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[XCAPS19] FrozenStorm vs EricF

@FrozenStorm good luck - tough match right up front!

I’ll be using Purple starter and Peace.

GL HF @EricF! Indeed I look forward to getting thrashed :slight_smile:

I will select Black Starter w/ Necro + Anarchy

I’ll take Finesse and Truth - no building penalty for me this time!

Not a bad choice :slight_smile: Perhaps I will regret not selecting Finesse

I’ll take Vandy last then

GL HF @EricF!

XCAPS19 Round 1, Player 1, Turn 1

P1 [Necro/Demon]/Anarchy vs P2 [Purple+Peace]/Truth/Finesse

Starting Hand

Graveyard
Skeleton Javelineer
Skeletal Archery
Pestering Haunt
Jandra, the Negator

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Main:

  • Vandy (2)
  • Skeleton Javelineer (1)
  • Pestering Haunt
  • Worker (0)
Workers

Jandra, the Negator

  • :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: Skeleton Javelineer (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (2/3 lvl 1)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Summon Skeletons
Sacrifice the Weak
Poisonblade Rogue
Thieving Imp

End of Turn Discard
My Thoughts

No idea how this is gonna go, should be interesting though!


P2, Turn 1
  1. Hardened Mox — Tech 0
  2. Neo Plexus — Tech 0
  3. Forgotten Fighter — Magic
  4. Nullcraft — Tech 0
  5. Time Spiral — Magic -> Worker

5 gold (5)
Worker (4)
Hardened Mox (1)
Discard 3, Draw 5. Float 1 gold.

Elite - Hardened Mox (2/1)

Base - 20

6 workers, 1 gold
Hand: 5
Deck: 0
Discard: 3

Next Hand
  1. Fading Argonaut — Tech 0
  2. Tinkerer — Tech 0
  3. Plasmodium — Tech 0
  4. Battle Suits — Tech 0
  5. Temporal Research — Magic

XCAPS19 Round 1, Player 1, Turn 2

P1 [Necro/Demon]/Anarchy vs P2 [Purple+Peace]/Truth/Finesse

Starting Hand

Summon Skeletons
Sacrifice the Weak
Poisonblade Rogue
Thieving Imp

Events of Turn:


Upkeep:

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

Dark Pact, Bone Collector


Main:

  • Haunt pings your base to 19
  • Worker (4)
  • Tech 1 (2)
  • Hero’s Hall (0)
Workers

Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • 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: Skeleton Javelineer (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Deteriorate
Sacrifice the Weak
Graveyard
Thieving Imp
Dark Pact

End of Turn Discard
My Thoughts

Mox + Two-Step has to be considered, as does Discord. Still, I think pressing w/ heroes is my way to be, and Skeletons are still very useful against anything but Discord, so DP + BC still feels like the right play.


P2, Turn 2
  • Fading Argonaut — Tech 0
  • Tinkerer — Tech 0
  • Plasmodium — Tech 0
  • Battle Suits — Tech 0
  • Temporal Research — Magic -> Worker

Tech in Boot Camp x2

6 gold (7)
Worker (6)
Tech I (5)
Fading Argo (3)
Battle Suits (1)
Discard 2, rs, Draw 4. Float 1 gold.

SQL - Hardened Mox (2/1 +1)
Technician - Fading Argo (3/3) [3]

Battle Suits
Base - 19
Tech I - 5

7 workers, 1 gold
Hand: 4
Deck: 3
Discard: 0

Next Hand

1. Plasmodium — Tech 0
2. Neo Plexus — Tech 0
3. Tinkerer — Tech 0
4. Forgotten Fighter — Magic

Draw: 1. Hiding Booot Camtgfdp Length

XCAPS19 Round 1, Player 1, Turn 3

P1 [Necro/Demon]/Anarchy vs P2 [Purple+Peace]/Truth/Finesse

Starting Hand

Deteriorate
Sacrifice the Weak
Graveyard
Thieving Imp
Dark Pact
Summon Skeletons + Skeletal Archery

Events of Turn:


Upkeep:

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

Gunpoint Taxman, Disguised Monkey
Dark Pact, Bone Collector


Main:

  • Haunt pings your tech1 to 4
  • Dark Pact, draw 2 base to 18
  • Thieving Imp, discard #2 of 4 (3)
  • Deteriorate mox out of the way
  • Vandy suicides into Fargo, Jav hucks a spear through his metal butt to kill him, you draw 1
  • Graveyard (1)
  • Worker (0)
Workers

Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

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

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Bone Collector
Deteriorate
Disguised Monkey
Sacrifice the Weak

End of Turn Discard
My Thoughts

Okay, plan here is to DP and drop Imp + BC, stay safe and pick away at him while trying to threaten Meta. If I whiff though, I probably drop Graveyard and trade Vandy off, as there’s no way I can protect her without the BC; Fencer or Nullcraft or Two-Step are all high possibilities, might as well play to bleed off cards. He can’t set up anything too dangerous without a tech lab and Garrisons protected, so I think Anarchy T2 is the best way to lean (stealthy Chameleons or Monkey + Haunt helps lock out the key pieces). I have Detonate as well. I suppose it’s possible he tries for Truth t3 rush… I don’t think that’s wise though. Deteriorate makes pretty quick work of illusions, and bleeding him on cards with Imp + Graveyard should combat anything reasonably. We’ll grab a GPT to help on the gold + nullcraft angle, and a Monkey.

Ugh dat whiff though…


P2, Turn 3

Neo Plexus — Tech 0 (Discarded)
Forgotten Fighter — Magic //hey, I could pay 3 gold to bounce the Imp, which comes with a dead Skeleton as a bonus? – or I could just draw into Nullcraft and finish it off that way: seems better
Plasmodium — Tech 0 -> Worker
Tinkerer — Tech 0
+Boot Camp

So, no tech II, but a clean reshuffle (and probably no reshuffle next turn, unless Oni survives somehow?)
So, maybe run directly to Gryphons, rather than Garrisons? - no, I’ll need the card recovery after all this Imping
Tech Brave Knight + Garrison (and hope to not draw it immediately)

7 gold (8)
Worker (7)
Mox hits Thieving Imp for 2
Onimaru (5)
Boot Camp Mox (4)
Boot Camp Mox again (3)
Nullcraft, kills Imp (1)
Discard 2, rs, Draw 4. Float 1 gold, still.

SQL - L1 Onimaru (2/3 +1)

Hardened Mox ++ (4/3)
Nullcraft (1/1)

Battle Suits
Base - 19
Tech I - 4

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

Next Hand
  1. Forgotten Fighter — Magic
  2. Fading Argonaut — Tech 0
  3. Boot Camp
  4. Garrison

Oh right, boot camp… I don’t have a great answer for Juggermox…

XCAPS19 Round 1, Player 1, Turn 4

P1 [Necro/Demon]/Anarchy vs P2 [Purple+Peace]/Truth/Finesse

Starting Hand

Bone Collector
Deteriorate
Disguised Monkey
Sacrifice the Weak

Events of Turn:


Upkeep:

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

Steam Tank, Marauder
Gunpoint Taxman, Disguised Monkey
Dark Pact, Bone Collector


Main:

  • Zane + Midband, smack Oni around (2)
  • Haunt trades with Oni, Zane maxbands but nothing to shove
  • Replay Haunt from the grave
  • Worker (1)
Workers

Bone Collector, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)
  • Zane (4/4 lvl 6)
  • Graveyard (3hp, holding Imp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Dark Pact
Summon Skeletons
Gunpoint Taxman
Marauder
Disguised Monkey

End of Turn Discard
My Thoughts

Juggermox makes things complicated… fuck. Steam Tank + Marauder, kill Oni to stop the bleeding, hope I get to tech up next turn…


P2, Turn 4
  1. Forgotten Fighter — Magic //again, I could spend 3 gold + card to clear patrol, or 4 gold + Mirror to do the same… that Mirror is probably worth more than a card (and it’s not like I need levels on Quince). So, if playing FF do I want River or Quince in play… obviously Quince to Mirror up stuff and attack!
  2. Fading Argonaut — Tech 0
  3. Boot Camp //don’t need 2 of these anymore, but I do need the card draw over the worker at the moment
  4. Garrison

Tech in Overeager Cadet + Garrison #2

8 gold (9)
Quince (7)
Forgotten Fighter (4), bounce Javelineer
Nullcrafts kill Haunt
Mox kills Zane, Quince to L3
Fading Argo (2)
Discard 2, Draw 4. Float 2 gold this time

Technician - Mirror (0/1) Illusion

Fading Argo (3/3) [3]
L3 Quince (1/4)
Hardened Mox ++ (4/3)
Nullcraft (1/1)

Battle Suits
Base - 19
Tech I - 4

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

Next Hand

Neo Plexus — Tech 0
Boot Camp
Tinkerer — Tech 0
Brave Knight

XCAPS19 Round 1, Player 1, Turn 5

P1 [Necro/Demon]/Anarchy vs P2 [Purple+Peace]/Truth/Finesse

Starting Hand

Dark Pact
Summon Skeletons
Gunpoint Taxman
Marauder
Disguised Monkey

Events of Turn:


Upkeep:

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

Nether Drain, Hooded Executioner
Steam Tank, Marauder
Gunpoint Taxman, Disguised Monkey
Dark Pact, Bone Collector


Main:

  • Gunpoint Taxman (7)
  • Skeleton Javelineer (6)
  • Haunt back from the dead
  • Worker (5)
  • Tech 2 Anarchy (1)
Workers

Summon Skeletons, Bone Collector, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)
  • Graveyard (3hp, holding Imp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Steam Tank
Deteriorate
Sacrifice the Weak
Nether Drain
Disguised Monkey

End of Turn Discard
My Thoughts

I think I want tech 2 now b/c it’ll force him to come after it. I can’t mount a great defense either way, a Fencer makes for a nasty attack potential. So I’ll block up with GPT and Skeleton, try to make him trade in my favor, hope he doesn’t have Fencer.


P2, Turn 5

Neo Plexus — Tech 0
Boot Camp
Tinkerer — Tech 0 -> Worker
Brave Knight

Tech 2nd Cadet and Free Speech

8 gold (10)
Worker (9)
Tech II Peace (5)
Max Quince (3)
Brave Knight (0), Mirror becomes a semi-permanent copy of it
Fading Argo kills Javelineer
Mox kills Taxman, you draw
Nullcraft kills Haunt, Graveyard overflows
Mirror Knight and Quince break Tech II
Discard 2, rs, Draw 4. Finally spent that floating gold.

SQL - Mirror Knight (4/3 +1) Illusion
Technician - Brave Knight (4/3)

Fading Argo (3/2) [2]
L5 Quince (1/5)
Hardened Mox ++ (4/3)
Nullcraft (1/1)

Battle Suits
Base - 19
Tech I - 4
Tech II - 5 (Peace)

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

Next Hand
  1. Boot Camp
  2. Overeager Cadet
  3. Forgotten Fighter — Magic
  4. Boot Camp

XCAPS19 Round 1, Player 1, Turn 6

P1 [Necro/Demon]/Anarchy vs P2 [Purple+Peace]/Truth/Finesse

Starting Hand

Steam Tank
Deteriorate
Sacrifice the Weak
Nether Drain
Disguised Monkey
Marauder
Hooded Executioner

Events of Turn:


Upkeep:

  • Get Gold (9+1float)
  • Draw 1 Techn
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Detonate x2
Nether Drain, Hooded Executioner
Steam Tank, Marauder
Gunpoint Taxman, Disguised Monkey
Dark Pact, Bone Collector


Main:

  • Vandy (8)
  • Dark Pact, base to 14 draw 2
  • Sacrifice the Weak, Nullcraft disappears (6)
  • Hooded Executioner + boost, Fargo fades away prematurely (1)
  • Deteriorate SQL mirror away
  • Worker (0)
Workers

Marauder, Summon Skeletons, Bone Collector, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Tech2 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:


Economy Info:

Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Gunpoint Taxman
Detonate
Skeleton Javelineer
Detonate
Thieving Imp

End of Turn Discard
My Thoughts

Here comes Garrison, I’ll grab both Detonates. Nether Drain can help grab a Chameleon too. I should probably be able to keep my tech 2 with what I’m able to erase from the board. Hopefully v.v


Player 2, Turn 6
  1. Boot Camp
  2. Overeager Cadet
  3. Forgotten Fighter — Magic
  4. Boot Camp

Alright, so, going off…

Tech in “Stuff for next turn” -> Nimble Fencer and Spectral Flagbearer

Draws:
Garrison
Neo Plexus
Free Speech

9 gold (9)
Onimaru (7)
Mox kills off Executioner
Boot Camp the Mox (6)
Garrison (3)
Overeager Cadet (3), draw
Boot Camp Vandy out of the way, she gets a +1/+1 rune (2)
Free Speech (0)
Brave Knight & Quince break Tech II again
Discard 2, Draw 2, rs, Draw 2

Free Speech in effect
Scavenger - Overeager Cadet (3/2)
Technician - Brave Knight (4/3)

L5 Quince (1/5)
L1 Onimaru (2/3)
Hardened Mox +++ (5/4)

Battle Suits
Base - 19
Tech I - 4
Tech II - 5 (Peace)
Garrison - 4

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

Next Hand

Garrison
Overeager Cadet
Nullcraft — Tech 0
Nimble Fencer

XCAPS19 Round 1, Player 1, Turn 7

P1 [Necro/Demon]/Anarchy vs P2 [Purple+Peace]/Truth/Finesse

Starting Hand

Gunpoint Taxman
Detonate
Skeleton Javelineer
Detonate
Thieving Imp

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Draw 1 Techn
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Detonate x2
Nether Drain, Hooded Executioner
Steam Tank, Marauder
Gunpoint Taxman, Disguised Monkey
Dark Pact, Bone Collector


Main:

  • Thieving Imp, discard #4 of 4 (7)
  • Gunpoint Taxman (5)
  • Skeleton Javelineer (4)
  • Garth (2)
  • Vandy kills Scav, you get a gold
  • Midband Vandy (0)
Workers

Marauder, Summon Skeletons, Bone Collector, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 12
  • Tech1 HP: 5
  • Tech2 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Thieving Imp (2/2)
  • :exhaust: Technician: Garth (1/3 lvl 1)
  • :target: Lookout: Skeleton Javelineer (1/1)

In Play:

  • Vandy (4/5 lvl 3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Steam Tank
Nether Drain
Dark Pact
Deteriorate

End of Turn Discard
My Thoughts

Free Speech as well? Bummerino… Going to be tough if he can chain that down. Max protect and hope it’s enough…


P2, Turn 7

Garrison
Overeager Cadet
Nullcraft — Tech 0
Nimble Fencer -> Discarded

Tech in Nimble Fencer + Starlet

Draw Order:

  1. Fading Argonaut — Tech 0
  2. Spectral Flagbearer
  3. Boot Camp
  4. Neo Plexus — Tech 0
  5. Forgotten Fighter — Magic
  6. Free Speech
  7. Boot Camp
    ::reshuffle::
  8. Nimble Fencer
  9. Star-Crossed Starlet
  10. Overeager Cadet
  11. Nimble Fencer

9 gold (10)
Mox eats the Taxman
Onimaru kills Garth, goes to L3
Garrison (7)
Overeager Cadet (7), Draw 2
Nullcraft (5), Draw 2
Flagbearer (4), Draw 2
Fading Argo (2), Draw 1, rs, Draw 1
Nimble Fencer (0), Draw 2
Overeager Cadet, Draw last card
Nimble Fencer kills Imp
Nullcraft kills Javelineer
Brave Knight and Quince break Tech II, again.
Discard 7, rs, Draw 5

SQL - Overeager Cadet (3/2 +1)
Elite - Overeager Cadet (4/2)
Scavenger - Fading Argonaut (3/3) [3]
Technician - Brave Knight (4/3)
Lookout - Spectral Flagbearer (2/2)

L5 Quince (1/5)
L3 Onimaru (2/2)
Hardened Mox +++ (5/4)
Nullcraft (1/1)
Nimble Fencer (2/1)

Battle Suits
Base - 19
Tech I - 4
Tech II - 5 (Peace)
Garrison - 4
Garrison - 4

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

Next Hand
  1. Boot Camp
  2. Star-Crossed Starlet
  3. Boot Camp
  4. Neo Plexus — Tech 0
  5. Free Speech

Deck:
Forgotten Fighter — Magic
Nimble Fencer

XCAPS19 Round 1, Player 1, Turn 8

P1 [Necro/Demon]/Anarchy vs P2 [Purple+Peace]/Truth/Finesse

Fold

GG WP @EricF! Perhaps my fail was on Turn 2, not gambling on PBR and no Nullcraft, or perhaps it was just bad luck bottom-decking my Bone Collector T3… Or perhaps it was in draft, not getting Orpal and just going Mono-Black (or letting you have Finesse…) I’ll have to ponder on it, but nevertheless you played a very tight game as always :slight_smile:

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