News Shop
Events Chat

[LDT] Bob199 (Setsy + Garth & Arg) vs. FrozenStorm (PtW.dec)

Glhf as always @FrozenStorm

T1

Gold (4)
Workers (3)
1/3 L1 Setsy (1)
SCV: 1/1 Sensei ()

GL HF @Bob199! My Play to Win deck has proven its namesake thus far, but perhaps you can put it in its place?

Player 2, Turn 1

P1 [Ninjutsu]/Necromancy/Growth vs P2 PtW.dec

[details=Starting Hand]
Summon Skeletons
Skeletal Archery
Poisonblade Rogue
Skeleton Javelineer
Deteriorate
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Vandy + midband (1)
  • Deteriorate your Sensei, it dies, you get 1g
  • Worker (0)

[details=Workers]
Poisonblade Rogue
[/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: Vandy (3/4+1armor lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Graveyard
Thieving Imp
Jandra, the Negator
Pestering Haunt
Sacrifice the Weak
[/details]

[details=End of Turn Discard]
Deteriorate
Summon Skeletons
Skeletal Archery
Skeleton Javelineer
[/details]

[details=My Thoughts]
Not really sure where to go with this start. Deteriorate Sensei seems a good choice, and from there we could Midband Vandy, or go for Vandy + Jav, or Garth + 2x skele. I think I like midband Vandy best, it’s aggressive and allows for me to put heavy pressure on Sets. I’m drawing into StW also so that helps. More likely though, I can Imp + Hero’s Hall and start a Harmony + Dark Pact rush or something to that effect. White starter lacks an abundance of units.
[/details]

One can only hope, or else it’s elimination for me =b

T2:

Gold +SCV (6)
Worker (5)
Maxband Setsy ()

dc4 rs d5

Patrol:
Leader: 3/4A Max Setsy
Elite:
Scavenger:
Technician:
Lookout:

Other -

Buildings:
Base: 20

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

Summary

H: playd / snap smoke hook flag primus
W: vip smoke
T: FDS x2

This is a weird start… BTW, may want to add the [LDT] prefix to the thread title

Player 2, Turn 2

P1 [Ninjutsu]/Necromancy/Growth vs P2 PtW.dec

[details=Starting Hand]
Summon Skeletons
Skeletal Archery
Poisonblade Rogue
Skeleton Javelineer
Deteriorate
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Nether Drain, Nimble Fencer
[/details]


###Main:

  • Maxband Vandy (4)
  • Vandy smacks Sets to 1hp
  • Pestering Haunt
  • Hero’s Hall (2)
  • Tech 1 (1)
  • Worker (0)

[details=Workers]
Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • 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:

####In Play:

  • Vandy (4/2 lvl 5)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Nimble Fencer
Graveyard
Deteriorate
Skeletal Archery
Skeleton Javelineer
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Well his play is for Sets? That’s fine, I’m going to split my available options to destroy him between Tech 1 and Hero’s Hall and Haunt, teching Nether Drain and Nimble Fencer. Behind on tech with nothing but a setsuki inches from death, I’m confident I’ll pull ahead here. Leaving no patrol looks rather suicidal but he’s not able to do all that much damage, even with Sets maxed out

Fencer and Deteriorate, that’s good. I can always fetch a Dark Pact with Vandy if needed, too.
[/details]

Gotta change things up =b

T3:

Gold +d2 (6)
Worker (5)
FDS, +TMNT (1)
Raph = Haunt
Setsy > Vandy
Sensei ()

dc5 d3 rs d2

Patrol:
Leader: 1/1A Leo
Elite: 2/1 Don
Scavenger: 1/1 Sensei
Technician: 1/1 Mikey
Lookout:

Other - 3/1 Max Setsy ,

Buildings:
Base: 20

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

Summary

H: playd / snap hook sav primus FDS
W: vip smoke snap
T: bcz

1 Like

Very much mixed up, I feel so naked patrolling empty

Player 2, Turn 3

P1 [Ninjutsu]/Necromancy/Growth vs P2 PtW.dec

[details=Starting Hand]
Nimble Fencer
Graveyard
Deteriorate
Skeletal Archery
Skeleton Javelineer
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Discord x2
Nether Drain, Nimble Fencer
[/details]


###Main:

  • Nimble Fencer, kills Leonardo (who leads, very well done) (5)
  • Worker (4)
  • Tech 2 Finesse (0)

[details=Workers]
Skeletal Archery, Jandra, the Negator, Poisonblade Rogue
[/details]

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

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

  • :heart: Base HP: 20
  • 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:

  • Nimble Fencer (2/2)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Thieving Imp
Nether Drain
Summon Skeletons
Sacrifice the Weak
Deteriorate
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
I’m definitely killing Sets next turn now it seems, this turn didn’t pan out with Vandy dying and unable to DP, and no Nether Drain draw. So I’m throwing Fencer out to take away the lamest ninja turtle, patrolling empty b/c he brings max 11 damage, more likely 10, and I can absorb that just fine if I tech up right now. He’ll probably double tech break or tech 2 + hero’s hall, but that’s okay, teching double discord and a sets nether drain kill and I’ll have total command of the board right back.
[/details]

1 Like

A free punch to the base is a free punch to the base

T4:

Gold +d2 (7)
Worker (6)
Tech I (4)
Savior (2)
Safe Attacking (1)
Remaining turtles eat Cookies ()
Mikey takes safe revenge on Fencer
Setsy & Sensei > Heroes Hall, your base to 18
Don hits your base to 16

dc3 d3 rs d2

Patrol:
Leader: 2/2A Savior
Elite:
Scavenger:
Technician:
Lookout:

Other - 3/1 Max Setsy , 1/1 Sensei, 1/1 Don 1/1 Mikey
Safe Attacking

Buildings:
Base: 20
Tech I : 5

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

Summary

H: playd / hook primus flag bc
W: vip smoke snap primus
T: ancients

1 Like

Player 2, Turn 4

P1 [Ninjutsu]/Necromancy/Growth vs P2 PtW.dec

[details=Starting Hand]
Thieving Imp
Nether Drain
Summon Skeletons
Sacrifice the Weak
Deteriorate
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Grounded Guide, Nimble Fencer
Discord x2
Nether Drain, Nimble Fencer
[/details]


###Main:

  • Garth (6)
  • Nether Drain Setsuki, she dies and Garth to level 5 (5)
  • Deteriorate Sensei, it dies
  • Maxband Garth, fetch a Grounded Guide (3)
  • Make a skeleton (2)
  • Worker (1)

[details=Workers]
Summon Skeletons, Skeletal Archery, Jandra, the Negator, Poisonblade Rogue
[/details]

  • :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
  • Tech2 HP: 5 FINESSE

####In Patrol:

  • :psblueshield: Squad Leader: Skeleton (2/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Garth (3/4 lvl 7)
  • :target: Lookout:

####In Play:

  • Grounded Guide (4/4)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Discord
Graveyard
Skeleton Javelineer
Discord
[/details]

[details=End of Turn Discard]
Nether Drain
Nimble Fencer
Nimble Fencer
Deteriorate
Sacrifice the Weak
Thieving Imp
[/details]

[details=My Thoughts]
Get the kill, I’m vulnerable to Snapback if I don’t max Garth now so I’m going to go ahead and grab Grounded Guide. Next turn I can either Discord + go for tech 3, or Graveyard and play for Maestro + Fencer + Starlet rushdown. He’d be wise to come at me, and Hook or Cookie will get him a kill on Garth, but with no access to Sets at least all the spells of danger pay multicolor tax.
[/details]

Indeed, deck has 6

T6:

Gold +SCV +TCN (9)
Worker (8)
BC (6)
Garth + Skeleton (3)
Setsy (1)

dc4 d5

Patrol:
Leader: 1/1A Skeleton
Elite:
Scavenger: 3/3 BC
Technician: 1/3 L1 Garth
Lookout:

Other - 1/3 L1 Setsy
Safe Attacking

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

Economy:
Workers: 9
Spare gold: 1
Hand: 5
Deck: 0
Discard: 8

Summary

H: playd / SOTF cookies FDS flag hook
W: vip smoke snap primus cookies
T: poly LB

I think your deck is short 1 card. 10-4 worker -3 in play +8techs =11 cards, yeah?

Player 2, Turn 5

P1 [Ninjutsu]/Necromancy/Growth vs P2 PtW.dec

[details=Starting Hand][spoiler]

[/spoiler][/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Blademaster, Dark Pact
Grounded Guide, Nimble Fencer
Discord x2
Nether Drain, Nimble Fencer
[/details]


###Main:

  • River (8)
  • Discord, everything but arg and bc dies, you get a gold (6)
  • Grounded Guide kills Arg, takes 1, River to level 3
  • Garth kills BC, takes 1, you get a card
  • Worker (5)
  • Tech 3 (0)

[details=Workers]
Discord, Summon Skeletons, Skeletal Archery, Jandra, the Negator, Poisonblade Rogue
[/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: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tech3 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: River (2/4 lvl 3)

####In Play:

  • Grounded Guide (4/3)
  • Garth (3/3 lvl 7)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Pestering Haunt
Nimble Fencer
Nether Drain
Discord
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Likely blooming ancient, it’s possible he’s going for molac but that would be really bold. I think I’ve probably got things pretty well locked up regardless but between Appel Stomp and Blademaster for beating down his defense, I’ll opt for tech 3. Pretty well guarantees I’ll finish things next cycle. My odds to draw a fencer at least are good on the reshuffle

Yep, no blademaster but fencer. I can sacrifice a skeleton for one more try at it, and play things from there.
[/details]

Indeed, deck has 6

T6:

Gold +SCV +TCN (9)
Worker (8)
BC (6)
Garth + Skeleton (3)
Setsy (1)

dc4 d5

Patrol:
Leader: 1/1A Skeleton
Elite:
Scavenger: 3/3 BC
Technician: 1/3 L1 Garth
Lookout:

Other - 1/3 L1 Setsy
Safe Attacking

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

Economy:
Workers: 9
Spare gold: 1
Hand: 5
Deck: 0
Discard: 8

Summary

H: playd / SOTF cookies FDS flag hook
W: vip smoke snap primus cookies
T: poly LB

Player 2, Turn 6

P1 [Ninjutsu]/Necromancy/Growth vs P2 PtW.dec

[details=Starting Hand]
Pestering Haunt
Nimble Fencer
Nether Drain
Discord
Thieving Imp (ah well)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • No techs this turn

[details=All Teched Cards]
Blademaster, Dark Pact
Grounded Guide, Nimble Fencer
Discord x2
Nether Drain, Nimble Fencer
[/details]


###Main:

  • Make a skeleton, sacrifice it to draw (9)
  • Vandy (7)
  • Discord, SQL skele dies, BC is gimped (5)
  • River kills BC, takes 1, you get a gold
  • Garth kills your Garth, takes 1, Vandy midbands
  • Nimble Fencer (3)
  • Nether Drain my Garth, Vandy Maxbands and dooms Fencer (2)
  • Grounded Guide kills Sets, River maxbands (1)
  • Nimble Fencer breaks your tech 2, your base to 18

[details=Workers]
Discord, Summon Skeletons, Skeletal Archery, Jandra, the Negator, Poisonblade Rogue
[/details]

  • :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
  • Tech2 HP: 5 FINESSE
  • Tech3 HP: 5

####In Patrol:

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

####In Play:

  • River (3/4 lvl 5)
  • Grounded Guide (4/2)
  • Garth (2/2 lvl 5)
  • Nimble Fencer (6/6 doomed)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 4

####Gold:

  • Gold: 1
  • Workers: 10

[details=End of Turn Hand]
Deteriorate
Skeleton Javelineer
Nimble Fencer
Sacrifice the Weak
[/details]

[details=End of Turn Discard]
Nether Drain
Discord
Thieving Imp
Pestering Haunt
[/details]

[details=My Thoughts]
Yeah another board clear, I set up Garth to fetch a second Guide, and I break his tech 2? I’d say this is about locked up.

Still no Blademaster but it’s okay, I should be able to dig him up, tech another + another Grounded Guide.
[/details]

There’s gg, ptw.dec continues it’s reign of supremacy

1 Like

GG WP, the FDS rush plan would’ve been pretty excellent against a deck without mass removal like Discord, unconventional, but as it stood Glorious Ninja was about the only way I saw for you back into things there, and even then it would’ve been a long shot.

2 Likes