[CAMS18] FrozenStorm [Demon/Necro]/Finesse vs Dreamfire [Demon]/Anarchy/Balance

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

Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

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 :wink:

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:

  • :psblueshield: Squad Leader: Vandy lvl 3 (3/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 6
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

Dark Pact, Nimble Fencer


Main:

  • Thieving Imp, discard #2 of 5 (3)
  • Skeleton Javelineer (2)
  • Worker (1)
  • Tech 1 (0)
Workers

Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

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

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

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:

  • :psblueshield: Squad Leader: Vandy lvl 3 (3/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
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

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • 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: Thieving Imp (2/2)
  • :exhaust: Technician:
  • :target: Lookout: Skeleton Javelineer (1/1)

In Play:

  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 7

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:

  • :psblueshield: Squad Leader: Tiny Basilisk (1/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton Javelineer (1/1)
  • :pschip: Technician:
  • :target: Lookout: Gunpoint Taxman (3/3)

In Play:

  • Vandy lvl 3 (3/4)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
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

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • 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:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Thieving Imp (2/2)
  • Nimble Fencer (2/2)
  • Graveyard (3hp, holding Star-Crossed Starlet and Skeleton Javelineer)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 8

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? :wink:

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:

  • :psblueshield: Squad Leader: Skeleton (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Vandy lvl 3 (3/4)
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
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

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Garth (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: 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:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9

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:

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

In Play:

  • Zane lvl 6 (4/3)
  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10
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

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: River (5/6+1armor lvl 5)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Vandy (6/6 lvl 5)
  • :target: Lookout:

In Play:

  • nothing

Economy Info:

Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

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