So psyched we’re back to forum tourneys! Afraid though, I don’t want meta’d Midori on the field. GL HF @Dreamfire, let’s have a great tourney!
Round 1 Player 1, Turn 1
P1 Nightmare vs P2 [Demon]/Anarchy/Balance
Starting Hand
Jandra, the Negator
Pestering Haunt
Summon Skeletons
Poisonblade Rogue
Graveyard
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Vandy (2)
- Pestering Haunt
- Worker (1)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Vandy (2/3+1armor lvl 1)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Sacrifice the Weak
Skeleton Javelineer
Deteriorate
Thieving Imp
Skeletal Archery
End of Turn Discard
Summon Skeletons
Jandra, the Negator
Graveyard
My Thoughts
Black v Black, Vandy v Vandy… I see his deck’s plan to utilize Tiny Bs to get hero pressure, so Vandy can max out and bring some nasty friends for Meta, w/ backup plans of Anarchy T3, Balance T2, and Gargs. Varied and scary all around. Still, I’m on P1 and have plenty of tricks of my own. Vandy is the best bully to keep Vandy away, so we’ll start there, plan to Imp + either Skele + T1 or HH
GL HF! And may the best Vandy win
P2T1
StartingHand Workers
STARTING HAND
Summon Skeletons
Skeletal Archery
Sacrifice the Weak
Deteriorate
Thieving Imp
WORKERS
Skeletal Archery
NextHand
Jandra, the Negator
Skeleton Javelineer
Poisonblade Rogue
Pestering Haunt
Graveyard
Discard
Deteriorate
Thieving Imp
Summon Skeletons
Sacrifice the Weak
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy, to midband - ($0)
Deteriorate kills your Haunt
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Vandy lvl 3 (3/4A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Frozen’s deck is a lot faster than mine, so I can’t let him get an edge in the early game and lock me out. I’m leaning towards Tiny B’s to fight off Vandy, into CoL for a swingy Mimic or a Potent B wall.
I also need a solution for Graveyard+Fencers - Nature Reclaims could work if I can stick a HH and get the timing right, but I’m wondering if a Twilight Baron (maybe w/ Soul Stone?) could help out as well.
Woof
Round 1 Player 1, Turn 2
P1 Nightmare vs P2 [Demon]/Anarchy/Balance
Starting Hand
Sacrifice the Weak
Skeleton Javelineer
Deteriorate
Thieving Imp
Skeletal Archery
Events of Turn:
Upkeep:
- Get Gold (5+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
-
Thieving Imp, discard #2 of 5 (3)
- Skeleton Javelineer (2)
- Worker (1)
- Tech 1 (0)
Workers
Skeletal Archery, Poisonblade Rogue
-
-
Patrol as below
- Discard 3 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Vandy (2/3+1armor lvl 1)
-
Elite:
-
Scavenger: Thieving Imp (2/2)
-
Technician:
-
Lookout: Skeleton Javelineer (1/1)
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Summon Skeletons
Deteriorate
Pestering Haunt
Graveyard
End of Turn Discard
My Thoughts
Thought really hard about going DP + Harmony and HH here, but I think I’d rather be less dependent on Vandy surviving. If I SQL her and go T1 and DP + Fencer, I have outs to counter-attack. We’ll play a little slower, I think Finesse engine + DP / Graveyard is the best win condition.
…
Woof, whiffed my t3 draw. Graveyard / SS + Midband Vandy or HH likely will be my move.
P2T2
Tech StartingHand Workers
TECH
Tiny Basilisk
Gunpoint Taxman
STARTING HAND
Poisonblade Rogue
Skeleton Javelineer
Pestering Haunt
Jandra, the Negator
Graveyard
WORKERS
Skeletal Archery
Poisonblade Rogue
NextHand
Gunpoint Taxman
Graveyard
Skeleton Javelineer
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($6)
Discard #2
Worker - ($5)
Tech 1 - ($3)
Tower - ($0)
Pestering Haunt
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Vandy lvl 3 (3/4A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Sucks to lose Jav on the discard. I don’t want to play Jandra alone for fear of StW, and PBR is just Deteriorate fodder. But if I leave Vandy out on her own, she dies to Imp+Jav+Fencer, possibly with a Graveyard behind it. Or worse, one of them gets doomed and I also lose my tech 1. I can probably prevent that by towering up, even though it doesn’t really fit my long term gameplan…
I’m teching Tiny B against Vandy and GPT against Fencers (Twilight Baron is just too expensive, even as P2). Next turn I’ll get CoL and the 2nd Tiny B, though Nature Reclaims is still on the table if Graveyard drops. And if Vandy happens to survive, I might fetch DP.
Round 1 Player 1, Turn 3
P1 Nightmare vs P2 [Demon]/Anarchy/Balance
Starting Hand
Summon Skeletons
Deteriorate
Pestering Haunt
Graveyard
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Discord, Nimble Fencer
Dark Pact, Nimble Fencer
Main:
- Graveyard (4)
- Hero’s Hall (2)
- Deteriorate your Haunt
- Worker (1)
Workers
Pestering Haunt, Skeletal Archery, Poisonblade Rogue
-
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: Vandy (2/3+1armor lvl 1)
-
Elite:
-
Scavenger: Thieving Imp (2/2)
-
Technician:
-
Lookout: Skeleton Javelineer (1/1)
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Nimble Fencer
Sacrifice the Weak
Dark Pact
End of Turn Discard
Nimble Fencer
Discord
Deteriorate
Summon Skeletons
My Thoughts
I’m going to ahead and bet he didn’t tech Shadow Blade, with Vandy as vulnerable as he left her. I’m betting on Tiny Bs still. So HH + Graveyard, grab a Discord to deal with those Tiny Bs, and the other Fencer (b/c Fencers)
…
Good draw, got the DP and the Fencer. Should be able to do some real damage
P2T3
Tech StartingHand Workers
TECH
Chameleon Lizzo
Disguised Monkey
STARTING HAND
Graveyard
Skeleton Javelineer
Sacrifice the Weak
Gunpoint Taxman
Jandra, the Negator
Tiny Basilisk
WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator
NextHand
Thieving Imp
Summon Skeletons
Deteriorate
Discard
Pestering Haunt
Sacrifice the Weak
Dark Pact
Chameleon Lizzo
Disguised Monkey
Graveyard
Tech 2 card(s)
Get Paid - ($7)
Exhaust Vandy, discard and pay to fetch Dark Pact - ($6)
Dark Pact, my base to 18, I draw 2
Worker - ($5)
Gunpoint Taxman - ($3)
Tiny Basilisk - ($1)
Skeleton Javelineer - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Tiny Basilisk (1/2A)
-
Elite:
-
Scavenger: Skeleton Javelineer (1/1)
-
Technician:
-
Lookout: Gunpoint Taxman (3/3)
In Play:
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Looks like Frozen is setting up a big Fencer play. I could fetch Soul Stone and wall up behind GPT, but then he’ll just tech up instead. I could beat him to tech 2 right now, but I probably won’t have anything to swing with next turn.
I think the best thing to do is try to apply some counter-pressure by fetching DP and dropping a bunch of cards. Then next turn I tech up and replenish handsize, the only question is which spec.
I think Balance loses to Finesse+Graveyard, so I’m leaning towards either Anarchy or Demonology for a bit of stall and a rush to tech 3. Anarchy wins because it also lets me snipe the Graveyard with stealth.
…
Nice, DP drew me the Tiny B! It goes in SQL to survive a lone Fencer, since I know Frozen’s Deteriorate is in his discard. It’s vulnerable to Shadowblade, but that’s an ok trade, since I’m pretty sure he’ll have to fetch it.
Round 1 Player 1, Turn 4
P1 Nightmare vs P2 [Demon]/Anarchy/Balance
Starting Hand
Nimble Fencer
Sacrifice the Weak
Dark Pact
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Star-Crossed Starlet, Dark Pact
Discord, Nimble Fencer
Dark Pact, Nimble Fencer
Main:
- Dark Pact, draw 2 base to 18
- Nimble Fencer (6)
-
Star-Crossed Starlet, trades with Tiny B (4)
-
Starlet from the grave trades with Taxman (2)
- My Jav trades with yours, you get 1g
- Fencer hits your base to 16
- Worker (1)
Workers
Jandra, the Negator, Pestering Haunt, Skeletal Archery, Poisonblade Rogue
-
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: Vandy (2/3+1armor lvl 1)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Thieving Imp (2/2)
- Nimble Fencer (2/2)
- Graveyard (3hp, holding Star-Crossed Starlet and Skeleton Javelineer)
Economy Info:
Cards:
Gold:
End of Turn Hand
Deteriorate
Discord
Dark Pact
End of Turn Discard
Dark Pact
Sacrifice the Weak
My Thoughts
I’m just continuing to work incremental advantages. Starlet + DP ensures I keep strong pressure.
…
Drew the Starlet, nice, even trades on Taxman + Tiny B, only I don’t lose the card. Sets me up nicely. Going to avoid patrolling Imp so I don’t get the graveyard overflowed by SB + StW. Going to have Fencer hit face to get him a little nervous about relying heavily on Dark Pact, and hopefully nervous about teching up. I want him bleeding units out for me to smash.
…
Nice, drew Deteriorate + Discord, I should be able to really cause some damage next turn. If it turns out there isn’t a juicy set of targets, perhaps I’ll go Tech 2
Hit the 33% for Starlet, huh?
P2T4
Tech StartingHand Workers
TECH
Moment’s Peace
Pirate Gunship
STARTING HAND
Summon Skeletons
Deteriorate
Thieving Imp
WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
NextHand
Disguised Monkey
Dark Pact
Skeleton Javelineer
Tech 2 card(s)
Get Paid - ($8)
Scav gold - ($9)
Worker - ($8)
Tech 2 (Anarchy) - ($4)
Summon Skeletons - ($1)
Float ($1)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Skeleton (1/1A)
-
Elite:
-
Scavenger: Vandy lvl 3 (3/4)
-
Technician: Skeleton (1/1)
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 5 (Anarchy)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
This is going to be tough. I’ll Summon Skeletons rather than drop Imp, to force some unoptimal trades from Frozen (though I have to stay vulnerable to sparkshot to get the technician draw).
Pretty likely to lose my tech 2, so I’ll tech a Moment’s Peace in the hopes of holding Frozen at bay and get a breath of air. PGS is a longshot, but I’ll want it in the deck in case I get a turn with tech 2 up.
Hehe
Round 1 Player 1, Turn 5
P1 Nightmare vs P2 [Demon]/Anarchy/Balance
Starting Hand
Dark Pact
Deteriorate
Discord
Fencer + Summon Skele (dp)
Events of Turn:
Upkeep:
- Get Gold (8+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Harmony, Metamorphosis
Star-Crossed Starlet, Dark Pact
Discord, Nimble Fencer
Dark Pact, Nimble Fencer
Main:
- Dark Pact, draw 2 base to 16
- Garth (7)
- Deteriorate SQL
-
Midband Vandy, kill techn and sparkshot your Vandy, you get a card (5)
-
Starlet from graveyard, kills your Vandy, you get a gold and my Vandy maxbands, dooming my Imp (3)
- Imp and Fencer break your tech 2, your base to 14
- Worker (2)
Workers
Summon Skeletons, Jandra, the Negator, Pestering Haunt, Skeletal Archery, Poisonblade Rogue
-
-
Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 16
- Tech1 HP: 5
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: Garth (1/3+1armor lvl 1)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Thieving Imp (4/3)
- Nimble Fencer (2/1)
- Vandy (4/5 lvl 5)
- Graveyard (3hp, holding Star-Crossed Starlet and Skeleton Javelineer)
Economy Info:
Cards:
Gold:
End of Turn Hand
Dark Pact
Harmony
Metamorphosis
Nimble Fencer
End of Turn Discard
My Thoughts
Throwing out Garth as an obvious candidate to get killed by Zane, as I want to work River and Vandy for the endgame. Teching Harmony and Meta. I’ll lose my graveyard but that’s fine
P2T5
Tech StartingHand Workers
TECH
Pirate Gunship
Steam Tank
STARTING HAND
Skeleton Javelineer
Dark Pact
Disguised Monkey
Tiny Basilisk
Pestering Haunt
WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Disguised Monkey
NextHand
Moment’s Peace
Deteriorate
Chameleon Lizzo
Discard
Pirate Gunship
Steam Tank
Dark Pact
Tech 2 card(s)
Get Paid + float - ($10)
Technician draw and scav gold - ($11)
Rebuild tech 2
Zane, to maxband, shoves Garth to technician - ($4)
Zane kills Garth, we both draw
Tiny Basilisk - ($2)
Skeleton Javelineer - ($1)
Pestering Haunt
Worker - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Tiny Basilisk (1/2A)
-
Elite:
-
Scavenger:
-
Technician: Skeleton Javelineer (1/1)
-
Lookout:
In Play:
- Zane lvl 6 (4/3)
- Pestering Haunt (1/1)
Buildings:
-
Base HP: 14
-
Tech I HP: 5
-
Tech II HP: 5 (Anarchy)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
This is going pretty badly, Frozen is ready for a 2-hero Meta and can still churn out Virtuosos. I should at least kill Garth to stop him from fetching yet another Starlet, and I’ll draw a card to keep something in my hand.
…
Well, at least I can drop some bodies, in the hopes of forcing trades and overflowing the Graveyard.
I really hope you didn’t tech and draw the response.
Round 1 Player 1, Turn 6
P1 Nightmare vs P2 [Demon]/Anarchy/Balance
Starting Hand
Dark Pact
Harmony
Metamorphosis
Nimble Fencer
Sacrifice the Weak (techn)
Discord + Deteriorate (DP)
Events of Turn:
Upkeep:
- Get Gold (9+2float)
- Draw 1 techn
- Tech 2 cards in (except turn 1)
All Teched Cards
Discord, Star-Crossed Starlet
Harmony, Metamorphosis
Star-Crossed Starlet, Dark Pact
Discord, Nimble Fencer
Dark Pact, Nimble Fencer
Main:
- Dark Pact, base to 14 draw 2
- Deteriorate Tiny B
- River (9)
-
Discord, Tiny B, Haunt, and Skele die, you get a card (7)
- Fencer hits your base to 12 and dies, topples over the graveyard
-
Metamorphosis, River and Vandy go Demon style (1)
- Vandy breaks your tech 2, your base to 10
- Worker (0)
Workers
Harmony, Summon Skeletons, Jandra, the Negator, Pestering Haunt, Skeletal Archery, Poisonblade Rogue
-
-
Patrol as below
- Discard 2 Draw 1 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 14
- Tech1 HP: 5
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: River (5/6+1armor lvl 5)
-
Elite:
-
Scavenger:
-
Technician: Vandy (6/6 lvl 5)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Dark Pact
Metamorphosis
Graveyard
Discord
End of Turn Discard
My Thoughts
I’m nearing the point where I can bash the base down, but one more turn of breaking tech 2 seems prudent. Teching the other Discord and Starlet, but the only question is do I want to risk Max Anarchy? I think it’s 50/50 he teched it, and roughly 50/50 he draws it, so my odds are good. If I DP here, I have better chances to draw into unit rushdown, but if I skip DP I have guaranteed access to DP and Deteriorate + Discord, which is pretty great. I’m going to take my chances with him not having MA
Although… He laid haunt. Why did he do that? Sharks tech would mean sharks + haunt could kill River. Perhaps it would be best to dig up Discord here
…
Got it AND Deteriorate, nice, 2 more damage to his face. And I draw into DP in case he doesn’t have MA. Good choice there
…
Got Graveyard on the turn, and Discord. And Meta to worker if I want. Solid stuff
Nope, no Maximum Anarchy here. GG WP!
Watching this deck go is scary, but very cool.
@zhavier Frozen has it.
1 Like
GG WP @Dreamfire, it was a delicate dance and I was actually hoping for discord on turn 4 (not starlet), but worked out well all the same.
I figured it would have been gutsy to tech Max Anarchy, but knowing how well you play in general I had to at least consider it as a real possibility.
GL next round!
1 Like