News Shop
Events Chat

[CAMS22] Round4: P1 zango [Fire]/Demonology/Peace vs P2 FrozenStorm [Demonology/Necromancy]/Finesse

GL & HF @FrozenStorm

for all spectators: please be aware of our rule changes linked in every post of the two of us

CAMS22 Round 3 P1T1

P1 [Fire]/Demonology/Peace vs. P2 [Demonology]/Necromancy/Finesse

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Bloodrage Ogre (3/2)
Pillage
Nautical Dog (1/1)
Scorch
Bloodburn


WORKERS
Scorch


NextHand

Careless Musketeer (2/1)
Mad Man (1/1)
Makeshift Rambaster (1/2)
Bombaster (2/2)
Charge


Discard

Pillage
Bloodburn
Bloodrage Ogre (3/2)


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Dog - ($2)
Vandy - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy (2/3, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger: Nautical Dog (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Finally the tourney continues, so let’s see how we’ll be able to deal with the winner of the last tournament against which I lost both of my P1 games. But my red starter should be better prepared for being P1. Bummer I don’t have Bogre in T2, but well…

GL HF @zango !

Link to all relevant rule changes

CAMS2022 Round 4 Player 2, Turn 1

P2 Nerfed Nightmare vs P1 [Fire]/Demonology/Finesse

Starting Hand

Summon Skeletons
Thieving Imp
Pestering Haunt
Deteriorate
Skeleton Javelineer

Events of Turn:


Upkeep:

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

Main:

  • Thieving Imp, discard #2 of 5 (2)
  • Skeleton Javelineer (1)
  • Worker (0)
Workers
  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • nothing

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Poisonblade Rogue
Skeletal Archery
Graveyard
Jandra, the Negator

End of Turn Discard
My Thoughts

I think I’m gonna do a Jandra + Soul Stone mixup, it should be really good against this Vandy start. Gonna stall in the meantime, Imp + Skele should trade ahead. I anticipate a Dark Pact tech but we’ll just have to see if I can make the soul stone work or not


oh man, I hate that discard possibility in the black starter… :sweat_smile:

CAMS22 Round 4 P1T2

P1 [Fire]/Demonology/Peace vs. P2 [Demonology]/Necromancy/Finesse

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Lobber (2/2)
Lobber (2/2)


STARTING HAND
Charge
Makeshift Rambaster (1/2)
Careless Musketeer (2/1)
Mad Man (1/1)
Bombaster (2/2)


WORKERS
Scorch
Careless Musketeer (2/1)


NextHand

Bombaster (2/2)
Bloodburn
Lobber (2/2)
Charge
Lobber (2/2)


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech1 - ($2)
midband vandy kills Imp - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

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

In Play:

  • Vandy (3/2, lvl3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I know, playing against Frozen’s nightmare you always have to expect an imp in the first two turns, but still this sucks. So let’s restore hand size

Link to all relevant rule changes

CAMS2022 Round 4 Player 2, Turn 2

P2 Nerfed Nightmare vs P1 [Fire]/Demonology/Peace

Starting Hand

Poisonblade Rogue
Skeletal Archery
Graveyard
Jandra, the Negator

Events of Turn:


Upkeep:

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

Dark Pact, Bone Collector


Main:

  • Vandy + midband (2)
  • Worker (1)
  • Tech 1 (0)
Workers

Jandra, the Negator, Summon Skeletons

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Vandy (3/4a lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

In Play:

  • nothing

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Sacrifice the Weak
Graveyard
Skeletal Archery
Deteriorate
Dark Pact

End of Turn Discard
My Thoughts

mmm I think it’s no good. Can’t really keep the Jandra safe. Midband Vandy should be pretty decent defense. I still kinda like the soul stone idea though? Idk, I’m going Bone Collector for some free board accumulation, and Dark Pact. we’ll see how it goes /shrug


Did I mention that I love this det nerf? Otherwise my beloved dog probably wouldn’t have gotten the chance to do this awesome job!

CAMS22 Round 3 P1T3

P1 [Fire]/Demonology/Peace vs. P2 [Demonology]/Necromancy/Finesse

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Flagstone Garrison (4)
Overeager Cadet (2/2)


STARTING HAND
Bloodburn
Bombaster (2/2)
Lobber (2/2)
Charge
Lobber (2/2)


WORKERS
Scorch
Careless Musketeer (2/1)
Bloodburn


NextHand

Makeshift Rambaster (1/2)
Mad Man (1/1)
Bloodrage Ogre (3/2)
Pillage


Discard

Shadow Blade
Lobber (2/2)
Nautical Dog (1/1A)
Charge
Bombaster (2/2)
Flagstone Garrison (4)
Overeager Cadet (2/2)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Vandy fetches shadow blade - ($4)
dog runs into Vandy
shadow blade kills Vandy, please discard #3, my Vandy maxbands, doom jav - ($1)
lobber - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Lobber (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy (4/5, lvl5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

yeah, Meta threat and yeah I killed his Vandy, so his usual fencer+DP might be hindered. tough call whether a short term safer patrol by dooming lobber would be the better choice or to aim for a better long term position like I did in the end.

Guhh… That’s a bummer.

Link to all relevant rule changes

CAMS2022 Round 4 Player 2, Turn 3

P2 Nerfed Nightmare vs P1 [Fire]/Demonology/Peace

Starting Hand

Sacrifice the Weak
Graveyard
Skeletal Archery (discarded)
Deteriorate
Dark Pact

Events of Turn:


Upkeep:

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

Discord, Nimble Fencer
Dark Pact, Bone Collector


Main:

  • Garth + skeleton (4)
  • Sacrifice the weak, remove lobber and fresh skele (2)
  • Jav hits Vandy for 3
  • Worker (1)
Workers

Deteriorate, Jandra, the Negator, Summon Skeletons

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • nothing

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Poisonblade Rogue
Pestering Haunt
Bone Collector
Thieving Imp

End of Turn Discard
My Thoughts

I think I want to put the damage on Vandy while I have a chance here… Meta on Jaina or Oni would be a problem. Gonna grab a discord for the Peace engine / Oni max likely scenario, plus I gotta worker Det here probably… ugh. Next turn maybe BC + Tower + Tech up? Still probably Finesse Engine so Fencer as the second tech here, maybe Fencer + Maestro next turn? Maybe ND/DG if I think I can’t defend meta. Maybe Lizards x2 if I think I’m on Tech3 win con. Tough situation though.


I think something’s off here, you should have gained 7 gold, but as you only paid 2 for Garth plus skel, everything seems to be fine, but maybe you should check your workers.

CAMS22 Round 4 P1T4

P1 [Fire]/Demonology/Peace vs. P2 [Demonology]/Necromancy/Finesse

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Flagstone Garrison (4)
Dark Pact


STARTING HAND
Bloodrage Ogre (3/2)
Makeshift Rambaster (1/2)
Pillage
Mad Man (1/1)


WORKERS
Scorch
Careless Musketeer (2/1)
Bloodburn
Pillage


NextHand

Dark Pact
Flagstone Garrison (4)
Bombaster (2/2)
Mad Man (1/1A)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bogre - ($4)
Tech2 → peace - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Vandy (4/2, lvl5)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

bummer, should have put a doomed lobber in scavenger, but well…

Copypasta error, I only use the sheet to keep track of cards, rest of the game state stays in my text :wink: TY for catching, fixed it

This is a rough game state

Link to all relevant rule changes

CAMS2022 Round 4 Player 2, Turn 4

P2 Nerfed Nightmare vs P1 [Fire]/Demonology/Peace

Starting Hand

Poisonblade Rogue
Pestering Haunt
Bone Collector
Thieving Imp

Events of Turn:


Upkeep:

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

Nimble Fencer, Maestro
Discord, Nimble Fencer
Dark Pact, Bone Collector


Main:

  • Bone Collector (7)
  • Tower (4)
  • Tech 2 Finesse (0)
Workers

Deteriorate, Jandra, the Negator, Summon Skeletons

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse
  • Tower HP: 4

In Patrol:

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

In Play:

  • nothing

Economy Info:

Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Sacrifice the Weak
Maestro
Pestering Haunt
Nimble Fencer
Skeleton Javelineer

End of Turn Discard
My Thoughts

Well great gambit situation for Zango here, Meta and Peace engine both a threat. Less threat than old purple peace, for sure, though the Lobbers present their own unique issue of a wrinkle. Not usually hasty peace engine issues. Fencers + Maestro will be my best peace engine counter, and tower will help deal w/ Meta, so between the two I should have a chance, but it’s gonna depend a lot on draws here. I have that cantripd Shadow Blade to worry about too :frowning: fingers crossed I can make stuff happen!


Ah yes, I keep forgetting…
Do you want me to create a version of the spreadsheet for you that fits your exact needs? Don’t know when I’ll find the time for that, but shouldn’t be too much trouble.

CAMS22 Round 4 P1T5

P1 [Fire]/Demonology/Peace vs. P2 [Demonology]/Necromancy/Finesse

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Overeager Cadet (2/2)
Drill Sergeant (3/3)


STARTING HAND
Dark Pact
Bombaster (2/2)
Mad Man (1/1A)
Flagstone Garrison (4)
Shadow Blade
Lobber (2/2)
Charge
Lobber (2/2A)
Flagstone Garrison (4)


WORKERS
Scorch
Careless Musketeer (2/1)
Bloodburn
Pillage
Charge


NextHand

Makeshift Rambaster (1/2)
Drill Sergeant (3/3)
Overeager Cadet (2/2)
Nautical Dog (1/1A)
Dark Pact


Tech 2 card(s)
Get Paid - ($8)
garrison - ($5)
mad max, I draw - ($4)
DP my base, draw two - ($3)
lobber, draw 1 - ($2)
lobber, draw 1 - ($1)
Bogre & MM trade SL
worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Lobber (2/2A)
  • :psfist: Elite: Lobber (2+1/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Flagstone Garrison (4)
  • Vandy (4/2, lvl5)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Wasn’t sure last turn whether I should increase the probability to draw a garrison by teching a DP or whether I should include a DS. Now having a garrison and the DP in hand, I really wish I had chosen the Sergeant, but well… DP is also awesome to have.
Tower is a bummer, really would have loved to go Meta. on the other hand worker skip is great news for me. and the Meta ship doesn’t need to have sailed, maybe in the near future there will be a good situation for that as well

No that’s quite alright, I’m comfy w/ my gameplay as is and would be just as prone to making mistakes w/ the spreadsheet.

This is really scary, gonna haveta risk it for the biscuit

Link to all relevant rule changes

CAMS2022 Round 4 Player 2, Turn 5

P2 Nerfed Nightmare vs P1 [Fire]/Demonology/Peace

Starting Hand

Sacrifice the Weak
Maestro
Pestering Haunt
Nimble Fencer
Skeleton Javelineer
Discord (skele 1, ffuuuuuuu)
Nimble Fencer (jav, wooo!)

Events of Turn:


Upkeep:

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

Star-Crossed Starlet, Soul Stone
Nimble Fencer, Maestro
Discord, Nimble Fencer
Dark Pact, Bone Collector


Main:

  • Midband Garth (5)
  • skele, sac to draw (4)
  • Skeleton Javelineer, sac to draw (3)
  • Maestro (0)
  • Nimble Fencer x2, free, break your garrison
Workers

Deteriorate, Jandra, the Negator, Summon Skeletons

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Garth (2/3a lvl 4)
  • :psfist: Elite:
  • :pspig: Scavenger: Maestro (3/5)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nimble Fencer (2/3)
  • Nimble Fencer (2/3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Poisonblade Rogue
Skeletal Archery
Graveyard
Thieving Imp
Dark Pact

End of Turn Discard
My Thoughts

I’m in really big trouble… I think my only out is draw for Fencer, break the Garrison, and hope I can kick-start the engine next turn. Teching Soul Stone to try and keep Maestro alive later, and Starlet

Discord, fk, that was one of the ones I really didn’t wanna draw. Might make next turn super difficult. Okay one last try…
Success! Here’s hoping it’s enough to keep me afloat, I’m probably losing maestro so next turn will probably tech Maestro + DP, and try to fish it back up


Oh noes!

No rs, right?

That’s probably the correct state, right?

1 Like

Yes and yes, rs is the wrong part, fixed

oh one more thing, I realized after I finished coffee I should be patrolling Maestro as he’ll be an obvious backline target. Going to stick him Scav if that’s cool?

1 Like

tbh I might have preferred to kill both fencers :wink:

CAMS22 Round 4 P1T6

P1 [Fire]/Demonology/Peace vs. P2 [Demonology]/Necromancy/Finesse

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Drill Sergeant (3/3)
Boot Camp


STARTING HAND
Overeager Cadet (2/2)
Nautical Dog (1/1A)
Makeshift Rambaster (1/2)
Dark Pact
Drill Sergeant (3/3)
Overeager Cadet (2/2) (DP draw)
Flagstone Garrison (4) (DP draw)
Shadow Blade
Mad Man (1/1A)
Bombaster (2/2)
Bloodrage Ogre (3/2)


WORKERS
Scorch
Careless Musketeer (2/1)
Bloodburn
Pillage
Charge
Shadow Blade


NextHand

Makeshift Rambaster (1/2)
Bombaster (2/2)
Drill Sergeant (3/3)
Mad Man (1/1A)
Boot Camp


Tech 2 card(s)
Get Paid - ($9)
DP my base, draw 2 - ($8)
Garrison - ($5)
Sergeant, draw 1 - ($2)
Cadet, draw 1, rune #1
Cadet, draw 1, rune #2
dog, draw 1, rune #3 - ($1)
Vandy trades Garth, levels fizzle
worker - ($0)
lobber with three runes kills Maestro, you gain 1

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2A)
  • :psfist: Elite: Nautical Dog (1+1/1)
  • :ps_: Scavenger: Overeager Cadet (2/2)
  • :pschip: Technician: Lobber (2/2)
  • :target: Lookout:

In Play:

  • Drill Sergeant (3/3)
  • Lobber #1 (5/1)
  • Flagstone Garrison (4)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

oh noes, my garrison! but second worker skip has to be devastating for his deck and for his economy. even against double discord I still think I’m in front

Well I tried teching DP and Maestro which I’m not even sure would have gotten a difference, but drew short. Don’t think I should continue dragging it out, GG WP @zango !

Red combo w/ vandy pressure P1 is tough to overcome, I think I should have gone Jandra T2 instead of the Vandy I tried to counter-pressure. Shadow Blade fetch was a good call, really smart play.

Hope we meet again in a few rounds!

3 Likes

GG! Thanks.
Well I’m definitely looking forward to our next encounter, looks like rematches are upcoming, so it’s only a question of when :wink:

And I’m really happy that you were not able to pull off that soul stoned Jandra…

Well that’s been exactly Moby’s thoughts when creating this deck. To do the peace engine but without the early game stalling part. Instead be the aggressor when the opportunity comes and lobbers are just such a fine addition to the mix-up.

That “for sure” also is something I’m not so sure about. Moby and I were really surprised to find that no one before has piloted fire with peace in a tournament ever before (if I’m not mistaken). But four games probably are not enough to make a proper judgement on that call. We’ll see.
Still I like my new deck from our casual matchup better :sweat_smile:

1 Like

Evaluating the nerfs:
Midband Garth reduction was relevant, otherwise I wouldn’t have had this possibility to kill Maestro (not that that would have mattered too much at this state, I guess).

DP cost 1 is just fair (maybe still too cheap due to it’s easy accessibility with midband Vandy fetch). Otherwise I could have abused it even heavier.

Det nerf also was very relevant. Otherwise this patrol of mine T2 wouldn’t have worked out, even though you did not have det in hand. So I probably would have put dog in scav or technician and therewith would have lost him to your jav. Very relevant for the follow up.

All in all it seems like a very relevant sum of small things that all matter against your deck and probably makes this nightmare a lot less frightening.

GG Frozen, well played! Nightmare is still very challenging to play against.