News Shop
Events Chat

[CAMS21] Round4: P1 charnel_mouse [Demonology]/Anarchy/Finesse vs P2 FrozenStorm [Anarchy]/Strength/Growth

GLHF @FrozenStorm! I reckon I’ll have an uphill struggle here.

P1T1

Starting hand: 5

Pestering Haunt
Poisonblade Rogue
Thieving Imp
Graveyard
Summon Skeletons

Thoughts

Not sure whether I want Graveyard or Thieving Imp here. Maybe the latter against the Red starter.

For midgame, I’m not sure what’s best. Fencers would be nice to start putting FrozenStorm on the back foot, but Rook + Birds can put a stop to that, so I might need Gunpoint Taxmen instead. Gargoyle’s a no-go with FrozenStorm having access to Taxmen too. Besides, I think I want to go wide to prevent good Zane shoves.


Get paid - (4)
Worker - (3)
Thieving Imp, you discard card 5 of 5 - (0)
Pestering Haunt
Discard 2, draw 4


:psblueshield: Thieving Imp 2/2+1A

Pestering Haunt 1/1 (unstoppable; can’t patrol or be sacrificed; attack capped at 1)

:heart: Base HP: 20


Hand: 4

Skeleton Javelineer
Skeletal Archery
Deteriorate
Sacrifice the Weak

Deck: 1

Jandra, the Negator

Discard: 2

Poisonblade Rogue
Graveyard

Card-count check (opponent-viewable)

Expected: 10
2 on board
4 in hand
1 in deck
2 in discard
1 in workers


Gold: 0
Workers: 5

4 x start
T1: Summon Skeletons

GL HF @charnel_mouse! I’m not so sure but we shall see eh?

CAMS21 Round4: Player 2, Turn 1

P2 [Anarchy]/Strength/Growth vs P1 Demon/Anarchy/Finesse

Starting Hand

Mad Man
Makeshift Rambaster
Bloodrage Ogre
Charge
Scorch (discard)

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Rook (3)
  • Bloodrage Ogre (1)
  • Worker (0)
Workers

Makeshift Rambaster

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite: Rook (2+1/4)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Bloodburn
Careless Musketeer
Nautical Dog
Bombaster

End of Turn Discard
My Thoughts

Well Vandy bully definitely proved harmful last game, but LB was the real killer, let’s hope I can not whiff my T3 draw this time!


It is not nightmare

Smth wrong with cards manipulation at end of the turn

1 Like

copypasta issues, fixed now, ty for catching

P1T2

Starting hand: 4

Skeleton Javelineer
Skeletal Archery
Deteriorate
Sacrifice the Weak

Thoughts

2 gold after teching up.

  1. Hero + Deteriorate, Imp trades with Ogre. That leaves a 3+1A hero against a Rook. If FrozenStorm has Mad Man in hand, he can delay Tech I for a kill, which can be worth it to get an early high-level Rook.
  2. Skeleton Javelineer in Elite. Outside of midband Rook + Mad Man, which isn’t worth it, FrozenStorm can’t kill both units without losing the Ogre.

2 seems fine, but I do need to start thinking about which hero is good here. Zane is good later once I can use Sharks, but not next turn. River can’t sideline Rook, but Two Step makes her potentially dangerous. I don’t think Shadow Blade is overly helpful here. So I could go with Gunpoint Taxman + Two Step instead of double Taxman. Two Step is nice with Javelineer, which has a reasonable chance of surviving here. I’ll go with that.

Teched cards: 2

T2: Gunpoint Taxman, Two Step


Get paid - (5)
Worker - (4)
Tech I - (2)
Skeleton Javelineer - (1)
Pestering Haunt hits your base to 19
Discard 2, draw 1, reshuffle 6, draw 3


:psblueshield: Thieving Imp 2/2+1A
:psfist: Skeleton Javelineer 1+1/1 (javelin; lose javlin: gain long range for that turn)

Pestering Haunt 1/1 (unstoppable; can’t patrol or be sacrificed; attack capped at 1)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 4

Jandra, the Negator
Gunpoint Taxman
Two Step
Deteriorate

Deck: 3

Poisonblade Rogue
Graveyard
Sacrifice the Weak

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 2 teched = 12
3 on board
4 in hand
3 in deck
0 in discard
2 in workers


Gold: 1
Workers: 6

4 x start
T1: Summon Skeletons
T2: Skeletal Archery

CAMS21 Round4: Player 2, Turn 2

P2 [Anarchy]/Strength/Growth vs P1 Demon/Anarchy/Finesse

Starting Hand

Bloodburn
Careless Musketeer
Nautical Dog
Bombaster

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Blooming Ancient x2


Main:

  • Brogre trades Imp
  • Rook kills skele, takes 2
  • Bombaster (4)
  • Nautical Dog (3)
  • Tech 1 (1)
  • Worker (0)
Workers

Bloodburn, Makeshift Rambaster

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 1 rs Draw 2

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Rook (2/2 lvl 2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Pillage
Mad Man
Careless Musketeer

End of Turn Discard
My Thoughts

Hmm, I think I can get away fast teching here, let’s go for it!


P1T3

Starting hand: 4

Jandra, the Negator
Gunpoint Taxman
Two Step
Deteriorate

Thoughts

Losing the Javelineer is a little annoying. If I want to use Two Step, I have to do it with Pestering Haunt. I suppose that lets me hit Rook down to 1 HP, so FrozenStorm has to choose between teching up and healing him.

Teched cards: 2

T2: Gunpoint Taxman, Two Step
T3: Gunpoint Taxman, Surprise Attack


Get paid + float - (7)
Worker - (6)
River Montoya - (4)
Gunpoint Taxman - (2)
Two Step on Gunpoint Taxman and… Pestering Haunt. Yes. - (0)
Pestering Haunt hits Rook to 1, takes 2
Discard 1, draw 3


:psblueshield: Gunpoint Taxman 5/5+1A (Two Step: +2/+2; anti-air; kills a patroller: I steal 1 float)
:exhaust: River L1 2/3

Pestering Haunt 1/1 (Two Step: +2/+2; unstoppable; can’t patrol or be sacrificed; attack capped at 1; 2 damage)

Two Step (partners have +2/+2 until one dies; channelled by River)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 3

Poisonblade Rogue
Graveyard
Sacrifice the Weak

Deck: 0
Discard: 5

Thieving Imp
Skeleton Javelineer
Gunpoint Taxman
Surprise Attack
Deteriorate

Card-count check (opponent-viewable)

Expected: 10 + 4 teched = 14
3 on board
3 in hand
0 in deck
5 in discard
3 in workers


Gold: 0
Workers: 7

4 x start
T1: Summon Skeletons
T2: Skeletal Archery
T3: Jandra, the Negator

Interesting…

CAMS21 Round4: Player 2, Turn 3

P2 [Anarchy]/Strength/Growth vs P1 Demon/Anarchy/Finesse

Starting Hand

Pillage
Mad Man
Careless Musketeer

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Bird’s Nest, Surprise Attack
Blooming Ancient x2


Main:

  • Rook, Bombaster and Dog trade with GPT, your River to level 3, Haunt stop dancing and collapses
  • Worker (6)
  • Tech 2 Growth (2)
Workers

Pillage, Bloodburn, Makeshift Rambaster

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 2
  • Workers: 8

End of Turn Hand

Blooming Ancient
Scorch
Bloodrage Ogre
Blooming Ancient

End of Turn Discard
My Thoughts

Well, when that’s the two techs and nothing else’s bad that’s coming, I’ll just feed River and tech up. Float my gold for maybe a 2x Ancient + Arg drop, that’d be sweet amirite?


P1T4

Starting hand: 3
Thoughts

Interesting, I suppose FrozenStorm is just going straight for Growth engine. I could take Discord to make getting through the next few patrols easier, but I’d rather set up for more reliable Surprise Attacks.

Teched cards: 2

T2: Gunpoint Taxman, Two Step
T3: Gunpoint Taxman, Surprise Attack
T4: Appel Stomp, Surprise Attack


Get paid - (7)
Worker - (6)
Maxband River - (4)
Heroes’ Hall - (2)
River hits your Tech II down to 2
Discard 2, reshuffle 12, draw 4


River L5 3/4 (exhaust: sideline a Tech 0/I patroller; Tech 0 units cost 1 less gold)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Heroes’ Hall HP: 4


Hand: 4

Thieving Imp
Gunpoint Taxman
Gunpoint Taxman
Two Step

Deck: 8

Skeleton Javelineer
Surprise Attack
Deteriorate
Pestering Haunt
Appel Stomp
Surprise Attack
Graveyard
Sacrifice the Weak

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 6 teched = 16
0 on board
4 in hand
8 in deck
0 in discard
4 in workers


Gold: 2
Workers: 8

4 x start
T1: Summon Skeletons
T2: Skeletal Archery
T3: Jandra, the Negator
T4: Poisonblade Rogue

Interesting…

CAMS21 Round4: Player 2, Turn 4

P2 [Anarchy]/Strength/Growth vs P1 Demon/Anarchy/Finesse

Starting Hand

Blooming Ancient
Scorch
Bloodrage Ogre
Blooming Ancient

Events of Turn:


Upkeep:

  • Get Gold (8+2gold)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Might of Leaf and Claw, Surprise Attack
Bird’s Nest, Surprise Attack
Blooming Ancient x2


Main:

  • Blooming Ancient (6)
  • Blooming Ancient #2, BA+1 (2)
  • Arg + wisp, BA+4 (0)
  • Give Wisp a rune from #2
  • skip worker
Workers

Pillage, Bloodburn, Makeshift Rambaster

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 2 GROWTH

In Patrol:

  • :psblueshield: Squad Leader: Arg (1/3+1armor, lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Blooming Ancient (5/7, +++)

In Play:

  • Wisp (1/2, +)
  • Blooming Ancient (3/5, +)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Charge
Might of Leaf and Claw
Scorch
Surprise Attack

End of Turn Discard
My Thoughts

Yep feels pretty sweet, spose Sharks might stink but we’ll see!


Oh, my.

P1T5

Starting hand: 3

Thieving Imp
Gunpoint Taxman
Gunpoint Taxman
Two Step

Thoughts

Oh, double Ancient, and I didn’t draw Surprise Attack. That’s probably game, but I’ll try to set up for when I do draw it.

Teched cards: 2

T2: Gunpoint Taxman, Two Step
T3: Gunpoint Taxman, Surprise Attack
T4: Appel Stomp, Surprise Attack
T5: 2 x Nimble Fencer


Get paid + 2 float - (10)
Worker - (9)
Gunpoint Taxman - (7)
Thieving Imp, you discard card 1 of 4 - (5)
Two Step on Gunpoint Taxman and Thieving Imp - (3)
River hits Argagarg for 2+1A, takes 1 damage
Captain Zane - (1)
Zane kills Argagarg, takes 1 damage, hits level 3
Midband Zane - (0)
Discard 0, draw 2


:psblueshield: Gunpoint Taxman 5/5+1A (Two Step: +2/+2; anti-air; kills patroller: I steal 1 float)
:exhaust: Thieving Imp 4/4 (Two Step: +2/+2)

River L5 3/3 (exhaust: sideline a Tech 0/I patroller; Tech 0 units cost 1 less gold; 1 damage)
Zane L4 3/3 (haste; kills scavenger or technician: share bonus)

Two Step (partners get +2/+2 until one dies; channelled by River)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Heroes’ Hall HP: 4


Hand: 4

Surprise Attack
Surprise Attack

Deck: 6

Skeleton Javelineer
Deteriorate
Pestering Haunt
Appel Stomp
Graveyard
Sacrifice the Weak

Discard: 2

Nimble Fencer
Nimble Fencer

Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
3 on board
2 in hand
6 in deck
2 in discard
5 in workers


Gold: 0
Workers: 9

4 x start
T1: Summon Skeletons
T2: Skeletal Archery
T3: Jandra, the Negator
T4: Poisonblade Rogue
T5: Gunpoint Taxman

When the haste threat is low, the runes will flow XD GGWP

CAMS21 Round4: Player 2, Turn 5

P2 [Anarchy]/Strength/Growth vs P1 Demon/Anarchy/Finesse

Starting Hand

Charge (discarded)
Might of Leaf and Claw
Scorch
Surprise Attack

Events of Turn:


Upkeep:

  • Get Gold (8)
  • discard #1 of 4
  • Tech 2 cards in (except turn 1)
All Teched Cards

Dinosize x2
Might of Leaf and Claw, Surprise Attack
Bird’s Nest, Surprise Attack
Blooming Ancient x2


Main:

  • Zane, +2 runes (6)
  • Surprise Attack, sharks!, +4 runes
  • Sharks take SQL, no more dancing
  • Zane trades with Imp, your Zane maxbands
  • Move all 10 runes to one BA, hits your base to 8
  • Move all 10 runes to other BA, hits your base to -4, GG!
  • Wisp gets all the runes and hits to -15 for funsies ^ _ ^

I’m a little confused by the Two Step plan, feels like Fencer would have been a better buddy for that (or just going Vandy DP, Blade, etc) but GG WP nonetheless, a tough matchup to be sure @charnel_mouse !

2 Likes

Well played! I went with a Taxman in case of Birds, Fencer seemed unreliable against Rook. Vandy plan might have been better, but I’m not really comfortable with using her yet. Not that I’m especially comfortable with early River either! Sums up where I am with this deck really. Potentially some cool stuff going on, especially Terras + Discord + Chaos Mirror, on top of Gunship Rush and Virtusos, but I don’t have the experience with these heroes to make it come together.

1 Like

Looking back at your thoughts I saw you were trying to use it with jav, not a bad idea, glad I took the gamble to kill it! Tough to count on when I could just as easily have had many Mad Man to take it down.

Yeah I think Vandy early is the play but that may just be my experience bias :smiling_imp:

1 Like

Well, I thought putting it on the Haunt instead was at least nice to try and make you choose between teching up and keeping Rook alive, but it turned out you hadn’t invested in him at all! Seems I need to put some practice time into early Vandy and Meta builds. Good luck going forward!

1 Like