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[XCAPS19] Dreamfire vs EricF


#1

@Dreamfire - good luck, have fun!

Switching it up, I’ll take Black starter and Necromancy


#2

GL HF!

I’ll pick Red starter, Blood and Demonology.


#3

Growth + Truth. Because who needs heroes with more than 1 ATK, right?


#4

I’ll add Fire for [Blood/Fire]/Demon, which, if nothing else, sounds pretty badass.

P1T1


StartingHand Workers

STARTING HAND
Charge
Bloodburn
Scorch
Bombaster
Pillage


WORKERS
Scorch


NextHand

Nautical Dog
Mad Man
Careless Musketeer
Bloodrage Ogre
Makeshift Rambaster


Discard

Pillage
Charge
Bloodburn


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bombaster - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Bombaster (2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

I picked Demon and Blood basically to deny EricF getting Nightmare and Graveyard Barrows, knowing that Growth would probably be his next choice.
Then I considered Past and Finesse as my 3rd spec, for token hate. But on further thought, I’ve come to the conclusion that his main weakness is air defense. So right now I’m planning on Gargoyle into Firebird to lock him out of tech 2, with Bombers into Bugblatter as a backup if he goes for Lich’s Bargain.
I think it’s a pretty solid plan, pity my starting hand is so bad it might never get off the ground…


#5
P2, T1
  1. Skeletal Archery — Tech 0 -> worker
  2. Jandra, the Negator — Tech 0
  3. Deteriorate — Magic
  4. Summon Skeletons — Magic
  5. Poisonblade Rogue — Tech 0

5 gold (5)
Worker (4)
Poisonblade Rogue (2)
Arg (0)
Discard 3, draw 5

SQL - L1 Arg (1/3 +1)

Wisp (0/1)
Rogue (2/1)

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

next hand
  1. Thieving Imp — Tech 0
  2. Sacrifice the Weak — Magic
  3. Graveyard — Tech 0
  4. Pestering Haunt — Tech 0
  5. Skeleton Javelineer — Tech 0

#6

P1T2


Tech StartingHand Workers

TECH
Dark Pact
Lobber


STARTING HAND
Careless Musketeer
Makeshift Rambaster
Mad Man
Bloodrage Ogre
Nautical Dog


WORKERS
Scorch
Careless Musketeer


NextHand

Pillage
Makeshift Rambaster
Mad Man
Charge


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech 1 - ($3)
Bloodrage Ogre - ($1)
Nautical Dog - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bombaster (3/2)
  • :ps_: Scavenger: Nautical Dog (1/1)
  • :pschip: Technician: Bloodrage Ogre (3/2)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Interesting that EricF chose to lead with Arg. Is that supposed to be a setup for StW, with the wisp there to be sacrificed? Anyway, the chance for an early Elemental is scaring me off teching Gargoyle.
Vandy could die to StW+Det, so I’ll go down a card and play Brogre instead, despite the risk of Imp, in the hopes that DP helps me rebuild handsize.


#7
P2, Turn 2
  • Thieving Imp — Tech 0
  • Sacrifice the Weak — Magic
  • Graveyard — Tech 0 -> Worker
  • Pestering Haunt — Tech 0
  • Skeleton Javelineer — Tech 0

Bring in Bone Collector and Lich’s Bargain

6 gold (6)
Worker (5)
Tech I (3)
Arg kills Nautical Dog
Thieving Imp (0) - discard 1 at random
Rogue trades with Bombaster
Discard 3, rs, Draw 5

Scavenger - Thieving Imp (2/2)
Technician - Wisp (0/1)

L1 Arg (1/2)

Base - 20
Tech I - 5

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


#8

P1T3


Tech StartingHand Workers

TECH
Lobber
Crash Bomber


STARTING HAND
Makeshift Rambaster
Pillage
Mad Man
Charge


WORKERS
Scorch
Careless Musketeer
Pillage


NextHand

Bloodburn
Lobber
Charge
Dark Pact


Tech 2 card(s)
Get Paid - ($6)
Discard #3, scav gold - ($7)
Worker - ($6)
Drakk - ($4)
Heroes’ Hall - ($2)
Ogre kills wisp.

Float ($2)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk lvl 1 (1/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodrage Ogre (3/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7

#9
P2, Turn 3
  1. Jandra, the Negator — Tech 0 -> Worker
  2. Deteriorate — Magic
  3. Lich’s Bargain
  4. Bone Collector
  5. Summon Skeletons — Magic
  • Sacrifice the Weak — Magic

Tech Blooming Ancient + Blooming Elm

7 gold (7)
Worker (6)
Bone Collector (4)
Tech II Growth (0)
Discard 4, Draw 3, rs, Draw 2

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

L1 Arg (1/2)

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

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

Next Hand

Pestering Haunt — Tech 0
Skeleton Javelineer — Tech 0
Poisonblade Rogue — Tech 0
Summon Skeletons — Magic
Sacrifice the Weak — Magic


#10

P1T4


Tech StartingHand Workers

TECH
Molting Firebird
Kidnapping


STARTING HAND
Lobber
Dark Pact
Bloodburn
Charge
Nautical Dog
Bombaster


WORKERS
Scorch
Careless Musketeer
Pillage
Bloodburn


NextHand

Crash Bomber
Mad Man
Lobber
Makeshift Rambaster


Discard

Molting Firebird
Kidnapping
Dark Pact
Lobber
Bloodrage Ogre
Charge
Nautical Dog


Tech 2 card(s)
Get Paid + float - ($9)
Vandy - ($7)
Dark Pact, my base to 18, I draw 2.
Drakk to midband - ($4)
Lobber, trades with Imp - ($3)
Brogre trades with Bone Collector.
Drakk kills Arg, maxbands.
Bombaster - ($1)
Worker - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy lvl 1 (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bombaster (2/2)
  • :target: Lookout:

In Play:

  • Drakk lvl 6 (3/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Crap, didn’t draw any hasty units from DP. The only way I can break tech 2 is by skipping a worker, which I really don’t want to do. Can I afford to let EricF keep it?
The worst that could happen is Blooming Ancient + Garth + Lich’s Bargain. I would have up to 4 hasty attackers next turn, along with Drakk, Vandy, and Bombaster if I play him now. To be honest, that sounds manageable, though I may end up eating my words.


#11
P2, Turn 4

Pestering Haunt — Tech 0
Skeleton Javelineer — Tech 0
Poisonblade Rogue — Tech 0
Summon Skeletons — Magic -> Worker
Sacrifice the Weak — Magic

Tech Oversized Rhino and Free Speech

8 gold (9)
Garth (7)
Max Garth (1)
Fetch Oversized Rhino
Worker (0)
Pestering Haunt
Discard 3, Draw 4, rs, Draw 1

Technician - Oversized Rhino (7/8)

Pestering Haunt (1/1)
L7 Garth (3/4)

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

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

Next Hand

Deteriorate — Magic
Lich’s Bargain
Blooming Ancient
Blooming Elm
Sacrifice The Weak


#12

P1T5


Tech StartingHand Workers

TECH
War Drums
Desperation


STARTING HAND
Makeshift Rambaster
Crash Bomber
Mad Man
Lobber


WORKERS
Scorch
Careless Musketeer
Pillage
Bloodburn
Mad Man


NextHand

Molting Firebird
Crash Bomber
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Crash Bomber, gets haste - ($6)
Vandy to maxband, dooms Crash Bomber and Pestering Haunt - ($2)
Bombaster runs into Rhino.
Crash Bomber trades with Rhino, pings tech 1 on death.
Vandy kills Garth, levels fizzle.
Lobber, hits tech 2 - ($1)
Drakk breaks tech 2.

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


Board Info:
In Patrol:

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

In Play:

  • Drakk lvl 6 (3/4)
  • Vandy lvl 5 (4/2)
  • Lobber (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

#13
P2, turn 5

Deteriorate — Magic
Lich’s Bargain
Blooming Ancient
Blooming Elm
Sacrifice The Weak -> Worker

    1. Skeleton Javelineer — Tech 0 #noice

Tech 2nd Lich’s Bargain + 2nd Free Speech

9 gold (9)
Quince (7)
Level to 3 (5)
Mirror becomes Lobber (3)
Lobber Mirror trades with Vandy, Quince to Max
Deteriorate Lobber (2)
Haunt kills Lobber
Worker (1)
Javelineer (0)
Discard 3, draw 4, rs, draw 1
Haunt dies on your turn

Elite - L5 Quince (2/5)
Technician - Javelineer (1/1)

Base - 18
Tech I - 4
Tech II - 5 (Growth)

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

Next hand

Bone Collector
Thieving Imp — Tech 0
Poisonblade Rogue — Tech 0
Free Speech
Free Speech #frown
Tech Draw: Lich’s Bargain


#14

Crap, I forgot all about Quince’s midband…

P1T7


Tech StartingHand Workers

TECH
Molting Firebird
Bloodlust


STARTING HAND
Nautical Dog
War Drums
Charge


WORKERS
Scorch
Careless Musketeer
Pillage
Bloodburn
Mad Man


NextHand

Desperation
War Drums
Bombaster


Discard

Lobber
Crash Bomber
Molting Firebird


Tech 2 card(s)
Get Paid + float - ($10)
Skip worker
Jaina - ($8)
Crash Bomber, gets haste - ($7)
Crash Bomber runs into Quince, kills Javelineer on death.
Drakk kills Quince, Jaina to lvl 3.
Makeshift Rambaster, breaks tech 1 - ($5)
Surplus, my base to 16 - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Jaina lvl 3 (2/3)
  • :target: Lookout:

In Play:

  • Drakk lvl 6 (3/2)
  • Makeshift Rambaster (1/2)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 9

#15
P2, Turn 6

Bone Collector
Thieving Imp — Tech 0
Poisonblade Rogue — Tech 0 -> Worker
Free Speech
Free Speech #frown
Tech Draw: Lich’s Bargain

10 gold (10)
No tech
Garth (8)
Lich’s Bargain (6)
Thieving Imp (3) - discard a random card
Worker (2)
Make a Skeleton (1)
Discard 3, Draw 5. Float 1 gold.

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

L1 Garth (1/3)

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

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


#17

I posted an entire turn with Vandy before I realized I broke my Heroes’ Hall last turn and didn’t build tech 2 to compensate. That’s my 2nd misplay in a row, after leaving Lobber hanging around for Quince to copy. Long story short, I’m feeling pretty much out of this, so I’ll throw in the towel here. GG WP @FrozenStorm


#18

Sorry to see it end that way - gg.

If you had done basically the same thing, but killing Garth with Drakk instead of the Lobber (and having no Vandy in play) my next turn was:
-Reshuffle and Topdeck Free Speech from Technician - my draws were bad, but my Technician topdecks were gas.
10 gold (12)
Tech nothing
Blooming Ancient (8)
Quince (6) [2 runes]
Free Speech (4)
Arg (2) [4 runes]
Worker (1)
Discard 3, Draw 5. Float 1 gold.

Free Speech in effect
SQL - Wisp ++++ (4/5 +1)
Scavenger - Arg (1/3)
Technician - Mirror (0/1)

L1 Quince (1/3)
Blooming Ancient (2/4)

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

11 workers, 1 gold
Hand: 5 (including 2nd Free Speech)
Deck: 0
Discard: 5