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[CAWS20] Round2: zhavier [Blood]/Feral/Strength vs FrozenStorm [Demonology/Necromancy]/Finesse

@frozenstorm

GLHF!

P1T1


StartingHand Workers

STARTING HAND
Nautical Dog
Pillage
Makeshift Rambaster
Charge
Bloodburn


WORKERS
Bloodburn


NextHand

Scorch
Careless Musketeer
Mad Man
Bloodrage Ogre


Discard

Charge
Pillage


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Nautical Dog - ($2)
Makeshift Rambaster - ($0)
Hit your base to 17

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog 1/1
  • :target: Lookout:

In Play:

  • Makeshift Rambaster

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5
2 Likes

This match is so exciting! Good luck to you both. I’m a fan :slight_smile:

2 Likes

GL HF @zhavier! I need to think on what it is your deck is doing :slight_smile:

And that’s very kind @bansa hope we don’t disappoint!

CAWS20 Round2: Player 2, Turn 1

P2 Nightmare vs P1 [Blood]/Feral/Strength

Starting Hand

Thieving Imp
Deteriorate
Jandra, the Negator
Skeletal Archery
Pestering Haunt

Events of Turn:


Upkeep:

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

Main:

  • Thieving Imp, discard #1 of 5 (2)
  • Pestering Haunt
  • Worker (1)
  • Tech1 (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: 17
  • Tech1 HP: 5

In Patrol:

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

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Poisonblade Rogue
Summon Skeletons
Skeleton Javelineer
Graveyard

End of Turn Discard
My Thoughts

Not sure what the plan is with Zhav’s deck here, feels base race-y though. That’s a good start for him though, don’t want to risk a hero here, hitting Cards feels like a decent option so we do that. Next turn maybe Garth + Skele + Jav


"P1T2


Tech StartingHand Workers

TECH
Behind the Ferns
Crash Bomber


STARTING HAND
Mad Man
Bloodrage Ogre
Scorch
Careless Musketeer


WORKERS
Bloodburn
Careless Musketeer


NextHand

Scorch
Bombaster
Charge
Behind the Ferns


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Calamandra - ($2)
Tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Calamandra 2/3+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog 1/1
  • :target: Lookout:

In Play:

  • Makeshift Rambaster

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

ugh, he can kill rambaster if he has deteriorate in his next hand, how annoying.

"

CAWS20 Round2: Player 2, Turn 2

P2 Nightmare vs P1 [Blood]/Feral/Strength

Starting Hand

Poisonblade Rogue
Summon Skeletons
Skeleton Javelineer
Graveyard

Events of Turn:


Upkeep:

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

Dark Pact, Nimble Fencer


Main:

  • Tower (3)
  • Haunt trades with Dog, you get a card
  • Vandy (1)
  • Worker (0)
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: 17
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

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

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Sacrifice the Weak
Summon Skeletons
Nimble Fencer
Skeleton Javelineer
Pestering Haunt

End of Turn Discard
My Thoughts

I’ll take the tower I spose, try to out-duel Cala with Vandy. Maybe a bad idea but let’s see how we do


P1T3


Tech StartingHand Workers

TECH
Crash Bomber
Crashbarrow


STARTING HAND
Bombaster
Charge
Behind the Ferns
Scorch
Crash Bomber


WORKERS
Bloodburn
Careless Musketeer
Scorch


NextHand

Mad Man
Bloodrage Ogre
Nautical Dog
Pillage
Crash Bomber


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Crash Bomber - ($4)
Mid Cala - ($2)
Cala kills Imp
Max Cala - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Crash Bomber 2/2+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Makeshift Rambaster
  • Calamandra 4/5, lvl 5

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Well, that is inconvenient. Tower is a very odd play for black here, but it does make one of my techs less useful… for now.

CAWS20 Round2: Player 2, Turn 3

P2 Nightmare vs P1 [Blood]/Feral/Strength

Starting Hand

Sacrifice the Weak
Summon Skeletons
Nimble Fencer
Skeleton Javelineer
Pestering Haunt

Events of Turn:


Upkeep:

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

Nimble Fencer, Star-Crossed Starlet
Dark Pact, Nimble Fencer


Main:

  • Mid Vandy, kill bomber, my base to 16 (5)
  • Nimble Fencer (3)
  • Skeleton Javelineer (2)
  • Worker (1)
Workers

Summon Skeletons, Poisonblade Rogue, Jandra, the Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nimble Fencer (2/3)
  • :target: Lookout:

In Play:

  • Vandy (3/2 lvl 3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Graveyard
Skeletal Archery
Dark Pact
Deteriorate

End of Turn Discard
My Thoughts

Abuse the card advantage here I spose, decent chance of a tiger coming out but perhaps more likely Blood t2 coming? We’ll see I guess


P1T4


Tech StartingHand Workers

TECH
Crashbarrow
Shoddy Glider


STARTING HAND
Mad Man
Pillage
Bloodrage Ogre
Crash Bomber
Nautical Dog


WORKERS
Bloodburn
Careless Musketeer
Scorch
Bloodrage Ogre


NextHand

Bombaster
Behind the Ferns
Charge
Crashbarrow


Discard

Crash Bomber
Pillage
Mad Man
Crashbarrow
Shoddy Glider


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Nautical Dog - ($5)
Crash Bomber - ($4)
Blood Tech 2 - ($0)
Cala kills Skeleton

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Crash Bomber 2/2+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog 1/1
  • :target: Lookout:

In Play:

  • Makeshift Rambaster 1/2
  • Calamandra 4/3, lvl 5

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

CAWS20 Round2: Player 2, Turn 4

P2 Nightmare vs P1 [Blood]/Feral/Strength

Starting Hand

Graveyard
Skeletal Archery
Dark Pact
Deteriorate
Jav + Shadow Blade (rs DP)

Events of Turn:


Upkeep:

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

Star-Crossed Starlet, Shadow Blade
Nimble Fencer, Star-Crossed Starlet
Dark Pact, Nimble Fencer


Main:

  • Deteriorate Dog, you rs draw 1
  • Dark Pact, my base to 14 rs draw 2
  • Shadow Blade Bomber, my base to 13 you discard #2 of 5 (6)
  • Graveyard (4)
  • Vandy and Fencer break your tech2, your base to 18
  • Skeleton Javelineer (3)
  • Worker (2)
Workers

Skeleton Javelineer, Summon Skeletons, Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 13
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

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

In Play:

  • Vandy (3/2 lvl 3)
  • Nimble Fencer (2/3)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 5
  • Disc: 2

Gold:

  • Gold: 2
  • Workers: 9

End of Turn Hand

Star-Crossed Starlet
Nimble Fencer

End of Turn Discard
My Thoughts

Ugh he has just enough gold… And I can get the graveyard down but can’t protect it. Shadow Blade I spose and the other Starlet, hope I can tech up next turn and break that tech 2 indefinitely…


P1T5


Tech StartingHand Workers

TECH
Kidnapping
Bloodlust


STARTING HAND
Crashbarrow
Behind the Ferns
Bombaster
Charge
Mad Man


WORKERS
Bloodburn
Careless Musketeer
Scorch
Bloodrage Ogre
Behind the Ferns


NextHand

Nautical Dog
Crash Bomber
Pillage


Discard

Crash Bomber
Charge
Bombaster
Mad Man
Crashbarrow
Kidnapping
Bloodlust


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Bombaster, pop to blow up skeleton - ($4)
Rambaster Breaks Graveyard
Cala and Mad Man Break Tech 1, your base to 11 - ($3)

Float ($3)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Makeshift Rambaster 1/1
  • Calamandra 4/2, lvl 5

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 7

Gold:

  • Gold: 3
  • Workers: 9

That is a very well timed tech1 kill… I think I’m about cooked here

CAWS20 Round2: Player 2, Turn 5

P2 Nightmare vs P1 [Blood]/Feral/Strength

Starting Hand

Star-Crossed Starlet
Nimble Fencer

Events of Turn:


Upkeep:

  • Get Gold (9+2float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Maestro, Discord
Star-Crossed Starlet, Shadow Blade
Nimble Fencer, Star-Crossed Starlet
Dark Pact, Nimble Fencer


Main:

  • Vandy kills Rambaster
  • Fencer trades with Cala, Vandy maxbands, nothing to buff
Workers

Skeleton Javelineer, Summon Skeletons, Poisonblade Rogue, Jandra, the Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 11
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

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

In Play:

  • Vandy (4/5 lvl 5)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 9

Gold:

  • Gold: 9
  • Workers: 9

End of Turn Hand

Pestering Haunt
Deteriorate
Thieving Imp
Star-Crossed Starlet

End of Turn Discard
My Thoughts

Not sure what to do here… Tower really limited my usual 2-hero play here


P1T6


Tech StartingHand Workers

TECH
Thunderclap
War Drums


STARTING HAND
Nautical Dog
Crash Bomber
Pillage


WORKERS
Bloodburn
Careless Musketeer
Scorch
Bloodrage Ogre
Behind the Ferns


NextHand

Shoddy Glider
Bloodlust
Crashbarrow


Tech 2 card(s)
Get Paid + float - ($12)
Maxband Drakk - ($5)
Crash Bomber, gains Haste - ($4)
Pillage - ($3)
base to 9, i steak 2g - ($5)
Bomber hits base to 6
Rook - ($3)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook 2/4+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk 3/4, lvl 6
  • :target: Lookout:

In Play:

  • Crash Bomber 2/2, haste

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 9

Yea I’ll toss it in there, GG WP!

Too much face damage, I needed Deteriorate in more of the hands I didn’t have it

I was between face damage and breaking tech 1, and decided the nightmare fencer plan was too strong, had to hedge against that. I figured you’d leave my tech 2 up and I’d get to leverage my heroes. Oh, it also ensured you wouldn’t really be able to spend your gold to get that tech 2 you definitely wanted.

I was REALLY surprised by the tower play. It seemed very counter to your usual plan.

1 Like

I’ve played enough games against Cala to know her stealthing to kill your hero is usually NOT a problem on the card disadvantage, and it’s such a big win for board presence. I wanted to generate card advantage and bully w/ spells and Tech1 to get control of the board, but to do that I needed Vandy to keep threat, so wanted to keep her safe.

Looking back through your turns, I had no idea BtF was the play, and of course I would have rather had Hero’s Hall (especially as we stalled out midgame), but I feel good about the Tower play; I just didn’t get draws to line up well to bully my counter-attack and you counter-attacked really well.

It’s possible I would have been better off grabbing Discord and HH and trying to slug it out that way, idk… Maybe I need to shake the rust off and go more Killer Instinct in a future matchup

2 Likes