Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Dog - ($2)
Vandy - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Vandy (2/3, lvl1)
Elite:
Scavenger: Nautical Dog (1/1)
Technician:
Lookout:
In Play:
*
Buildings:
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…
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
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
Patrol as below
Discard 3 Draw 1 rs Draw 4
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Vandy (3/4a lvl 3)
Elite:
Scavenger:
Technician: Skeleton Javelineer (1/1)
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
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:
Squad Leader: Lobber (2/2A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy (4/5, lvl5)
Buildings:
Base HP: 20
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.
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
Patrol as below
Discard 2 Draw 4
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Garth (1/3a lvl 1)
Elite:
Scavenger:
Technician:
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
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
Patrol as below
Discard 3 rs Draw 5
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 Finesse
Tower HP: 4
In Patrol:
Squad Leader: Bone Collector (3/3a)
Elite:
Scavenger:
Technician: Garth (1/3 lvl 1)
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 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
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:
Squad Leader: Lobber (2/2A)
Elite: Lobber (2+1/2)
Scavenger:
Technician:
Lookout:
In Play:
Flagstone Garrison (4)
Vandy (4/2, lvl5)
Buildings:
Base HP: 18
Tech I HP: 5
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
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
Patrol as below
Discard 3 Draw 5
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 Finesse
Tower HP: 4
In Patrol:
Squad Leader: Garth (2/3a lvl 4)
Elite:
Scavenger: Maestro (3/5)
Technician:
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 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?
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:
Squad Leader: Overeager Cadet (2/2A)
Elite: Nautical Dog (1+1/1)
Scavenger: Overeager Cadet (2/2)
Technician: Lobber (2/2)
Lookout:
In Play:
Drill Sergeant (3/3)
Lobber #1 (5/1)
Flagstone Garrison (4)
Buildings:
Base HP: 16
Tech I HP: 5
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.
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
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
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.