[CAMS21] Round3: P1 Nekoatl [Necromancy]/Present/Blood vs P2 dwarddd MonoPurple

Rather than have an extra worker, i have an extra float as i never meant to worker last turn and didnt move a card across

P2T7


StartingHand Workers

STARTING HAND
Neo Plexus(2/2)
Stewardess of the Undone(2/3a)
Second Chances
Time Spiral


WORKERS
Tinkerer
Hardened Mox
Forgotten Fighter
Nullcraft
Battle Suits


NextHand

Yesterday’s Golgort
Fading Argonaut(2/2) fading 2
Temporal Research
Research & Development


Tech 0 card(s)
Get Paid + float - ($11)
time spiral mech - ($10)
Vir hits Max
My Max trades with urs
Research second chances - ($8)
Tech 3 - ($3)

Float ($3)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mech(6/7a) untargetable
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L7 Vir(3/2)
  • Second Chances

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 10
Thoughts

these are not efficient turns that are happening so im steadily losing my advantage, but it should carry me to an archon or two at least

P1T8


Tech StartingHand Workers

TECH
Hooded Executioner
Hooded Executioner


STARTING HAND
Doom Grasp
Summon Skeletons
Now!
Temporal Distortion
Kidnapping


WORKERS
Jandra, the Negator
Skeletal Archery
Graveyard
Pestering Haunt
Skeleton Javelineer
Thieving Imp
Poisonblade Rogue


NextHand

Pirate-Gang Commander
Kidnapping
Sacrifice the Weak
Doom Grasp
Doom Grasp


Discard

Summon Skeletons
Doom Grasp
Temporal Distortion
Now!
Kidnapping
Hooded Executioner
Hooded Executioner


Tech 2 card(s)
Get Paid + float - ($15)
Garth Torken - ($13)
Skeleton - ($12)
Doom Grasp, sacrifice Skeleton to kill Vir - ($8)
Tech III - ($3)
Summon Skeletons - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • L3 Garth Torken (1/3)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 11

Thoughts

Sweet, now I’ll increase my hero limit and prep to drop the Commanders! I just hope he’s trying to fetch in an Archon rather than play one from hand…

P2T8


Tech StartingHand Workers

TECH
Yesterday’s Golgort


STARTING HAND
Temporal Research
Fading Argonaut(2/2) fading 2
Yesterday’s Golgort
Research & Development
Stewardess of the Undone
Ebbflow Archon


WORKERS
Tinkerer
Hardened Mox
Forgotten Fighter
Nullcraft
Battle Suits


NextHand

Ebbflow Archon
Stewardess of the Undone(2/3a)
Time Spiral
Plasmodium(4/1) haste
Shimmer Ray(3/4a)


Discard

Yesterday’s Golgort
Stewardess of the Undone
Temporal Research
Fading Argonaut(2/2) fading 2
Yesterday’s Golgort
Research & Development


Tech 1 card(s)
Get Paid + float - ($12)
Prynn - ($10)
Temporal Research, draw 2 - ($8)
i got lucky: ebbflow archon - ($0)
remove 3 runes to clear your board
Mech destroys tech 2

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Prynn(1/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Ebbflow Archon(8/8) fading 4

In Play:

  • Second Chances
  • Mech(6/7) untargetable

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10

Yeah, that makes this harder.

P1T9


Tech StartingHand Workers

TECH
Land Octopus
Land Octopus


STARTING HAND
Pirate-Gang Commander
Doom Grasp
Sacrifice the Weak
Kidnapping
Doom Grasp


WORKERS
Jandra, the Negator
Skeletal Archery
Graveyard
Pestering Haunt
Skeleton Javelineer
Thieving Imp
Poisonblade Rogue


NextHand

Bloodlust
Deteriorate
Pirate-Gang Commander
Now!
Temporal Distortion


Discard

Summon Skeletons
Doom Grasp
Temporal Distortion
Now!
Kidnapping
Hooded Executioner
Hooded Executioner
Sacrifice the Weak
Doom Grasp
Doom Grasp
Kidnapping
Land Octopus
Land Octopus


Tech 2 card(s)
Get Paid - ($11)
Rebuild Tech II
Garth Torken - ($9)
Sacrifice the Weak, Mech dies - ($7)
Skeleton - ($6)
Pirate-Gang Commander - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Pirate (2/2A) Explosive
  • :psfist: Elite: Skeleton (2/1) Explosive
  • :ps_: Scavenger: L1 Garth Torken (1/3) Animate
  • :pschip: Technician: Pirate (2/2) Explosive
  • :target: Lookout: Pirate (2/2) Explosive, resist 1

In Play:

  • Pirate-Gang Commander (6/6) Explosive

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 13

Gold:

  • Gold: 0
  • Workers: 11

Thoughts

No point in killing the Archon while Second Chances is waiting to bring it back… guess I just gotta flood my patrol zone so it can’t directly attack my base… and I’ll put the Commander itself on the back line to make it look like I want it unsummoned so I can resummon it next turn. There’s also a possibility I might genuinely want to do that, if I get a very unlikely next turn hand.

For Nekoatl

Isn’t killing Archon only way to not activate Second Chances?

For spectators

I meant there was no point killing it that turn, because the only method I had to do so was to hit it with Doom Grasp. I definitely want to kill it with attack damage if I can.

1 Like
For Nekoatl

Doom Grasp can’t hit Tech III units anyway.

4 Likes

Surely the Mech comes back from Second Chances, right?

1 Like

Yeah, one of the reasons i teched it!
Im guessing i should wait to post my turn till nekoatl realises

Wait, I looked it up. Second Chances doesn’t work on tokens.

4 Likes

nope, it doesnìt. Tokens are no cards, once they leave the field they cease to exist and can’t be returned, only spawned again by an effect. Only units like the archon will return You can play your turn.

1 Like

P2T9


StartingHand Workers

STARTING HAND
Stewardess of the Undone(2/3a)
Time Spiral
Plasmodium(4/1) haste
Shimmer Ray(3/4a)
Ebbflow Archon


WORKERS
Tinkerer
Hardened Mox
Forgotten Fighter
Nullcraft
Battle Suits


NextHand

Seer(2/1)
Neo Plexus(2/2)
Rememberer(3/3) +r1
Research & Development
Yesterday’s Golgort


Tech 0 card(s)
Get Paid - ($10)
Ebbflow Archon - ($2)
Remove 3 runes from new Archon and 2 from old to clear your patrol (pay for lookout) - ($1)
Old archon (currently 1 rune) destroys your tech 3
Remove final rune from old archon to bounce commander, archon gets a second chance
Shimmer Ray - ($0)
Prynn hits your base to 13

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ebbflow Archon(8/8a) fading 4
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Ebbflow Archon(5/5) fading 7 +r1

In Play:

  • Second Chances
  • L3 Prynn(1/2)
  • Shimmer Ray(3/4) fading 2, flying

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

perfect draws definitely helped here… seems like gg to me

I’ll throw in the towel here. 2 Archons backed by Second Chances is too much to overcome, even if I’m being optimistic. GG WP! @FrozenStorm

1 Like

Phew, i got lucky on draws there, you did get your commander at the right turn but i think at that point u needed to be the only lucky drawer instead of both of us.

Looking back, what interesting tech choices you have! Why no Blood T2 units ever?

This deck was designed to kick off by stealing an opponent’s tech II unit, e.g. a Rememberer, and then using Temporal Distortion to trade it in for a Warp Gate Disciple, give it haste, and then use it to cheat in units for cheap. So, ideally, tech choices go to spells instead of units. The timing never seems to work out quite right, though.

1 Like

Drawing all three seems optimistic when you’re relying on Garth and Geiger midbands for card draw. Maybe if you took the Purple starter for Temporal Research?

Well, there are plenty of other partial combos that can work out, like Kidnapping into Doom Grasp, etc. What I mean by the timing tending to not work out is that having Drakk available while Kidnapping is in hand and the opponent has a tech II unit on board seems to happen far less often than I would expect. The main reason for going with Black starter is to support replaying of off-spec tech II units via Skeletal Lord’s ability, otherwise they would become dead cards when removed from the board and there would be no choice except to worker them.