelineer and Skeleton break your Tech I, your base to 13
Skip worker

Float ($2)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Vandy (4/4)
  • Skeleton (1/1)
  • Skeleton Javelineer (1/1)
  • L6 Orpal (2/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8
Thoughts

Sickness and Spreading Plague in the same hand! The dream! I did briefly contemplate fetching Metamorphosis, but I couldn’t not play that, not when you had two hapless patrollers waiting for me. It lets me kill the tower but not tech II… Do you have Tech II stuff in hand? Maybe not? Nothing I can do about it anyway. I can handle an Oversized Rhinocerous I think, and hopefully with Growth Tech II you haven’t got enough hasty stuff to trigger MoLaC…


#18

DANGER WILL ROBINSON! Your base goes to 18 when Crash Bomber dies, fyi

Player 1, Turn 6

P1 [Blood]/Growth/Strength vs P2 Black

[details=Starting Hand]
Pillage
Might of Leaf and Claw
Crash Bomber
Bloodlust
Charge
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9+1float+1scavenger)
  • Tech 2 cards in

[details=All Teched Cards]
Blooming Ancient, Bloodlust
Kidnapping, Artisan Mantis
Blooming Ancient, Bird’s Nest
Crash Bomber, Might of Leaf and Claw
Crash Bomber, Bloodlust
[/details]


###Main:

  • Rebuild tech 1
  • Might of Leaf and Claw (8)
  • Drakk (6)
  • Arg (4)
  • Bloodlust on Drakk and Wisp (2)
  • Charge on Wisp (0)
  • Wisp and Drakk kill Vandy, Arg Midbands, MoLaC gains 2 runes, your base to 17hp
  • Skip Worker

[details=Workers]
Nautical Dog, Careless Musketeer, Mad Man, Bloodburn, Scorch
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 13
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC GROWTH

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Argagarg (1/4 lvl 3)
  • :target: Lookout:

####In Play:

  • Might of Leaf and Claw (2 runes)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Bird’s Nest
Blooming Ancient
Bloodlust
Charge
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Spreading Plague, so he wants to hero-kill via comboing? Okay, he’s down cards and gold, I lose Drakk for a turn and he keeps a semi-scary maxband Orpal around, but now I have put the game on timer for MoLaC and remove his PRIMARY end-game in meta for at least 2 turns as well. Going to grab another Ancient to maximize my chance to draw it next turn, and if I can get bird’s nest as well (or some crash bombers) I’ll be able to stall with runes while Vandy’s sidelined and then critical mass on MoLaC ftw hopefully!

Tentative tech plan:
Crash Bomber, Bloodlust
Crash Bomber, Might of Leaf and Claw
Blooming Ancient, Bird’s Nest? pretty nasty when combined with bloodlust!
Kidnapping, Artisan Mantis
Blooming Ancient, Bloodlust

Last tech:
Giant Panda and Dinosize maybe?

Leftover starting deck
Makeshift Rambaster, Bombaster, Brogre, Charge

Workers:
Scorch, Bloodburn, Pillage, Musketeer, Mad Man, Nautical Dog

[/spoiler][/details]


#19

P2T6


Tech StartingHand Workers

TECH
Spreading Plague
Death Rites


STARTING HAND
Thieving Imp
Bone Collector
Sacrifice the Weak
Pestering Haunt


WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator


NextHand

Pestering Haunt
Sickness
Bone Collector
Death and Decay
Thieving Imp


Tech 2 card(s)
Get Paid + float - ($10)
Garth - ($8)
Death and Decay - ($0)
Javelineer kills Arg, Garth to L3, you draw
Orpal breaks Tech II, your base is at 8
Skeleton does 1 damage to your Tech I, it’s at 1hp
Skip worker

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: L3 Garth (1/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L6 Orpal (2/5)
  • Skeleton (1/1)
  • Skeleton Javelineer (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 11
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Ok, I lost Vandy, she was quite a lot of my power. He’s still scared of Meta. D&D doesn’t seem amazing here - there isn’t much on the board, but it helps me kill tech buildings so it seems the best play. I don’t have anything else useful in my hand, so bar maxing Garth it’s my only line anyway…


#20

Balls of Steel award goes to you for pre-teching D&D in that huge deck cycle and drawing it at an opportune moment! Now I’m just left super frustrated and with little recourse it seems…

Your base is at 17, btw

Player 1, Turn 7

P1 [Blood]/Growth/Strength vs P2 Black

[details=Starting Hand]
Bird’s Nest
Blooming Ancient
Bloodlust
Charge
Blooming Ancient (ugh…)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Tech 2 cards in

[details=All Teched Cards]
Desperation, Galina Glimmer
Blooming Ancient, Bloodlust
Kidnapping, Artisan Mantis
Blooming Ancient, Bird’s Nest
Crash Bomber, Might of Leaf and Claw
Crash Bomber, Bloodlust
[/details]


###Main:

  • Rebuild Tech 2 (perhaps a bad move, did you really tech and perfectly space two D&D though?)
  • Summon + Maxband Rook (0)
  • Skip Worker

[details=Workers]
Nautical Dog, Careless Musketeer, Mad Man, Bloodburn, Scorch
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 8
  • Tech1 HP: 1
  • Tech2 HP: 5 SPEC GROWTH

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Rook (4+1/6 lvl 8 two lives active)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Might of Leaf and Claw (2 runes)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 7

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Bloodlust
Bloodrage Ogre
Kidnapping
Artisan Mantis
Crash Bomber
[/details]

[details=End of Turn Discard]
Galina Glimmer
Desperation
Blooming Ancient
Charge
Bloodlust
Blooming Ancient
Bird’s Nest
[/details]

[details=My Thoughts][spoiler]
Death and Decay, what evil genius and solid draws is this nonsense! I sincerely hope I made him whiff Meta, that he is mostly out of ammo on this draw, and that next turn I’ll be charging up MoLaC + getting Mantis down!

Techs from now on are going to be end-the-game focused, as at 8 base HP I will need to really overwhelm him!

Plan is mostly out the window now, it’s just down to draws and hoping I survive!

[/spoiler][/details]


#21

Sorry it’s frustrating… I suspect you won’t like this turn any better :confused:

P2T7


Tech StartingHand Workers

TECH
Death Rites
Twilight Baron


STARTING HAND
Pestering Haunt
Thieving Imp
Bone Collector
Sickness
Death and Decay


WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator


NextHand

Metamorphosis
Sacrifice the Weak
Death and Decay
Spreading Plague
Spreading Plague


Discard

Death and Decay
Thieving Imp
Bone Collector
Sickness
Death Rites
Twilight Baron


Tech 2 card(s)
Get Paid - ($8)
Death and Decay, your Tech I is destroyed, your base is at 3 - ($0)
Pestering Haunt
Orpal attacks Rook, taking 2 damage and giving him 2 -1/-1 runes
Skeleton kills Rook, who gains a crumbling rune
Javelineer kills Rook again, Garth to level 5
Garth breaks your Tech II, your base is at 1

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L6 Orpal (2/3)
  • Skeleton (1/1)
  • Skeleton Javelineer (1/1)
  • L5 Garth (2/4)
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8