News Shop
Events Chat

[LDT] Zhavier ([Finesse]/Demon/Ninjutsu) vs. FrozenStorm ([Necromancy/Demonology]/Finesse)

So, we meet again, @FrozenStorm !

Let’s see if I can do a little better from last time.

P1T1


StartingHand Workers

STARTING HAND
Tenderfoot
Older Brother
Helpful Turtle
Fruit Ninja
Bloom


WORKERS
Helpful Turtle


NextHand

Spark
Wither
Brick Thief
Timely Messenger
Granfalloon Flagbearer


Discard

Fruit Ninja
Bloom
Older Brother


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Tenderfoot - ($2)
Vandy - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Tenderfoot 1/2
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy 2/3, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
1 Like

@zhavier gl hf mate, I’m hoping I have better discard fortune than PetE did (you hit EVERYTHING that game)!

Player 2, Turn 1

P1 [Finesse]/Demon/Ninjutsu vs P2 PtW.dec

[details=Starting Hand]
Skeletal Archery
Deteriorate
Jandra, the Negator
Sacrifice the Weak
Pestering Haunt
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Jandra, the Negator (2)
  • Worker (1)

[details=Workers]
Skeletal Archery
[/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: Jandra, the Negator (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothin

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 6

[details=End of Turn Hand]
Graveyard
Thieving Imp
Poisonblade Rogue
Skeleton Javelineer
Summon Skeletons
[/details]

[details=End of Turn Discard]
Pestering Haunt
Sacrifice the Weak
Deteriorate
[/details]

[details=My Thoughts]
Man, rough p2 hand… I can go archery and just flood skeletons next turn, but then that will be telegraphed and he’ll grab a discord, though if I go empty here he may do that anyway. Jandra is really the only option I think, as much as I don’t want to spend the gold. Suppose Elite is best so we’ll go for that? SQL would be fine as well, so sure let’s do that, avoid the cheap chip. Kinda forced to worker Archery or Haunt, unless I want to go StW, but in the case of IPN or GN I think I want to keep StW, and Haunt will be nice to form a counter-attack next cycle.
[/details]

P1T2


Tech StartingHand Workers

TECH
Shadow Blade
Dark Pact


STARTING HAND
Wither
Spark
Granfalloon Flagbearer
Timely Messenger
Brick Thief


WORKERS
Helpful Turtle
Brick Thief


NextHand

Older Brother
Bloom
Wither
Timely Messenger
Granfalloon Flagbearer


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

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tenderfoot 1/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy 2/3, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

Wither and Bloom, criminally underrated!

Player 2, Turn 2

P1 [Finesse]/Demon/Ninjutsu vs P2 PtW.dec

[details=Starting Hand]
Graveyard
Thieving Imp
Poisonblade Rogue
Skeleton Javelineer
Summon Skeletons
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Nimble Fencer, Soul Stone
[/details]


###Main:

  • Thieving Imp (4)
  • Graveyard (2)
  • Tech 1 (1)
  • Worker (0)

[details=Workers]
Poisonblade Rogue, Skeletal Archery
[/details]

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

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

####In Play:

  • Graveyard (3hp)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Sacrifice the Weak
Soul Stone
Pestering Haunt
Nimble Fencer
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Grabbing a Soul Stone for the counter-pressure, and a Fencer. Fencer + Graveyard with a Soul Stone sprinkled in feels really great, I can transition into Two-Step + Starlet rushdown. Vandy and River, best buds :slight_smile:

Okay solid draw, I like where this is going
[/details]

P1T3


Tech StartingHand Workers

TECH
Nimble Fencer
Nimble Fencer


STARTING HAND
Granfalloon Flagbearer
Wither
Bloom
Timely Messenger
Older Brother


WORKERS
Helpful Turtle
Brick Thief
Older Brother


NextHand

Spark
Dark Pact
Shadow Blade
Fruit Ninja


Discard

Wither
Timely Messenger
Bloom
Nimble Fencer
Nimble Fencer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Granfalloon Flagbearer - ($2)
Vandy kills Imp
Midband Vandy - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tenderfoot 1/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Granfalloon Flagbearer 2/2
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy 3/4, lvl 3
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

Interesting, kinda looks like you whiffed then?

Player 2, Turn 3

P1 [Finesse]/Demon/Ninjutsu vs P2 PtW.dec

[details=Starting Hand]
Sacrifice the Weak
Soul Stone
Pestering Haunt
Nimble Fencer
Deteriorate (Techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Draw 1 techn
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Two-Step, Nimble Fencer
Nimble Fencer, Soul Stone
[/details]


###Main:

  • Imp from Graveyard, discard #1 of 4 (4)
  • Nimble Fencer (2)
  • Worker (1)

[details=Workers]
Pestering Haunt, Poisonblade Rogue, Skeletal Archery
[/details]

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

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

####In Play:

  • Jandra, the Negator (2/2)
  • Graveyard (3hp)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Summon Skeletons
Skeleton Javelineer
Soul Stone
Deteriorate
Two-Step
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Flagbearer being Soul Stone-able makes this quite a sticky situation… I can’t safely get a hero out, nor can I effectively put on an offensive, and weak Jandra is a liability for Fencers now. Imp + Fencer with Jandra behind isn’t a bad move, I could tech in Lich’s Bargain. I could also tech up to Demonz and play the Soul Stone on a Dozer, that’d be unexpected, but teching up here is very risky. I think my best bet is Imp + Fencer, and tech some combo of Starlet, Two-Step, Lich’s Bargain, Shadow Blade.

Two-Step is great for Jandra (would have been great here, could have killed Vandy!), and he’s unlikely to mess with her… So I like that plan a lot. Starlet or another Fencer would be a good pair, so I think we’ll go that direction. My Graveyard is likely to take a beating but I can recover from that. It will be easier to recover from it with another Fencer, Starlet would get aced without haste so not worth the 1 extra damage. I’d love to be able to afford a Hero’s Hall here but that’s not going to work out… ah well. At least he’s bleeding cards, even Dark Pact will make recovery only moderate.
[/spoiler][/details]

Yup, total whiff :frowning:

P1T4


Tech StartingHand Workers

TECH
Soul Stone
Twilight Baron


STARTING HAND
Shadow Blade
Spark
Fruit Ninja
Dark Pact
Timely Messenger
Spark


WORKERS
Helpful Turtle
Brick Thief
Older Brother
Spark


NextHand

Soul Stone
Nimble Fencer
Shadow Blade


Discard

Dark Pact
Tenderfoot
Granfalloon Flagbearer
Fruit Ninja


Tech 2 card(s)
Get Paid - ($7)
Shadow Blade Imp, you discard 1 of 5 - ($4)
Dark Pact
Worker - ($3)
Timely Messenger - ($2)
Vandy and Tenderfoot kill Fencer
my Flagbearer trades with Jandra
Max Vandy, doom Messenger - ($0)
messenger breaks graveyard

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy 4/5, lvl 5
  • Timely Messenger 3/3, doomed
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 4
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

gah, I don’t like any of my options here, sucks that I whiffedlast turn. At least he didnt hit my dark pact. I am half tempted to fetch the other dark pact to recover, but that denies me at least 3 damage and a gold. He could have a nimble and maybe a buff, but I don’t see him killing vandy even with that.

Alright, so i kill something with shadowblade, then roll the dice on dark pact. I really wanted to worker that spark :confused:

Hah, got back my spark, and a puny messenger, ah well. Messenger can get vandy doom, so thats probably good. I could leave Jandra alone and break his tech 1, but that just means I get hit with the damn Imp again. Let’s end that line sooner.

The graveyard was about to fall over anyway?

Player 2, Turn 4

P1 [Finesse]/Demon/Ninjutsu vs P2 PtW.dec

[details=Starting Hand]
Summon Skeletons
Skeleton Javelineer
Soul Stone
Deteriorate
Two-Step
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Nether Drain, Maestro
Two Step, Nimble Fencer
Nimble Fencer, Soul Stone
[/details]


###Main:

  • River (8)
  • Tech 2 Finesse (4)
  • Worker (3)

[details=Workers]
Skeleton Javelineer, Pestering Haunt, Poisonblade Rogue, Skeletal Archery
[/details]

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE

####In Patrol:

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

####In Play:

  • Nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 3
  • Workers: 9

[details=End of Turn Hand]
Nimble Fencer
Sacrifice the Weak
Summon Skeletons
Maestro
Nimble Fencer
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Well he went all-out for a board clear, I don’t think the Graveyard kill was at all necessary but to each their own. Grabbing a Nether Drain to make sure I can keep him off Meta, and Maestro to go for a Finesse machine (since I already have 2 fencers. River is the least critical (Vandy’s doom and Soul Stone outweigh Two-Step’s priority here IMO) so we’ll sacrifice her in front, Shadow Blade and Fencer are possibilities but should still keep buildings safe.

Reshuffle draw is solid, should be able to StW into double fencer for some bigtime damage
[/details]

P1T5


Tech StartingHand Workers

TECH
Glorious NInja
Speed of the Fox


STARTING HAND
Shadow Blade
Nimble Fencer
Soul Stone


WORKERS
Helpful Turtle
Brick Thief
Older Brother
Spark


NextHand

Twilight Baron
Wither
Bloom


Discard

Dark Pact
Tenderfoot
Granfalloon Flagbearer
Fruit Ninja
Timely Messenger
Shadow Blade
Glorious NInja
Speed of the Fox


Tech 2 card(s)
Get Paid - ($8)
Nimble Fencer - ($6)
Soul Stone - ($4)
Vandy kills River
Tech 2 Ninjutsu - ($0)

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Nimble Fencer 3/4+A, Soul Stone
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy 4/3, lvl 5
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 1
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Yea, all the money, nothing for him to worry about, I always seem to end up in this position, I probably overextended last turn. I am probably overextending again. A variety of option will quite possibly sink me, in Finesse Tech 2, not least of which is the fact that Garth summons whatever, 12g, if he is lucky, grounded guide, maestro, 2 nimble fencers, 8g. Even if he is missing a tech 2 unit, garth can grab it with all that gold. Still, net result would be 2 fencers slamming into my soulstoned fencer and not even quite killing him. Still, after that, pretty terrible position. Oh, and sac the weak >.<

Hmm, skipped a worker, interesting choice

Player 2, Turn 5

P1 [Finesse]/Demon/Ninjutsu vs P2 PtW.dec

[details=Starting Hand]
Nimble Fencer
Sacrifice the Weak
Summon Skeletons
Maestro
Nimble Fencer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9+3float)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Grounded Guide, Dark Pact
Nether Drain, Maestro
Two Step, Nimble Fencer
Nimble Fencer, Soul Stone
[/details]


###Main:

  • Garth (10)
  • Sacrifice the Weak, Fencer loses Soul Stone (8)
  • Maestro (5)
  • Nimble Fencer x2, kill Fencer
  • Skeleton (4)
  • Tower (1)

[details=Workers]
Skeleton Javelineer, Pestering Haunt, Poisonblade Rogue, Skeletal Archery
[/details]

  • :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
  • Tech2 HP: 5 FINESSE
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Maestro (3/5+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Skeleton (1/1)

####In Play:

  • Nimble Fencer (2/1)
  • Nimble Fencer (2/1)
  • Garth (1/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 4

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Thieving Imp
Two-Step
Graveyard
[/details]

[details=End of Turn Discard]
Grounded Guide
Dark Pact
Sacrifice the Weak
Summon Skeletons
[/details]

[details=My Thoughts]
Sinking down to his card level, kinda hurts not having a Dark Pact in the deck (putting one in now) but I have such good position on him idk how I don’t next turn use a spell (nether drain, two-step or soul stone) + a Guide fetch to shut him down. If he gets a Ninja out, that obviously hurts, and a Soul Stone Ninja would be very bad indeed, but I have a soul stone of my own so I think i can manage it. Skipping worker just to stay healthy on cards. I want to worker Jandra ultimately, I think, though I suppose if I two-step + soul stone her, I’m in okay shape. Blademaster is also an option I can look for if needed. My tech 3 > his, and he’s kinda stalling
[/details]

Let’s See what we can do here. Not looking good.

P1T6


Tech StartingHand Workers

TECH
Hidden Ninja
Glorious NInja


STARTING HAND
Twilight Baron
Wither
Bloom


WORKERS
Helpful Turtle
Brick Thief
Older Brother
Spark
Wither


NextHand

Nimble Fencer
Dark Pact


Tech 2 card(s)
Get Paid - ($8)
Twilight Baron, at least I know where sac the weak is… - ($4)
Vandy midband fetches the other Soul stone for Baron - ($1)
Worker - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Twilight Baron 5/5+A, Soul Stone
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy 4/3, lvl 5
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 2
  • Deck: 12
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Yup, terrible position, didn’t realize he’d build the tower there, but makes sense.

That’s a kinda hilarious next hand.

Yeah I think it’s time for me to put you out of your misery :slight_smile:

Player 2, Turn 6

P1 [Finesse]/Demon/Ninjutsu vs P2 PtW.dec

[details=Starting Hand]
Thieving Imp
Two-Step
Graveyard
Jandra, the Negator (skele sac)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Dark Pact, Soul Stone
Grounded Guide, Dark Pact
Nether Drain, Maestro
Two Step, Nimble Fencer
Nimble Fencer, Soul Stone
[/details]


###Main:

  • River (8)
  • Two Step Maestro and Fencer (6)
  • Max out Garth, fetch Grounded Guide (0)
  • Grounded Maestro takes out Baron’s armor and first life, takes 5 damage back
  • Non-dancing but Grounded Nimble Fencer trades with Baron’s second life
  • Dancing Fencer breaks your tech 2, your base to 16
  • Skeleton hits your base to 14, then Garth sacrifices him to draw a card
  • Garth trades with Vandy, River to level 3
  • Offer handshake for GG because I don’t see a way out for you

[details=Workers]
Skeleton Javelineer, Pestering Haunt, Poisonblade Rogue, Skeletal Archery
[/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: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Grounded Guide (4/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: River (2/4 lvl 3)
  • :target: Lookout:

####In Play:

  • Nimble Fencer (6/4 dancing)
  • Maestro (6/2 dancing)
  • Two Step (channeling)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Nether Drain
Deteriorate
Soul Stone
Dark Pact
Thieving Imp
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
his card deficit catches up to him and this ought to be gg. he must have had a bad draw not to get dark pact in that cycle
[/details]

and yea, thats GG. I was figuring guide, but hoped against two step.

@Bob199

You seemed confused about the graveyard smash, but I am confident you would have been able to keep it alive and smash my face, if I had left it up. If nothing else, you would have hit me with imp again.

It would have been tough to use it to great effect, I think, and I feel like you would have been better off just patrolling Tenderfoot in front of Flagbearer again. You spent a lot of cards and gold without much to follow up with, I had an easy path to stalling for an econ advantage with Vandy maxed out all by her lonesome. But idk, maybe you’re right and Imp would have bled you out, just expensive for me to keep doing that and you had access to Dark Pact, so doesn’t seem like it was worth it.

GG all the same, this deck is nightmarish no matter which way you slice it