LDT2 Round 3: Dreamfire (Blood/Feral/Present) vs. Legion (Demon/Necro/Finesse)

@Legion Have fun!

P1T1


StartingHand Workers

STARTING HAND
Nautical Dog
Bombaster
Bloodburn
Charge
Bloodrage Ogre


WORKERS
Bloodburn


NextHand

Careless Musketeer
Mad Man
Scorch
Makeshift Rambaster
Pillage


Discard

Bombaster
Charge
Bloodrage Ogre


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Calamandra - ($1)
Nautical Dog - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Calamandra lvl 1 (2/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[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
Thoughts

I’d usually play Drakk+Dog with this opening hand, but I think I need Cala here to threaten the stealth kill on Vandy. I would’ve liked to patrol Dog in technician to have an extra card to discard, if only it didn’t wreck my cycle… So scav or lookout? I guess I might need the extra gold for Madman, to break through a hero’s SQL armor.
Thinking ahead a little bit, I like Argo’s against Nimble Fencers. Behind the Ferns could be good to threaten Graveyard and backline heroes, assuming that Legion goes for the typical Heroes’ Hall and not tower. As the game progresses, I feel like it might come down to who can out-haste who. So a Heroes’ Hall of my own + Now!/Bloodlust might be in order.

P2T1

[details=Secrets]

Hand : gravey,PBR,det, sac,imp
Tech:
Thoughts : hmmm, i’ll go for th frozens opening, would have preferred a jandra but… [/details]


  1. Get 5 Gold (5), tech 0 cards
  2. Worker (4)
  3. midvandy (0)
  4. deteriorate dog
  5. disc 3 draw 5

[details=Secrets]

Workers : 5+pbr
Discard : det, gravey,imp, sac
New Hand : summon, archery, javelin, haunt,jandra [/details]


Board:

Patrol:

  • :psblueshield: Squad Leader: Lv3 Vandy 3/4+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play :

  • Base : 20
  • Discard : 4
  • Deck : 0
  • Workers : 6
  • Gold: 0
  • Hand : 5

P1T2


Tech StartingHand Workers

TECH
Argonaut
Argonaut


STARTING HAND
Pillage
Mad Man
Scorch
Makeshift Rambaster
Careless Musketeer


WORKERS
Bloodburn
Pillage


NextHand

Argonaut
Nautical Dog
Argonaut
Bloodrage Ogre


Tech 2 card(s)
Get Paid - ($5)
Scav gold - ($6)
Worker - ($5)
Tech 1 - ($3)
Mad Man - ($2)
Careless Musketeer - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Calamandra lvl 1 (2/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Mad Man (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Careless Musketeer (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

…or maybe I should’ve put Dog in lookout after all. sigh
Looks like Vandy is here to stay, since I won’t delay tech 1 to kill her. So what do I do now to keep pressure on? I definitely want to tech up, and I can play Madman to patrol with, knowing he’s now safe from Deteriorate.
The question is what to do with my last 2 gold: midband Cal, build heroes’ hall, or play another unit. Let’s see. Heroes’ hall won’t do me much good if Cala dies to maxband Vandy next turn. He’ll have to doom my Madman, but he can play a chump blocker to stop my counterattack.
If I play a second unit, he’ll have to work a little harder to block my counterattack. Midband Drakk would let me punch through a weenie blocker, and the doomed whatever could finish hurt Vandy. Which unit, though? Rambaster is vulnerable to Sac the Weak, since it doesn’t get patrol goodies, so I’m actually considering Musketeer.
Midband Cala is also a solid option, I guess, but it feels like giving up tempo, especially with Legion’s cheaper tech 1.

1 Like

P2T2

[details=Secrets]

Hand : summon, archery, javelin, haunt,jandra
Tech: DP, nimble
Thoughts : uff, so many bodies. Tower to prevent cala to both invisi and kill vandy. Even a maxcala would survive with just 1, making her hauntable. and he still would have to sac something, like mm making the trade good for me. Sure, he could charge a bro+mm for the kill, but that would mean 5 gold for spell+unit and a total of 3 cards 6 gold for 4 gold of mine. the trade is acceptable. [/details]


  1. Get 6 Gold (6), tech 2 cards
  2. Worker (5)
  3. tech I (4)
  4. tower (1)
  5. javelin (0)
  6. haunt
  7. disc 2 rs draw 4

[details=Secrets]

Workers : 5+pbr+jandra
Discard :
New Hand : sac, archery,gravey,imp fuck whiffed both techs. yay me… [/details]


Board:

Patrol:

  • :psblueshield: Squad Leader: javelin 1/1+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :exhaust: Technician: Lv3 Vandy 3/4+A
  • :target: Lookout:

In Play : haunt 1/1

  • Base : 20
  • Tech I: 5
  • Tower: 4
  • Discard : 0
  • Deck : 0
  • Workers : 7
  • Gold: 0
  • Hand : 4

Your deck seems to be missing a few cards. As far as I can tell, after the reshuffle you were supposed to draw 4 cards out of 8 after discarding 2 and teching 2, leaving 4 in deck.

P1T3


Tech StartingHand Workers

TECH
Ferocity
Huntress


STARTING HAND
Argonaut
Bloodrage Ogre
Nautical Dog
Argonaut


WORKERS
Bloodburn
Pillage
Nautical Dog


NextHand

Bombaster
Charge
Makeshift Rambaster
Scorch


Discard

Bloodrage Ogre
Argonaut
Ferocity
Huntress


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Cal kills Javelineer
Cal to midband, she heals - ($3)
Musketeer taps to kill Haunt, my base takes 1
Argonaut - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Argonaut (3/4A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Mad Man (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra lvl 3 (3/4)
  • Careless Musketeer (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

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

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

Hmm, Legion gave up the traditional PtW heroes’ hall for tower. Behind the Ferns is still on the table, I guess, and no Discord anytime soon means Murkwood Allies also becomes viable. But I still like Ferocity best for dealing with Nimble Fencers.
I’m expecting DP and a Fencer next, but even a doomed Fencer shouldn’t be able to get past my Argo. I think I’m also set up pretty well to deal with Shadow Blade/Sac the Weak/Deteriorate.
One thing I can’t handle ATM is Gargoyle. Not the likeliest tech, but I’ll put a Huntress in the deck just in case.
My upcoming hand is kinda weak, so there’s a good chance I’ll use next turn to cheat in a tiger and build my hand back up to 5. Then tech 2 after that.

P2T3 u are correct, i have 4 cards in the deck, just forgot to update the number.

[details=Secrets]

Hand : sac(disc for vandy), archery,gravey DP+summon(DP) nimble+det(dp2)
Tech: starlet, nimble
Thoughts : bleagh, not what i expected. this is a very bad position. maybe javelin in sql was wrong. luckily i have still a DP in the codex [/details]


  1. Get 7 Gold (7), tech 2 cards
  2. Worker (6)
  3. tap midvandy, disc 1fetch DP (5)
  4. DP, base takes 2 i draw 2
  5. DP, base takes 2 i draw 2
  6. nimble fencer (3)
    7.summon skeles (0)
  7. disc 4 rs draw 5

[details=Secrets]

Workers : 5+pbr+jandra+archery
Discard :
New Hand : dp,nimble, det,summon, haunt [/details]


Board:

Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: nimble F 3/3
  • :ps_: Scavenger: skele 1/1
  • :exhaust: Technician: skele 1/1
  • :target: Lookout:

In Play : vandy 3/4

  • Base : 16
  • Tech I: 5
  • Tower: 4
  • Discard : 0
  • Deck : 6
  • Workers : 8
  • Gold: 0
  • Hand : 5

@Dreamfire no deteriorate, then

Musketeer has resist 1 from Cal’s midband

ok, gimme a sec.

P1T4


Tech StartingHand Workers

TECH
Feral Strike
Feral Strike


STARTING HAND
Makeshift Rambaster
Charge
Scorch
Bombaster


WORKERS
Bloodburn
Pillage
Nautical Dog
Scorch


NextHand

Argonaut
Ferocity
Huntress
Bombaster
Bloodrage Ogre


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Cal kills scav skeleton
Cal to maxband, she heals - ($4)
Tech 2 (Present) - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Argonaut (3/4A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Mad Man (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Careless Musketeer (2/1)
    [B]In Play:[/B]
  • Calamandra lvl 5 (4/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Legion just cycled through his entire deck, and ended up playing Summon Skeletons? I have no idea what that means.
But I do feel that I can tech up safely, no Tiger required. In fact, I think I can even keep maxband Cal alive… and if I tech Feral Strike X2, I have >80% of drawing one!
TBH, Legion could go all in with something like a Soulstoned+doomed Fencer to get at Cal, but it would leave him behind on tech, likely with a pretty battered board. I’m willing to take that risk for the potential reward of Hyperion X2, Tricycloid X2, Crashbarrow X2… so many options :heart_eyes:

After the draw: or I can just whiff it entirely :cry:

P2T4 u are correct, i have 4 cards in the deck, just forgot to update the number.

[details=Secrets]

Hand : dp,nimble, det,summon, haunt gravey+dp (dp1) starlett+imp(DP2)
Tech: maestro+discord
Thoughts : feelsbadman, maxcala and present, gottta go fast now [/details]


  1. Get 8 Gold+scv (9), tech 2 cards
  2. Worker (8)
  3. dark p, i draw 2
  4. dark p i draw 2
  5. tech II finesse (4)
  6. starlett (2)
  7. maxvandy (0)pump my starlett, none of urs cuz no gold
  8. starlett trades with argo, ,
  9. skele tardes with musket
  10. vandy kills mad man
  11. disc 5 draw 2 rs draw 3

[details=Secrets]

Workers : 5+pbr+jandra+archery+imp
Discard :
New Hand : javelin,sac,dp, maestro,summon[/details]


Board:

Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :exhaust: Technician: nimble F 2/3
  • :target: Lookout:

In Play : maxvandy 4/4

  • Base : 12
  • Tech I: 5
  • Tech II Finesse: 5
  • Tower: 4
  • Discard : 0
  • Deck : 7
  • Workers : 9
  • Gold: 0
  • Hand : 5

P1T5


Tech StartingHand Workers

TECH
Kidnapping
Temporal Distortion


STARTING HAND
Bloodrage Ogre
Huntress
Bombaster
Ferocity
Argonaut


WORKERS
Bloodburn
Pillage
Nautical Dog
Scorch
Bombaster


NextHand

Feral Strike
Feral Strike
Makeshift Rambaster
Charge


Discard

Mad Man
Argonaut
Careless Musketeer
Ferocity
Bloodrage Ogre
Argonaut
Kidnapping
Temporal Distortion


Tech 2 card(s)
Get Paid - ($8)
Scav gold - ($9)
Worker - ($8)
Tap Cal to cheat in a Stalking Tiger - ($4)
Huntress - ($2)
Ferocity - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Stalking Tiger (4/4A), untargetable, swift strike
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Huntress (3/3), resist 2, swift strike
    [B]In Play:[/B]
  • Calamandra lvl 5 (4/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

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

  • Hand: 4
  • Deck: 0
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Arrgh! If I had Feral Strike in hand this turn, this game would be over!
As it is, it’s dangerously close to slipping away from me. If Legion has Maestro + Grounded Guide in hand (or can dig for them), I’m looking down the barrel of up to four 0-cost hasted buffed virtuosos.
I can try to stem the tide with Ferocity. Specifically, a swift-striking tiger should be impassable even for buffed virtuosos (as well as his hurt Vandy). It’ll have to be orange to play around Deteriorate, and I’ll need another unit to protect it from Sac the Weak. With this set-up, I might stay afloat to counterattack with Feral Strike.
By now Doom Grasp is also a possible threat, though I’m not expecting it quite yet. He’s teched 6 cards so far, which I’m guessing are DP, Fencer X2, Starlet, and either GGuide X2 or GGuide and Maestro. And he can’t dig all the way through his deck this time around.
Here’s one way Legion’s next turn could go, assuming he can’t get past my patrol: fetch Meta, play Garth, use his maxband to fetch a freshly-teched GGuide or whatever. With no tower I’ll be in trouble fast, but I might be able to beat him in a base race using big hasted units. Right?
I want to keep my Feral Strike options open, so I’m teching big impact spells instead of units: Kidnapping could work wonders on a GGuide. TD is a bit of a risk, since it’s all but useless if I lose Cal, but by now I’m too committed to the Feral Strike plan.

P2T5 tiger is not untargetable, but invisible. since i have tower, tho i can see it.

[details=Secrets]

Hand : javelin,sac,dp, maestro,summon+(dp+det)+(starlet+nimble)
Tech: starlett+sprite
Thoughts : i am practically suiciding myself with DP here [/details]


  1. Get 9 Gold (9), tech 2 cards
  2. Worker (8)
  3. dark p, i draw 2
  4. dark p i draw 2
  5. maestro (5)
  6. nimble2+starlett for free
  7. deteriorate tiger (4) vandy kills tiger, takes 3 back
  8. javelin (3)
  9. sac the weak(1), both jav and huntress die
  10. nimble2 and starlett kill cala
  11. nimble 1 hits tech II for 2
  12. disc 0 draw 2

[details=Secrets]

Workers : 5+pbr+jandra+archery+imp+summon
Discard : starlett, sprite, dp, dp, starlett, nimble,javelin, det, sac,
New Hand : haunt, disc[/details]


Board:

Patrol:

  • :psblueshield: Squad Leader: maestro 3/5+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play : maxvandy 4/1, nimble F 2/3,

  • Base : 8
  • Tech I: 5
  • Tech II Finesse: 5
  • Tower: 4
  • Discard : 9
  • Deck : 1
  • Workers : 10
  • Gold: 1
  • Hand : 2

Just noticed that your board is missing Starlet and 2nd Fencer. I’ll redo my turn in a bit.

dude they are dead, they traded with cala

You’re right again. Sorry, I’ll just post the same turn.

P1T6


Tech StartingHand Workers

TECH
Tricycloid
Tricycloid


STARTING HAND
Charge
Makeshift Rambaster
Feral Strike
Feral Strike


WORKERS
Bloodburn
Pillage
Nautical Dog
Scorch
Bombaster
Feral Strike


NextHand

Tricycloid
Charge
Temporal Distortion
Bloodrage Ogre
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tower - ($5)
Midband Geiger - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Geiger lvl 3 (2/4A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Present)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 10
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

I’m dumb…

P2T6 honestly idk if this is over (replying to ur first opening comment), if u get 2 swings i have lost due to dp. plus i’m really low card.

[details=Secrets]

Hand : haunt, disc
Tech: gguide, swordmaster
Thoughts : useless hand. i need cards. this is too fearsome to me. idk why he has not summoned a tryc or hyperion so far. my best guess was cala’s ferocity. that is why i killed her last turn instead of his tech II. goodbye, vandy [/details]


  1. Get 10 Gold+f (11), tech 2 cards
  2. garth (9)
  3. maestro attacks gieger, deals 2 past armor takes 3 back
  4. vandy suicides into geiger, garth lv 3
  5. maxgarth (5), summoning grounded guide.
  6. nimble kills tech II ur base takes 1
  7. tech III (0)
  8. disc 2 draw 1 rs draw 3

[details=Secrets]

Workers : 5+pbr+jandra+archery+imp+summon
Discard :
New Hand : gravey, starlett, starlett, deteriorate[/details]


Board:

Patrol:

  • :psblueshield: Squad Leader: Garth 3/4+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: grounded guide 4/4

In Play : maestro 4/2, nimble F 4/3,

  • Base : 8
  • Tech I: 5
  • Tech II Finesse: 5
  • Tech III: 5
  • Tower: 4
  • Discard : 0
  • Deck : 9
  • Workers : 10
  • Gold: 0
  • Hand : 4

Sorry for the delay. I don’t see myself sneaking in even 8 damage, so GG.

@Bob199 Legion has it.

This was a frustrating game for me. I whiffed a >80% draw of Feral Strike on T5 which would have won me the game. Then I made that stupid mistake with the tiger: I knew Deteriorate was my Achilles’ heel, I just thought invisibility would take care of it. In hindsight, all I had to do was patrol him in Elite with Huntress in backline, and I probably could’ve survived.

Anyway, very well played by you, biding your time and setting up that virtuoso rush. GL in the rest of the tournament.

1 Like

@Dreamfire honestly, i thought u had it in the bag and @FrozenStorm can vouch for that. turn after turn u kept the pressure high denying me the possibility to turn tables and forcing me to always pick the worst case scenario play.
At a point i was amazed not seeing hyperions and tricicloids, imho u should have teched them sooner. I was also hella scared of behind the ferns, it would have sealed the deal. i got some wind back only cuz i kept getting both DPs and cuz u had no big fella. A 4/5 hyperion with haste and resist would have been a nightmare for me.
gg and really wp, ur deck is hella strong, and so are u.

1 Like