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[CAMS19, Round2] CarpeGuitarrem [Necromancy]/Blood/Finesse vs charnel_mouse [Balance]/Blood/Strength

[b]P1T8[/b]
StartingHand Workers

STARTING HAND
Kidnapping
Doom Grasp
Bone Collector
Graveyard
Skeleton Javelineer


WORKERS
Jandra, the Negator
Sacrifice the Weak
Pestering Haunt
Poisonblade Rogue
Summon Skeletons
Deteriorate


NextHand

Leaping Lizard
Skeletal Archery
Thieving Imp
Nimble Fencer


Discard

Grounded Guide
Doom Grasp
Kidnapping
Bone Collector


Tech 0 card(s)
Get Paid - ($10)
Garth makes a skeleton - ($9)
Garth casts Doom Grasp on Drakk, sacrificing the skeleton, levels fizzle - ($5)
Grounded Guide kills your Tower, your base takes 2
Garth breaks your Tech II, your base takes 2
Build Graveyard - ($3)
Summon Skeleton Javelineer - ($2)
Rebuild Tech 1
Build Heroes’ Hall - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton Javelineer 1/1
  • :target: Lookout:

In Play:

  • L7 MAX Garth Torken 3/4
  • Grounded Guide 4/3
  • Graveyard (4 HP) –

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Nasty stuff, but I have my tech break lined up! kidnap dragon, kill Midori, doom grasp Drakk to sac dragon, be sad I can’t play graveyard to steal dragon, then be sad my tech 2 is dead so I can’t do all that. Summon skeleton Doom Grasp (5) isn’t bad, Garth can break T2 and Guide can break Tower. I still have two fliers looming over me, but whatever. I’ll have to live with it.

@charnel_mouse’s turn!

Whelp, here goes…

P2T8


Tech StartingHand Workers

TECH
Kidnapping
Kidnapping


STARTING HAND
Fairie Dragon
Young Treant
Potent Basilisk


WORKERS
Verdant Tree
Rich Earth
Forest’s Favor
Merfolk Prospector
Spore Shambler


NextHand

Kidnapping
Bloodlust
Crash Bomber
Wandering Mimic


Discard

Potent Basilisk
Fairie Dragon


Tech 2 card(s)
Get Paid - ($10)
Rebuild Tech II
Young Treant, I draw - ($8)
Midori and Fairie Dragon hit your base down to 4
Tower - ($5)

Float ($5)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant 0/2+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Midori L8 4/4 (flying on my turn, 1 damage)
  • Fairie Dragon 4/2 (flying)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 2

Gold:

  • Gold: 5
  • Workers: 10
Thoughts

Hmm. Teching Kidnapping in case Carpe tries to block with Cloud Sprites, going to hope he’s not got another Doom Grasp in hand and go for a base race.

… Ugh, what a terrible Treant draw. I don’t think I can afford to try and wait for my Tech II to come back, I’m just going to go for the base and hope he can’t take out both of my fliers.

[b]P1T9[/b]
StartingHand Workers

STARTING HAND
Leaping Lizard
Skeletal Archery
Nimble Fencer
Thieving Imp


WORKERS
Jandra, the Negator
Sacrifice the Weak
Pestering Haunt
Poisonblade Rogue
Summon Skeletons
Deteriorate


NextHand

Discord
Star-Crossed Starlet
Discord


Discard

Grounded Guide
Doom Grasp
Kidnapping
Bone Collector
Leaping Lizard


Tech 0 card(s)
Get Paid - ($10)
Garth kills Young Treant
Research Skeletal Archery - ($8)
Skeleton Javelineer kills Faerie Dragon from range, takes 1 damage from Tower, and goes to my Graveyard
Replay Skeleton Javelineer from Graveyard - ($7)
Grounded Guide kills Tower, your base down to 14
Summon Nimble Fencer - ($5)
Fencer trades with Midori and goes to my Graveyard
Summon Thieving Imp, you discard #3 of 4 - ($2)
Rebuild Tech II
Build Heroes’ Hall - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp 3/2
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton Javelineer (anti-air, long range) 2/1
  • :target: Lookout:

In Play:

  • L7 MAX Garth Torken 3/3
  • Grounded Guide 4/2
  • Graveyard (4 HP) – Nimble Fencer
  • Skeletal Archery

Buildings:

  • :heart: Base HP: 4
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

AHHHHHHHHHHHHHHH wow. Pity I can’t get Drakk frenzy, but I’ll take what I can get. Going to play out a lot of cards so that I have board tempo to work with next turn.

@charnel_mouse’s turn!

1 Like

Don’t think you needed to lose the Javelineer there, so you could’ve replayed the Fencer?
Anyway, well played!

P2T9


StartingHand

STARTING HAND
Wandering Mimic
Kidnapping
Bloodlust
Crash Bomber


Tech 0 card(s)
Get Paid + float - ($15)
Drakk Ramhorn - ($13)
Kidnapping, I take your Thieving Imp - ($9)
Wandering Mimic - ($5)
Bloodlust on Drakk and Wandering Mimic - ($3)
Thieving Imp trades with Skeleton Javelineer, you draw
Midband Drakk - ($0)
Drakk (3) and Wandering Mimic (6) hit your base to -5, GG! @FrozenStorm

3 Likes

Looks through your techs
Wow, glad I gambled on not killing Garth.

1 Like

So my main reason was wanting the javelineer in patrol, which turned out to be not great. But with that alternate line, I would’ve been dead to kidnapping + mimic + bloodlust since my best patrol was Fencer plus skeleton token.

Ah, I see. Using that extra 2 gold for Fencer instead of hall. Yeah, would’ve saved me a turn maybe?

1 Like

I feel like a turn was all you’d need for a base kill, I went for base because my last two hands were terrible for defence. But I haven’t thought out what your hand could be.

Also, I hadn’t even thought about hasted Chameleons for quick building destruction, thanks for the suggestion :wink:

1 Like