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XCAPS 2019 Finals


#1

@zhavier good luck in what is effectively a best-of-5 finals (where we are starting 1-1)

I’ll take Black starter and Demonology.


[Tournament] eXperimental Codex Asyncronous sPring Swiss 2019 (XCAPS19) - Draft Tourney!
#2

GLHF in our best of 3 remaining.

I’ll take white finesse strength


#3

I’ll just go mono black


#4

Discipline to round it out, of course.

"P1T1


StartingHand Workers

STARTING HAND
Fox Viper
Morningstar Flagbearer
Aged Sensei
Snapback
Safe Attacking


WORKERS
Fox Viper


NextHand

Sensei’s Advice
Grappling Hook
Savior Monk
Fox Primus
Smoker


Discard

Safe Attacking
Morningstar Flagbearer
Snapback


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Grave - ($1)
Aged Sensei - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave 2/3+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Aged Sensei 1/1

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
    "

#5
P2, Turn 1
  1. Graveyard — Tech 0
  2. Skeleton Javelineer — Tech 0
  3. Skeletal Archery — Tech 0
  4. Sacrifice the Weak — Magic
  5. Poisonblade Rogue — Tech 0 -> Worker

5 gold (5)
Worker (4)
Javelineer (3)
Garth (1)
Skeleton (0)
Discard 3, Draw 5

SQL - Skeleton (1/1 +1)
Scavenger - Javelineer (1/1)

L1 Garth (1/3)

Base - 20

6 workers, 0 gold
Hand: 5
Deck: 0
Discard: 3


#6

P1T2


Tech StartingHand Workers

TECH
Nimble Fencer
Nimble Fencer


STARTING HAND
Grappling Hook
Savior Monk
Fox Primus
Smoker
Sensei’s Advice


WORKERS
Fox Viper
Fox Primus


NextHand

Snapback
Safe Attacking
Nimble Fencer
Smoker


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Hook Scav to Elite
Grave kills both Skeletons
Savior Monk - ($2)
Tech 1 - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk 2/2+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Aged Sensei 1/1
  • :target: Lookout:

In Play:

  • Grave 2/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

#7
P2, Turn 2
  1. Pestering Haunt — Tech 0
  2. Summon Skeletons — Magic
  3. Jandra, the Negator — Tech 0 -> Worker
  4. Deteriorate — Magic
  5. Thieving Imp — Tech 0

Tech 2x Bargain

6 gold (6)
Thieving Imp, discard 1 at random (3)
Worker (2)
Tech I (1)
Skeleton (0)
Deteriorate Aged Sensei
Pestering Haunt
Discard 1, rs, Draw 3

Elite - Thieving Imp (3/2)
Technician - Skeleton (1/1)

L1 Garth (1/3)
Pestering Haunt (1/1)

Base - 20
Tech I - 5

7 workers, 0 gold
Hand: 3
Deck: 5
Discard: 0

Next Hand
  1. Summon Skeletons — Magic
  2. Sacrifice the Weak — Magic
  3. Lich’s Bargain
    Tech Draw (reshuffled if it doesn’t happen) Deteriorate — Magic

#8

P1T3


Tech StartingHand Workers

TECH
Reversal
Martial Mastery


STARTING HAND
Smoker
Nimble Fencer
Safe Attacking
Snapback
Grappling Hook


WORKERS
Fox Viper
Fox Primus
Smoker


NextHand

Morningstar Flagbearer
Nimble Fencer


Discard

Snapback
Aged Sensei
Grappling Hook
Reversal
Martial Mastery


Tech 2 card(s)
Get Paid + float, Draw, Heal - ($7)
Worker - ($6)
Safe Attacking - ($5)
Hook Imp to Lookout
Grave kills Imp and sparks Skeleton
Nimble Fencer - ($3)
Fencer and Monk kill Garth safely, Grave to lvl 3 heals
Heroes’ Hall - ($1)

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Grave 3/4, lvl 3
  • Savior Monk 2/2
  • Nimble Fencer 2/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 7

#10

Grave had only 2 hp, and does not benefit from Safe Attacking, so he would die when he attacks?


#11

cuz S monk heal? you do not have tower.


#12
P2, Turn 3
  1. Summon Skeletons — Magic
  2. Sacrifice the Weak — Magic
  3. Lich’s Bargain -> Worker
    Tech Draw : Deteriorate — Magic

Add in Dark Pact and Gorgon

7 gold (7)
Worker (6)
Tech II Disease (2)
Haunt pings your Hero’s Hall for a point
Discard 3, Draw 4, rs, draw 1. Float 2 gold

Meh, who needs a patrol zone?

Pestering Haunt (1/1)

Base - 20
Tech I - 5
Tech II - 5 (Disease)

8 workers, 2 gold
Hand: 5
Deck: 5
Discard: 0

Next Hand

Gorgon
Graveyard — Tech 0
Skeleton Javelineer — Tech 0
Skeletal Archery — Tech 0
Lich’s Bargain


#13

"P1T4


Tech StartingHand Workers

TECH
Grounded Guide
Thunderclap


STARTING HAND
Nimble Fencer
Morningstar Flagbearer


WORKERS
Fox Viper
Fox Primus
Smoker
Morningstar Flagbearer


NextHand

Snapback
Sensei’s Advice
Reversal


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Rook - ($5)
Tech 2 Finesse - ($1)
Grave and fencer break tech 2
Savior kills haunt safely

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Rook 2/4
  • :pschip: Technician:
  • :target: Lookout: Grave 3/4, lvl 3

In Play:

  • Safe Attacking
  • Savior Monk 2/2
  • Nimble Fencer 2/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Heroes’ Hall HP: 3

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
    "

#14
P2, Turn 5

Gorgon
Graveyard — Tech 0 -> Worker
Skeleton Javelineer — Tech 0
Skeletal Archery — Tech 0
Lich’s Bargain

Add Crow and Ghoul

8 gold (10)
Garth (8)
Worker (7)
Skeleton (6)
Lich’s Bargain (4)
Javelineer (3)
Level Garth once (2)
Discard 2, Draw 4. Float 2 gold.

SQL - Horror (3/3 +1)
Elite - Zombie (3/2)
Scavenger - Javelineer (1/1)
Technician - Skeleton (1/1)
Lookout - Skeleton (1/1)

L2 Garth (1/3)

Base - 14
Tech I - 5
Tech II - 5 (Disease)

8 workers, 2 gold
Hand: 4
Deck: 1
Discard: 6


#15

P1T5


Tech StartingHand Workers

TECH
Discord
Grounded Guide


STARTING HAND
Sensei’s Advice
Reversal
Snapback


WORKERS
Fox Viper
Fox Primus
Smoker
Morningstar Flagbearer


NextHand

Thunderclap
Grounded Guide


Discard

Sensei’s Advice
Snapback
Discord
Grounded Guide


Tech 2 card(s)
Get Paid + float - ($9)
Reversal the Horror, disabled with 1hp - ($6)
Rook kills Scav
Sensei’s Advice on my units - ($5)
Fencer kills Elite nearly safely
Grave kills Lookout and Tech
River - ($3)
Snapback Garth for Vandy - ($0)
Savior safely kills Vandy, Rook to lvl 3

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Savior Monk 2/2
  • Nimble Fencer 2/2
  • Rook 2/3, lvl 3
  • River 2/3, lvl 1
  • Grave 3/3, lvl 3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Heroes’ Hall HP: 3

Economy Info:
Cards:

  • Hand: 2
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I dont want more Lich’s, and I dont want him summoning a tech 2, so yea, kill garth… or skip a worker and snap garth for vandy, stopping vandy shenanigans as well. Seems good, also i have gold to get out River


#16

Edit: had to re-order turn account for surviving Horror

P2, Turn 5

Thieving Imp
Sacrifice the Weak — Magic
Summon Skeletons — Magic
Deteriorate — Magic
Dark Pact -> Worker

Tech Nether Drain and Hooded Executioner

8 gold + patrol bonuses (11)
Orpal (9)
Thieving Imp, discard half your hand (6)
Worker (5)
Summon Skeletons (2)
Sacrifice the weak Savior Monk and Skeleton
Discard 1, rs, Draw 3

SQL - L1 Orpal (1/3 +1)
Scavenger - Thieving Imp (2/2)
Technician - Skeleton (1/1)

Horror (3/1)

Base - 14
Tech I - 5
Tech II - 5 (Disease)

9 workers, 0 gold
Hand: 3
Deck: 8
Discard: 0

[details=“Next Hand”]
Per rules for turn edits, I have to re-draw this


#17

Not sure If I liked the turn where horror dies better. Though I would suggest changing your turn a few hours later because you noticed a misplay is unusual, though not disallowed as far as I can tell.

P1T6


Tech StartingHand Workers

TECH
Bird’s Nest
Two Step


STARTING HAND
Grounded Guide
Thunderclap


WORKERS
Fox Viper
Fox Primus
Smoker
Morningstar Flagbearer


NextHand

Martial Mastery
Grappling Hook


Discard

Sensei’s Advice
Snapback
Discord
Grounded Guide
Thunderclap
Savior Monk
Bird’s Nest
Two Step


Tech 2 card(s)
Get Paid - ($8)
Grounded Guide - ($3)
Fencer kills Orpal safely, Grave to lvl 5
Grave kills Imp and sparks Skeleton
River trades with Horror
Rook hits base to 12
Grave to Max heals - ($1)

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grounded Guide 4/4
  • :target: Lookout: Grave 4/5, lvl 7, sword

In Play:

  • Safe Attacking
  • Nimble Fencer 4/3
  • Rook 2/3, lvl 3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Heroes’ Hall HP: 3

Economy Info:
Cards:

  • Hand: 2
  • Deck: 2
  • Disc: 8

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

This card thing is going to become a problem, I can tell.


#18

I interpreted the situation as “I made an illegal play (Sacrifice the Weak without killing my own unit) -> backup.”

I would not be offended if you wanted to appeal that interpretation to an actual Judge.


#19

Judge here, I think that @EricF appropriately handled the situation (if you notice your own illegal play, you are welcome and encouraged to edit a change. As a courtesy, best practice would be to tag the opponent and notify the change if they had seen the earlier version and formulated a plan based on that)


#20

Indeed, carry on.


#21

Between the re-draw and noticing that I hadn’t put the Javelineer back in my deck, my draw went from nice to awful. #karma

P2, Turn 6
  1. Skeletal Archery — Tech 0
  2. Skeleton Javelineer — Tech 0
  3. Sacrifice the Weak — Magic
    Tech Draw: Pestering Haunt — Tech 0

Add in Gorgon and Ghoul

9 gold (10)
Garth (8)
Sacrifice the Weak Fencer (6)
Max Garth, fetch Cursed Ghoul, give Guide a -1/-1 rune
Discard 3, Draw 5

SQL - Cursed Ghoul (4/5 +1)
Scavenger - L7 Garth (3/4)

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

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

Next Hand
  1. Gorgon
  2. Lich’s Bargain
  3. Deteriorate — Magic
  4. Crow
  5. Ghoul