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[CAMS22] Round1: P1 FrozenStorm [Demonology/Necromancy]/Finesse vs P2 Shadow_Night_Black Mono Purple

Relevant changes:

  • Deteriorate cost 1
  • Vandy no resist, DP cost 1
  • Garth 2/3 midband, LB does 6 base damage

Link will be in my post format every turn for ease of access.

Think that’s everything, GL HF @Shadow_Night_Black ! Good to see you back in tourney action :slight_smile:

CAMS22 Round 1 Player 1, Turn 1

P1 Nightmare-ish vs P2 Purple

Link to full rule changes in effect

Starting Hand

Sacrifice the Weak
Poisonblade Rogue
Deteriorate
Skeletal Archery
Skeleton Javelineer

Events of Turn:


Upkeep:

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

Main:

  • Vandy (2)
  • Skeleton Javelineer (1)
  • Worker (0)
Workers

Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (1/1a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (2/3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Pestering Haunt
Graveyard
Jandra, the Negator
Thieving Imp
Summon Skeletons

End of Turn Discard
My Thoughts

Kinda sucks to get both combats here but Jav is a good draw, that + Vandy is solid, play for pressure, I don’t think there’s any reason not to run Finesse T2? Graveyard a little sketch against Vir but not awful. Could do all-out heroes w/ Harmony / DP I spose? A little sketch against Stewie. Meta not a slam dunk against Prynn either though especially with no resist. Ah well spose we just play on and hedge the Meta / FinT2, usually works well. Gotta remember my DP and Det changes though!


1 Like

GL HF!
Hope to be able to make it through this one, IRL has been a pain for the last few, though being matched with you and nightmare is probably going to reduce the tournament time for me at least.

P2T1


StartingHand Workers

STARTING HAND
Hardened Mox
Forgotten Fighter
Temporal Research
Battle Suits
Time Spiral


WORKERS
Forgotten Fighter


NextHand

Fading Argonaut
Plasmodium
Nullcraft
Neo Plexus
Tinkerer


Discard

Temporal Research
Time Spiral
Battle Suits


Tech card(s)
Get Paid - ($5)
Worker - ($4)
Mox - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (1/1, Indestructable)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

So, Nightmare vs Purple (and even worse, FrozenStorm), this is going to be a hard fight, and I’m rusty.
Thankfully Deteriorate and DP nerfs are here to help me out.
Main desecision here is SL vs LO for mox. SL is good vs Jav rune, Lookout is good vs deteriorate, but with the nerfs, I would quite like them to spend the 1 gold and a card, so ignoring LO (as I doubt they would spend 2 gold, and I want them to not play imp/graveyard this turn)

CAMS22 Round 1 Player 1, Turn 2

P1 Nightmare-ish vs P2 Purple

Link to full rule changes in effect

Starting Hand

Pestering Haunt
Graveyard
Jandra, the Negator
Thieving Imp
Summon Skeletons

Events of Turn:


Upkeep:

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

Dark Pact, Nimble Fencer


Main:

  • Thieving Imp, discard #2 of 5 (2)
  • Worker (1)
  • Tech 1 (0)
Workers

Summon Skeletons, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

In Play:

  • Vandy (2/3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Deteriorate
Skeletal Archery
Nimble Fencer
Graveyard
Dark Pact

End of Turn Discard
My Thoughts

Mox, k fine, Imp and tech up, still think Finesse T2/Meta gambit is the play


P2T2


Tech StartingHand Workers

TECH
Gilded Glaxx
Tricycloid


STARTING HAND
Nullcraft
Plasmodium
Fading Argonaut
Tinkerer
Neo Plexus


WORKERS
Forgotten Fighter
Tinkerer


NextHand

Plasmodium
Time Spiral
Neo Plexus


Tech 2 card(s)
Get Paid + float - ($7)
Discard #2 from imp
Worker - ($6)
Tech 1 - ($5)
Nullcraft - ($3)
Fargo - ($1)
Nullcraft kills Skeleton Jav

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (1/1, Indestructable)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Fading Argonaut (2/3, Fading 3)
  • :target: Lookout:

In Play:

  • Nullcraft (1/1, Flying Haste)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Okay, Imp is still a problem, but we can at least start the pressure now.
Glaxx is coming in as a good blocker thats hard to deal with, but how hard do we want to attempt tech 2 right now? assuming some combination of DP/Fencers coming in so have to be worried about tech 2 living if built next turn. And drawing a dead Hyperion next turn is painful.
I’m drawing 3 of 7, so good odds for hyperion in second hand, but I think its going to be less useful than a Tric given the aggressiveness of nightmare.
Going to go all in on tech 2, lets do this

1 Like

Dang burning cards already

CAMS22 Round 1 Player 1, Turn 3

P1 Nightmare-ish vs P2 Purple

Link to full rule changes in effect

Starting Hand

Deteriorate
Skeletal Archery
Nimble Fencer
Graveyard
Dark Pact

Events of Turn:


Upkeep:

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

Star-Crossed Starlet, Nimble Fencer
Dark Pact, Nimble Fencer


Main:

  • Dark Pact, base to 18 draw 2 (5)
  • Nimble Fencer (3)
  • Graveyard (1)
  • Pestering Haunt
  • Worker (0)
Workers

Jandra, the Negator, Summon Skeletons, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Thieving Imp (2/2)

In Play:

  • Vandy (2/3)
  • Pestering Haunt (1/1)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Sacrifice the Weak
Dark Pact
Skeletal Archery
Deteriorate
Star-Crossed Starlet

End of Turn Discard
My Thoughts

Wow going hard already, dc 1 draw 3. I spose maybe trying to fast tech and establish a base board presence to do that? Possible. Either way I think I go graveyard + fencer + DP, I’ll tech more T1 stuff just in case I want to go hard next turn but more likely I replay from graveyard and tech up next turn, I’ll have a super light cycle so I can reactive tech next turn and be fine. If I get the graveyard stolen, bad luck I guess


P2T3


Tech StartingHand Workers

TECH
Hyperion
Temporal Distortion


STARTING HAND
Plasmodium
Time Spiral
Neo Plexus


WORKERS
Forgotten Fighter
Tinkerer
Plasmodium


NextHand

Battle Suits
Gilded Glaxx
Tricycloid


Discard

Time Spiral
Hyperion
Temporal Distortion


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech 2 (Present) - ($3)
Nullcraft kills Haunt
Neo - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (1/1, Indestructable)
  • :psfist: Elite: Fading Argonaut (3/3, Fading 2)
  • :ps_: Scavenger:
  • :pschip: Technician: Neo Plexus (2/2)
  • :target: Lookout:

In Play:

  • Nullcraft (1/1, Flying Haste)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Okay, Tric next turn (if tech 2 lives), but they have a lot of cards, and a lot of haste effects, so that is far from gaurnteed

Hmm did you dare first cycle tech 2 and luck out drawing them on time?

CAMS22 Round 1 Player 1, Turn 4

P1 Nightmare-ish vs P2 Purple

Link to full rule changes in effect

Starting Hand

Sacrifice the Weak
Dark Pact
Skeletal Archery
Deteriorate
Star-Crossed Starlet

Events of Turn:


Upkeep:

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

Maestro, Leaping Lizard
Star-Crossed Starlet, Nimble Fencer
Dark Pact, Nimble Fencer


Main:

  • Star-Crossed Starlet (5)
  • Replay Haunt from graveyard
  • Worker (4)
  • Tech 2 Finesse (0)
Workers

Skeletal Archery, Jandra, the Negator, Summon Skeletons, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3a)
  • :psfist: Elite:
  • :pspig: Scavenger: Star-Crossed Starlet (3/2)
  • :exhaust: Technician: Thieving Imp (2/2)
  • :target: Lookout:

In Play:

  • Vandy (2/3)
  • Pestering Haunt (1/1)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Skeleton Javelineer
Nimble Fencer
Dark Pact
Deteriorate
Leaping LIzard

End of Turn Discard
My Thoughts

hmmm so did SNB first tech hyperions or something? Worst case is probably Battle Suits + Hyperion, but I’m going to hope it was more like Stewardess + Now! or something. It’s only 3 cards, chances seem low it’s devastating. I could do like Tower + Imp and kill the Fargo, that’d lower the chance even further of a big tech2 play, but I’d rather tech up and risk the tech break or vandy kill or graveyard loss


Maybe… Would prefer to think of it as adapting my T3 plan to the 3/4 chance of having a Tech 2 this turn.
P2T4


Tech StartingHand Workers

TECH
Gilded Glaxx
Now!


STARTING HAND
Tricycloid
Gilded Glaxx
Battle Suits


WORKERS
Forgotten Fighter
Tinkerer
Plasmodium


NextHand

Temporal Distortion
Temporal Research
Hyperion


Tech 2 card(s)
Get Paid + float - ($9)
Battle suits - ($7)
Fargo and Nullcraft kill Fencer
Mox kills scarlet, your get 1 gold
Neo kills Imp, you draw
Tric, mox is trashed - ($2)
Tric pings Haunt, graveyard overflows and dies
Geiger - ($0)

Float ($0)
Discard 1, draw 1, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tricycloid (5/5 + A, 2 time runes)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Geiger (2/3, lvl 1, spark shot)
  • :target: Lookout:

In Play:

  • Nullcraft (1/1, Flying Haste)
  • Fading Argonaut (3/1, Fading 1)
  • Battle Suits

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Okay, lets break down that graveyard, do not need automatic haste on the board

Fair enough lol

CAMS22 Round 1 Player 1, Turn 5

P1 Nightmare-ish vs P2 Purple

Link to full rule changes in effect

Starting Hand

Skeleton Javelineer
Nimble Fencer
Dark Pact
Deteriorate
Leaping Lizard
Maestro + DP (rs DP 1)
Haunt + Thieving Imp (DP2)

Events of Turn:


Upkeep:

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

Star-Crossed Starlet, Dark Pact
Maestro, Leaping Lizard
Star-Crossed Starlet, Nimble Fencer
Dark Pact, Nimble Fencer


Main:

  • Dark Pact, draw 1 rs draw 1 (8)
  • Dark Pact, draw 2 base to 14 (7)
  • Leaping Lizard (6)
  • Pestering Haunt
  • Maestro (3)
  • Nimble Fencer, for free
  • Tower (0)
Workers

Skeletal Archery, Jandra, the Negator, Summon Skeletons, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 4 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Leaping Lizard (3/5a)
  • :psfist: Elite: Maestro (3+1/5)
  • :pspig: Scavenger:
  • :exhaust: Technician: Nimble Fencer (2/3)
  • :target: Lookout:

In Play:

  • Vandy (2/3)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Graveyard
Star-Crossed Starlet
Nimble Fencer
Star-Crossed Starlet
Thieving Imp

End of Turn Discard
My Thoughts

Mmmk I think if I can kill Tric that’d be massive. If I tech another Starlet and DP I maximize the chances of that, deteriorate + fencer + starlet or fencer can get it done. Okay, lets go for it

Another DP on the RS, solid, let’s see what we pull, chances are really high

Well win some lose some. Haunt’s an easy yes. What else though? I could StW the Nullcraft away. Lizard probably can take care of it though… I can Imp and hope to hit something important + continue the card pressure, but Max and Vir should be able to solve that problem… Shoot this is a bummer… Really wanted that Tric kill! Graveyard at least would have been nice on the whiff! Wait a minute… SNB skipped a worker and is now on 8 gold. Maybe workering and midbanding Vandy is the play? No more resist but still that leaves a Vandy kill out for maxbanding Geiger + a tech 2 unit. Really Hyperion in hand, what’s the worst that happens? Tric kills SQL, Hyperion kills Maestro, Geiger kills Vandy w/ tric or nullcraft, flicker Hyperion break t1 or t2? yeah okay actually that super sucks.

Maybe not if I go tower? Maestro in Elite + Tower means Hyp can’t kill it and live to flicker. Also makes Geiger tough to keep alive on any attacks, and deals w/ Nullcraft. Okay, I can dig it. WAIT I can patrol the fencer too! Oh that makes Vandy and tech2 much safer. Okay yes, I like this plan, tower it is, I can skip workers too and I can fetch the maestro to play my monster hand next turn


One of the main problems I have against nightmare is figuring out what is actually the more dangerous thing, Vandy, Mestro and Fencer are all really strong cards. Which also leads into the problem of breaking tech 1/tech 2 also being non obvious…
Just finalising my turn now. will edit and tag when done

There isn’t a great answer I think. That’s the nasty part. If you go after Vandy hard it’s still not too hard to win with finesse t1 and 2, and Vandy can still be really threatening without the finesse units.

Like peace engine I think t1 gets overlooked as a great thing to kill

1 Like

Well, we will see if I made the right choice at least, took a bit longer than expected because made the first attempt forgetting about the tower you built, which ruined a series of really nice lines for me…
P2T5


Tech StartingHand Workers

TECH
Now!
Promise of Payment


STARTING HAND
Temporal Research
Hyperion
Temporal Distortion
Now!


WORKERS
Forgotten Fighter
Tinkerer
Plasmodium


NextHand

Time Spiral
Neo Plexus (2/2)
Gilded Glaxx
Gilded Glaxx


Discard

Fading Argonaut (3/1, Fading 1)
Now!
Promise of Payment
Now!
Temporal Distortion
Hyperion (5/1, Haste, Attack: Draw)
Temporal Research
Tricycloid (3/1)


Tech 2 card(s)
Get Paid - ($8)
Fargo fades away
Hyperion - ($3)
Hyperion runs into Lizard, I Draw
TD Hyperion for Void star - ($1)
Now! Void star - ($0)
Tric pings Lizard, Lizard dies
Void star kills Maestro
Tric kills Fencer
Tric pings Haunt to death

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Geiger (2/3 + A, lvl 1, spark shot)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nullcraft (1/1, Flying Haste)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Void star (5/3, Flying overpower)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 8

@FrozenStorm’s turn!

I believe Tric should be dead if it uses that last rune, as it takes 2+1tower from killing fencer

1 Like

good catch, moved to my discard pile

Jeez I just realized you had Now!, TD, AND Hyperion in that hand??!

Hell of a draw!

CAMS22 Round 1 Player 1, Turn 6

P1 Nightmare-ish vs P2 Purple

Link to full rule changes in effect

Starting Hand

Graveyard
Star-Crossed Starlet
Nimble Fencer
Star-Crossed Starlet
Thieving Imp
Dark Pact (techn)

Events of Turn:


Upkeep:

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

Grounded Guide, Doom Grasp
Star-Crossed Starlet, Dark Pact
Maestro, Leaping Lizard
Star-Crossed Starlet, Nimble Fencer
Dark Pact, Nimble Fencer


Main:

  • Garth + Maxband, fetch Maestro back (0)
  • Nimble Fencer, hits Geiger
  • Vandy kills Geiger, midbands and heals
  • Star-Crossed Starlet x2, hit your base to 14
Workers

Skeletal Archery, Jandra, the Negator, Summon Skeletons, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 4 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Maestro (3/5a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (3/4 lvl 3)
  • Nimble Fencer (2/1)
  • Star-Crossed Starlet (3/2)
  • Star-Crossed Starlet (3/2)
  • Garth (3/4 lvl 7)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Sacrifice the Weak
Deteriorate
Skeleton Javelineer
Dark Pact
Thieving Imp

End of Turn Discard
My Thoughts

Suddenly this became a base race. DP technician isn’t appealing if Void Star can put my base on notice. I might just be checkmated here? I either have to finish imminently or kill the void star next turn. I spose Doom Grasp would be a way to do that, but if garth dies and overpowers the base next turn I might be just locked off. I am drawing into StW though so if I patrol Garth in SQL, he can’t be one shot from lethal on base with void star without getting rid of the nullcraft, and I should be able to StW away the void star if that happens. So one DG and one GG to help end the game, makes sense to me

Wait overpower doesn’t work if you aren’t patrolling. So do I think there’s another hyperion in there? No access to Now! without Geiger, don’t think there’s another hyperion if he teched TD, maybe I just patrol nothing? No I’ll keep Maestro SQL just in case, doubling off Maestro + like a starlet or some base damage isn’t too bad


Pretty sure you have me here, but lets see how, will add in thoughts for this turn later.

P2T6


Tech StartingHand Workers

TECH
Ready or Not
Ready or Not


STARTING HAND
Time Spiral
Gilded Glaxx
Gilded Glaxx
Neo Plexus (2/2)


WORKERS
Forgotten Fighter
Tinkerer
Plasmodium


NextHand

Ready or Not
Now!
Fading Argonaut (3/1, Fading 1)


Tech 2 card(s)
Get Paid - ($8)
Neo - ($6)
Nullcraft kills Fencer
Glaxx - ($3)
Glaxx - ($0)
Void star breaks your tech 2, your base to 12

Float ($0)
Discard 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gilded Glaxx (4/4 + A)
  • :psfist: Elite:
  • :ps_: Scavenger: Gilded Glaxx (4/4)
  • :pschip: Technician: Neo Plexus (3/2)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Void star (5/2, Flying overpower)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

@FrozenStorm’s turn!

I think you’ve added a worker without paying for it.

1 Like

good shout, have removed the worker, and redrawn the hand with the extra card. I’ve gotten rusty in my time away (first interation of the turn has me making a worker, before realising it left me dead to about 7 different cards in frozen storms deck, which I decieded was a bad idea)

Dar_ Pa_t sho_l_n’t h_t opponent’s _ase

Worker shmurker, I’d like to solve the puzzle, Pat!

GG WP it was a tight one but I just barely found lethal XD

it’s silly to think if you flip flop Plexus and Glaxx patrol, I don’t get to StW the Doom Glaxx out of the way, and I’d have to lose most of my board just breaking the tech 2. Idk if that’s winning position still or not, probably but much dicier!

CAMS22 Round 1 Player 1, Turn 7

P1 Nightmare-ish vs P2 Purple

Link to full rule changes in effect

Starting Hand

Sacrifice the Weak
Deteriorate
Skeleton Javelineer
Dark Pact
Thieving Imp

Events of Turn:


Upkeep:

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

Metamorphosis, Maestro
Grounded Guide, Doom Grasp
Star-Crossed Starlet, Dark Pact
Maestro, Leaping Lizard
Star-Crossed Starlet, Nimble Fencer
Dark Pact, Nimble Fencer


Main:

  • Deteriorate SQL (7)
  • Maxband Vandy, doom Starlet and scav (5)
  • Vandy kills SQL, takes 3
  • Maestro kills Plexus, takes 3, you draw 1
  • Make a skeleton (4)
  • Sacrifice the Weak, Skeleton and Glaxx die (2)
  • Doom Starlet, other starlet, and Garth hit your base to 1
  • Dark Pact your base, GG WP! (1)

GG, I still think I die if I swap the glaxx and the neo (just takes a bit longer), as without the void star I don’t stand a chance atm, had several leathal outs if you don’t kill me this turn, so it was just get as much defence will not allowing sac the weak to easily kill void star.
Think my major error this game was turn 5, there where so many options, and it all depended on what I thought you had, and I don’t have a good valueation vs nightmare of what is easily replaceable/a threat. I should have problably just kept tech 2 down and worries less about Maestros, knowing that void star + tric was going to be a quick kill (forgot you where at 14 rather than 20, which changes so much math)
Your turn 4 tower was excellent btw, without that I crush you on turn 5 (either wipe everything, or break tech 2 and just leave vandy) with a decent board position.

Defo felt a lot better with DP costing 1 and Deteriorate costing 1 from my end (plus knowing that tric could still do a lot to vandy after mid band), and hasn’t seemed to push it too far in the other direction, would be interesting to know your thoughts on this

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