[CAMS22] Round7: P1 FrozenStorm [Demonology/Necromancy]/Finesse vs P2 Penatronic [Finesse]/Disease/Necromancy

GL HF @Penatronic !

Link to all relevant rule changes

CAMS2022 Round 7 Player 1, Turn 1

P1 Nerfed Nightmare vs P2 [Finesse]/Disease/Necromancy

Starting Hand

Sacrifice the Weak
Thieving Imp
Jandra, the Negator
Skeletal Archery
Pestering Haunt

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in except turn 1
All Teched Cards

Main:

  • Thieving Imp discard #1 of 5 (1)
  • Pestering Haunt
  • Worker (0)
Workers

Skeletal Archery

  • :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:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Graveyard
Deteriorate
Poisonblade Rogue
Summon Skeletons

End of Turn Discard
My Thoughts

This matchup went pretty well for me last time I think? It’s been a minute, I should go study it. Regardless this feels pretty good


Definitely don’t like going second against nightmare but here we go!

P2T1


StartingHand Workers

STARTING HAND
Fruit Ninja
Tenderfoot
Granfalloon Flagbearer
Spark
Older Brother


WORKERS
Fruit Ninja


NextHand

Helpful Turtle
Brick Thief
Bloom
Timely Messenger
Wither


Discard

Spark
Older Brother
Tenderfoot
Granfalloon Flagbearer


Tech card(s)
Get Paid - ($5)
Worker - ($4)
Garth - ($2)
Skeleton - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Garth L1 (1/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 6

You’re good to give up the techn redraw like that? What are you up to?

Link to all relevant rule changes

CAMS2022 Round 7 Player 1, Turn 2

P1 Nerfed Nightmare vs P2 [Finesse]/Disease/Necromancy

Starting Hand

Graveyard
Deteriorate
Poisonblade Rogue
Summon Skeletons

Events of Turn:


Upkeep:

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

Nimble Fencer x2


Main:

  • Graveyard (3)
  • Haunt kills skeleton, you rs draw 1, haunt to GY
  • Worker (2)
  • Tech1 (1)
Workers

Summon Skeletons, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Graveyard (3hp, holding Pestering Haunt)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Skeleton Javelineer
Deteriorate
Nimble Fencer
Poisonblade Rogue

End of Turn Discard
My Thoughts

Think I’ll go double fencers and try to press, I should have a tech1 advantage though we’ll see what 6 cards does here. Probably another skele, Tendy and ODB + tech 1?


yeaaah maaaybe that was a mistake, I wasn’t thinking about it to be honest.

P2T2


Tech StartingHand Workers

TECH
Nimble Fencer
Nimble Fencer


STARTING HAND
Wither
Bloom
Brick Thief
Timely Messenger
Helpful Turtle
Older Brother


WORKERS
Fruit Ninja
Helpful Turtle


NextHand

Nimble Fencer
Granfalloon Flagbearer
Bloom
Tenderfoot
Spark


Tech 2 card(s)
Get Paid + float +tech - ($7)
Worker - ($6)
T1 - ($5)
Skeleton - ($4)
Brick Thief, steal 1 from graveyard - ($2)
Older Brother - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Garth L1 (1/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: Older Brother (2/2)
  • :target: Lookout: Brick Thief (2/1) resist 1

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

hmm maybe the tech was a mistake, but I feel like I’m building a board with a chance of breaking through to the graveyard, and I have 6/8 cards that impact the board in some way in my deck… though the two useless ones are guaranteed to be in my hand.

Link to all relevant rule changes

CAMS2022 Round 7 Player 1, Turn 3

P1 Nerfed Nightmare vs P2 [Finesse]/Disease/Necromancy

Starting Hand

Skeleton Javelineer
Deteriorate
Nimble Fencer
Poisonblade Rogue

Events of Turn:


Upkeep:

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

Maestro, Star-Crossed Starlet
Nimble Fencer x2


Main:

  • Vandy (5)
  • Nimble Fencer, it and Imp kill your Garth, Vandy to level 3 (3)
  • Haunt replays from graveyard
  • Skeleton Javelineer (2)
  • Worker (1)
Workers

Poisonblade Rogue, Summon Skeletons, Skeletal Archery

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

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:

  • Pestering Haunt (1/1)
  • Nimble Fencer (2/2)
  • Thieving Imp (2/1)
  • Graveyard (2hp)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Jandra, the Negator
Nimble Fencer
Sacrifice the Weak

End of Turn Discard
My Thoughts

Hm, brick thief, that guy’s a jerk… Vandy to midband here would be cool, but she’d just die to feed Orpal levels most likely. Not ideal. I’m gonna lose the graveyard unless I want to put a hero in harm’s way though. I spose that’s not so bad. Maybe I lose River instead then? Nah rather have the hitback threat, demand to be killed, I wouldn’t do anything w/ Vandy next turn most likely anyway. We’ll hang her out to dry, leaves the graveyard on 1hp but alive to replay an imp next turn if I wanna, or Fencers if I wanna. We’ll see what the response is. Maestro + Starlet for the RS


for frozen

Do you mind sharing your next hand for us spectators?

1 Like

now that patrol was 100% a mistake, lol. What I get for playing distracted

P2T3


Tech StartingHand Workers

TECH
Nether Drain
Star-Crossed Starlet


STARTING HAND
Spark
Granfalloon Flagbearer
Tenderfoot
Bloom
Nimble Fencer


WORKERS
Fruit Ninja
Helpful Turtle


NextHand

Wither
Bloom
Nimble Fencer
Timely Messenger


Tech 2 card(s)
Get Paid - ($7)
River - ($5)
Nimble Fencer - ($3)
Spark javelineer, you draw - ($2)
Bloom Fencer - ($0)
Fencer and thief kill vandy, thief does 1 dmg to graveyard, river levels
Brother kills Haunt
skeleton kills graveyard

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River L3 (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nimble Fencer (3/1)+
  • Skeleton (1/1)
  • Older Brother (2/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Bah! Got the fencer anyway on the RS draw 2 eh? Bummer for me

Link to all relevant rule changes

CAMS2022 Round 7 Player 1, Turn 4

P1 Nerfed Nightmare vs P2 [Finesse]/Disease/Necromancy

Starting Hand

Jandra, the Negator
Nimble Fencer
Sacrifice the Weak
Deteriorate (rs Techn, nice)

Events of Turn:


Upkeep:

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

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


Main:

  • Garth (6)
  • Deteriorate Fencer, it dies (5)
  • Worker (4)
  • Tech 2 Finesse (0)
Workers

Jandra, the Negator, Poisonblade Rogue, Summon Skeletons, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Garth (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Maestro
Star-Crossed Starlet
Skeleton Javelineer
Sacrifice the Weak

End of Turn Discard
My Thoughts

Bad luck to lose the GY there… and haunt so I can’t hit River back. Deteriorate was a very fortunate techn though. Gonna go DP + Lizard, reset the graveyard up hopefully in the next cycle. I’ll probably get Garth killed for it but we’ll see eh? :wink:


P2T4


Tech StartingHand Workers

TECH
Maestro
Grounded Guide


STARTING HAND
Timely Messenger
Wither
Nimble Fencer
Bloom


WORKERS
Fruit Ninja
Helpful Turtle
Timely Messenger


NextHand

Tenderfoot
Granfalloon Flagbearer
Star-Crossed Starlet
Brick Thief (2/1) resist 1


Discard

Nimble Fencer
Older Brother (2/1)
Bloom
Wither
Maestro
Grounded Guide


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Fencer - ($4)
T2 - ($0)
Brother kills imp
River kills fencer, you draw
Fencer + Skeleton kill garth, river maxbands

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • River L5 (3/4)
  • Nimble Fencer (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

thanks Zango for pointing how how I’m a dummy and used spark instead of tenderfoot. I’ve made a couple mistakes and I’m pretty sure I’m going to end up behind now.
considered pushing fencer to remove the draw, but letting him keep a virtuoso that gives haste seems like a bad idea.

Link to all relevant rule changes

CAMS2022 Round 7 Player 1, Turn 5

P1 Nerfed Nightmare vs P2 [Finesse]/Disease/Necromancy

Starting Hand

Maestro
Star-Crossed Starlet
Skeleton Javelineer
Sacrifice the Weak
Leaping Lizard (techn)

Events of Turn:


Upkeep:

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

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


Main:

  • Maestro (5)
  • Star-Crossed Starlet
  • Leaping Lizard (4)
  • Vandy (2)
  • Worker (1)
Workers

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

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Leaping Lizard (3/5a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Maestro (3/5)
  • :target: Lookout:

In Play:

  • Vandy (2/3 lvl 1)
  • Star-Crossed Starlet (3/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Dark Pact
Deteriorate
Nimble Fencer

End of Turn Discard
My Thoughts

Gonna take a Two Step here for some surprise smashing, next turn probably max out Garth + Graveyard or DP, we’ll see how we do. Nice to get Lizard, Fencer DP Graveyard were also gonna be good though.


"P2T5


Tech StartingHand Workers

TECH
Star-Crossed Starlet
Maestro


STARTING HAND
Star-Crossed Starlet
Brick Thief (2/1) resist 1
Granfalloon Flagbearer
Tenderfoot


WORKERS
Fruit Ninja
Helpful Turtle
Timely Messenger
Granfalloon Flagbearer


NextHand

Spark
Brick Thief (2/1) resist 1
Nether Drain
Nimble Fencer


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Garth - ($6)
Skeleton - ($5)
Tower - ($2)
Starcrossed Starlet - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Star-Crossed Starlet (3/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: River L5 (3/4)
  • :target: Lookout:

In Play:

  • Nimble Fencer (2/2)
  • Garth L1 (1/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

thanks Zango for pointing how how I’m a dummy and used spark instead of tenderfoot. I’ve made a couple mistakes and I’m pretty sure I’m going to end up way behind now.

"

Think this is gonna be curtains for ya friend

Link to all relevant rule changes

CAMS2022 Round 7 Player 1, Turn 6

P1 Nerfed Nightmare vs P2 [Finesse]/Disease/Necromancy

Starting Hand

Events of Turn:


Upkeep:

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

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


Main:

  • Dark Pact, base to 18 draw 2 (9)
  • Garth + level 5 (3)
  • Deteriorate Skeleton, you get 1g (2)
  • Lizard kills SQL, takes 4
  • Graveyard (0)
  • Starlet kills River, goes to gy, you draw 1, Garth maxbands and fetches Grounded Guide
  • Nimble Fencer, breaks tower your base to 18, takes 1
  • Vandy and Maestro break your tech2, your base to 16
Workers

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

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Garth (3/4a lvl 7)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Grounded Guide (4/4)
  • :target: Lookout:

In Play:

  • Vandy (2/3 lvl 1)
  • Maestro (4/5)
  • Nimble Fencer (4/3)
  • Leaping Lizard (4/1)
  • Graveyard (3hp, holding Star-Crossed Starlet)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Thieving Imp
Nimble Fencer
Star-Crossed Starlet

End of Turn Discard
My Thoughts

This should be game, I have total command now


1 Like

yep pretty much. This game was fun. In retrospect I don’t really think the tech patrol was that big of a mistake, but I made two others that definitely put me behind: one was patrolling as if nimble fencer wasn’t a thing with Garth on T2, that was just dumb distracted play, and the second was using spark instead of tenderfoot on T3, which would have left me with some more value on the board and less cards in the deck. GGs. The first game was also interesting, I played it very differently and actually had a chance with that play pattern as well, just didn’t draw the right cards at the right time to make it work.

The black starter has so many good cards I am not even sure if nerfing deteriorate was the right choice. Graveyard and imp are also reeeaallly good. Imp being 3g while things like porkhand or fruit ninja exist feels kind of silly. There are just so few bad cards in that starter.

I always said imp should be nerfed but no-one agreed on a good nerf for it.

A stat reduction would be fair in my opinion

It’s definitely very good but yeah I just don’t know what a good nerf to it would be. 1/2 or 2/1 makes it feel like a pretty bad card, 4 cost seems way too high…

I think I’ve brought this up before but what about opponent gets to choose the card to discard, rather than at random? That at least takes away the late-game roulette of hitting a key card aspect. The card econ hit is plenty of the benefit, that jackpot discard possibility feels like the cream to skim off the top

1 Like

Awesome idea! Same with other discard cards like shadow blade, imo

The last time that idea came up, someone brought up that it could mess with the asynchronous nature of the game, similarly to technician draw → hand viewing. Personally I don’t think that’s a common enough occurrence to dismiss the idea.

Yeah I don’t really feel like that’s an issue, the number of ways you’re viewing your opponent’s hand after an Imp play is abysmally small. Splashing Truth or Discipline with black starter? Anything else? Otherwise they just resolve at start of turn. Anyway, it’s no worse than technician draw + peek at hand, which is way more common and currently in the game

I disagree there, keeping Shadow Blade as a bonus chance feels fine to me. It’s a teched card and doesn’t leave a body around, it should have a little extra juice aside from the econ angle. Almost feels like Shadow Blade should be more like Carrion Curse where you get to peek and select the discard, though I think Vandy’s powerful enough :slight_smile:

2 Likes

I don’t think Imp would need a nerf, but this one is OK. I think he is only good in the first 2 turns, and you can work around it. The card loss is the issue, not so much which card. So it is a very weak nerf but avoids that a critical card is hit and you are directly behind, like e.g. Fargo, Boger or Tenderfoot. Fine for me.