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[Custom] Nekoatl Finesse/Peace/Truth vs FrozenStorm Demonology/Necromancy/Finesse


#1

@FrozenStorm Alright, after careful deliberation, I’ve decided to give this deck a try. Once you’ve finalized yours, peep mine, then post a T1 including your card list. My factions: Finesse/Peace/Truth. GL HF!

Arrest
Bloom
Brick Thief
Building Inspector
Granfalloon Flagbearer
Helpful Turtle
Manufactured Truth
Porkhand Magistrate
Reputable Newsman
Spark
Spectral Aven
Tenderfoot
Timely Messenger
Traffic Director
Wither


#2

I will be playing [Demon/Necro]*/Finesse, with the following starter cards:

Graveyard
Deteriorate
Sacrifice the Weak
Pestering Haunt
Thieving Imp
Bloom
Tenderfoot
Wither
Skeleton Javelineer

AKA Black Starter + (Bloom, Wither, Tenderfoot) - (Jandra, the Negator, Summon Skeletons, Poisonblade Rogue, Skeletal Archery)

So now peeping yours…
Woah! 15 cards?? Bold Move, cotton! I feel like I’m going to run train through that :slight_smile:

GL HF!


#3

Yeah, since we’re going 3 rounds, I figure I’ll try one big deck, one small deck, and one medium deck. This is the big deck, of course.


#4

I’m just going with what feels like it’ll work best, and revising based on play experience. But I like the more pre-planned, scientific approach you’re thinking about :wink:


#5

Hmm, well it’s partly because I see advantages and disadvantages to changing the deck size in either direction, and I’m looking for ways to maximize the advantages and minimize the disadvantages. Smaller decks offer improved consistency and faster access to teched cards, but are more limited in their options and are easier to read.


#6

EDIT EDIT I was slow and dumb, I should have started the game, ty for starting below


#7

I was waiting on you, as the most efficient way to do this seems to be for one player to post their deck, then the other to post their deck and the first turn, but whatever.

P1T1


StartingHand Workers

STARTING HAND
Brick Thief
Spark
Reputable Newsman
Porkhand Magistrate
Tenderfoot


WORKERS
Spark


NextHand

Arrest
Timely Messenger
Helpful Turtle
Bloom
Spectral Aven


Discard

Tenderfoot
Porkhand Magistrate
Brick Thief


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Reputable Newsman: $2 - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Reputable Newsman (0/3) $2 blocked

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

Thoughts

I do have some trepidations about running a 15-card deck, especially right after 2 consecutive turns of whiff on my Garrison draws, but I think this might actually work out pretty well. There’s a lot of Tech 0 $1 units which River can potentially discount to $0 to grease the Peace engine if I get it up and running, and having a larger deck also means that it’s less likely that both Garrisons will be drawn on the same turn. The 15 card size lines up for a reshuffle after turn 3, which is the earliest I could build a Tech II under any circumstances, and teching twice before reshuffling means there’s time to fit in both the Garrisons and the Sergeants. I think the biggest danger would be drawing both Garrisons on P1T4, but the odds of that happening aren’t very high.


#8

ha! my bad dude. My bad. Want me to take P2 now?


#9

Yeah, it doesn’t matter, let’s get this show on the road! :wink:


#10

GL HF!

Custom format: Mix & Match Variable size starters

Game 1 Player 2, Turn 1

P2 Nightmare Custom vs P1 Blue Custom

Starting Hand

Sacrifice the Weak
Skeleton Javelineer
Pestering Haunt
Thieving Imp
Graveyard

Events of Turn:


Upkeep:

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

Main:

  • Vandy (3)
  • Graveyard (1)
  • Pestering Haunt
  • Worker (0)
Workers

Skeleton Javelineer

  • :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:

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

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Tenderfoot
Deteriorate
Wither
Bloom

End of Turn Discard

Thieving Imp
Sacrifice the Weak

My Thoughts

I have a feeling this is going to go insanely poorly for Neko. This is essentially Black vs Blue but with harder early pressure & hero tools for Black, and less consistent draws for Blue (but the slight help of some neutral starter).

I predict this series 6-0 for me, but I’m hoping Neko surprises me!



#11

P1T2


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Helpful Turtle
Timely Messenger
Bloom
Arrest
Spectral Aven


WORKERS
Spark
Arrest


NextHand

Granfalloon Flagbearer
Building Inspector
Wither
Traffic Director
Manufactured Truth


Discard

Tenderfoot
Porkhand Magistrate
Brick Thief
Bloom
Spectral Aven
Helpful Turtle
Timely Messenger
Flagstone Garrison
Flagstone Garrison


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
General Onimaru - ($3)
Bloom: Onimaru - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Reputable Newsman (0/3A) $2 blocked
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 General Onimaru (3/4) Frenzy 1 [1+]

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 9

Gold:

  • Gold: 1
  • Workers: 6

#12

Custom format: Mix & Match Variable size starters

Game 1 Player 2, Turn 2

P2 Nightmare Custom vs P1 Blue Custom

Starting Hand

Tenderfoot
Deteriorate
Wither
Bloom

Events of Turn:


Upkeep:

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

Dark Pact, Nimble Fencer


Main:

  • Tenderfoot (5)
  • Deteriorate Newsman, Vandy and Haunt finish him
  • Tech 1 (4)
  • Hero’s Hall (2)
  • Worker (1)
Workers

Wither, Skeleton Javelineer

  • :pspurpleshield: Patrol as below
  • Discard 1 rs Draw 3
  • 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: Tenderfoot (1/2)
  • :target: Lookout:

In Play:

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

Economy Info:

Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Deteriorate
Thieving Imp
Nimble Fencer

End of Turn Discard
My Thoughts

Big Bad Onimaru doesn’t really scare me in the grand scheme of things. I’ll make him have the Arrest or Wither + Spark here to get through, but fully diversify my options with T1 + Hero’s Hall, and I can pivot wherever he doesn’t.

I think it is going to be a little tricky not having as many no-brainer workers as usual. I’ll make due though :slight_smile:



#13

P1T3


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Wither
Building Inspector
Manufactured Truth
Granfalloon Flagbearer
Traffic Director


WORKERS
Spark
Arrest
Manufactured Truth


NextHand

Flagstone Garrison
Overeager Cadet
Brick Thief
Reputable Newsman
Timely Messenger


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech I - ($5)
Traffic Director - ($4)
Midband Onimaru - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1A) Untargetable
  • :psfist: Elite: L5 General Onimaru (5/5) Frenzy 1 [1+, 1 damage]
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

#14

Custom format: Mix & Match Variable size starters

Game 1 Player 2, Turn 3

P2 Nightmare Custom vs P1 Blue Custom

Starting Hand

Tenderfoot
Deteriorate
Wither
Bloom

Events of Turn:


Upkeep:

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

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


Main:

  • Vandy kills TD, sparkshots 1 to Oni
  • Nimble Fencer, hits Oni and goes to my Graveyard (6)
  • Replay Fencer from the Grave, kill Oni, Vandy to level 3 (4)
  • Garth (2)
  • Make a skeleton (1)
  • Haunt smacks your tech 1 to 4hp (he probably should have hit your base last turn, lazy of me not to but nbd)
  • Tenderfoot hits your base to 19
  • Worker (0)
Workers

Thieving Imp, Wither, Skeleton Javelineer

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • 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 lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (3/4 lvl 3)
  • Tenderfoot (1/2)
  • Graveyard (3hp, holding Nimble Fencer)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Dark Pact
Bloom
Sacrifice the Weak

End of Turn Discard

Nimble Fencer
Star-Crossed Starlet
Deteriorate

My Thoughts

A quick fell of my would-be opponent Oni, he’s got no room to operate here, I expect to have total lockdown achieved in short order :slight_smile:



#15

P1T4


Tech StartingHand Workers

TECH
Drill Sergeant
Drill Sergeant


STARTING HAND
Reputable Newsman
Timely Messenger
Flagstone Garrison
Brick Thief
Overeager Cadet


WORKERS
Spark
Arrest
Manufactured Truth
Reputable Newsman


NextHand

Granfalloon Flagbearer
Flagstone Garrison
Porkhand Magistrate
Tenderfoot
Spectral Aven


Discard

Traffic Director
Timely Messenger
Brick Thief
Flagstone Garrison
Drill Sergeant
Drill Sergeant


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Overeager Cadet
Tech II: Truth - ($2)
Tech Lab: Peace - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 8

#16

Custom format: Mix & Match Variable size starters

Game 1 Player 2, Turn 4

P2 Nightmare Custom vs P1 Blue Custom

Starting Hand

Dark Pact
Bloom
Sacrifice the Weak
Nimble Fencer + Star-Crossed Starlet (rs draw)

Events of Turn:


Upkeep:

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

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


Main:

  • Dark Pact, base to 18 draw 2
  • Vandy kills Cadet
  • Fencer from the grave, hits your tech2 to 3hp
  • Star-Crossed Starlet, kills your tech 2, your base to 17 (4)
  • Haunt, Garth, Tenderfoot and Skeleton break your tech 1, your base to 15
  • Tech 2 Finesse (0)
  • skip worker
Workers

Thieving Imp, Wither, Skeleton Javelineer

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Vandy (3/2 lvl 3)
  • Garth (1/3 lvl 1)
  • Nimble Fencer (2/3)
  • Star-Crossed Starlet (3/2)
  • Skeleton (1/1)
  • Tenderfoot (1/2)
  • Pestering Haunt (1/1)
  • Graveyard (3hp, empty)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Deteriorate
Maestro
Star-Crossed Starlet
Dark Pact
Sacrifice the Weak

End of Turn Discard
My Thoughts

Ya this is already over, I’m swarming and my deck is thin enough that I draw into virtually whatever I want



#17

P1T5


Tech StartingHand Workers

TECH
Discord
Discord


STARTING HAND
Granfalloon Flagbearer
Flagstone Garrison
Porkhand Magistrate
Tenderfoot
Spectral Aven


WORKERS
Spark
Arrest
Manufactured Truth
Reputable Newsman
Porkhand Magistrate


NextHand

Overeager Cadet
Wither
Building Inspector
Helpful Turtle


Discard

Traffic Director
Timely Messenger
Brick Thief
Flagstone Garrison
Drill Sergeant
Drill Sergeant
Overeager Cadet
Spectral Aven
Flagstone Garrison
Discord
Discord


Tech 2 card(s)
Get Paid + float - ($9)
Rebuild Tech I
Worker - ($8)
Granfalloon Flagbearer - ($5)
Sirus Quince - ($3)
Mirror Illusion - ($1)
Tenderfoot - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mirror Illusion (0/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Tenderfoot (1/2)
  • :pschip: Technician: Granfalloon Flagbearer (2/2) Tempting Target
  • :target: Lookout: Mirror Illusion (0/1) Resist 1

In Play:

  • L1 Sirus Quince (1/3)

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 11

Gold:

  • Gold: 0
  • Workers: 9

#18

Custom format: Mix & Match Variable size starters

Game 1 Player 2, Turn 5

P2 Nightmare Custom vs P1 Blue Custom

Starting Hand

Deteriorate
Maestro
Star-Crossed Starlet
Dark Pact
Sacrifice the Weak
Fencer + Bloom

Events of Turn:


Upkeep:

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

Grounded Guide, Discord
Star-Crossed Starlet, Maestro
Star-Crossed Starlet, Nimble Fencer
Dark Pact, Nimble Fencer


Main:

  • Dark Pact, base to 16 draw 2
  • Skeleton and Haunt polish off SQL
  • Deteriorate Flagbearer
  • Vandy kills Lookout and sparkshots Flagbearer, you get a card
  • Fencer ices Tenderfoot
  • Maestro (5)
  • River (3)
  • Star-Crossed Starlet kills Quince, Garth to level 3
  • Replay Starlet from Graveyard FOR FREE, she smacks your tech1 to 3hp
  • Fencer from hand FOR FREE, destroys your tech 1, your base to 13
  • Starlet from hand FOR FREE, hits your base to 10
  • Midband Garth, hit your base to 8 (2)
  • Tenderfoot hit your base to 7
  • Make another skeleton (1)
Workers

Thieving Imp, Wither, Skeleton Javelineer

  • :pspurpleshield: Patrol as below
  • Discard 2 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: River (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (3/2 lvl 3)
  • Garth (2/4 lvl 4)
  • Nimble Fencer (2/2)
  • Nimble Fencer (2/3)
  • Star-Crossed Starlet (3/2)
  • Star-Crossed Starlet (3/2)
  • Skeleton (1/1)
  • Skeleton (1/1)
  • Tenderfoot (1/2)
  • Pestering Haunt (1/1)
  • Maestro (3/5)
  • Graveyard (3hp, empty)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Grounded Guide
Sacrifice the Weak
Bloom
Deteriorate

End of Turn Discard
My Thoughts

I’m basically just seeing how many cards I can manage to play now…



#19

Resign, you start the next one.


#20

GL HF!

Custom format: Mix & Match Variable size starters

Game 2 Player 1, Turn 1

P1 Nightmare Custom vs P2 Blue Custom

Starting Hand

Bloom
Skeleton Javelineer
Thieving Imp
Pestering Haunt
Deteriorate

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

Thieving Imp

  • :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
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Wither
Tenderfoot
Graveyard
Sacrifice the Weak

End of Turn Discard

Deteriorate
Bloom

My Thoughts

So far 1-0 and I was kinda dicking off last game, let’s see how P1 fares!