MapMatch: Blue V Black - FrozenStorm and Zhavier

A matter of perspective :slight_smile:
P1T6


Tech StartingHand Workers

TECH
Tax Collector
Free Speech


STARTING HAND
Building Inspector
Traffic Director
Bluecoat Musketeer
Spectral Flagbearer
Arrest
Spectral Aven
Scribe
Lawful Search
Free Speech
Overeager Cadet
Tax Collector
The Art of War


WORKERS
worker
worker
worker
worker
worker
worker


NextHand

Porkhand Magistrate
Scribe
Manufactured Truth
Overeager Cadet
Bluecoat Musketeer


Discard

The Art of War
Lawful Search
Spectral Aven
Free Speech
Arrest


Tech 2 card(s)
Get Paid + Scav - ($10)
Spectral Flagbearer, draw 1 - ($9)
Traffic Director, draw 1 - ($8)
Scribe, Draw 2 - ($6)
Building Inspector, draw 1 - ($5)
Overeager Cadet, draw 1
Tax Collector, draw 1, steal that 1g float - ($4)
The Art of War, break your tech 2 again, base to 16 - ($1)
Worker - ($0)

Float ($0)
Discard 4, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Tax Collector 2/3
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Onimaru 6/3+2A, lvl 8, The Art of War
    [B]In Play:[/B]
  • Flagstone Garrison :heart: 4
  • Reputable Newsman 0/1, Naming 4, -2 Runes
  • Spectral Flagbearer 2/2
  • Traffic Director 1/1
  • Scribe 1/3
  • Building Inspector 1/1
  • Overeager Cadet 2/2
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 5
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

So, I should have killed his skeleton with the scribe, and I probably would have been better off leaving the cadet behind, but I actually wanted the 1g. With flagbearer, he needs both sac and deteriorate and doom grasp to kill oni. I think that works for me.

I think Iā€™ll call it quits, you have me pretty locked down and I donā€™t see me breaking out

I think you went easy on me :slight_smile:

Crypt crawler seemed like a really odd choice. And the vandy in SQL instead of elite probably didnā€™t help. I felt like I had a lot more options with all these cards available, and I got a bit lucky with being able to get the art of war a second time.

The crypt crawler is actually solid in this matchup. The sparkshot combined with aven killing ā€œTarget a flyerā€ seemed the best choice against oni soldiers and peace machine (where aven is likely to hit the board and need dealing with). Itā€™s also less dangerous for manufactured truth than Bone collector, which is a plus.

I definitely just goofed on the Vandy sql opening though, should have gone for jandra instead. I forgot about readiness. Combine that with the early Doom grasp tech (when Newsman can shut it down, again I didnā€™t consider that) I just had a pretty limp turn 3/4

Next up!

MYSTICAL FOREST: Whenever you would ready a unit or hero during your turn, you may put a +1/+1 rune on it instead.

This one seems really interesting to me. We shall see how it goes.

P1T1


StartingHand Workers

STARTING HAND
Reputable Newsman
Traffic Director
Porkhand Magistrate
Spectral Aven
Bluecoat Musketeer


WORKERS
Bluecoat Musketeer


NextHand

Arrest
Lawful Search
Jail
Building Inspector
Manufactured Truth


Discard

Reputable Newsman
Porkhand Magistrate
Spectral Aven


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Traffic Director - ($2)
Onimaru - ($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]: Traffic Director 1/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru 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

Woof, another good start for you, GL HF!

Game 13, Player 2, Turn 1

Map: MYSTICAL FOREST: Whenever you would ready a unit or hero during your turn, you may put a +1/+1 rune on it instead.
P1 Blue vs P2 Black

[details=Starting Hand]
Summon Skeletons
Skeleton Javelineer
Deteriorate
Thieving Imp
Sacrifice the Weak
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Thieving Imp, discard #2 of 5 (2)
  • Skeletal Javelineer (1)
  • Worker (0)

[details=Workers]
Summon Skeletons
[/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: Thieving Imp (2+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

####In Play:

  • none

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Pestering Haunt
Poisonblade Rogue
Jandra, the Negator
Skeletal Archery
[/details]

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

[details=My Thoughts]
Yuck, drew double combat spells, none of my usual workers. Hopefully this makes it tough on him to patrol next turn, but Iā€™m not hopeful.
[/details]

P1T2


Tech StartingHand Workers

TECH
Tax Collector
Scribe


STARTING HAND
Manufactured Truth
Lawful Search
Arrest
Building Inspector
Jail


WORKERS
Bluecoat Musketeer
Jail


NextHand

Arrest
Scribe
Spectral Aven
Manufactured Truth


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Arrest Imp - ($1)
Oni kills Javelineer
TD hits base for 1

Float ($1)
Discard 2, reshuffle, draw 4


[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]
  • Onimaru 2/2, lvl 1
  • Traffic Director 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

I could trade TD for Imp with MT, but i really want to try and get TD buffed up with some runes. Arresting the imp puts it out of the fight for a bit, maybe I can build something up in the meantime.

Game 13, Player 2, Turn 2

Map: MYSTICAL FOREST: Whenever you would ready a unit or hero during your turn, you may put a +1/+1 rune on it instead.
P1 Blue vs P2 Black

[details=Starting Hand]
Pestering Haunt
Poisonblade Rogue
Jandra, the Negator
Skeletal Archery
Graveyard
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Soul Stone, Gargoyle
[/details]


###Main:

  • Jandra, the Negator (3)
  • Tech 1 (2)
  • Worker (1)

[details=Workers]
Skeletal Archery, Summon Skeletons
[/details]

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

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

  • :heart: Base HP: 19
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Thieving Imp (2/2)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Gargoyle
Graveyard
Soul Stone
Skeleton Javelineer
Poisonblade Rogue
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Pretty likely he leaves Oni tapped for +1/1 here, Iā€™m going to need some thicc dudes to contest. Go Go Demon Team!
[/details]

P1T3


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Manufactured Truth
Spectral Aven
Scribe
Arrest
Tax Collector


WORKERS
Bluecoat Musketeer
Jail
Spectral Aven


NextHand

Lawful Search
Reputable Newsman
Building Inspector


Discard

Arrest
Manufactured Truth
Overeager Cadet
Overeager Cadet


Tech 2 card(s)
Get Paid + float, generate 2 runes - ($7)
Worker - ($6)
Scribe - ($4)
Tax Collector, steal 1 float - ($3)
Arrest Jandra - ($1)

Float ($1)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Tax Collector 2/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Scribe 1/3
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru 3/3, lvl 1, +1 Rune
  • Traffic Director 2/2, +1 Rune
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 1
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

Do I need a tower, or keep the money to do more next turn. Or Sacrifice another card because Arrest is really helpfulā€¦

Well so far I donā€™t feel like Iā€™ve had any opening, P1 definitely seems to have an edge here.

Game 13, Player 2, Turn 3

Map: MYSTICAL FOREST: Whenever you would ready a unit or hero during your turn, you may put a +1/+1 rune on it instead.
P1 Blue vs P2 Black

[details=Starting Hand]
Gargoyle
Graveyard
Soul Stone
Skeleton Javelineer
Poisonblade Rogue
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+NO float, boo)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Dark Pact, Twilight Baron
Soul Stone, Gargoyle
[/details]


###Main:

  • Gargoyle (4)
  • Poisonblade Rogue (2)
  • Worker (1)

[details=Workers]
Skeletal Archery, Summon Skeletons
[/details]

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

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

  • :heart: Base HP: 19
  • Tech1 HP: 5

####In Patrol:

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

####In Play:

  • Jandra, the Negator (3/3)
  • Gargoyle (0/2 indestructable)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Deteriorate
Pestering Haunt
Sacrifice the Weak
Twilight Baron
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Iā€™m not big on this position. But I canā€™t do much here, so keep trying to wall up and play for demons. Gargoyle should help do some damage.
[/details]

gargoyle is hiding somewhereā€¦

P1T4


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Reputable Newsman
Lawful Search
Building Inspector
Porkhand Magistrate


WORKERS
Bluecoat Musketeer
Jail
Spectral Aven
Porkhand Magistrate


NextHand

Flagstone Garrison
Building Inspector
Overeager Cadet


Tech 2 card(s)
Get Paid + float, give 2 runes - ($8)
Lawful Search, interesting hand - ($7)
Worker - ($6)
Tech 2 Peace - ($2)
Reputable Newsman, naming 2 - ($0)

Float ($0)
Discard 1, reshuffle, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Tax Collector 2/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Scribe 1/3
  • :pschip: [I]Technician[/I]: Reputable Newsman 0/3, naming 2
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Traffic Director 3/3, +2 Rune
  • Onimaru 4/4, lvl 1, +2 Rune
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 3
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Newsman on 0 or 2. 0 means he either uses gargoyle on newsman or casts sac the weak. Sac the weak would cost him 4 or 5 if he uses garth for the skeleton, as he doesnt have any good things to sac in hand. If he does use garth to sac, then he can break my tech 2 with imp and gargoyle, or kill Oni after using deteriorate and rogue and jandra to clear patrol. That would leave 2 or 3g to do more things.

Alternately, name 2, blocking sac. He uses deteriorate, probably clears my patrol trading rogue. Could still sac in order to kill TD after that, but it pushes jandra and gargoyle to help clear patrol, leaving only imp left to attack. Max vandy on imp, kills Oni with no doom targets left on my side. But at least I have my tech 2 still, and a unit to respond withā€¦

His other play could be Maxband Vandy and just kill something with doomed gargoyle at 7g and not worry about the deteriorate or sac plays at all. This at least leaves me with 1 or 2 things to play around with next turn.

I guess weā€™ll see how this goes!

Game 13, Player 2, Turn 4

Map: MYSTICAL FOREST: Whenever you would ready a unit or hero during your turn, you may put a +1/+1 rune on it instead.
P1 Blue vs P2 Black

[details=Starting Hand]
Deteriorate
Pestering Haunt
Sacrifice the Weak
Twilight Baron
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Crypt Crawler, Soul Stone
Dark Pact, Twilight Baron
Soul Stone, Gargoyle
[/details]


###Main:

  • Vandy (7)
  • Deteriorate Tax Collector, Jandra kills him and takes 1
  • Poisonblade Rogue smacks Newsman, heā€™s -2/2 now
  • Maxband Vandy, dooming newsman and Gargoyle (3)
  • Activate Gargoyle, he flies up to destroy your tech 2 building, your base to 18 (2)
  • Worker (1)

[details=Workers]
Pestering Haunt, Graveyard, Skeletal Archery, Summon Skeletons
[/details]

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

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

  • :heart: Base HP: 19
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+1armor)
  • :psfist: Elite: Vandy (4+1/5 lvl 5)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Jandra, the Negator (3/2)
  • Poisonblade Rogue (2/1)
  • Gargoyle (5/4 indestructable, doomed)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Soul Stone
Skeleton Javelineer
Dark Pact
Crypt Crawler
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
This kinda sucks but is kinda okay. Iā€™m likely to lose Vandy next turn, thatā€™s the sucky part. Good news, though, is that I stop the Peace machine from getting started, and Iā€™m working some things off the board for him, AND Iā€™ll get to boost my gargoyle AND jandra AND rogue if I want to, which makes for big trouble for him.
[/details]

note: doomed gargoyle either resolves doom first and dies, or resolves reverting to stone first, and ends up exhausted by being doomed and triggering indestructibleā€™s ā€œexhaust this unit insteadā€ clause.

edited forgot to put the cadet on the board

P1T5


Tech StartingHand Workers

TECH
The Art of War
Drill Sergeant


STARTING HAND
Overeager Cadet
Building Inspector
Flagstone Garrison


WORKERS
Bluecoat Musketeer
Jail
Spectral Aven
Porkhand Magistrate
Flagstone Garrison


NextHand

Manufactured Truth
Overeager Cadet
Lawful Search
Arrest


Discard

Tax Collector
Building Inspector
The Art of War
Drill Sergeant
Reputable Newsman


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
rebuild tech 2
Midband Oni, heals, now 5/6 - ($3)
Overeager Cadet
TD kills Imp
Oni kills Vandy, Oni to lvl 7
Maxband Oni heals - ($2)
Scribe kills Poisonblade Rogue

Float ($2)
Discard 1, draw 3

Newsman moves to discard and I draw technician bonus on your upkeep, counts below reflect this.


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

  • :psblueshield: [I]Squad Leader[/I]: Soldier 1/1+A
  • :psfist: [I]Elite[/I]: Overeager Cadet 3/2
  • :ps_: [I]Scavenger[/I]: Soldier 1/1
  • :pschip: [I]Technician[/I]: Reputable Newsman 0/3, naming 2, doomed at your upkeep, -2 runes
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Soldier 1/1
  • Traffic Director 3/1, +2 Rune
  • Onimaru 6/7, lvl 8, +2 Rune
  • Scribe 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 9
Thoughts

Ok, so that actually went ok, he left me with most of my stuff. Unless I am very unlucky, he wonā€™t have deteriorate or sac in his next hand. And I am guaranteed to be able to get my garrison next turn, even if I have to cast lawful search due to bottom decking. I will likely lose 2 soldiers, but otherwise I think Iā€™m in a good spot.

@zhavier ā€œUpkeepā€ happens after the ā€œReadyā€ phase of your turn, so Iā€™m definitely going to be giving Gargoyle +1/1 first (as that phase happens before upkeep), THEN resolving revert to indestructable (during upkeep), THEN resolving doom (again during upkeep). Why wouldnā€™t that be an option?

Also I have no idea why I thought Oni would be 5/5 after leveling upā€¦ Iā€™m like braindead when it comes to facing against Oni. Really want to have put Vandy in Techn, change what I teched last turn and redraw my handā€¦ :_(

oh, certainly, the gargoyle still gets the Rune. Just saying he would be exhausted.

1 Like

I misplayed so hard itā€™s not going to matter anyway lolā€¦

You can change your techs/ patrol. I donā€™t think there is some major hidden info exposed.

No, but Iā€™m starting to wonder if perhaps the smart play would have been to ice Onimaru. I have much better tools to deal with Garrison (despite seeing one of the 3 cards you have is a Cadet, odds are still pretty decent you teched 2 and drew 1).

Certainly an optionā€¦ vastly changes my play though.

I guess it depends on how likely I think it is you kept Manufactured Truth and drew itā€¦ or whether I want to skip a worker