[CAMS23] Round1: P1 Moby_Dick [Finesse]/Demonology/Necromancy vs P2 Dreamfire [Past/Present]/Bashing

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

1 Like

P1T1

P1 [Finesse]/Demonology/Necromancy vs. P2


StartingHand Workers

STARTING HAND
Tenderfoot (1/2)
Wither
Brick Thief (2/1)
Older Brother (2/2)
Bloom


WORKERS
Older Brother (2/2)


NextHand

Timely Messenger (1/1)
Spark
Helpful Turtle (1/2)
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)


Discard

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:

  • :psblueshield: Squad Leader: Tenderfoot (1/2)
  • :psfist: Elite:
  • :ps_: Scavenger: Vandy L1 (2/3)
  • :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

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

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GL HF!

P2T1


StartingHand Workers

STARTING HAND
Neo Plexus
Hardened Mox
Plasmodium
Nullcraft
Temporal Research


WORKERS
Plasmodium


NextHand

Battle Suits
Forgotten Fighter
Fading Argonaut
Tinkerer


Discard

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:

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

In Play:

  • Nullcraft (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

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 StartingHand Workers

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)


NextHand

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:

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

In Play:

  • Vandy L1 (2/2)
  • Helpful Turtle (1/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

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 StartingHand Workers

TECH
Hyperion
Tricycloid


STARTING HAND
Tinkerer
Forgotten Fighter
Battle Suits
Fading Argonaut


WORKERS
Plasmodium
Tinkerer


NextHand

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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Geiger lvl 3 (3/4)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nullcraft (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

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 StartingHand Workers

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


NextHand

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:

  • :psblueshield: Squad Leader: Garth L3 (1/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Helpful Turtle (1/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

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 StartingHand Workers

TECH
Temporal Distortion
Now!


STARTING HAND
Time Spiral
Tricycloid
Fading Argonaut
Temporal Research


WORKERS
Plasmodium
Tinkerer
Time Spiral


NextHand

Neo Plexus
Battle Suits
Forgotten Fighter
Hyperion
Hardened Mox


Discard

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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Troq lvl 1 (3/3)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nullcraft (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

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 StartingHand Workers

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


NextHand

Leaping Lizard (3/5)
Timely Messenger (1/1)
Nimble Fencer (2/3)
Granfalloon Flagbearer (2/2)


Discard

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:

  • :psblueshield: Squad Leader: Skeleton
  • :psfist: Elite:
  • :ps_: Scavenger: Helpful Turtle (1/2)
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:

  • Garth L3 (1/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

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:

  1. Tech1 + Hyperion
  2. Hyperion + Tric
  3. Hyperion + Now or other Max spell

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 StartingHand Workers

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


NextHand

The Boot
Temporal Distortion
Temporal Research
Stewardess of the Undone
Tricycloid


Discard

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:

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

In Play:

  • Troq lvl 1 (2/2)
  • Hyperion (4/4)
  • Nullcraft (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

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 StartingHand Workers

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)


NextHand

Bloom
Leaping Lizard (3/5)


Discard

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:

  • :psblueshield: Squad Leader: Leaping Lizard (4/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grounded Guide (4/4)
  • :target: Lookout:

In Play:

  • Garth L7 (3/2)
  • Tenderfoot (3/2)
  • Timely Messenger (2/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

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 StartingHand Workers

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


NextHand

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:

  • :psblueshield: Squad Leader: Prynn lvl 1 (1/3A), fading 4
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nullcraft (1/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

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 :rofl:

[CAMS23] Round1 P1T6

P1 [Finesse]/Demonology/Necromancy vs. P2 [Past]/Present/Bashing


Tech StartingHand Workers

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


NextHand

Nimble Fencer (2/3)
Brick Thief (2/1)
Maestro (3/5)


Discard

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:

  • :psblueshield: Squad Leader: Leaping Lizard (3/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Vandy L5 (4/5)
  • :target: Lookout:

In Play:

  • Garth L7 (3/1)
  • Timely Messenger (3/3) doomed
  • Nimble Fencer (2/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

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 :wink:

@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

2 Likes

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 :wink: 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.

1 Like