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

@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

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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

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"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.

Then it would have been det SL with the same net result :wink:

But nice return, Penatronic
Interesting game to watch!

Oooof I was hoping there wasn’t a Spreading Plague tech lurking in there… that’s a bummer

Question: if you have a plague lab in hand (I suspect you might?) or Wither or something where Starlets taking 1 damage on upkeep would cause a death, can I get patrol bonuses from the death? or do they leave patrol pre-upkeep?

CAMS22 Round 2 Player 2, Turn 8

P2 Nightmare-ish vs P1 Finesse/Necromancy/Disease

Link to full rule changes in effect

Starting Hand

Thieving Imp
Star-Crossed Starlet
Star-Crossed Starlet
Shadow Blade
Discord (techn)
Dark Pact (skele)

Events of Turn:


Upkeep:

  • Get Gold (10+1float)
  • Tech 2 cards in
All Teched Cards

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


Main:

  • Tech 3 (6)
  • Midband River (4)
  • Star-Crossed Starlet x2 for free
  • Make a skeleton, sacrifice to draw (3)
  • River taps to sideline SQL
  • Garth trades with techn, you draw 1, Orpal to level 3
  • Vandy (1)
  • Maestro trades with Orpal, Vandy to midband
  • Worker (0)
Workers

Shadow Blade, Jandra, The Negator, Skeletal Archery, Skeleton Javelineer, 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
  • Tech3 HP: 5
  • Tower HP: 3

In Patrol:

  • :psblueshield: Squad Leader: Vandy (3/4a lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger: Star-Crossed Starlet (3/2)
  • :exhaust: Technician: Star-Crossed Starlet (3/2)
  • :target: Lookout:

In Play:

  • River (2/4 lvl 3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Leaping Lizard
Dark Pact
Dark Pact
Thieving Imp
Blademaster

End of Turn Discard
My Thoughts

I think I need to get Orpal outta here, he’s legit dangerous. Going to tech up, get some blademasters in the deck, and setup for some maxband Vandy hype as well as a backup win con. That Sickness + Plague setup is hawt and I had it coming w/ all those cards given over, and I want to avoid a Lab + Spreading or Orpal maxband shenanigans situation that has me lose the Maestro anyway. I’ll give up Garth here as well so I might set up meta + getting a fetch off for a maestro or something. We’ll see what the next cycle brings!

Oooh a blademaster babay! No fencer but yes Dark Pacts, might be able to turn that into a Maestro and that’d mean I probably just win


I think they are only technically patrolling at the end of your turn, otherwise you could like, patrol a skeleton and sacrifice it and get more from it that way

Well can’t sacrifice it during upkeep right? I guess from like Banefire or something?

I’m not 100% sure but in the rule book it says units/heroes don’t count as patrollers until you “lock them in” at the end of your main phase, so I assume that means they arent patrolling earlier in your turn, like the ready and upkeep phases.

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Well certainly but when do they “unlock” from the last time you locked them?

Rule book pages 7 and 8 say the following:

During your main phase, you can move unit and heroes into and out of your patrol zone
however you like and rearrange them however you like, but they don’t actually count as patrollers (or even count as being in those slots) until they’re locked in. When you end your main phase, your patrollers are locked in until your next turn.

Parts of a Turn
Now that you know how the game system works, we can put it all together and see what you do each turn
Ready
Ready (straighten) any exhausted (sideways) cards that you have in play.
Upkeep
Get 1 gold for each of your workers.
Also do anything that any card tells you to do during your upkeep.
Main Phase
This is the bulk of your turn. You can do these things in any order:

“Until your next turn” doesn’t specify what phase of your next turn, but I think kind of implies pre-upkeep and this post from Barrelfish seems to suggest as much as well. I’ll keep the Starlets in patrol anyway JIC you find your way past Vandy and trying to get to my tech buildings

Yeah I’m pretty certain that somewhere sharpo has said “patrollers are only patrolling and receive bonuses when it is not your turn”.

5 Likes

Thinking about this I would have just done the same thing but deteriorated brick thief and would have ended up having the skeleton hit tech 1 or tower or maybe even sacrificing for a starlet chance, so I think that woulda been worse than what you did

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yeah I also had helpful turtle in my hand, that was the right patroller.

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I’m pretty sure upkeep is part of your turn, so the Starlets aren’t patrolling anymore. That’s how I’ve played it in the past.

4 Likes

Not the way I would have liked to plink the Starcrossed ladies, but still managed to pull it out with my junk T0 hand!

P1T9


StartingHand Workers

STARTING HAND
Timely Messenger
Bloom
Spreading Plague
Brick Thief (2/1), resist 1
Spreading Plague
Wither
Nimble Fencer (2/3A)


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


NextHand

Plague Lab
Gorgon (2/4)
Sickness
Death Rites
Plague Lab


Discard

Bone Collector (3/3)
Timely Messenger
Bone Collector (3/3A)
Wither
Nimble Fencer (2/3A)
Bloom
Spreading Plague
Spreading Plague


Tech 0 card(s)
Get Paid + tech draw - ($10)
Garth - ($8)
Nimble Fencer - ($6)
Fencer and Collector Kill Vandy, Garth to lvl3, make a skeleton
Level garth and sac skeleton to draw - ($5)
Timely messenger plinks starcrossed #1 - ($4)
Wither Starcrossed #2 - ($2)
Make a skeleton - ($1)
Worker - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Garth L4 (2/3)
  • :target: Lookout:

In Play:
*

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: 2
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

Man a pretty terrible splits on my last few draws between T2 disease when I have no T2 and spells when I don’t have Orpal. Despite a pretty shit draw I think this is nearly the best board state I could hope for, though I’m pretty sure I’m still behind. Hopefully he doesn’t get a T2 break again because next hand I’m guaranteed to draw some good stuff.

Well this is really dragging out isn’t it? I spose I should have put Vandy behind…

CAMS22 Round 2 Player 2, Turn 9

P2 Nightmare-ish vs P1 Finesse/Necromancy/Disease

Link to full rule changes in effect

Starting Hand

Leaping Lizard
Dark Pact
Dark Pact
Thieving Imp
Blademaster

Events of Turn:


Upkeep:

  • Get Gold (11)
  • No techs
  • Starlets wilt away :frowning:
All Teched Cards

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


Main:

  • Blademaster (5)
  • River kills SQL swiftly
  • River Maxband (3)
  • Thieving Imp, discounted, you discard #1 of 5 (1)
  • Leaping Lizard (0)
Workers

Shadow Blade, 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
  • Tech3 HP: 5
  • Tower HP: 3

In Patrol:

  • :psblueshield: Squad Leader: Blademaster (7/5a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Leaping Lizard (3/5)
  • :target: Lookout: Thieving Imp (2/2)

In Play:

  • River (3/4 lvl 5)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Maestro
Pestering Haunt
Nimble Fencer
Grounded Guide

End of Turn Discard
My Thoughts

Well at least blademaster is immune to Spreading Plague… Still, it’s gonna be a brawl to finish out here yet still. Orpal’s such a jerk… So sucks to miss the Dark Pacts here