Yeah, I actually missed that. Tech 2 would be down, 2 to your base. Which is… actually really nice.
XCAPS19 Round 2, Player 1, Turn 6
P1 [Neutral]/Demon/Growth/Anarchy vs P2 [Black]/Finesse/Blood/Fire
Starting Hand
Older Brother
Gunpoint Taxman
Bloom
Dark Pact
Timely Messenger (techn)
Events of Turn:
Upkeep:
- Get Gold (9+1scav)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Surprise Attack, Soul Stone
Might of Leaf and Claw, Blooming Ancient
Might of Leaf and Claw, Surprise Attack
Spirit of the Panda, Gunpoint Taxman
Gargoyle, Dark Pact
Main:
- Rebuild tech 2
- Zane + lvl 2 (7)
- Gargoyle kills Drakk, Zane midbands, my base to 17 (7)
- Timely Messenger (6)
- Bloom Timely Messenger (4)
- Zane + Messenger break your tech 2, your base to 16
- Gunpoint Taxman (2)
- Maxband Zane, nothing to shove but at least he heals (0)
Workers
Might of Leaf and Claw, Fruit Ninja, Spark, Brick Thief, Helpful Turtle
- Patrol as below
- Discard 2 Draw 1 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 17
- Tech1 HP: 5
- Tech2 HP: 5
In Patrol:
- Squad Leader: Gunpoint Taxman (3/3+1armor)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Gargoyle (5/3 flying, spirit of the panda)
- Timely Messenger (2/1)
- Zane (4/4 lvl 6)
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Wither
Surprise Attack
Soul Stone
Granfalloon Flagbearer
End of Turn Discard
My Thoughts
Huh… Appel Stomp + Discord… I think I want to keep his Tech 2 down, question is should Zane come out (and if so, what to attack…?) I could do a River + Jandra kill that effectively renders the graveyard useless for Tech 2 stuff, but even with Bloom he has tower so I’d be giving up Zane… Could also kill River + Drakk… That actually leaves me in pretty decent shape, unless he has both Tech 2 things now. He’s essentially working with 3 teched cards + 1 rs draw 1 of 6… I have to bet that’s not another Appel Stomp, but is like Kidnapping or Tech 2 units… why would he suspect SotP to kill Tech 2…? It doesn’t feel like Vandy laid out telegraphs that… Plus, I want to block with GPT so Kidnapping is just too dangerous to leave available… Let’s just hope if he does have the other Appel stomp, he targets my tech 2, and I draw one of these Surprise Attacks… Soul Stone will be my other tech, so I can ensure Gargoyle’s safety (I think I can eventually deal with the other threats with sharks or Growth T2). Skipping worker b/c I feel like I can afford to do so.
Note that Gargoyle can’t attack unless you pay the 1. @FrozenStorm
And your base will take 1 if you kill Drakk
Did pay the 1, just got it right back from SotP
The base damage I did neglect though, will fix that
P2T6
StartingHand Workers
STARTING HAND
Crashbarrow
Sacrifice the Weak
Harmony
Appel Stomp
Poisonblade Rogue
WORKERS
Skeletal Archery
Pestering Haunt
Summon Skeletons
Skeleton Javelineer
Deteriorate
Poisonblade Rogue
NextHand
Discord
Flame Arrow
Crashbarrow
Discard
Appel Stomp
Sacrifice the Weak
Crashbarrow
Tech 0 card(s)
Get Paid + float - ($11)
Appel Stomp your Squad Lead, draw a card, Stomp in discard - ($10)
Jandra trades with Taxman
River kills Messenger and takes 2 damage
Cast Harmony - ($8)
Sacrifice the Weak, you must sacrifice Gargoyle, generate a dancer - ($5)
Rebuild tech 2
Summon Imp from Graveyard, you discard #2 of 4 - ($2)
Worker - ($1)
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Dancer 0/1+a
- Elite: Thieving Imp 3/2
- Scavenger:
- Technician:
- Lookout:
In Play:
- River Montoya L5 MAX 3/1
- Graveyard (Jandra, Thieving Imp, Firebat)
- Harmony
Buildings:
- Base HP: 16
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 1
- Disc: 3
Gold:
- Gold: 1
- Workers: 11
@FrozenStorm’s turn!
Well that is a bummer, man… Most importantly because your discards are obnoxiously on point…
Note you paid one too many for Imp, you’re floating 2
XCAPS19 Round 2, Player 1, Turn 7
P1 [Neutral]/Demon/Growth/Anarchy vs P2 [Black]/Finesse/Blood/Fire
Starting Hand
Wither
Surprise Attack
Soul Stone
Granfalloon Flagbearer
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Pirate Gunship x2
Surprise Attack, Soul Stone
Might of Leaf and Claw, Blooming Ancient
Might of Leaf and Claw, Surprise Attack
Spirit of the Panda, Gunpoint Taxman
Gargoyle, Dark Pact
Main:
- Arg (7)
- Wither River, she dies, Arg midbands, Harmony exits (5)
- Zane kills Dancer
- Maxband Arg (3)
- Worker (2)
Workers
Soul Stone, Might of Leaf and Claw, Fruit Ninja, Spark, Brick Thief, Helpful Turtle
- Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 17
- Tech1 HP: 5
- Tech2 HP: 5
In Patrol:
- Squad Leader: Arg (1/5+1armor lvl 5, weak enough to not send a Crashbarrow to the graveyard thank goodness…)
- Elite:
- Scavenger:
- Technician: Wisp (0/1)
- Lookout: Water Elemental (3/3)
In Play:
- Zane (4/3 lvl 6)
Economy Info:
Cards:
- Hand: 3
- Deck: 4
- Disc: 9
Gold:
- Gold: 2
- Workers: 10
End of Turn Hand
Might of Leaf and Claw
Older Brother
Surprise Attack
End of Turn Discard
Surprise Attack
Pirate Gunship
Pirate Gunship
Wither
Gargoyle
Gunpoint Taxman
Spirit of the Panda
Timely Messenger
Granfalloon Flagbearer
My Thoughts
Man! why’s he gotta discard my Sharks!!! Well at least the good news here is I know he’s stacked with River spells, and I can take care of her with Wither… The other good news is blocking with Arg makes crashbarrows unable to double-tap. Hopefully he doesn’t have 2… Provided he doesn’t, I can hope Zane + tech 2 stay alive, and I can grab some combo of MoLaC, DP and Sharks for next turn. If not, though… Best option is going to be tech up for Gunships, so I’m teching those now as (hopefully) my last techs…)
"P2T7
StartingHand Workers
STARTING HAND
Flame Arrow
Discord
Crashbarrow
WORKERS
Skeletal Archery
Pestering Haunt
Summon Skeletons
Skeleton Javelineer
Deteriorate
Poisonblade Rogue
NextHand
Harmony
Crashbarrow
Flame Arrow
Tech 0 card(s)
Get Paid + float - ($13)
Imp deals 2 damage to Arg
Summon Jaina - ($11)
FLAME ARROW THE FISHY BOY, level Jaina twice - ($7)
I think you know what happens next…
CRASHBARROW - ($4)
Barrow trades with Elemental, overpowers onto Wisp, you draw a card
Tap Graveyard and replay Barrow into Zane’s face, Jaina levels twice, overpower 3 damage to your Tech 2 - ($1)
Jaina breaks your Tech 2, your base takes 2
Float ($1)
Discard 1, draw 1, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Jaina L5 3/3
- Graveyard (Jandra, Firebat, Crashbarrow)
- Thieving Imp 2/1
Buildings:
- Base HP: 16
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 11
@FrozenStorm’s turn!
"
I’m afraid overpower only works when attacking patrollers (that’s why people sometimes avoid patrolling altogether against Blood and Future).
Edit: also, didn’t you only summon Jaina this turn? She shouldn’t be ready to attack yet.
Also jaina doesn’t have haste
My bad, your Tech 2 lives for now… (I actually forgot Jaina was summoned this turn…)
Jaina in Squad Lead, then
Slugfest…
XCAPS19 Round 2, Player 1, Turn 8
P1 [Neutral]/Demon/Growth/Anarchy vs P2 [Black]/Finesse/Blood/Fire
Starting Hand
Might of Leaf and Claw
Older Brother
Surprise Attack
Dark Pact
Tenderfoot (techn)
Blooming Ancient + Bloom (DP)
Events of Turn:
Upkeep:
- Get Gold (10+1float)
- Draw 1 techn
- Elect to Tech 2 cards in
All Teched Cards
Disguised Monkey x2
Pirate Gunship x2
Surprise Attack, Soul Stone
Might of Leaf and Claw, Blooming Ancient
Might of Leaf and Claw, Surprise Attack
Spirit of the Panda, Gunpoint Taxman
Gargoyle, Dark Pact
Main:
- Vandy (9)
- Dark Pact, base to 15 draw 2
- Might of Leaf and Claw (6)
- Tech Lab Anarchy (5)
- Tech 3 (0)
Workers
Soul Stone, Might of Leaf and Claw, Fruit Ninja, Spark, Brick Thief, Helpful Turtle
- Patrol as below
- Discard 5 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 15
- Tech1 HP: 5
- Tech2 HP: 5
- Tech3 HP: 5
- Tech Lab HP: 4 ANARCHY
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Vandy (2/3
- Lookout:
In Play:
- Might of Leaf and Claw (0 charges)
Economy Info:
Cards:
- Hand: 5
- Deck: 12
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Gunpoint Taxman
Pirate Gunship
Disguised Monkey
Pirate Gunship
Older Brother
End of Turn Discard
My Thoughts
Well not much option here… tech up and lay the MoLaC… Question is do I patrol Vandy or not… I stand a better chance of keeping tech 2 if I do patrol her I think, and I don’t care if I lose her, so I might as well throw her in Techn. Teching two monkeys b/c despite the tower, I just want the cheapest haste stacking the deck as I can possibly get.
"P2T8
StartingHand Workers
STARTING HAND
Flame Arrow
Crashbarrow
Harmony
WORKERS
Skeletal Archery
Pestering Haunt
Summon Skeletons
Skeleton Javelineer
Deteriorate
Poisonblade Rogue
NextHand
Appel Stomp
Discord
Flame Arrow
Discard
Flame Arrow
Harmony
Tech 0 card(s)
Get Paid + float - ($12)
Exhaust Graveyard for Crashbarrow - ($9)
Crashbarrow trades with Vandy, max Jaina, overpowers 3 onto your base (down to 12)
Summon Crashbarrow from hand - ($6)
Cast Flame Arrow on your base for 3 damage (to 9)
Jaina, second Crashbarrow, Imp all go face for 12 damage total, gg!
Float ($6)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Jaina L7 4/3
- Graveyard (Jandra, Firebat, Crashbarrow)
- Thieving Imp 2/1
- Crashbarrow
Buildings:
- Base HP: 16
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 1
- Disc: 2
Gold:
- Gold: 6
- Workers: 11
Whew, finally closed it out. There were some scary turns there…
Ggwp, that was tight indeed… When imp hit my sharks I really felt the walls closing in.
Damn just like that I’m knocked out, clearly I did not give this format adequate thought! Didn’t help I had some stiff competition to lead off, you Eric and Neko all beat me good.
Best of luck moving forward!
Thanks! Got real tight there for a couple of turns. I’ve discovered that StW is VERY good when paired with Red. Being able to consistently have answers for scary targets is amazing. Being able to sacrifice Gargoyle was a huge turning point.
HOLY MOLY those 420 noscope discards, I’m pretty sure that was a huge factor to win there.
Definitely didn’t hurt I caught a few bad breaks this tourney in general, but that happens. Still things I definitely could have done better, and a lot of great play by the rest of you lot!
The game was very interesting to watch, but I wish we could’ve seen this Terras Q -> chaos mirror to Panda-spirited gargoyle for a neat 20 base damage Now I want to try this !
That combo is spooky