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[LDT] Bob199 (Cala + Drakk & Quonce ) vs. FrozenStorm (Future + Necro & Peace)

@FrozenStorm Ahoi there stranger I’ve never played before, let us duel honorably

T1

Gold (4)
Workers (3)
2/3 Cala (1)
SQL: 1/1A Prospector ()

2 Likes

:chibighost: @FrozenStorm Match’s up!

Keep your pants on :wink: been a busy weekend. GL HF!

Player 2, Turn 1

P1 [Feral]/Blood/Truth vs P2 [Future]/Peace/Necro

[details=Starting Hand]
Hardened Mox
Plasmodium
Neo Plexus
Tinkerer
Battle Suits
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Neo Plexus (3)
  • Battle Suits (1)
  • Worker (0)

[details=Workers]
Hardened Mox
[/details]

  • :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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Neo Plexus (3/2)
  • :target: Lookout:

####In Play:

  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Temporal Research
Forgotten Fighter
Nullcraft
Time Spiral
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
First time playing this deck, I really need to study how EricF played it b/c I don’t feel like I have a good handle of what I want and don’t want from the starting deck, other than I definitely want battle suits :wink: Speaking of which, Plexus + Suits feels like a decent start. Gives me the option to go Nullcraft + hero if Cala midbands to kill it, or counter-pressure otherwise.

Ugh, bottom decked Fargo? that’s a major bummer. Tech 1 next turn, and I suppose nullcraft to kill the prospector…
[/details]

T2:

Gold (5)
Worker (4)
Tech I (2)
Forest Favor + Prospector = Neo ()
Cala hits your base to 18

dc3 rs d5

Patrol:
Leader:
Elite:
Scavenger:
Technician:
Lookout:

Other - 2/3 L1 Cala

Buildings:
Base: 20
Tech I : 5

Economy:
Workers: 6
Spare gold: 0
Hand: 5
Deck: 4
Discard: 0

Summary

H: playd / cub spore tree
W: RE tree
T: cents

Hmm that’s an interesting trade

Player 2, Turn 2

P1 [Feral]/Blood/Truth vs P2 [Future]/Peace/Necro

[details=Starting Hand]
Temporal Research
Forgotten Fighter
Nullcraft
Time Spiral
Fading Argonaut (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Draw 1 techn
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Overeager Cadet x2
[/details]


###Main:

  • Fading Argonaut (4)
  • Tech 1 (2)
  • Worker (1)

[details=Workers]
Forgotten Fighter, Hardened Mox
[/details]

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

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

  • :heart: Base HP: 18
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Fading Argonaut (3/3 fade 3)
  • :target: Lookout:

####In Play:

  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Overeager Cadet
Neo Plexus
Tinkerer
Nullcraft
Temporal Research
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Hmm, he trades 3g and 2 cards for 2g and no cards (effectively with tehcn), just to put 2 on my base? Seems excessive. I feel pretty good about going 2x Cadet here and rushing tech 2, I can lay Garth + skele along with cadets and be reasonably protected with reasonable counter pressure, and if it looks like he’s selling out for tech 2 rush of his own I can pivot to Prynn and TR for really flooding the board. Yea I think that’s a solid plan. Put Fargo in Techn to increase chances of Cadets

Well got one cadet but not both. Did get TR though, so that option is still open. We’ll see
[/details]

1 Like

T2:

Gold (6)
Worker (5)
Centaur (2)
Panda, +Wisp ()

dc3 d5

Patrol:
Leader: 3/4A Centaur
Elite:
Scavenger: 0/1 Wisp
Technician: 2/3 L1 Cala
Lookout:

Other - 2/2 Panda

Buildings:
Base: 20
Tech I : 5

Economy:
Workers: 7
Spare gold: 0
Hand: 5
Deck: 0
Discard: 4

Summary

H: playd / cub growth
W: RE tree cub
T: blusts

Player 2, Turn 3

P1 [Feral]/Blood/Truth vs P2 [Future]/Peace/Necro

[details=Starting Hand]
Overeager Cadet
Neo Plexus
Tinkerer
Nullcraft
Temporal Research
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Hooded Executioner, Flagstone Garrison
Overeager Cadet x2
[/details]


###Main:

  • Overeager Cadet
  • Tower (5)
  • Worker (4)
  • Tech 2 Peace (0)

[details=Workers]
Tinkerer, Forgotten Fighter, Hardened Mox
[/details]

  • :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 PEACE
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (3/3+1armor fade 2)
  • :psfist: Elite:
  • :pspig: Scavenger: Overeager Cadet (3/2)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Time Spiral
Overeager Cadet
Plasmodium
Nullcraft
Flagstone Garrison
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Hmm, he’s loading up his board a bit. With Cala, feels like I might be in store for Ferocity or Behind the Ferns. I kinda think Behind the Ferns is more likely, as he gets to keep it down and with enough board presence it means he can potentially keep a tech building or garrison down. I don’t want to accidentally give up levels to Cala either, so Garth + Skele doesn’t seem a good choice. Tower or Plexus are basically the choices in my mind. Tower feels better as P2, longer lasting (hopefully) and keeps my chances at 40% to draw Garrison (if I only tech 1, which I think is what I want to do). For the other tech? Nether Drain, Brave Knight, BC and KotC all feel like reasonable choices, but I think I’m going with Hoodie. Little cheaper than BK, faster to impact than KotC, and has added late-game board removal upside.

If I hit the garrison I’m obviously laying that, but if not I’ll weigh maxing Garth for DS or Spy or maybe Hammer. That choice is more palatable if I patrol scav instead of techn, so I think I’ll take the 40% instead of 60% chance to draw it.

Woo, drew the Garrison! And Nullcraft to boot, sweet.
[/spoiler][/details]

T2:

Gold (7)
Worker (6)
Blood II (2)

dc3 d1 rs d4

Patrol:
Leader: 3/4A Centaur
Elite: 3/3 L1 Cala
Scavenger: 0/1 Wisp
Technician: 2/2 Panda
Lookout:

Other -

Buildings:
Base: 20
Tech I : 5
Blood II : 5

Economy:
Workers: 8
Spare gold: 2
Hand: 5
Deck: 5
Discard: 0

Summary

H: playd / spore ironwood favor
W: RE tree cub favor
T: crashz

Woof, nice setup

Player 2, Turn 4

P1 [Feral]/Blood/Truth vs P2 [Future]/Peace/Necro

[details=Starting Hand]
Time Spiral
Overeager Cadet
Plasmodium
Nullcraft
Flagstone Garrison
TR (oc)
Hoodie (nullc)
Neo plexus (hoodie)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Flagstone Garrison, Doom Grasp
Hooded Executioner, Flagstone Garrison
Overeager Cadet x2
[/details]


###Main:

  • Flagstone Garrison (5)
  • Overeager Cadet, draw 1
  • Nullcraft (3)
  • Hooded Executioner (1)
  • Fargo and OC trade with Centaur
  • Worker (0)

[details=Workers]
Plasmodium, Tinkerer, Forgotten Fighter, Hardened Mox
[/details]

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

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

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Hooded Executioner (4/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Nullcraft (1/1)
  • :exhaust: Technician: Overeager Cadet (3/2)
  • :target: Lookout:

####In Play:

  • Flagstone Garrison (4hp)
  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Overeager Cadet
Time Spiral
Doom Grasp
Temporal Research
Fading Argonaut
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Well, he’s set up his cycle nicely. That early trade makes a lot more sense now in the context of wanting to fatten the deck for a meaty tech2 draw. Well played by him, I should have been a little more aggressive last turn perhaps. Without question his goal is Quince + Barrow / Gliders, so I’m teching a Doom Grasp to put a lid on that. He’s got enough gold to mirror barrow or double mirror glider, so I’m going to patrol such that at most he kills 2 of Garrison, T2 and T1, hoping I can outlast him. He may go straight face too, guess we’ll see. Either way, teching the other Garrison in the likely scenario mine goes down.

Drew the Doom Grasp, that’s nice at least…
[/details]

1 Like

T2:

Gold +F (10)
Workers (9)
Maxband Quonce (3)
Crashbarrow, illu copies ()
Illu = SQL & TCN
Crashbarrow = your Tech II, your base to 16
Cala & Panda hit your base to 12

dc3 d5

Patrol:
Leader: 0/1A Wisp
Elite:
Scavenger: 1/5 Max Quonce
Technician:
Lookout:

Other - 2/2 L1 Cala, 2/1 Panda

Buildings:
Base: 20
Tech I : 5
Blood II : 5

Economy:
Workers: 9
Spare gold: 0
Hand: 5
Deck: 0
Discard: 7

Summary

H: playd / blust crash ironwood Trent
W: RE tree cub favor Trent
T: ogres

1 Like

Yup

Player 2, Turn 5

P1 [Feral]/Blood/Truth vs P2 [Future]/Peace/Necro

[details=Starting Hand]
Overeager Cadet
Time Spiral
Doom Grasp
Temporal Research
Fading Argonaut
Garrison (techn)
Plexus (oc)
OC (Fargo)
KotC (oc)
KotC (Kotc1)
OC (KotC2)
Doom Grasp
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Knight of the Conclave x2
Flagstone Garrison, Doom Grasp
Hooded Executioner, Flagstone Garrison
Overeager Cadet x2
[/details]


###Main:

  • Rebuild tech 2
  • Garth (7)
  • Overeager Cadet, draw 1
  • Doom Grasp, sacrifice cadet, kill Quince, Garth to level 3 (3)
  • Fading Argonaut, rs draw 1 (1)
  • Overeager Cadet, draw 1
  • Knight of the Conclave, draw 1
  • Knight of the Conclave, draw 1
  • Overeager Cadet, draw 1
  • Make a skeleton (0)

[details=Workers]
Doom Grasp, Plasmodium, Tinkerer, Forgotten Fighter, Hardened Mox
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 5 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 12
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Nullcraft (1/1+1armor)
  • :psfist: Elite: Skeleton (1+1/1)
  • :pspig: Scavenger: Overeager Cadet (3/2)
  • :exhaust: Technician: Overeager Cadet (3/2)
  • :target: Lookout: Fading Argonaut (3/3 fade 3)

####In Play:

  • Garth (1/3 lvl 3)
  • Knight of the Conclave (forecast 3)
  • Knight of the Conclave (forecast 3)
  • Flagstone Garrison (4hp)
  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Hooded Executioner
Time Spiral
Temporal Research
Neo Plexus
Flagstone Garrison
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Well, that was a mistake on his part IMO. Why would he go straight face and not at the Garrison, especially after breaking the tech 2 and not the tech 1… I can understand tech 1 + face or tech 2 + garrison, but not his split… Does he really think he can melt me down that fast? Maybe he thought it wouldn’t matter since he’d be keeping Quince, but naw dawg. I got him covered here pretty well I think. Drakk instamax or kidnapping + barrow are really the only concern. Teching double KotC and we’ll see how my draws go

Woo got through all the freebies! OCs were the most important, but needed both KOTC to get to them. This is solid
[/details]

3 Likes

Gg, miscalculated how much you could build back into

2 Likes

is nullc in sql against gliders?

1 Like

Yeah, didn’t want mid Drakk + glider to take the Garrison, nor did I want a glider taking Garth. Or 2x going straight face :stuck_out_tongue_winking_eye:

GG WP Bob! I must say I was surprised you decided to go straight face with Cala and Panda, or that you went at tech 2 instead of tech 1. Garrison seems a better choice, especially if you’re breaking the tech 2.

I was fortunate with both the Doom grasp draw and the reshuffle cadet / KotC streak though, so I don’t think you were totally wrong to expect less defense there

I thought for sure you were going for behind the ferns, I feel a little silly going so hard for tower. Bloodlusted centaurs and Ogres are a scary proposition indeed though!

GL in the next round!

4 Likes

Yeah, a few stolen soldiers via Ogres could theoretically put almost as much of a damper on the engine as a broken Garrison. d:

1 Like