[XCAPS21] Round 6: charnel_mouse [Necromancy]/Bashing/Finesse vs flagrantangles [Discipline]/Feral/Past

Have fun, @flagrantangles!

P1T1

Starting hand: 5

Skeleton Javelineer
Jandra, the Negator
Skeletal Archery
Graveyard
Deteriorate

Thoughts

Garth + Bashing is fun, but difficult. Not sure whether I want to go for virtuosos or Skeleton Lords. The former might be better against Prynn: it makes use of more units than just Lords, so less critical targets to Undo.

I don’t want to open with a hero in case of Calamandra coming out, but Jandra is not an ideal opener, even against P2 White. I’ll bring out Garth anyway, see if I can get a Skeleton swarm going.


Get paid - (4)
Garth Torken - (2)
Skeleton Javelineer - (1)
Worker - (0)
Discard 3, draw 5


:target: Garth L1 1/3 (resist 0+1; 1g: summon a Skeleton, once per turn)

Skeleton Javelineer 1/1 (javelin; lose javelin: gain Long Range that turn)

:heart: Base HP: 20


Hand: 5

Pestering Haunt
Poisonblade Rogue
Thieving Imp
Sacrifice the Weak
Summon Skeletons

Deck: 0
Discard: 3

Skeletal Archery
Graveyard
Deteriorate

Card-count check (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers
Total: 10


Gold: 0
Workers: 5

4 x start
T1: Jandra, the Negator

P2T1


Starting Hand Workers

STARTING HAND
Fox Primus
Morningstar Flagbearer
Grappling Hook
Smoker
Fox Viper


WORKERS
Fox Viper


Next Hand

Savior Monk
Snapback
Aged Sensei
Safe Attacking


Discard

Fox Primus
Grappling Hook


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Hire a Smoker. - ($3)
Hire a Morningstar Flagbearer. - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Smoker 1/1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Morningstar Flagbearer 2/2
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

This seems like it protects us versus Deteriorate/Sacrifice the Weak pretty well. Let’s see if we’re wrong.

@charnel_mouse’s turn!

P1T2

Starting hand: 5

Pestering Haunt
Poisonblade Rogue
Thieving Imp
Sacrifice the Weak
Summon Skeletons

Thoughts

No Calamandra, that’s good. 3 gold after worker + Tech I, so I could play either Thieving Imp or Summon Skeletons. Oh, or Skeleton + Poisonblade Rogue, but I don’t think I need it here: I’m not expecting Stewardesses until turn 3.

Teching double Bone Collector, let’s go for skellies.

Teched cards: 2

T2: 2 x Bone Collector


Get paid - (5)
Worker - (4)
Tech I - (3)
Summon Skeletons, two Skeletons arrive - (0)
Skeleton Javelineer throws javelin at Smoker for 1A damage
Garth kills Smoker, takes 1 damage
Discard 3, reshuffle 9, draw 5


:psfist: Skeleton #1 1/1

Garth L1 1/2 (1g: summon a Skeleton, once per turn; 1 damage)
Skeleton Javelineer 1/1
Skeleton #2 1/1

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


Hand: 5

Graveyard
Bone Collector
Poisonblade Rogue
Thieving Imp
Sacrifice the Weak

Deck: 4

Skeletal Archery
Deteriorate
Bone Collector
Summon Skeletons

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 2 teched = 12
1 on board
0 in hand
9 in deck
0 in discard
2 in workers
Total: 12


Gold: 0
Workers: 6

4 x start
T1: Jandra, the Negator
T2: Pestering Haunt

P2T2


Tech Starting Hand Workers

TECH
Stewardess of the Undone
Centaur


STARTING HAND
Snapback
Savior Monk
Safe Attacking
Aged Sensei


WORKERS
Fox Viper
Safe Attacking


Next Hand

Fox Primus
Grappling Hook
Stewardess of the Undone
Sensei’s Advice


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Hire a Savior Monk. - ($3)
Build Tech I. - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk 2/2A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Morningstar Flagbearer 2/2
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

We weren’t wrong but we had different vulnerabilities. I feel like we should do someting about Skeleton spam. I guess Stewardess is helpful to that end along with a Centaur for Overpower. Rewind is probably one of the best solutions, particularily with Lich’s Bargain hanging around being threatening. So let’s see if we can’t keep that in the back pocket. I suppose Murkwood Allies is also a fine enough answer to Skeletons.

@charnel_mouse’s turn!

P1T3

Starting hand: 5

Graveyard
Bone Collector
Poisonblade Rogue
Thieving Imp
Sacrifice the Weak

Thoughts

OK, hopefully I can hang on for Archery here. My best Tech III to sneak onto the board with Lords is Blademaster, which doesn’t go particularly well with Skeleton Archery, but it would give my other units something to do.

Teched cards: 2

T2: 2 x Bone Collector
T3: 2 x Skeleton Lord


Get paid - (6)
Worker - (5)
Bone Collector - (3)
Midband Garth - (0)
Garth hits Saviour Monk for 1+1A damage, takes 2 damage
Skeleton #2 trades with Saviour Monk
Discard 3, draw 4, reshuffle 5, draw 1


:psblueshield: Bone Collector 3/3+1A (attacks: summon a Skeleton)
:ps_: Skeleton 1/1

Garth L4 2/2 (1g: summon a Skeleton, once per turn; sacrifice a Skeleton: draw 1; 2 damage)
Skeleton Javelineer 1/1

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


Hand: 5

Skeletal Archery
Deteriorate
Bone Collector
Summon Skeletons
Graveyard

Deck: 4

Skeleton Lord
Skeleton Lord
Thieving Imp
Sacrifice the Weak

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 4 teched = 14
2 on board
5 in hand
4 in deck
0 in discard
3 in workers
Total: 14


Gold: 0
Workers: 7

4 x start
T1: Jandra, the Negator
T2: Pestering Haunt
T3: Poisonblade Rogue

P2T3


Tech Starting Hand Workers

TECH
Rewind
Rememberer


STARTING HAND
Sensei’s Advice
Fox Primus
Stewardess of the Undone
Grappling Hook


WORKERS
Fox Viper
Safe Attacking
Fox Primus


Next Hand

Centaur
Aged Sensei
Snapback
Smoker


Discard

Savior Monk
Sensei’s Advice
Grappling Hook
Rewind
Rememberer


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Hire a Stewardess of the Undone who sends the Scavenger Skeleton to the void. - ($4)
Build Tech II - Past. - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Stewardess of the Undone 2/3A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Morningstar Flagbearer 2/2
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Well, I think Past Tech II and maybe III is the goal here.

@charnel_mouse’s turn!

P1T4

Starting hand: 5

Skeletal Archery
Deteriorate
Bone Collector
Summon Skeletons
Graveyard

Thoughts

Hmm, Past II could be nasty. Now’s a good time to tech in spells, then next turn I tech in things to fetch. Doom Grasp could be nice here, Two Step is also good for my Archers. Or maybe I want Lich’s Bargain? Bit risky with Stewardesses around.

Holding off on killing the Flagbearer here, so flagrantangles shouldn’t have any Tech II units in hand.

I’m not sure Garth is staying alive here, either removal or Origin Story will do the track. Well, never mind.

Teched cards: 2

T2: 2 x Bone Collector
T3: 2 x Skeleton Lord
T4: Doom Grasp, Two Step


Get paid - (7)
Worker - (6)
Skeletal Archery - (4)
Tech II Necromancy - (0)
Skeleton shoots Stewardess for 1A damage
Bone Collector kills Stewardess, takes 2 damage, Skeleton #2 arrives
Discard 3, draw 4, reshuffle 5, draw 1


:ps_: Skeleton 1/1 (Skeletal Archery: long range, anti-air)

Garth L4 2/2 (1g: summon a Skeleton, once per turn; sacrifice a Skeleton: draw 1; 2 damage)
Bone Collector 3/1 (attacks: summon a Skeleton)
Skeleton Javelineer 1/1 (Skeletal Archery: long range, anti-air)

Skeletal Archery (My Skeletons have long range and anti-air)

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


Hand: 5

Skeleton Lord
Skeleton Lord
Thieving Imp
Sacrifice the Weak
Doom Grasp

Deck: 4

Two Step
Bone Collector
Summon Skeletons
Graveyard

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 6 teched = 16
3 on board
5 in hand
4 in deck
0 in discard
4 in workers
Total: 16


Gold: 0
Workers: 8

4 x start
T1: Jandra, the Negator
T2: Pestering Haunt
T3: Poisonblade Rogue
T4: Deteriorate

P2T4


Tech Starting Hand Workers

TECH
Yesterday’s Golgort
Shimmer Ray


STARTING HAND
Centaur
Smoker
Aged Sensei
Snapback


WORKERS
Fox Viper
Safe Attacking
Fox Primus
Smoker


Next Hand

Snapback
Savior Monk
Grappling Hook
Aged Sensei


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Hire a Centaur. - ($4)
Build a Tower. - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Centaur 3/4A - Overpower
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Morningstar Flagbearer 2/2
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

I guess we need a Tower to deal with the Skeletrons.

@charnel_mouse’s turn!

P1T5

Starting hand: 5

Skeleton Lord
Skeleton Lord
Thieving Imp
Sacrifice the Weak
Doom Grasp

Thoughts

Whelp, not frightened about that. Bringing in a Necromancer to help out, and a Blademaster to sneak in.

Teched cards: 2

T2: 2 x Bone Collector
T3: 2 x Skeleton Lord
T4: Doom Grasp, Two Step
T5: Blademaster, Necromancer


Get paid - (8)
Worker - (7)
2 x Skeleton Lord - (1)
Bone Collector suicides into Centaur for 2+1A damage, Skeleton #2 arrives
Skeleton Javelineer kills Centaur, takes 1 damage
Skeleton #1 kills Flagbearer, you draw, takes 1 damage
Garth summons Skeleton #3 - (0)
Garth hits your Tech II to 3 HP, takes 1 damage
Discard 2, draw 4


:ps_: Skeleton #2 3/3 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air)
:exhaust: Skeleton #3 3/3 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air)

Garth L4 2/1 (1g: summon a Skeleton, once per turn; sacrifice a Skeleton: draw 1; 3 damage)
Skeleton Lord #1 3/3 (Skeletons have +1/+1; exhaust 5 Skeletons: play a card from hand)
Skeleton Lord #2 3/3 (Skeletons have +1/+1; exhaust 5 Skeletons: play a card from hand)
Skeleton Javelineer 3/2 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 1 damage)
Skeleton #1 3/2 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 1 damage)

Skeletal Archery (My Skeletons have long range and anti-air)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Necromancy)


Hand: 4

Two Step
Bone Collector
Summon Skeletons
Graveyard

Deck: 0
Discard: 5

Blademaster
Necromancer
Bone Collector
Sacrifice the Weak
Doom Grasp

Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
4 on board
4 in hand
0 in deck
5 in discard
5 in workers
Total: 18


Gold: 0
Workers: 9

4 x start
T1: Jandra, the Negator
T2: Pestering Haunt
T3: Poisonblade Rogue
T4: Deteriorate
T5: Thieving Imp

Javelineer and Skeleton #1 should be 3/2?

1 Like

P2T5


Tech Starting Hand Workers

TECH
Ebbflow Archon
Ebbflow Archon


STARTING HAND
Snapback
Grappling Hook
Savior Monk
Aged Sensei
Yesterday’s Golgort


WORKERS
Fox Viper
Safe Attacking
Fox Primus
Smoker
Savior Monk


NextHand

Shimmer Ray
Stewardess of the Undone
Rememberer


Discard

Centaur
Morningstar Flagbearer
Snapback
Grappling Hook
Ebbflow Archon
Ebbflow Archon


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Summon Grave Stormborne. - ($7)
Hire Yesterday’s Golgort. - ($4)
Grave casts Snapback and switches Garth for Troq Bashar. - ($1)
Hire an Aged Sensei. - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Yesterday’s Golgort 6/4A
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei 1/1
  • :pschip: Technician: Grave (1) 2/3
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Past)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Ooooh, I didn’t expect both of the Lords to make an appearance. Down we go friends.

@charnel_mouse’s turn!

P1T6

Starting hand: 4

Two Step
Bone Collector
Summon Skeletons
Graveyard

Thoughts

Oh, I completely forgot flagrantangles had Snapback available. Well, hopefully too late for him now. Taking Appel Stomp to go for a base kill.

Teched cards: 2

T2: 2 x Bone Collector
T3: 2 x Skeleton Lord
T4: Doom Grasp, Two Step
T5: Blademaster, Necromancer
T6: 2 x Appel Stomp


Get paid - (9)
Worker - (8)
River Montoya - (6)
Two Step, Skeleton Javlineer and Skeleton #1 are patrners - (4)
Skeleton Javelineer kills Yesterday’s Golgort, takes 1 damage
Skeletons #2 and #3 kill Aged Sensei and Grave, you get a gold and draw, River hits level 3, take 1 damage each
Skeleton #1 destroys your Tower, your base to 18
Skeleton Lord #1 destroys Tech II, your base to 16
Skeleton Lord #2 and Troq destroy Tech I, your base to 14
Maxband River - (2)
Heroes’ Hall - (0)
Discard 2, reshuffle 9, draw 4


:exhaust: River L5 3/4 (exhaust: sideline Tech 0/I unit; Tech 0 units are cheaper)

Troq L1 2/3
Skeleton Lord #1 3/3 (Skeletons have +1/+1; exhaust 5 Skeletons: play a card from hand)
Skeleton Lord #2 3/3 (Skeletons have +1/+1; exhaust 5 Skeletons: play a card from hand)
Skeleton Javelineer 5/3 (Two Step: +2/+2; Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 2 damage)
Skeleton #1 5/3 (Two Step: +2/+2; Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 2 damage)
Skeleton #2 3/2 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 1 damage)
Skeleton #3 3/2 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 1 damage)

Two Step (partners get +2/+2 until one dies or River dies)

Skeletal Archery (My Skeletons have long range and anti-air)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Necromancy)
:heart: Heroes’ Hall HP: 4


Hand: 4

Necromancer
Appel Stomp
Appel Stomp
Summon Skeletons

Deck: 5

Blademaster
Bone Collector
Sacrifice the Weak
Doom Grasp
Bone Collector

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 10 teched = 20
5 on board
4 in hand
5 in deck
0 in discard
6 in workers
Total: 20


Gold: 0
Workers: 10

4 x start
T1: Jandra, the Negator
T2: Pestering Haunt
T3: Poisonblade Rogue
T4: Deteriorate
T5: Thieving Imp
T6: Graveyard

Hmmmmmmm, well I don’t see how you’ll win BUT I’m extremely confident you will. :laughing:

P2T6


Starting Hand Workers

STARTING HAND
Rewind
Rememberer
Stewardess of the Undone
Rewind


WORKERS
Fox Viper
Safe Attacking
Fox Primus
Smoker
Savior Monk
Sensei’s Advice


Next Hand

Aged Sensei
Rewind
Centaur
Ebbflow Archon
Rememberer


Tech 0 card(s)
Get Paid + Scavenger - ($11)
Rebuild Tech I.
Worker. - ($10)
Rebuild the Tower. - ($7)
Summon and maxband Calamandra Moss. - ($1)

Float ($1)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Calamandra 4/5
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 11
Thoughts

That was even harder than I expected. Well, Rewind isn’t nearly enough now.

@charnel_mouse’s turn!

1 Like

Just by brute force, really. But I can put down a ton of extra units first, sadly I didn’t draw the Blademaster to play for free. GG!

P1T7

Starting hand: 4

Necromancer
Appel Stomp
Appel Stomp
Summon Skeletons

Thoughts
Teched cards: 0

T2: 2 x Bone Collector
T3: 2 x Skeleton Lord
T4: Doom Grasp, Two Step
T5: Blademaster, Necromancer
T6: 2 x Appel Stomp


Get paid - (10)
Appel Stomp, Calamandra is feinted out of patrol - (9)

I draw

Bone Collector

Appel Stomp, I draw - (8)

Doom Grasp

Garth Torken - (6)
Summon Skeletons, Skeleltons #4 and #5 arrive - (3)
Garth summons Skeleton #6 - (2)
Bone Collector - (0)
Skeletons 2-6 exhaust, Necromancer arrives from hand
River (3), Troq (2), Skeleton Lords (6), Skeleton Javlineer (5), and Skeleton #1 (5) hit your base to -7, GG!


Garth 1/3 (1g: summon a Skeleton)
Bone Collector 3/3 (attacks: summon a Skeleton)
Necromancer 3/3 (long range; allied non-token unit dies: summon a Skeleton)

River L5 3/3 (exhaust: sideline Tech 0/I unit; Tech 0 units are cheaper; 1 damage)
Troq L1 2/2 (1 damage)
Skeleton Lord #1 3/2 (Skeletons have +1/+1; exhaust 5 Skeletons: play a card from hand; 1 damage)
Skeleton Lord #2 3/2 (Skeletons have +1/+1; exhaust 5 Skeletons: play a card from hand; 1 damage)
Skeleton Javelineer 5/2 (Two Step: +2/+2; Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 3 damage)
Skeleton #1 5/2 (Two Step: +2/+2; Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 3 damage)
Skeleton #2 3/2 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 1 damage)
Skeleton #3 3/2 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 1 damage)
Skeleton #4 3/2 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 1 damage)
Skeleton #5 3/2 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 1 damage)
Skeleton #6 3/2 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 1 damage)

Two Step (partners get +2/+2 until one dies or River dies)

Skeletal Archery (My Skeletons have long range and anti-air)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Necromancy)
:heart: Heroes’ Hall HP: 4


Remaining hand: 1

Doom Grasp

Deck: 3

Blademaster
Bone Collector
Sacrifice the Weak

Discard: 3

Appel Stomp
Appel Stomp
Summon Skeletons

Card-count check (opponent-viewable)

Expected: 10 + 10 teched = 20
7 on board
1 in hand
3 in deck
3 in discard
6 in workers
Total: 20


Gold: 0
Workers: 10

4 x start
T1: Jandra, the Negator
T2: Pestering Haunt
T3: Poisonblade Rogue
T4: Deteriorate
T5: Thieving Imp
T6: Graveyard

1 Like

Skeletons are not supposed be fat you know.