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

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:

Your summary says discard 1 reshuffle draw 2, shouldn’t it be draw 3?

Yes, holding 3 cards in hand, ty for catching that :slight_smile:

@Penatronic did I do sufficient damage with it to call it? Or naw?

No I think I have a chance just debating on one final patrol, I’ll post this morning.

Maybe thinking I have a chance is dumb nightmare was not a thing when my boomer ass was last playing and I saw what you did in your first game

1 Like

Once you have the maestro Fencer graveyard setup it’s pretty hard to compete but I welcome the optimism

Which is kind of a silly low bar if we’re being honest

1 Like

"P1T7


StartingHand Workers

STARTING HAND
Helpful Turtle
Gorgon
Brick Thief
Gorgon
Wither


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


NextHand

Sickness
Bone Collector (3/3)
Plague Lab
Bone Collector (3/1)


Discard

Nimble Fencer (2/3A)
Wither
Helpful Turtle


Tech 0 card(s)
Get Paid + scav + tech - ($11)
No Worker
Gorgon x2 - ($5)
Brick thief, 1 damage to your tower - ($3)
River - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gorgon (2/4A)
  • :psfist: Elite: Brick Thief (2/1), resist 1
  • :ps_: Scavenger: Gorgon (2/4)
  • :pschip: Technician: River L1 (2/3)
  • :target: Lookout:

In Play:
*

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: 6
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 10
    "

That was quite a defense and I’m about to give ya a lot of cards, so maybe it isn’t over.

And yeah, not too crazy difficult to get the Maestro Fencer graveyard setup. Then again neither are the Ancient/Shark/Birds or MoLaC/Zane/Shark or Peace Engine setups :wink: Even still, maybe Maestro should cost 4 or make Virtuosos cost 50% less or something. Free is always a problematic cost in this game :wink:

CAMS22 Round 2 Player 2, Turn 7

P2 Nightmare-ish vs P1 Finesse/Necromancy/Disease

Link to full rule changes in effect

Starting Hand

Pestering Haunt
Deteriorate
Grounded Guide
Sacrifice the Weak

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Tech 1 card
All Teched Cards

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


Main:

  • Garth to level 5 (8)
  • Make a skeleton, sacrifice to draw (7)
  • Grounded Guide (2)
  • Deteriorate SQL, Fencer trades with it, you draw 1 (1)
  • Maestro kills river, Garth maxbands and fetches another Grounded Guide, you draw 1
  • Revive Fencer, trade with Scav Gorgon, you draw 1 and get 1g
  • Skeleton trades with Brick Thief
  • My River and Garth break your tech2, your base to 18, take 1 each
Workers

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

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tower HP: 3

In Patrol:

  • :psblueshield: Squad Leader: Grounded Guide (5/4a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Grounded Guide (5/4)
  • :target: Lookout:

In Play:

  • Garth (3/3 lvl 7)
  • Maestro (5/2)
  • River (2/2 lvl 1)
  • Graveyard (3hp, holding Nimble Fencer x2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Thieving Imp
Star-Crossed Starlet
Star-Crossed Starlet
Shadow Blade

End of Turn Discard
My Thoughts

Double Gorgon + Brick Thief is a pretty heavy patrol, but at least I can score some free levels off River. Well, I can score free levels if I deteriorate SQL. And maybe I try to use 1g to draw a Starlet or Dark Pact I spose.

Sac the Weak, eh, not what we wanted. Oh well, better chance for big chonga starlets next turn


I did not think through the patrol well enough did I, should have had the brick thief in SQL so the skele couldn’t be so efficient.

[b]P1T8[/b]
StartingHand Workers

STARTING HAND
Plague Lab
Bone Collector (3/1)
Sickness
Bone Collector (3/3)
Spreading Plague
Death Rites
Plague Lab


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


NextHand

Spreading Plague
Spreading Plague
Bloom
Timely Messenger
Brick Thief (2/1), resist 1


Tech 0 card(s)
Get Paid + float + scav + draw 3 - ($12)
Rebuild T2
Orpal - ($10)
Sickness both Guides - ($8)
Spreading Plague, guides die and your graveyard blows up, you draw a card - ($4)
Bone Collector 2x - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Orpal L1 (1/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

well I think fucked up that patrol, had I had the brick Thief in SQL or just thrown the turtle down I may have been able to keep my T2 and get the Plague Lab + Spreading Plague combo. It sucks leaving that maestro on the board, but at least the graveyard is down fencers are in the discard and I’m actually ahead on cards after being down to nothing. Don’t love this new hand but I can probably draw another with Garth next turn so hopefully I can hit a Plague Lab or Gorgon.