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
Thieving Imp 2/2+1A
Pestering Haunt 1/1 (unstoppable; can’t patrol or be sacrificed; attack capped at 1)
Base HP: 20
Hand: 4
Skeleton Javelineer
Skeletal Archery
Deteriorate
Sacrifice the Weak
Deck: 1
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
-
-
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Bloodrage Ogre (3/2+1armor)
-
Elite: Rook (2+1/4)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
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!
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.
- 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.
- 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
Thieving Imp 2/2+1A
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)
Base HP: 20
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
Main:
- Brogre trades Imp
- Rook kills skele, takes 2
- Bombaster (4)
- Nautical Dog (3)
- Tech 1 (1)
- Worker (0)
Workers
Bloodburn, Makeshift Rambaster
-
-
Patrol as below
- Discard 1 Draw 1 rs Draw 2
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Bombaster (2/2+1armor)
-
Elite:
-
Scavenger:
-
Technician: Nautical Dog (1/1)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
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
Gunpoint Taxman 5/5+1A (Two Step: +2/+2; anti-air; kills a patroller: I steal 1 float)
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)
Base HP: 20
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
-
-
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
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)
Base HP: 20
Tech I HP: 5
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
-
-
Patrol as below
- Discard 2 Draw 1 rs Draw 3
Board Info:
Buildings:
-
Base HP: 19
- Tech1 HP: 5
- Tech2 HP: 2 GROWTH
In Patrol:
-
Squad Leader: Arg (1/3+1armor, lvl 1)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Blooming Ancient (5/7, +++)
In Play:
- Wisp (1/2, +)
- Blooming Ancient (3/5, +)
Economy Info:
Cards:
Gold:
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
Gunpoint Taxman 5/5+1A (Two Step: +2/+2; anti-air; kills patroller: I steal 1 float)
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)
Base HP: 20
Tech I HP: 5
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 
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!
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