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[XCAFRR19 FINALS] EricF [Demonology]/Necromancy/Finesse vs frozenstorm [Demonology]/Disease/Necromancy

@FrozenStorm good luck, have fun, and may the best spec win.

P1, Turn 1
  1. Deteriorate — Magic
  2. Skeleton Javelineer — Tech 0
  3. Pestering Haunt — Tech 0
  4. Poisonblade Rogue — Tech 0 -> Worker
  5. Graveyard — Tech 0

So many goodies, what should I start with? por que no los dos?

4 gold (4)
Vandy (2)
Javelineer (1)
Worker (0)
Pestering Haunt
Discard 2, Draw 4

Technician - Javelineer (1/1) w/ rune

Pestering Haunt (1/1)
L1 Vandy (2/3)

Base - 20

5 workers, 0 gold
Hand: 4
Deck: 1
Discard: 2

Next Hand
  1. Sacrifice the Weak — Magic
  2. Summon Skeletons — Magic
  3. Thieving Imp — Tech 0
  4. Skeletal Archery — Tech 0

In Deck: Jandra, the Negator — Tech 0

1 Like

I think I’d rather be “Drippin’ in Finesse” than Disease’d, so I like your odds :wink: Especially with that ghastly opening

GL HF @EricF!

XCAFRR19 FINALS Player 2, Turn 1

P2 Black vs P1 Nightmare

Starting Hand

Poisonblade Rogue
Deteriorate
Graveyard
Jandra, the Negator
Pestering Haunt

Events of Turn:


Upkeep:

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

Main:

  • Orpal (3)
  • Pestering Haunt
  • Graveyard (1)
  • Deteriorate your haunt
  • Worker (0)
Workers

Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Orpal (1+1/3)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Skeletal Archery
Summon Skeletons
Thieving Imp

End of Turn Discard
My Thoughts

This is gonna be rough… I’m going to do my best but I’m always a little psyched out against Eric, he’s such a strong player and sees moves I would never see… Maybe this is one of those moves? Feels a little reckless to go down to 3 cards already, but I’m hoping it works out


P1, Turn 2
  1. Sacrifice the Weak — Magic
  2. Summon Skeletons — Magic -> Worker
  3. Thieving Imp — Tech 0
  4. Skeletal Archery — Tech 0

Tech Dark pact and Bone Collector

5 gold (5)
Worker (4)
Tech I (3)
Level Vandy to 3 (1)
Vandy kills Orpal, maxes dooming Haunt and Jav
Jav breaks Graveyard
Discard 3, Draw 1, rs, Draw 4. Float 1 gold.

No Patrol

Doomed Javelineer (3/3) w/ rune
L5 Vandy (2/3) [–]

Base - 20
Tech I - 5

6 workers, 1 gold
Hand: 5
Deck: 4
Discard: 0

Next Hand
  1. Sacrifice the Weak — Magic
  2. Thieving Imp — Tech 0
  3. Pestering Haunt — Tech 0
  4. Deteriorate — Magic
  5. Jandra

Oof I guess I shoulda deteriorated the jav… didn’t think about doom taking out my graveyard

XCAFRR19 FINALS Player 2, Turn 2

P2 Black vs P1 Nightmare

Starting Hand

Skeletal Archery
Summon Skeletons
Thieving Imp

Events of Turn:


Upkeep:

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

Dark Pact, Hooded Executioner


Main:

  • Haunt hits vandy for one, lives on a doomed 1hp
  • Vandy (4)
  • Hero’s Hall (2)
  • Tech1 (1)
  • Worker (0)
Workers

Skeleton Archery, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 rs Draw 2
  • 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: Vandy (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1 doomed)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Skeleton Javelineer
Sacrifice the Weak
Hooded Executioner
Graveyard

End of Turn Discard
My Thoughts

That was dumb… Should have deteriorated the Jav I guess… Okay, not catastrophic though, Vandy has the too-early maxband and is crippled. People think maxband vandy is scary (and she is) but she isn’t as scary as topband vandy on turn 3. She can’t heal any more, she can’t use doom to break a tech building anymore, and now she can’t even use Shadow Blade properly.

Goin DP and Hoodie, as well as a Hero’s Hall. I should be able to build some advantage off that next turn.


P1, Turn 3
  1. Sacrifice the Weak — Magic (Discard)
  2. Thieving Imp — Tech 0
  3. Pestering Haunt — Tech 0
  4. Deteriorate — Magic
  5. Jandra -> Worker

Tech Nimble Fencer and Nether Drain

Draws:

  1. Graveyard — Tech 0
  2. Dark Pact
  3. Skeletal Archery — Tech 0
  4. Bone Collector

6 gold (7)
Tap Vandy & discard to fetch Dark Pact: use on myself (6)
Dark Pact Myself again
Worker (5)
Bone Collector (3)
Pestering Haunt (3)
Thieving Imp (0) - discard something
Discard 3, rs, Draw 5.

SQL - Bone Collector (3/3 +1)
Scavenger - Thieving Imp (2/2)

L5 Vandy (2/2) [–]
Pestering Haunt (1/1)

Base - 16
Tech I - 5

7 workers, 0 gold
Hand: 5
Deck: 4
Discard: 0

Next Hand
  1. Dark Pact
  2. Skeletal Archery — Tech 0
  3. Dark Pact
  4. Skeleton Javelineer — Tech 0
  5. Deteriorate — Magic

XCAFRR19 FINALS Player 2, Turn 3

P2 Black vs P1 Nightmare

Starting Hand

Skeleton Javelineer (discarded random.org 1 of 4)
Sacrifice the Weak
Hooded Executioner
Graveyard

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Sickness, Voidblocker
Dark Pact, Hooded Executioner


Main:

  • Orpal (5)
  • Worker (4)
  • Tech 2 Demonology (0)
Workers

Graveyard, Skeleton Archery, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONOLOGY
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:


Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Deteriorate
Dark Pact
Jandra, the Negator
Thieving Imp

End of Turn Discard
My Thoughts

I’m not at all sure how to handle this. Hopefully I’m doing a smart thing here but I honestly have no idea


P1, Turn 4

Skeleton Javelineer — Tech 0
Dark Pact
Dark Pact
Deteriorate — Magic
Skeletal Archery — Tech 0 -> Worker

Tech Star Crossed Starlet and Maestro

7 gold (7)
Worker (6)
Tech II Finesse (2) //I had Disease written down here in the first draft. Heh.
Javelineer (1)
Vandy and Imp kill Orpal
Bone Collector kills Vandy. Levels all go to waste.
Pestering Haunt pokes your Tech II for a point
Discard 3, Draw 4, rs, Draw 1. Float 1 gold

Scavenger - Javelineer (1/1) w/ rune
Lookout - Skeleton (1/1)

Bone Collector (3/1)
Thieving Imp (1/1) [-]
L5 Vandy (1/1) [–-]
Pestering Haunt (1/1)

Base - 16
Tech I - 5
Tech II - 5 (Disease)

8 workers, 1 gold
Hand: 5
Deck: 4
Discard: 0

Next Hand

Star-Crossed Starlet
Sacrifice the Weak — Magic
Nimble Fencer
Nether Drain
Graveyard — Tech 0

XCAFRR19 FINALS Player 2, Turn 4

P2 Black vs P1 Nightmare

Starting Hand

Deteriorate
Dark Pact
Jandra, the Negator
Thieving Imp

Events of Turn:


Upkeep:

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

Dark Pact, Blackhand Dozer
Sickness, Voidblocker
Dark Pact, Hooded Executioner


Main:

  • Maxband Garth, fetch Dozer (1)
  • Deteriorate BC, it dies
  • Worker (0)
Workers

Jandra, the Negator, Graveyard, Skeleton Archery, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 4 DEMONOLOGY
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Garth (3/4+1armor lvl 7)
  • :psfist: Elite:
  • :pspig: Scavenger: Blackhand Dozer (7/6)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Summon Skeletons
Skeleton Javelineer
Dark Pact
Sickness

End of Turn Discard
My Thoughts

Stumbling my way through, I expect StW will probably mess me up but I’m hoping I can survive


P1, T5

Star-Crossed Starlet
Sacrifice the Weak — Magic
Nimble Fencer
Nether Drain
Graveyard — Tech 0

Tech Sarlet #2 and Fencer #2

Draws:

  1. Deteriorate
  2. Dark Pact
  3. Dark Pact
  4. Maestro

Thieving Imp
Bone Collector

8 gold (9)
Garth (7)
Nether Drain your Garth to Mine (6)
Level to 4 (5)
Javelineer Long Ranges Garth for a point
Sac Jav to draw
Imp attacks Garth for 2nd point, dying
Sac skeleton to draw a card
Sacrifice The Weak, killing only the Dozer (3)
Dark Pact myself for my last 2 cards
Maestro (0)
Poke Garth with Haunt, dies
Nimble Fencer, who attacks and kills Garth, mine to L6
Star-Crossed Starlet, who attacks with Vandy to break Tech 2
Dark Pact myself yet again, reshuffle and draw 2. Miss.
Discard 4, Draw 5

Lookout - Maestro (3/5)

L5 Vandy (1/1) [–-]
Nimble Fencer (2/1)
Star Crossed Starlet (3/2)
L6 Garth (2/4)

Base - 12
Tech I - 5
Tech II - 5 (Disease)

8 workers, 0 gold
Hand: 5
Deck: 1
Discard: 4

Next Hand
  1. Pestering Haunt
  2. Skeleton Javelineer
  3. Nimble Fencer
  4. Sacrifice The Weak
  5. Dark Pact
1 Like

Fencer is 2/1 no?

Yeah. Got a big comeback planned?

IDK about big but gotta try somethin right?

XCAFRR19 FINALS Player 2, Turn 5

P2 Black vs P1 Nightmare

Starting Hand

Summon Skeletons
Skeleton Javelineer
Dark Pact
Sickness

Events of Turn:


Upkeep:

  • Get Gold (9+1scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Soul Stone, Blackhand Dozer
Dark Pact, Blackhand Dozer
Sickness, Voidblocker
Dark Pact, Hooded Executioner


Main:

  • Orpal (8)
  • Vandy (6)
  • Dark Pact, base to 16 draw 2
  • Sickness, Vandy and Starlet get -1/1, which kills Vandy, Orpal to level 3 (3)
  • Maxband Orpal (0) As I understand it, Orpal’s maxband will trigger during your upkeep from Starlet death, and -1/1 will be mandatory assigned to Fencer and Maestro
Workers

Jandra, the Negator, Graveyard, Skeleton Archery, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONOLOGY
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Orpal (2/5+1armor lvl 6)
  • :psfist: Elite:
  • :pspig: Scavenger: Vandy (2/3 lvl 1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Sacrifice the Weak
Dark Pact
Pestering Haunt
Voidblocker
Hooded Executioner

End of Turn Discard
My Thoughts

Gotta win by attrition it seems


So, apparently I forgot to put Nether Drain in my discard before reshuffling.

I propose a fix of: keep my Dark Pact draws from last turn the same, reshuffle my hand, deck, and Nether Drain, and draw a fresh 5 card hand.

Otherwise, we would have to back up through your turn, and maybe give me something with 0 cost to play.

1 Like

That seems reasonable

P1, turn 6
  1. Nimble Fencer
  2. Star-Crossed Starlet
  3. Pestering Haunt
  4. Skeleton Javelineer
  5. Nether Drain

Tech Grounded Guide and 2-step

8 gold (8)
Max Garth (7), return Grounded Guide to play
Fencer
Starlet
River (5)
Hero’s Hall (3)
Fencer and Maestro kill Orpal
Garth kills Vandy, River to max
Nether Drain Garth (2), for later
Starlet breaks Tech 2
Javelineer
Pestering Haunt
Skeleton (1)
Discard 0, draw 2. Float 1 gold

Scavenger - Skeleton (2/1)
Technician - Javelineer (2/1)
Lookout - L5 River (3/4)

Maestro (1/2) [-3]
Grounded Guide (4/4)
Nimble Fencer (2/2) [-2]
Star Crossed Starlet (5/3)
L5 Garth (2/2)
Pestering Haunt (1/1)

Base - 12
Tech I - 5
Tech II - 5 (Finesse)
Hero’s Hall - 4

8 workers, 1 gold
Hand: 2
Deck: 0
Discard: 7

Next Hand

Sacrifice The Weak
Dark Pact

That’ll do it, I can’t eat through that. GG WP!

Thanks. Dark Pact MVP.

Lol indeed. I figured if I maxed and gimped Vandy early that’d be a win, but double dark pact turn 3 proved that a silly theory. It was always going to be an uphill battle as P2 against Fencers though, and your great play closed off any openings I might have had.

Maybe if I’d Deteriorated the Jav so I could’ve kept my Graveyard I would have been able to deal with the onslaught, but doubtful still