Feels for me as the hardest matchup directly in the beginning, especially as P1. It is a premiere to see a bulky hero with purple starter and without gold penalty. Let’s see how it works hout for me.
GL&HF @Dreamfire
Feels for me as the hardest matchup directly in the beginning, especially as P1. It is a premiere to see a bulky hero with purple starter and without gold penalty. Let’s see how it works hout for me.
GL&HF @Dreamfire
P1T1
P1 [Finesse]/Demonology/Necromancy vs. P2
STARTING HAND
Tenderfoot (1/2)
Wither
Brick Thief (2/1)
Older Brother (2/2)
Bloom
WORKERS
Older Brother (2/2)
Timely Messenger (1/1)
Spark
Helpful Turtle (1/2)
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Brick Thief (2/1)
Wither
Bloom
Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Tenderfoot - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
Probably Nullcraft supportet by Troq pretty soon. Later present Tech2.
Not a good split. Tenderfoot is OK but nothing what I need is in the second hand. And I don’t really like the older brother worker.
@Dreamfire’s turn!
For spectators: this match is played with a balance patch that can be found in this post
GL HF!
P2T1
STARTING HAND
Neo Plexus
Hardened Mox
Plasmodium
Nullcraft
Temporal Research
WORKERS
Plasmodium
Battle Suits
Forgotten Fighter
Fading Argonaut
Tinkerer
Hardened Mox
Temporal Research
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Neo Plexus - ($2)
Nullcraft, pings Vandy - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Too risky to bring out a hero. Guess I’ll force Moby to midVandy.
@Moby_Dick’s turn!
[CAMS23] Round1 P1T2
P1 [Finesse]/Demonology/Necromancy vs. P2 [Past]/Present/Bashing
TECH
Nimble Fencer (2/3)
Nimble Fencer (2/3)
STARTING HAND
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Fruit Ninja (2/2)
Spark
Timely Messenger (1/1)
WORKERS
Older Brother (2/2)
Fruit Ninja (2/2)
Nimble Fencer (2/3)
Timely Messenger (1/1)
Spark
Bloom
Granfalloon Flagbearer (2/2)
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Turtle - ($2)
Tech1 - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Already turn 2 very difficult. I expect nothing less against Dreamfire. Early nullcraft no suprise. Hero can’t come out, since he doesn’t know where bloom spark and messenger are. I don’t think he is really expecting that I take the kill and give back the card with a bad trade, maybe more pushing me into tower.
Long evaluations, too long to write down. Conclusion: FF will allow Vandy kill, but it seems actually not bad due to long next cycle. And I want the extra g from scav.
@Dreamfire’s turn!
P2T2
TECH
Hyperion
Tricycloid
STARTING HAND
Tinkerer
Forgotten Fighter
Battle Suits
Fading Argonaut
WORKERS
Plasmodium
Tinkerer
Fading Argonaut
Time Spiral
Temporal Research
Tricycloid
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Geiger - ($3)
Forgotten Fighter bounces Tenderfoot - ($1)
Neo Plexus trades with Vandy, Geiger to midband.
Nullcraft pings your tech 1.
Tech 1 - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Do I bounce Tenderfoot for the kill on Vandy? If Moby hasn’t teched any of her spells, it might not be worth the card disadvantage. Then again, DP is a very likely tech, and the only reason to play Turtle is to keep Vandy around.
With my fat deck there’s only a 10% chance I’ll draw both teched cards, so let’s rush straight to tech 2. Mid Max goes in Elite so Fencers can’t survive hitting him.
@Moby_Dick’s turn!
[CAMS23] Round1 P1T3
P1 [Finesse]/Demonology/Necromancy vs. P2 [Past]/Present/Bashing
TECH
Leaping Lizard (3/5)
Leaping Lizard (3/5)
STARTING HAND
Bloom
Granfalloon Flagbearer (2/2)
Spark
Timely Messenger (1/1)
Nimble Fencer (2/3)
WORKERS
Older Brother (2/2)
Fruit Ninja (2/2)
Spark
Tenderfoot (1/2)
Nimble Fencer (2/3)
Wither
Brick Thief (2/1)
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Garth - ($4)
Tenderfoot, Fencer + Messenger trade with Max, Garth L3 - ($0)
Turtle attacks Tech1
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Damn!!! Dreamfire had FF. OK it was a calculated risk. Now he stands slightly better, but it is still open. Unfortantely Dreamfire is usally doing no mistakes or only really small ones. So not easy catch up.
He will probably use the chance and directly tech up. Since his cycle is destroyed, he has one or even 2 tech 2 units in. It will be present for sure! With Finese (with draw capability) the strongest tech2. If it is only one Tech 2 card I would take Hyperion, if 2 probably Hyperion and Tric. Immortal is a bit too expensive for tech rush. Next turn I have to guess to keep Garth safe.
@Dreamfire’s turn!
P2T3
TECH
Temporal Distortion
Now!
STARTING HAND
Time Spiral
Tricycloid
Fading Argonaut
Temporal Research
WORKERS
Plasmodium
Tinkerer
Time Spiral
Neo Plexus
Battle Suits
Forgotten Fighter
Hyperion
Hardened Mox
Tricycloid
Temporal Research
Fading Argonaut
Temporal Distortion
Now!
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Troq - ($4)
Tech 2 (Present) - ($0)
Nullcraft pings your tech 1.
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
I might be feeding more lvls to Garth, but I want to rebuild handsize cause I’d hate to bottom-deck Hyperion. Patrolling in elite again to make level-healing hard.
@Moby_Dick’s turn!
[CAMS23] Round1 P1T4
P1 [Finesse]/Demonology/Necromancy vs. P2 [Past]/Present/Bashing
TECH
Maestro (3/5)
Dark Pact
STARTING HAND
Brick Thief (2/1)
Nimble Fencer (2/3)
Wither
Tenderfoot (1/2)
WORKERS
Older Brother (2/2)
Fruit Ninja (2/2)
Spark
Wither
Leaping Lizard (3/5)
Timely Messenger (1/1)
Nimble Fencer (2/3)
Granfalloon Flagbearer (2/2)
Brick Thief (2/1)
Nimble Fencer (2/3)
Maestro (3/5)
Dark Pact
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech2 - ($2)
Make Skeleton - ($1)
Tenderfoot - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Ok not much to think. He is offering Troq, which seems more like a trap. So I think Hyperion to counter and tech break. His first tech choice could have been:
Maybe Immortal but I don’t think so. And I remember a game from Dreamfire in which he has not been so happy with immortals. And if he has them I don’t really care. So either Fencer sl, and Garth lookout against tric. Or defense against hyperion… I think I choose Hyperion, seems more likely and fits better to the Troq trap. And with Tric he might also do Tech2 break. There is this time no need to risk FF again, I don’t want to lose Garth.
@Dreamfire’s turn!
P2T4
TECH
The Boot
Stewardess of the Undone
STARTING HAND
Hardened Mox
Battle Suits
Neo Plexus
Forgotten Fighter
Hyperion
Now!
WORKERS
Plasmodium
Tinkerer
Time Spiral
Hardened Mox
The Boot
Temporal Distortion
Temporal Research
Stewardess of the Undone
Tricycloid
Battle Suits
Now!
Forgotten Fighter
Tech 2 card(s)
Get Paid - ($8)
Hyperion, kills SQL, I draw - ($3)
Worker - ($2)
Troq kills Turtle, you get 1 gold.
Nullcraft pings Tenderfoot.
Neo Plexus - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Tric would’ve been better then Hyperion here, but we’ll make do.
@Moby_Dick’s turn!
[CAMS23] Round1 P1T5
P1 [Finesse]/Demonology/Necromancy vs. P2 [Past]/Present/Bashing
TECH
Grounded Guide (4/4)
Maestro (3/5)
STARTING HAND
Leaping Lizard (3/5)
Granfalloon Flagbearer (2/2)
Nimble Fencer (2/3)
Timely Messenger (1/1)
WORKERS
Older Brother (2/2)
Fruit Ninja (2/2)
Spark
Wither
Granfalloon Flagbearer (2/2)
Bloom
Leaping Lizard (3/5)
Brick Thief (2/1)
Nimble Fencer (2/3)
Maestro (3/5)
Dark Pact
Helpful Turtle (1/2)
Nimble Fencer (2/3)
Maestro (3/5)
Tech 2 card(s)
Get Paid + Scav - ($9)
Worker - ($8)
Lizard - ($7)
Maxband Garth fetch guide - ($3)
Fencer - ($1)
Garth kills SL
Fencer trades with Hyperion
Messenger - ($0)
Messenger + Tenderfoot break tech2
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
I teched more defensively for this turn, but did not draw second lizzard. Let’s take the chance for counter attack.
If guide stays alive it looks pretty good. But Dreamfire usually has a backup and not playing just one line.
@Dreamfire’s turn!
P2T5
TECH
Tricycloid
Now!
STARTING HAND
Tricycloid
Stewardess of the Undone
Temporal Research
The Boot
Temporal Distortion
WORKERS
Plasmodium
Tinkerer
Time Spiral
Hardened Mox
Temporal Research
Tricycloid
Tricycloid
Fading Argonaut
Forgotten Fighter
Tech 2 card(s)
Get Paid - ($9)
Rebuild tech 2.
Worker - ($8)
The Boot kills Lizard, I discard - ($5)
Troq to midband - ($3)
Troq runs into GGuide, pings your tech 1, levels fizzle.
Nullcraft kills GGuide, you draw.
Prynn - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
That was a strong turn, but it cost Moby the card advantage. Let’s see if I can hold out.
@Moby_Dick’s turn!
Nice play, getting out via The Boot, from which I said it is a useless card. Got the point
[CAMS23] Round1 P1T6
P1 [Finesse]/Demonology/Necromancy vs. P2 [Past]/Present/Bashing
TECH
Metamorphosis
Star-Crossed Starlet (3/2)
STARTING HAND
Leaping Lizard (3/5)
Bloom
Nimble Fencer (2/3)
Leaping Lizard (3/5)
WORKERS
Older Brother (2/2)
Fruit Ninja (2/2)
Spark
Wither
Granfalloon Flagbearer (2/2)
Bloom
Nimble Fencer (2/3)
Brick Thief (2/1)
Maestro (3/5)
Metamorphosis
Star-Crossed Starlet (3/2)
Tenderfoot (1/2)
Leaping Lizard (3/5)
Tech 2 card(s)
Get Paid - ($9)
Discard, lizard and guide then techn. draw
sac skel draw 1 - ($8)
worker - ($7)
vandy - ($5)
garth pings SL
tenderfoot trades SL, vandy to midband
maxband vandy, doom messenger & NC - ($3)
fencer attacks tech 2 - ($1)
messenger breaks tech 2
lizard - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Ok, he got out. Nice draw with Fencer and Lizard, so I have now full control of the game. I don’t think Dreamfire can get out again. Next reound I will take care of my hand size and the turn after it should be over. I will lose Garth, but have Vandy ready. Dreamfire has to bring Max and if I kill him no need for tech break.
It is almost a sin not to play lizard, but skipping the worker would be just a sign of weakness
@Dreamfire’s turn!
Nice, but not nice enough, since I couldn’t hold on to my tech 2. As @FrozenStorm often says, Garth is the real MVP of Nightmare.
GG WP! @zango
Yes he is. Maybe cost for Guide should be 6, but then Present Tech2 needs a nerf too. They are the strongest tech2 specs.
But I am thinking of another MVP card in my deck, maybe it will receive the deserved attention, in another game.
GG WP @Dreamfire like usually. Soon we are fighting with equal strong decks, but I think this tourney my one is again stronger. You are still underestimating me I was considering the FF in turn 2, and not teching Vandy spells. It was a calculated risk with a <50/50. I could have put Tenderfoot SL and turtle scav, but I wanted the scav gold. Unfortantely you had FF it and played well around the messy cycle. Maybe not the best decision I made in the game.