GL HF @Nekoatl! Yours is an interesting deck, I’m excited to see how we stack up
CAMS20 Round 5 Player 1, Turn 1
P1 Cremation vs P2 Past/Future/Peace
Starting Hand
Summon Skeletons
Sacrifice the Weak
Skeletal Archery
Poisonblade Rogue
Thieving Imp
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
-
Thieving Imp, discard #1 of 5 (1)
- Worker (0)
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: Thieving Imp (2/2+1armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Pestering Haunt
Skeleton Javelineer
Deteriorate
Graveyard
Sacrifice the Weak
End of Turn Discard
My Thoughts
Past is scary against LB and skeletons, not a great idea it feels like, and Vir stealing Graveyard is a scary prospect… I do feel a little afraid here. Perhaps this is hotter fire and Firebird’s time to shine? I kinda think it is, tentatively going to work that direction w/ Graveyard and Lobbers to start
GL HF. There are a lot of interesting aspects to this matchup, looking forward to the game.
P2T1
StartingHand Workers
STARTING HAND
Forgotten Fighter
Time Spiral
Hardened Mox
Battle Suits
Temporal Research
WORKERS
Hardened Mox
NextHand
Neo Plexus
Plasmodium
Tinkerer
Nullcraft
Fading Argonaut
Discard
Time Spiral
Forgotten Fighter
Battle Suits
Temporal Research
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
General Onimaru - ($2)
Float ($2)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: L1 General Onimaru (2/3A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
His deck threatens to steal units, and Kidnapping + Graveyard can “permanently” steal my tech 0-I units in the early game… also he has quite a lot of death triggers. I have some advantages in that I can remove units and heroes without killing them and in that I can steal Hotter Fire, Fire House, and Graveyard with Assimilate. My biggest weaknesses are probably my lack of repair, my inability to prevent fire spells from directly damaging my buildings, and the threat of hasty units being able to attack before I have a chance to remove them. This isn’t a great starting hand,… but I can’t afford to not defend against base damage, so I need to either play either the Mox or a hero… and I’m kinda inclined to play the hero to recover my hand size… and I feel safer about doing so without Vandy, Zane, or Orpal to worry about… and Mox isn’t a reliable defense against Deteriorate. Don’t much need my starter spells, so I’ll go with Onimaru.
If by “interesting aspects” you mean you have a lot of hard counters to my primary win conditions, indeed, very interesting XD
CAMS20 Round 5 Player 1, Turn 2
P1 Cremation vs P2 Past/Future/Peace
Starting Hand
Skeleton Javelineer
Graveyard
Pestering Haunt
Jandra, the Negator
Deteriorate
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Graveyard (3)
- Worker (2)
- Tech1 (0)
Workers
Pestering Haunt, Poisonblade Rogue
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Thieving Imp (2/2+1armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Skeletal Archery
Lobber
Lobber
Summon Skeletons
Sacrifice the Weak
End of Turn Discard
My Thoughts
Assimilate really makes things tough here… Maybe I should go Blood? Ogre Recruiter stealing a Nullcraft would be a really sweet thing… I think I’ll stick to the plan though.
Well… that’s part of what I mean.
P2T2
Tech StartingHand Workers
TECH
Assimilate
Assimilate
STARTING HAND
Plasmodium
Fading Argonaut
Neo Plexus
Nullcraft
Tinkerer
WORKERS
Hardened Mox
Neo Plexus
NextHand
Time Spiral
Fading Argonaut
Nullcraft
Assimilate
Assimilate
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Onimaru kills Imp
Midband Onimaru - ($3)
Heroes’ Hall - ($0)
Float ($0)
Discard 4, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- L5 General Onimaru (3/4) Frenzy 1, readiness
Buildings:
-
Base HP: 20
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
I guess he thinks it’s safe to play a Graveyard since I played Onimaru instead of Vir… but I don’t especially need a Tech Lab with this build, so I guess go for the extra hero. The question then becomes whether or not to kill the Imp. I can do so and have enough money to midband Onimaru, but that would expose my Heroes’ Hall to a pair of Lobbers. There’s a fair chance he won’t have 2, but if I don’t take the kill now, then he’d only need 1 and the Imp to take out Onimaru which would be giving away a lot of value. Guess I’ll go for it.
CAMS20 Round 5 Player 1, Turn 3
P1 Cremation vs P2 Past/Future/Peace
Starting Hand
Skeleton Javelineer
Graveyard
Pestering Haunt
Jandra, the Negator
Deteriorate
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Bloodlust, Molting Firebird
Lobber x2
Main:
-
Replay Imp, you discard #5 of 5 (3)
-
Lobber x2, break your HH, your base to 18 (1)
- Worker (0)
Workers
Skeletal Archery, Pestering Haunt, Poisonblade Rogue
-
-
Patrol as below
- Discard 2 Draw 3 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Thieving Imp (2/2)
-
Technician:
-
Lookout:
In Play:
- Lobber (2/2)
- Lobber (2/2)
- Graveyard (3hp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Skeleton Javelineer
Jandra, the Negator
Deteriorate
Molting Firebird
End of Turn Discard
My Thoughts
Feels like a trap… It’s a trap, right? Kill Oni to make room for Vir to steal my Graveyard? So let’s play both those scenarios out…
- Kill Oni w/ Lobbers, give levels to Drakk, keep a lobber on board w/ last gold to slap base or something, he steals graveyard and has Lobber + Imp (but arrival fatigue), but I have a likely kill on Vir. That’s actually not bad… He could skip worker to Plexus or Fargo or T1 but I kinda own the board, and could Maxband + Janna to get the graveyard back.
- Kill HH, replay Imp, he probably kill Imp, max Oni, tech up. I can det next turn and have lobbers kill other ducks, and play Imp again + tech up. That’s pretty okay and I maybe one-shot oni w/ lusty firebird turn 5
Honestly both of those are kinda fine for me? I think keeping the board maxed is the right call though, I hit cards that way also w/ Imp, so let’s do that. Max Oni isn’t that scary
…
Damn, missed the coin flip on lining up Bird + Lust… Oh well, means I can get aggressive next turn w/ Garth or Drakk maybe
P2T3
Tech StartingHand Workers
TECH
The Art of War
The Art of War
STARTING HAND
Fading Argonaut
Assimilate
Time Spiral
Assimilate
Nullcraft
WORKERS
Hardened Mox
Neo Plexus
Time Spiral
NextHand
Forgotten Fighter
Temporal Research
Battle Suits
Plasmodium
Tinkerer
Discard
Assimilate
Assimilate
Nullcraft
Fading Argonaut
The Art of War
The Art of War
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Onimaru kills Imp
Maxband Onimaru - ($3)
Heroes’ Hall - ($1)
Tech I - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Soldier (2/1) Sparkshot
-
Scavenger: Soldier (1/1) Sparkshot
-
Technician: Soldier (1/1) Sparkshot
-
Lookout:
In Play:
- L8 General Onimaru (4/5) Frenzy 1, readiness
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Well, that’s quite unfortunate. I don’t want to telegraph just how unfortunate it is by choosing not to rebuild the Hall, plus there’s a slim chance that a Technician draw might be a spell… and somewhat less slim if I avoid telegraphing what a dud my T4 hand is looking to be. I don’t exactly mind him sinking so much gold into sacrificing the Imp, either, so long as I have practical uses for my own gold that don’t require expending cards.
CAMS20 Round 5 Player 1, Turn 4
P1 Cremation vs P2 Past/Future/Peace
Starting Hand
Skeleton Javelineer
Jandra, the Negator
Deteriorate
Molting Firebird
Events of Turn:
Upkeep:
- Get Gold (7+1scav)
- Tech 2 cards in (except turn 1)
All Teched Cards
Lich’s Bargain, Molting Firebird
Bloodlust, Molting Firebird
Lobber x2
Main:
-
Replay Imp, you discard #3 of 5 (5)
- Lobbers kill scav and techn, you get 1g and rs draw 1
- Worker (4)
- Tech 2 Fire (0)
Workers
Jandra, the Negator, Skeletal Archery, Pestering Haunt, Poisonblade Rogue
-
-
Patrol as below
- Discard 3 Draw 3 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 FIRE
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Thieving Imp (2/2)
-
Lookout:
In Play:
- Lobber (2/1)
- Lobber (2/1)
- Graveyard (3hp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Bloodlust
Summon Skeletons
Sacrifice the Weak
Deteriorate
Skeleton Javelineer
End of Turn Discard
My Thoughts
Since I’m not too worried about AoW or a buncha t1 units yet, I think we hit the techn and scav, replay imp, and tech up. I’ll have lust + hopefully a firebird (I’ll tech a second, that puts me 70% to rs draw or 90% w/ techn, so do that) And… a LB? Since I think maybe it wasn’t Stewardess and Bloodlust would pair well w/ it? sure
…
Oof I whiffed both birds AND LB? That’s rough, might be a totally wasted Bloodlust here…
Man, imagine getting a 2 gold imp. Broken.
My bad lol, forgot to change my income for that turn for my 6 workers XD
But yeah, after imp dies in scav and I replay him from graveyard, feels good man XD
P2T4
Tech StartingHand Workers
TECH
Overeager Cadet
Overeager Cadet
STARTING HAND
Tinkerer
Plasmodium
Forgotten Fighter
Temporal Research
Battle Suits
Battle Suits
WORKERS
Hardened Mox
Neo Plexus
Time Spiral
Temporal Research
NextHand
The Art of War
Assimilate
Nullcraft
Discard
Forgotten Fighter
Battle Suits
Overeager Cadet
Overeager Cadet
Tech 2 card(s)
Get Paid + Scavenger - ($9)
Vir Garbarean - ($7)
Peek
Worker - ($6)
Forgotten Fighter, bounce Imp - ($4)
Onimaru breaks Tech II
Soldier trades with a Lobber
Tinkerer - ($2)
Plasmodium - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Tinkerer (1/2A)
-
Elite:
-
Scavenger:
-
Technician: L1 Vir Garbarean (2/3)
-
Lookout:
In Play:
- L8 General Onimaru (4/5) Frenzy 1, readiness
Future:
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
No luck on the Technician draw, either, but with Forgotten Fighter, I could clear the way for Onimaru to break his Tech II, or I could have Vir dig for a spell, but I kinda doubt I can afford that. That he chose Fire is interesting… the major threat there, at this point, is probably the fliers. Even if I recruite some of my own, they’d be hard pressed to keep his at bay, what with fire spells preferring to target patrollers. Probably easier to just bust up his Tech II… although, Vortoss Emblem might be worth considering as a defense to Fire spells… though it would be of limited usefulness against the multitarget variety.
Holding the FF, nice! Didn’t expect that
CAMS20 Round 5 Player 1, Turn 5
P1 Cremation vs P2 Past/Future/Peace
Starting Hand
Bloodlust
Summon Skeletons
Sacrifice the Weak
Deteriorate
Skeleton Javelineer
Thieving Imp (FF)
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Doom Grasp, Nether Drain
Lich’s Bargain, Molting Firebird
Bloodlust, Molting Firebird
Lobber x2
Main:
- Garth (6)
- Skeleton (5)
- Deteriorate Tinkerer, Lobber kills it
- Replay Lobber from graveyard (4)
-
Thieving Imp, discard #3 of 3 (1)
- Worker (0)
Workers
Summon Skeletons, Jandra, the Negator, Skeletal Archery, Pestering Haunt, Poisonblade Rogue
-
-
Patrol as below
- Discard 3 Draw 3 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 FIRE
In Patrol:
-
Squad Leader: Skeleton (1/1+1armor)
-
Elite: Thieving Imp (2+1/2)
-
Scavenger:
-
Technician: Lobber (2/2)
-
Lookout:
In Play:
- Garth (1/3 lvl 1)
- Lobber (2/1)
- Graveyard (3hp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Lich’s Bargain
Molting Firebird
Molting Firebird
Nether Drain
Bloodlust
End of Turn Discard
My Thoughts
Hmmm, well I have some options here… The fact that Neko held FF to keep Oni so safe makes me think I at least need to respect Art of War, so I feel like Imp would be really good here and I should probably tech a Doom Grasp for safety. Nether Drain’s a soft counter so I’ll do that also. I want to kill Tinkerer too, which works best if I can Deteriorate, so risky as it may be, since I’m drawing into 2x Firebird, I think I bring Garth out. Imp + Garth + Skele + Lobber revive gets me 3 blockers, kill on Tinkerer, and forces a decision to come at Garth or the Tech 2. I think that’s a good move, as my Drakk plays can kill Vir (who I’m thinking has Assimilate queued up but also he’s vulnerable there so that makes me think moreso it’s Art of War and maybe Stewie as the second techs?) Either way, Imp is a good feeling play.
…
Woah great RS, I’m okay whether it’s AoW or Assimilate + tech or Stewie + tech.
My bad! He’s backline, hoping he isn’t swiftly sworded down by the unstoppable war general Or hoping you didn’t tech it… or hoping the Imp hit it… One of those three anyway
Tempting, especially considering how Garth can mess with ultimate spells, but Oni’s job for the moment is to delay the value of your Tech II. Of course, if Garth wants to resort to physical attacks, Oni will welcome him with open arms.
P2T5
Tech StartingHand Workers
TECH
Flagstone Garrison
Flagstone Garrison
STARTING HAND
Nullcraft
Assimilate
The Art of War
WORKERS
Hardened Mox
Neo Plexus
Time Spiral
Temporal Research
Assimilate
NextHand
Fading Argonaut
Assimilate
Discard
Forgotten Fighter
Battle Suits
Overeager Cadet
Overeager Cadet
Nullcraft
Tinkerer
The Art of War
Flagstone Garrison
Flagstone Garrison
Tech 2 card(s)
Get Paid - ($9)
Peek
Worker - ($8)
The Art of War - ($5)
Onimaru breaks Tech II
Tech II: Peace - ($1)
Float ($1)
Discard 0, draw 2
Board Info:
In Patrol:
-
Squad Leader: L8 General Onimaru (6/5AAA) Frenzy 1, readiness, unstoppable, swift strike
-
Elite:
-
Scavenger:
-
Technician: L1 Vir Garbarean (2/3)
-
Lookout:
Future:
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Really hurting for cards now, gonna gamble on Garrisons. If Vir dies, I’ll recover a card, if not, I can use him to pull the last remaining card in my deck.
Tsk Tsk, no respect for the Necromancer
CAMS20 Round 5 Player 1, Turn 6
P1 Cremation vs P2 Past/Future/Peace
Starting Hand
Lich’s Bargain
Molting Firebird
Molting Firebird
Bloodlust
Deteriorate (skele 1)
Doom Grasp (skele 2)
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Hotter Fire, Firebat
Doom Grasp, Nether Drain
Lich’s Bargain, Molting Firebird
Bloodlust, Molting Firebird
Lobber x2
Main:
-
Nether Drain oni (8)
- Mid Garth (7)
- Make a skeleton, sac to draw 1 (6)
- Lich’s Bargain, base to 12, lose a worker (4)
- Sac that skeleton, draw 1
-
Sac the ready skeleton, Doom Grasp Oni, Garth to level 6 (0)
- Garth and injured lobber kill Vir, maxbands to heal and fetches Firebat
- Imp and Lobber hit your tech2 to 1hp
Workers
Summon Skeletons, Jandra, the Negator, Skeletal Archery, Pestering Haunt, Poisonblade Rogue
-
-
Patrol as below
- Discard 3 Draw 3 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 12
- Tech1 HP: 5
- Tech2 HP: 5 FIRE
In Patrol:
-
Squad Leader: Firebat (3/3+1armor)
-
Elite:
-
Scavenger: Zombie (2/2)
-
Technician:
-
Lookout: Horror (3/3)
In Play:
- Garth (3/4 lvl 7)
- Lobber (2/2)
- Thieving Imp (2/2)
- Graveyard (3hp, holding Lobber)
Economy Info:
Cards:
Gold:
End of Turn Hand
Sacrifice the Weak
Skeleton Javelineer
Hotter Fire
Lich’s Bargain
Bloodlust
End of Turn Discard
My Thoughts
Not respect Garth, tsk tsk… I think I Nether Drain to fish for the Doom Grasp, I’m 75% to draw it if I LB and I have lobbers to sac for the actual DG. I think I bank on that and go Hotter Fire + Firebat, assuming I rez the Firebat off a Vir kill, and hopefully draw Lust + Bird off the rs. Almost certain the second tech was 2x AoW so likely drawing one, and then other 2 cards will be like Fargo or Plexus or Nullc and w/e the first round tech was, which gotta bet it was Assimilate or Stewardess. I spose I expect the response to be max Prynn and banish the horror + a unit. I spose Seer would present the worst outcome actually, phases the Plasmo in, or TR would have the potential to start the Peace engine, though I think I could beat it sputtering to a start, even with 11 gold there’d be 4 to spend just on the RS
This is so sad, Alexa play megalovania
oooh should we make Garth Megalovania lyrics? XD
♩GarthIs♩Gonna♩Come ♩♩ and ♩make ♩skele♩tons
♩GarthIs♩Gonna♩Come ♩♩ and ♩kill ♩every♩one
♩GarthIs♩Gonna♩Come ♩♩ and ♩fetch ♩random♩stuff
♩GarthIs♩Gonna♩Come ♩♩ and ♩be ♩a ♩nuissance
BuddaBUNBUN.Bun bun bun budada
BuddaBUNBUN.Bun bun bun budada
P2T6
Tech StartingHand Workers
TECH
Rewind
Vortoss Emblem
STARTING HAND
Assimilate
Fading Argonaut
The Art of War
WORKERS
Hardened Mox
Neo Plexus
Time Spiral
Temporal Research
Assimilate
The Art of War
NextHand
Nullcraft
Assimilate
Fading Argonaut
The Art of War
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Prynn, maxband - ($2)
Expensively banish Horror - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: L7 Prynn Pasternaak (3/5) [2 time]
-
Lookout:
Future:
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 1 (Peace)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Teching in basic defenses against lichdom for the next cycle, bad news is I’m gonna lose my Tech I & II, but hopefully I can rebuild before the Garrisons come up. The way my luck has been going this game, that won’t work out, but nothing I can do now except trust in the heart of the cards… lol…
Agonized a bit about what to do here with my draw and then realized I had lethal XD GG WP! @zhavier
CAMS20 Round 5 Player 1, Turn 7
P1 Cremation vs P2 Past/Future/Peace
Starting Hand
Sacrifice the Weak
Skeleton Javelineer
Hotter Fire
Lich’s Bargain
Bloodlust
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Death Rites x2
Hotter Fire, Firebat
Doom Grasp, Nether Drain
Lich’s Bargain, Molting Firebird
Bloodlust, Molting Firebird
Lobber x2
Main:
- Drakk (6)
-
Lichs Bargain again, base to 8 , workers to 7 (4)
-
Bloodlust Zombie and Horror, horror trades with Prynn, Drakk to level 3 (2)
- Drakk to midband (1)
- Lobber from graveyard (0)
- Lobbers 6 + Zombies 7 + Imp 3 + Firebat 4 + Garth 3 deal 23 to your base, GG WP!!
1 Like
GG, and good luck in the rest of the tournament!
1 Like