@Moby_Dick GL HF!
P1T1
StartingHand Workers
STARTING HAND
Forgotten Fighter
Battle Suits
Hardened Mox
Neo Plexus
Nullcraft
WORKERS
Forgotten Fighter
NextHand
Time Spiral
Temporal Research
Plasmodium
Tinkerer
Fading Argonaut
Discard
Neo Plexus
Battle Suits
Nullcraft
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Hardened Mox - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Hardened Mox (1/1)
In Play:
*
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Let’s try Mox. Assuming it gets Withered, it’s trading 1 gold for thinning my deck by a card.
@Moby_Dick’s turn!
GL & HF @Dreamfire !
By the way would you prefer P1 or P2 in this matchup?
[CAMS23] FINALS part 1 P2T1
P1 [Present]/Past/Bashing vs. P2 [Finesse]/Demonology/Necromancy
StartingHand Workers
STARTING HAND
Tenderfoot (1/2)
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
Bloom
Wither
WORKERS
Older Brother (2/2)
NextHand
Timely Messenger (1/1)
Brick Thief (2/1)
Spark
Helpful Turtle (1/2)
Fruit Ninja (2/2)
Discard
Granfalloon Flagbearer (2/2)
Wither
Bloom
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth - ($2)
Skeleton - ($1)
Tenderfoot - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader: Tenderfoot (1/2)
Elite:
Scavenger: Skeleton
Technician:
Lookout:
In Play:
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Mox… that gives Dreamfire a bad trade espicially as P1. I am pretty sure the plan for next round is fargo sl. But there is a risk for mox SL and I don’t have wither on hand 2. This means I cannot attack and a Stewie would take brother. His strategy will probably be BS and argonaut in Hyperions maybe mixed with Stewie.
So I take a different route for a different strategie. Let’s see if I can make nullcraft attractive, that would give me a “free” tower as P2 which I need for turn5. With Garth and Skeletons he knows turtle is not a very good counter against nullcraft.
@Dreamfire’s turn!
With Purple starter I’d pretty much always prefer P2.
P1T2
Tech StartingHand Workers
TECH
Stewardess of the Undone
Stewardess of the Undone
STARTING HAND
Fading Argonaut
Time Spiral
Plasmodium
Tinkerer
Temporal Research
WORKERS
Forgotten Fighter
Plasmodium
NextHand
Nullcraft
Tinkerer
Time Spiral
Stewardess of the Undone
Temporal Research
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Fading Argonaut - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader: Fading Argonaut (2/3A), fading 3
Elite:
Scavenger:
Technician:
Lookout: Hardened Mox (1/1)
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
With Garth out, Stewies might be more useful than Argos. Battle Suits should allow them to handle Fencers.
@Moby_Dick’s turn!
[CAMS23] FINALS part 1 P2T2
P1 [Present]/Past/Bashing vs. P2 [Finesse]/Demonology/Necromancy
Tech StartingHand Workers
TECH
Nimble Fencer (2/3)
Nimble Fencer (2/3)
STARTING HAND
Fruit Ninja (2/2)
Brick Thief (2/1)
Timely Messenger (1/1)
Helpful Turtle (1/2)
Spark
WORKERS
Older Brother (2/2)
Fruit Ninja (2/2)
NextHand
Wither
Granfalloon Flagbearer (2/2)
Spark
Bloom
Helpful Turtle (1/2)
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
messenger - ($4)
Skeleton - ($3)
Tech1 - ($2)
Float ($2)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader: Garth L1 (1/3)
Elite:
Scavenger: Timely Messenger (1/1)
Technician: Skeleton
Lookout: Skeleton
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Very difficult turn, with long analysis and a lot of branches. BS or Nullcraft kill Garth, but turn 3 Nullcraft + Neo and turn4 BS is worst case. Had to consider often Stewie and probably Dreamfire mixed in at least 1 after seeing Garth maybe even 2. Still think BS with Hyperions is his plan, so Stewie is slightly better for me in the long term.
Strategy is to use the slow start from Dreamfire for tech rush. But it is not easy and bad combinations can happen, especially his turn 5 is critical if I don’t have a good hand.
@Dreamfire’s turn!
P1T3
Tech StartingHand Workers
TECH
Hyperion
Tricycloid
STARTING HAND
Stewardess of the Undone
Time Spiral
Tinkerer
Temporal Research
Nullcraft
WORKERS
Forgotten Fighter
Plasmodium
Time Spiral
NextHand
Hyperion
Battle Suits
Neo Plexus
Stewardess of the Undone
Tech 2 card(s)
Get Paid + float - ($7)
Fargo to fading 2.
Worker - ($6)
Stewardess of the Undone, bounces technician skeleton to oblivion - ($3)
Nullcraft, kills lookout skeleton - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader: Fading Argonaut (2/3A), fading 2
Elite:
Scavenger: Stewardess of the Undone (2/3)
Technician:
Lookout: Hardened Mox (1/1)
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
I wonder if Moby expected me to kill Garth.
@Moby_Dick’s turn!
[CAMS23] FINALS part 1 P2T3
P1 [Present]/Past/Bashing vs. P2 [Finesse]/Demonology/Necromancy
Tech StartingHand Workers
TECH
Maestro (3/5)
Maestro (3/5)
STARTING HAND
Helpful Turtle (1/2)
Bloom
Granfalloon Flagbearer (2/2)
Wither
Spark
WORKERS
Older Brother (2/2)
Fruit Ninja (2/2)
Spark
NextHand
Maestro (3/5)
Nimble Fencer (2/3)
Nimble Fencer (2/3)
Maestro (3/5)
Brick Thief (2/1)
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Turtle - ($6)
Skeleton - ($5)
Tech2 - ($1)
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
Squad Leader: Helpful Turtle (1/2)
Elite:
Scavenger: Timely Messenger (1/1)
Technician: Tenderfoot (1/2)
Lookout: Skeleton
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
Gold:
Thoughts
No Garth kill, I am surprised. I would have taken it. But maybe Dreamfire had no Neo. So the relevant cards from his next hand are clear: Neo, BS and Tech 1 (argo or stewie). I think it is good for me that he doesn’t have a hero in play yet.
But the whiff hurts, bottom deck both fencers. We established an Excel sheet with all relevant combinations for last turn + 2 turns, but did not consider that we might not have a fencer at all… Does not look good, but it opened a great chance.
Actually I think another stewie next turn is most likely. I hope Dreamfire is a bit careful, when I don’t play a fencer.
@Dreamfire’s turn!
P1T4
Tech StartingHand Workers
TECH
Temporal Distortion
Now!
STARTING HAND
Neo Plexus
Battle Suits
Stewardess of the Undone
Hyperion
WORKERS
Forgotten Fighter
Plasmodium
Time Spiral
Neo Plexus
NextHand
Tinkerer
Tricycloid
Temporal Research
Battle Suits
Tech 2 card(s)
Get Paid + float - ($8)
Fargo to fading 1.
Worker - ($7)
Tech 2 (Present) - ($3)
Stewardess of the Undone #2, bounces Turtle - ($0)
Stewardess #1 kills Tenderfoot, you draw.
Nullcraft kills Skeleton.
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader: Fading Argonaut (2/3A), fading 1
Elite: Hardened Mox (2/1)
Scavenger:
Technician: Stewardess of the Undone (2/3)
Lookout:
In Play:
- Stewardess of the Undone (2/2)
- Nullcraft (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info:
Cards:
Gold:
Thoughts
Obviously the worst case scenario is that Moby is holding GGuide+Maestro+double Fencer. Otherwise, I could be looking at a Maestro fetch into a couple of virtuosos, maybe with a Lizard thrown in.
@Moby_Dick’s turn!
[CAMS23] FINALS part 1 P2T4
P1 [Present]/Past/Bashing vs. P2 [Finesse]/Demonology/Necromancy
Tech StartingHand Workers
TECH
Star-Crossed Starlet (3/2)
Leaping Lizard (3/5)
STARTING HAND
Nimble Fencer (2/3)
Nimble Fencer (2/3)
Brick Thief (2/1)
Maestro (3/5)
Maestro (3/5)
Granfalloon Flagbearer (2/2)
WORKERS
Older Brother (2/2)
Fruit Ninja (2/2)
Spark
Granfalloon Flagbearer (2/2)
NextHand
Wither
Bloom
Tenderfoot (1/2)
Leaping Lizard (3/5)
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Maestro - ($5)
2x fencer
Thief 1 damage auf tech2 - ($3)
Vandy - ($1)
Skeleton - ($0)
Fencers break tech 2
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
Squad Leader: Maestro (3/5)
Elite: Timely Messenger (1/1)
Scavenger: Skeleton
Technician: Brick Thief (2/1)
Lookout:
In Play:
- Garth L1 (1/3)
- Nimble Fencer (2/3)
- Nimble Fencer (2/3)
- Vandy L1 (2/3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
Gold:
Thoughts
Now the whiff with the fencers was pretty good. The original plan was with 2 lizzards but that is even better…
Dreamfire realized the importance of tenderfoot next turn and gave me the extra draw. Good that Thief is there
@Dreamfire’s turn!
@Moby_Dick Didn’t even have to fetch it, huh? GG WP!
GG WP, it was a very interesting game, I enjoyed it!
Do you mean second tech choice with 2 starlets and fetching Maestro would have been more explosive? Maybe but I like more the safe play, and it was possible due to 2 reasons:
-
You focused mainly on killing the skeletons, so my three hand cards survived, which gave me a very short cycle. So I had 2 of 5 with 2 Maestro’s in it, which means 75% to have 1 Maestro. Killing techncician or using Garth draw would increase it to 90%, both to 100%. So why should I risk the Garth kill? (I think killing Garth without killing techncian, would have not been possible)
-
After the whiff with the fencers, I first thought it will be very tough. But actually it was quite good, because 2x fencer + thief were at the bottom, so safe next turn. So I changed the plan, the original was different with lizzards.
Actually I hoped you would bring in turn2 Nullcraft, so that I can answer with tower. But this was not happening. So we had a several hours analysis and a big Excel sheet, going through the worst case and most likely answers until turn 5. The worst case for me was nullcraft kill Garth in turn 3+ Max and Neo, followed by BS in turn 4. (You had no Neo, but Tinkerer might have worked as well, since I had the whiff and no fencer, which we did not consider).
But the whole Garth play was based on the assumption that you bring your strongest strat with BS and Hyperions and want Argonauts (or Stewie as support). Maybe Ozelots would have been a better answer to Garth. And I had Wither in first hand, so I could not deal very well with a turn 2 SL mox.
@FrozenStorm, such passive P2 backline tech break strategies, would hardly work with the original Nightmare. I did not attack once in that match.
I was referring to how devastating it was for you to have those 4 cards in hand. If you had needed to maxband Garth to fetch something, I could at least kill Maestro and hope you didn’t get the 2nd copy next turn. As is, my tech 2 would never stay up.
I didn’t take the kill on Garth because it looked like a trap. I was half expecting you to have teched a Vandy spell, which is why I wasn’t sure you’d whiffed when you didn’t play a teched card on T3.
I’m not sure I agree that Ocelots would’ve worked better than Stewardesses. They’d just give you the patrol bonuses for the same Skeleton kills.
1 Like
Yes agree, this deck has some very ugly combinations. I think it is overpowered and we should find a good nerf.