[CAMS18] Dreamfire [Demon]/Anarchy/Balance vs Lettucemode MonoGreen

@lettucemode GL HF!

P1T1


StartingHand Workers

STARTING HAND
Jandra, the Negator
Poisonblade Rogue
Graveyard
Pestering Haunt
Summon Skeletons


WORKERS
Summon Skeletons


NextHand

Skeleton Javelineer
Thieving Imp
Skeletal Archery
Sacrifice the Weak
Deteriorate


Discard

Graveyard
Poisonblade Rogue
Jandra, the Negator


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Pestering Haunt

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

MonoGreen can easily get an economic advantage, especially as P2 and against multi-color, so I need to apply pressure right off the bat.
Lettucemode is pretty likely to get Tiny B’s, so I may not want to rely on heroes too much, but I still think I’ll go for the early HH next turn (and still be able to drop Jav and Deteriorate). Tiny B of my own and DP likely to be my first techs.

Sorry for delay, thanks for waiting.

P2T1


StartingHand Workers

STARTING HAND
Young Treant
Rich Earth
Rampant Growth
Ironbark Treant
Forest’s Favor
Merfolk Prospector


WORKERS
Rich Earth


NextHand

Ironbark Treant
Playful Panda
Spore Shambler
Tiger Cub
Verdant Tree


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Young Treant, draw 1 - ($2)
Merfolk Prospector - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Merfolk Prospector (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

No worries

P1T2


Tech StartingHand Workers

TECH
Dark Pact
Tiny Basilisk


STARTING HAND
Thieving Imp
Skeletal Archery
Skeleton Javelineer
Sacrifice the Weak
Deteriorate


WORKERS
Summon Skeletons
Skeletal Archery


NextHand

Deteriorate
Thieving Imp
Jandra, the Negator
Graveyard


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Vandy and Haunt kill Young Treant
Vandy casts Deteriorate to kill Merfolk, you draw
Tech 1, paying multicolor tax - ($3)
Heroes’ Hall - ($1)
Skeleton Javelineer - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (1/1A), with rune
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

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

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Interesting choice by lettucemode, going for such an early cycle. Can’t say I know what it means, but I don’t think it should change my plans for now. I’ll clear the patrol zone, since Green can only work with stuff it has on the board, and keep building my side of the board.
Teching Dark Pact for cycling and Tiny B as a potential CoL target, and to have it in the deck against any big units that might drop.
…
I whiffed, but that’s ok. Graveyard isn’t a bad drop, and I can bring in Zane for extra punch. And if lettucemode gives me a reason to level Vandy up, I might tech Meta sooner than I’d thought.

P2T2


Tech StartingHand Workers

TECH
Tiny Basilisk
Tiny Basilisk


STARTING HAND
Spore Shambler
Tiger Cub
Playful Panda
Verdant Tree
Ironbark Treant
Forest’s Favor


WORKERS
Rich Earth
Verdant Tree


NextHand

Merfolk Prospector
Tiny Basilisk
Ironbark Treant
Rampant Growth
Tiny Basilisk


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Playful Panda - ($4)
Tiger Cub - ($2)
Tech I - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: Tiger Cub (2/2)
  • :target: Lookout:

In Play:

  • Playful Panda (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

P1T3


Tech StartingHand Workers

TECH
Gemscout Owl
Circle of Life


STARTING HAND
Deteriorate
Thieving Imp
Jandra, the Negator
Graveyard


WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator


NextHand

Tiny Basilisk
Dark Pact
Sacrifice the Weak
Poisonblade Rogue


Discard

Thieving Imp
Deteriorate
Gemscout Owl
Circle of Life


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Vandy kills Tiger Cub and sparkshots Wisp, you draw and get 1 gold
Graveyard - ($3)
Haunt runs into Panda
Javelineer spends his rune to kill Panda from long range
Midori - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Vandy lvl 1 (2/1)
  • Graveyard (3), holding Pestering Haunt
  • Skeleton Javelineer (1/1), runeless

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

I’ll just keep clearing lettucemode’s board and building up my own. I’m bringing in Midori to possibly set up CoL next turn, since DP and Graveyard ensure that I don’t go down on cards or slow down my cycle. Teching a Gemscout Owl as a cheap way to make my Mimics flying.
I might want Shadowblade next turn to deal with a Tiny B, but since I’ll tech before reshuffling I don’t need to commit yet.

P2T3


Tech StartingHand Workers

TECH
Murkwood Allies
Giant Panda


STARTING HAND
Rampant Growth
Tiny Basilisk
Ironbark Treant
Merfolk Prospector
Tiny Basilisk
Spore Shambler


WORKERS
Rich Earth
Verdant Tree
Ironbark Treant


NextHand

Tiger Cub
Rampant Growth
Young Treant
Forest’s Favor
Merfolk Prospector


Tech 2 card(s)
Get Paid + float - ($8)
Tech + scav bonus - ($9)
Worker - ($8)
Tiny Basilisk - ($6)
Tiny Basilisk - ($4)
Cala to midband - ($0)

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk (1/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tiny Basilisk (1/2)
  • :target: Lookout:

In Play:

  • Calamandra 3 (3/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

P1T4


Tech StartingHand Workers

TECH
Dark Pact
Soul Stone


STARTING HAND
Tiny Basilisk
Dark Pact
Poisonblade Rogue
Sacrifice the Weak
Dark Pact (DP 1)
Gemscout Owl (DP 1)
Circle of Life (DP 2)
Deteriorate (DP 2)


WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue


NextHand

Soul Stone
Sacrifice the Weak
Thieving Imp
Dark Pact


Tech 2 card(s)
Get Paid + float - ($8)
Dark Pact, my base to 18, I reshuffle and draw 2
Dark Pact, my base to 16, I draw 2
Javelineer walks past both Basilisks and runs into Calamandra
Sacrifice the Weak, SQL Basilisk dies - ($6)
Deteriorate technician Basilisk, paying resist - ($5)
Midori safely kills technician Basilisk, you draw
Vandy to midband - ($3)
Vandy kills Calamandra, maxbands and heals, nothing to doom
Tiny Basilisk - ($1)
Exhaust Graveyard to replay Pestering Haunt
Worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk (1/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy lvl 5 (4/5)
  • Midori lvl 1 (2/3)
  • Graveyard (3), holding Skeleton Javelineer
  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

And there are the Basilisks, right on cue… One of them is StW fodder for sure, and I could take out the 2nd if I draw Deteriorate. I could tech more cards for dealing with the 2nd one, but Shadowblade is too expensive and Moment’s Peace is too much of a tempo loss.
In any case, I can’t count on clearing the patrol zone, so I might end up losing one of my heroes. I can probably guarantee that Vandy survives, so teching spells for her is relatively safe: Soul Stone and the other DP would both be nice to draw right away (definitely moreso than Gemscout or CoL…). I prefer these over an additional tech 1 unit, which risks overflowing my Graveyard.
…
Got the 2nd DP, let’s keep digging for that Deteriorate!
…
Got Detoriate, let’s clear the board yet again! Setting up Meta, with Soul Stoned Tiny B as backup.
…
And I redrew DP in my next hand. Not particularly worried about base damage, so I’ll probably keep the cycle going.

Concede, GG. @zhavier

GG! I had a pretty lucky break drawing into Deteriorate there (Dark Pact is a ridiculously good draw engine), otherwise this turn would’ve looked a lot different. Good luck in the rest of the tournament!

1 Like

Yea you too. Hopefully I learn how to play defense before the end.