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[CAMS22] Round2: P1 Penatronic [Finesse]/Disease/Necromancy vs P2 FrozenStorm [Demonology/Necromancy]/Finesse

@FrozenStorm let’s see if my dum-dum version of black/neutral starter can play with the OG.

P1T1


StartingHand Workers

STARTING HAND
Granfalloon Flagbearer
Helpful Turtle
Older Brother
Brick Thief
Tenderfoot


WORKERS
Granfalloon Flagbearer


NextHand

Spark
Timely Messenger
Wither
Fruit Ninja
Bloom


Discard

Brick Thief
Helpful Turtle
Older Brother


Tech card(s)
Get Paid - ($4)
Worker - ($3)
Tenderfoot - ($2)
Orpal - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Orpal (1/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Relevant changes:


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

Link to full rules changes will be in my post format every turn for ease of access.

It is an interesting choice though in theory, I like having Neutral Starter + Orpal. GL HF @penatronic

CAMS22 Round 2 Player 2, Turn 1

P2 Nightmare-ish vs P1 Finesse/Necromancy/Disease

Link to full rule changes in effect

Starting Hand

Graveyard
Skeletal Archery
Poisonblade Rogue
Skeleton Javelineer
Thieving Imp

Events of Turn:


Upkeep:

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

Main:

  • Thieving Imp (2)
  • Worker (1)
Workers

Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • nothing

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Deteriorate
Pestering Haunt
Jandra, the Negator
Sacrifice the Weak
Summon Skeletons

End of Turn Discard
My Thoughts

Orpal is a bit of a bummer but manageable. Having Wither is certainly nice for playing around him. Might be we do a Nether Drain thing with Garth to transition. Then again, Fencers and Starlets coming back from grave don’t worry too much about being temporarily hindered.


which card do I discard?

Oh yeah huh, #5 of 5

"P1T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Wither
Bloom
Spark
Timely Messenger
Fruit Ninja


WORKERS
Granfalloon Flagbearer
Fruit Ninja


NextHand

Brick Thief
Bloom
Helpful Turtle
Older Brother


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Wither imp - ($2)
Tech 1 - ($1)
Orpal and tenderfoot kill imp

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Orpal L1 (1/2)
  • Tenderfoot (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6
    "

CAMS22 Round 2 Player 2, Turn 2

P2 Nightmare-ish vs P1 Finesse/Necromancy/Disease

Link to full rule changes in effect

Starting Hand

Summon Skeletons
Sacrifice the Weak
Jandra, the Negator
Pestering Haunt
Deteriorate

Events of Turn:


Upkeep:

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

Dark Pact, Nimble Fencer


Main:

  • Vandy (5)
  • Jandra, the Negator (2)
  • Pestering Haunt
  • Worker (1)
  • Tech 1 (0)
Workers

Summon Skeletons, Poisonblade Rogue

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator (3/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Vandy (2/3 lvl 1)

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Graveyard
Deteriorate
Dark Pact
Skeleton Javelineer

End of Turn Discard
My Thoughts

Hmm interesting choice, okay then, I can recover cards with Jandra pretty well I think, maybe even score an Orpal death. We shall see :slight_smile:


"P1T3


Tech StartingHand Workers

TECH
Nimble Fencer
Nimble Fencer


STARTING HAND
Helpful Turtle
Older Brother
Brick Thief
Bloom


WORKERS
Granfalloon Flagbearer
Fruit Ninja
Older Brother


NextHand

Timely Messenger
Spark
Bone Collector
Bone Collector


Discard

Bloom
Tenderfoot (1/1)
Helpful Turtle
Brick Thief
Nimble Fencer
Nimble Fencer


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Orpal lvl4 - ($3)
Bloom orpal - ($1)
Orpal sacrifices Tenderfoot to put a -1/-1 on Jandra

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Orpal L4 (3/5A)+
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Missing a t1 sucks a bit while staring down this boardstate. I may be in trouble if he draws a nimble fencer but I think this is the play.

"

That’s a scary Orpal, I think I should kill him

CAMS22 Round 2 Player 2, Turn 3

P2 Nightmare-ish vs P1 Finesse/Necromancy/Disease

Link to full rule changes in effect

Starting Hand

Graveyard
Deteriorate
Dark Pact
Skeleton Javelineer

Events of Turn:


Upkeep:

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

Maestro, Nimble Fencer
Dark Pact, Nimble Fencer


Main:

  • Midband Vandy (5)
  • Haunt pings Orpal’s Armor off, Jandra pings him to 3hp, both die
  • Vandy taps and discards one for shadow blade (4)
  • Shadow Blade kills Orpal, Vandy maxbands and heals, you discard #1 of 4 (1)
  • Worker (0)
Workers

Skeleton Javelineer, Summon Skeletons, Poisonblade Rogue

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Vandy (4/5 lvl 5)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Sacrifice the Weak
Nimble Fencer
Skeletal Archery
Thieving Imp

End of Turn Discard
My Thoughts

That’s a scary Orpal 0_0. I could tech Doom Grasp, DP it up and tech up, but idk that’s how I want to deal with the Orpal. Better, I think to just kill 'em now with a Shadow blade tutor. Plus I get a card snowball going, can Imp next turn as well + tech up, and then I am showing Meta / Tech 2 dual threat. Seems worth, winning position


P1T4


Tech StartingHand Workers

TECH
Gorgon
Gorgon


STARTING HAND
Timely Messenger
Bone Collector
Spark
Bone Collector


WORKERS
Granfalloon Flagbearer
Fruit Ninja
Older Brother
Spark


NextHand

Wither
Nimble Fencer


Tech 2 card(s)
Get Paid + float, discard #1- ($8)
Worker - ($7)
Bone Collector - ($5)
Bone Collector - ($3)
Garth - ($1)
Summon Skeleton - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Bone Collector (3/3)
  • :pschip: Technician: Bone Collector (3/3)
  • :target: Lookout:

In Play:

  • Garth L1 (1/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

well didnt see the darkblade coming. Being this low on cards suck and this spec does not have many ways to come back. Not sure if 1 or 2 bone collectors is the right play, going down to zero cards feels terribad but I’m afraid I’ll end up forever behind if I don’t get bodies on the field.

CAMS22 Round 2 Player 2, Turn 4

P2 Nightmare-ish vs P1 Finesse/Necromancy/Disease

Link to full rule changes in effect

Starting Hand

Sacrifice the Weak
Nimble Fencer
Skeletal Archery
Thieving Imp

Events of Turn:


Upkeep:

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

Leaping Lizard, Discord
Maestro, Nimble Fencer
Dark Pact, Nimble Fencer


Main:

  • Thieving Imp, discard #1 of 2 (5)
  • Worker (4)
  • Tech 2 Finesse (0)
Workers

Skeletal Archery, Skeleton Javelineer, Summon Skeletons, Poisonblade Rogue

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2+1/2)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Vandy (4/5 lvl 5)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Sacrifice the Weak
Dark Pact
Graveyard
Nimble Fencer

End of Turn Discard
My Thoughts

Whelp, thats a lotta skeleton coming my way. Luckily I have discord for that. Stick to Imp + Tech up, putting Pena on one card and protecting the tech 2 means I should be in pretty good shape. Might lose Vandy to a Garth sac or midband? but w/e that’s fine, not gonna be easy to recover on cards though I spose skeletons will help…


Your vandy should be 4/4, right?

P1T5


Tech StartingHand Workers

TECH
Plague Lab
Plague Lab


STARTING HAND
Wither
Nimble Fencer


WORKERS
Granfalloon Flagbearer
Fruit Ninja
Older Brother
Spark
Nimble Fencer


NextHand

Timely Messenger
Tenderfoot (1/1)


Discard

Wither
Bone Collector (3/3)
Plague Lab
Plague Lab


Tech 2 card(s)
Get Paid, discard #1 - ($8)
Worker - ($7)
Bone collector kills imp, makes a skeleton
Garth to L4, sacrifice a skeleton to draw - ($4)
Nimble fencer - ($2)
Fencer + bone collector #2 kill Vandy, you draw a card, Garth to lvl6, make a skeleton
Level Garth to Lvl7, bring out a Nimble Fencer - ($1)
Garth and fencer break your T2, base takes 2 dmg
Garth makes a skeleton - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

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

In Play:

  • Garth L7 (3/4)
  • Bone Collector (3/1)
  • Nimble Fencer (2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 5
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

rude imp! also having to worker a T1 unit sucks, I have plenty of T0 shit in my deck still.

I don’t like going down to zero cards again, but this way I avoid another potential brutal shadowblade play and break his T2 to avoid some epic finesse shinanegans like he got to play last round of the tournament. Hopefully it was worth it for the T2 break as opposed to just getting out the Bone Collector, who has a lot more value after that first slap.

Pretty much have to take a turn off now with that draw, but I need to T2 anyways and hopefully my board state can keep me afloat.

Yes, and if she attacked SL, she is not going to be able to patrol.

2 Likes

That’s my bad I decided not to attack, so you should have one more skeleton Pena.

Ok, I was confused, will fix

1 Like

CAMS22 Round 2 Player 2, Turn 5

P2 Nightmare-ish vs P1 Finesse/Necromancy/Disease

Link to full rule changes in effect

Starting Hand

Sacrifice the Weak
Dark Pact
Graveyard
Nimble Fencer
Leaping Lizard (oof, deteriorate or discord woulda been really nice)

Events of Turn:


Upkeep:

  • Get Gold (9)
  • draw 1 techn
  • Tech 2 cards in except turn 1
All Teched Cards

Star-Crossed Starlet x2
Leaping Lizard, Discord
Maestro, Nimble Fencer
Dark Pact, Nimble Fencer


Main:

  • Garth (7)
  • Nimble Fencer (5)
  • Graveyard (3)
  • Tower (0)
Workers

Skeletal Archery, Skeleton Javelineer, Summon Skeletons, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Garth (1/3 lvl 1)
  • :target: Lookout:

In Play:

  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Shadow Blade
Jandra, the Negator
Nimble Fencer
Discord
Maestro

End of Turn Discard
My Thoughts

That’s a lot of skeletons… 0_0

Woulda been really nice to get discord here but I spose at least Garth is maxbanded and I still have the tech advantage. Graveyard + Garth + Tower is a decent alternative, should take some heat off the tech buildings


"P1T6


Tech StartingHand Workers

TECH
Death Rites
Sickness


STARTING HAND
Tenderfoot (1/1)
Timely Messenger
Bloom


WORKERS
Granfalloon Flagbearer
Fruit Ninja
Older Brother
Spark
Nimble Fencer
Tenderfoot (1/2)


NextHand

Gorgon
Gorgon
Helpful Turtle
Brick Thief


Discard

Wither
Bone Collector (3/3)
Plague Lab
Plague Lab
Timely Messenger
Bloom
Death Rites
Sickness


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tech 2 Disease - ($4)
Make a skeleton, sacrifice a skeleton to draw - ($3)
Tower - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3A)
  • :psfist: Elite: Skeleton (2/1)
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Garth L7 (3/4)
  • Bone Collector (3/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I could sell it all to break his tower, but that doesn’t quite seem worth it. Better to get my hand back to a happy place and hold off.

"

CAMS22 Round 2 Player 2, Turn 6

P2 Nightmare-ish vs P1 Finesse/Necromancy/Disease

Link to full rule changes in effect

Starting Hand

Shadow Blade
Jandra, the Negator
Nimble Fencer
Discord
Maestro

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in except turn 1
All Teched Cards

Grounded Guide, Dark Pact
Star-Crossed Starlet x2
Leaping Lizard, Discord
Maestro, Nimble Fencer
Dark Pact, Nimble Fencer


Main:

  • River (7)
  • Discord, skeletons and BC die, you get 1g and rs draw 1 (5)
  • Maestro (2)
  • Fencer and Garth kill SQL, take 1 each
  • Nimble Fencer from hand, free
  • Fencer hits your Garth, goes to graveyard, resurrects and finishes him off, my Garth to level 3
  • Worker (1)
  • Make a skeleton (0)
Workers

Jandra, The Negator, Skeletal Archery, Skeleton Javelineer, Summon Skeletons, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: River (2/3a lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Garth (1/2 lvl 3)
  • Maestro (3/5)
  • Nimble Fencer (2/2)
  • Graveyard (3hp, holding Nimble Fencer)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Pestering Haunt
Deteriorate
Grounded Guide

End of Turn Discard
My Thoughts

Aaaight this works out great, discord saves the day, kill everything, own the board. Hopefully turns into GG.


What a discord!

Gotta tech it against all those skeletons :wink: