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[CAWS20] Round1: FrozenStorm [Demonology/Necromancy]/Finesse vs hardy83 [Discipline]/Anarchy/Finesse

I will get a turn one set up soon @hardy83, but wanted to get the thread started just to set things up.

GL HF!

CAWS20 Round1: Player 1, Turn 1

P1 Nightmare vs P2 Discipline/Anarchy/Finesse

Starting Hand

Pestering Haunt
Thieving Imp
Skeleton Javelineer
Skeletal Archery
Jandra, the Negator

Events of Turn:


Upkeep:

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

Main:

  • Vandy (2)
  • Skeleton Javelineer (1)
  • Pestering Haunt
  • Worker (0)
Workers

Jandra, the Negator

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

In Play:

  • Skeleton Javelineer (1/1)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Summon Skeletons
Deteriorate
Poisonblade Rogue
Sacrifice the Weak

End of Turn Discard
My Thoughts

Tryharding in the tryhard tourneys, saving the sillyness for the silly tourneys. Somebody’s gotta measure the new decks against the established strength XD Little bummed no one is on Miracle Grow this tourney but nbd. Gotta watch out for Discord here but otherwise I think I’m good to pull the Finesse T2 / Meta gambit


i doubt i’ll have much fun against that nightmare :wink: gl!

P2T1


Tech StartingHand Workers

STARTING HAND
Smoker
Fox Viper
Snapback
Aged Sensei
Fox Primus


WORKERS
Fox Viper


NextHand

Sensei’s Advice
Savior Monk
Grappling Hook
Safe Attacking


Discard

Snapback
Fox Primus
Nimble Fencer
Nimble Fencer


Get Paid - ($5)
Worker - ($4)
Sensei - ($3)
Smoker - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 2
  • Workers: 6

Somebody’s gotta play the “known strong” decks to measure all these new fangled ideas against XD Been awhile since I’ve played it, might be rusty!

CAWS20 Round1: Player 1, Turn 2

P1 Nightmare vs P2 Discipline/Anarchy/Finesse

Starting Hand

Summon Skeletons
Deteriorate
Poisonblade Rogue
Sacrifice the Weak

Events of Turn:


Upkeep:

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

Nimble Fencer, Dark Pact


Main:

  • Vandy kills those two dudes, you draw 1 and get 1g
  • Haunt pings your base to 19
  • Worker (4)
  • Hero’s Hall (2)
  • Tech 1 (1)
Workers

Poisonblade Rogue, Jandra, the Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Vandy (2/2 lvl 1)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Graveyard
Sacrifice the Weak
Thieving Imp
Skeletal Archery
Dark Pact

End of Turn Discard
My Thoughts

Well I spose with all that float likely Hardy wants to come at me with Zane. Gonna take the free kills on those units, could get PBR out and protect Vandy but I think I’d rather allow the Zane to kill Vandy if so desired. It’s a reasonable trade for me if he does it, makes him skip tech1 and I can just do Graveyard + Imp / Garth + Skele / Whatever


@FrozenStorm You are mono color I believe. Shouldn’t HH cost you 2?

2 Likes

shouldn’t heroes’ hall cost 2? you don’t have that penalty sigh

2 Likes

Maybe he should pay the penalty for playing Nightmare though. :wink:

3 Likes

You all are right, obviously played too much mono! I will float the 1g

sorry for the little delay. i’m currently not at home. will need another day for my next turn…

P2T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Nimble Fencer


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


WORKERS
Fox Viper
Safe Attacking


NextHand

Fox Primus
Sensei’s Advice
Aged Sensei (1/1)
Nimble Fencer


Tech 2 card(s)
Get Paid + float + scav - ($9)
Worker - ($8)
Tech 1 - ($6)
Savior Monk - ($4)
Flagbearer - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Morningstar Flagbearer (2/2)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

taxman in case he goes for gargoyles.

would like to build a tower, but i’m a bit afraid of stw

1 Like

No sweat! We have a whole week :slight_smile:

CAWS20 Round1: Player 1, Turn 3

P1 Nightmare vs P2 Discipline/Anarchy/Finesse

Starting Hand

Graveyard
Sacrifice the Weak
Thieving Imp
Skeletal Archery
Dark Pact

Events of Turn:


Upkeep:

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

Nimble Fencer, Nether Drain
Nimble Fencer, Dark Pact


Main:

  • Dark Pact, base to 18 draw 2
  • Graveyard (5)
  • Midband Vandy, kill SQL (3)
  • Deteriorate Flagbearer, Jav hucks a spear to kill
  • Haunt hits your tech1 to 4hp
  • Garth (1)
  • Worker (0)
Workers

Summon Skeletons, Poisonblade Rogue, Jandra, the Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

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

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Nimble Fencer
Deteriorate
Dark Pact
Nether Drain
Skeletal Archery

End of Turn Discard
My Thoughts

Nice, yep, keeping Zane away. Grabbing other Fencer and Nether Drain. Setup will be turn 5/6 tech2 and meta threat. Play will be Yard + Garth + Det (if I get it) + either Fencer or Mid Vandy to clear things out (I guess if I whiff Det maybe Graveyard has to be skipped to Mid Vandy and Fencer? We’ll see)


P2T3


Tech StartingHand Workers

TECH
Reversal
Nimble Fencer


STARTING HAND
Aged Sensei (1/1)
Sensei’s Advice
Fox Primus
Nimble Fencer
Grappling Hook


WORKERS
Fox Viper
Safe Attacking
Fox Primus


NextHand

Savior Monk (2/2a)
Snapback
Smoker (1/1)
Gunpoint Taxman


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Zane to lvl 4 - ($2)
expensive hook drags garth to scavenger - ($1)
Zane hits garth, we both collect gold, zane to lvl6 - ($2)
nimble Fencer suicides into vandy, lvls fizzle - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Captain Zane, L6 (4/4) :exhaust:

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

suppose he teched in fencers to play them from graveyard… not much i can do to prevent double fencers next turn. but i can hit his heroes and i guess i’ll go for that. expect zane to die to fencers next turn… at least he (hopefully) won’t have enough firepower to get rid of zane AND break my tech 1…

i wonder if i should tech detonate to get rid of his graveyard once and for all

Ooof wasn’t counting on that!

CAWS20 Round1: Player 1, Turn 4

P1 Nightmare vs P2 Discipline/Anarchy/Finesse

Starting Hand

Nimble Fencer
Deteriorate
Dark Pact
Nether Drain
Skeletal Archery

Events of Turn:


Upkeep:

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

Star-Crossed Starlet, Maestro
Nimble Fencer, Nether Drain
Nimble Fencer, Dark Pact


Main:

  • River (6)
  • Nimble Fencer, it and my two weanies break your tech1, your base to 17 as it was on 19 from P1T2 (4)
  • Worker (3)
Workers

Summon Skeletons, Poisonblade Rogue, Jandra, the Negator

  • :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
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Nimble Fencer (2/3)
  • Skeleton Javelineer (1/1)
  • Pestering Haunt (1/1)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 8

End of Turn Hand

Nimble Fencer
Thieving Imp
Sacrifice the Weak
Dark Pact
Nether Drain

End of Turn Discard
My Thoughts

Welp, did not expect that… So just T2 Finesse plan now, but I’d like to get Fencer down, kill the tech1 opposite to break momentum, and still block. So I have to wait on T2… and that’s fine. I’ll grab one maestro and a STS, if I draw either hopefully I don’t draw the DP and I can cycle for them. Nothing hurting :slight_smile:


but still looks like i manoeuvered myself into a dead end… i see death and destruction in my future :sweat_smile:

your base should be at 18 btw from dark pact

P2T4


Tech StartingHand Workers

TECH
Disguised Monkey
Disguised Monkey


STARTING HAND
Gunpoint Taxman
Smoker (1/1)
Snapback
Savior Monk (2/2a)


WORKERS
Fox Viper
Safe Attacking
Fox Primus
Snapback


NextHand

Nimble Fencer
Morningstar Flagbearer (2/2)
Aged Sensei (1/1)


Discard

Gunpoint Taxman
Disguised Monkey
Disguised Monkey


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tower - ($4)
rebuild Tech 1
savior monk - ($2)
Smoker - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2a)
  • :psfist: Elite:
  • :ps_: Scavenger: Smoker (1/1)
  • :pschip: Technician: Captain Zane, L6 (4/4)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 9

I do indeed think I have begun to seize things

CAWS20 Round1: Player 1, Turn 5

P1 Nightmare vs P2 Discipline/Anarchy/Finesse

Starting Hand

Nimble Fencer
Thieving Imp
Sacrifice the Weak
Dark Pact
Nether Drain
STS + Maestro

Events of Turn:


Upkeep:

  • Get Gold (8+3scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Star-Crossed Starlet, Maestro
Star-Crossed Starlet, Maestro
Nimble Fencer, Nether Drain
Nimble Fencer, Dark Pact


Main:

  • Vandy (9)
  • Dark Pact, base to 16 draw 2
  • Star-Crossed Starlet, trades with Monk (7)
  • River and Haunt take zane down a peg, River dies, levels fizzle
  • Replay haunt from the grave
  • Garth (5)
  • Nether Drain Zane to Vandy, Zane dies, you get a card, Vandy Maxbands, dooms Smoker who bounces to your hand, and Skeleton (4)
  • Skele and Fencer break your tech1, your base to 15
  • Tech 2 Finesse (0)
Workers

Summon Skeletons, Poisonblade Rogue, Jandra, the Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Nimble Fencer (2/2)
  • Skeleton Javelineer (3/2, doomed)
  • Pestering Haunt (1/1)
  • Garth (1/3 lvl 1)
  • Graveyard (3hp, holding Star-Crossed Starlet)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Deteriorate
Maestro
Nimble Fencer
Star-Crossed Starlet
Nether Drain

End of Turn Discard
My Thoughts

Would be able to max Vandy here, so teching Meta is fair game… but to do it, would need to let the tech1 live and probably give up River, which means no 3-hero. I’d rather just lock off T1 to eliminate all haste, and play for Finesse T2. I will get Det or STS with DP, and either one will mean I can break all the way through with Vandy doom. That’s plenty good to finish things off


… i had hoped to stand a bit longer… :frowning: gg (on your side at least)

It’s called Nightmare for a reason :confused: GG WP, you timed your Zane attack well (and I didn’t consider Grappling Hook, foolish of me), just unfortunately not much doing against the amount of early pressure I can put out.

1 Like