[CAMS23] Round5: P1 Moby_Dick [Finesse]/Demonology/Necromancy vs P2 Bryce_the_Rice [Necromancy]/Blood/Truth

GL & HF @Bryce_The_Rice ! Well played last game!

Current balance patch changes in effect

That is probably the slowest start in Nightmare history…

[CAMS23] Round5 P1T1

P1 [Finesse]/Demonology/Necromancy vs. P2 [Necromancy]/Blood/Truth


StartingHand Workers

STARTING HAND
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Spark
Bloom
Wither


WORKERS
Spark


NextHand

Tenderfoot (1/2)
Fruit Ninja (2/2)
Timely Messenger (1/1)
Older Brother (2/2)
Brick Thief (2/1)


Discard

Granfalloon Flagbearer (2/2)
Wither
Bloom


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Turtle - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

That are really 2 poor starting hands…

I would not mind if Bryce answers with his typcial Imp, let’s hope he has it on his first hand and does not answers more aggressively. Imp is easy to kill and gives me good trades when working with Vandy.

I keep flagbearer because Bryce always techs kidnapping.

@Bryce_The_Rice’s turn!

Suits me fine.


Turn 1

Hand: Graveyard, Skeleton Javelineer, Skeletal Archery, Jandra, the Negator, Sacrifice the Weak
Workers: Skeletal Archery

Techs

  1. Get paid (+$5, $5)
  2. Hire a worker ($4)
  3. Summon Jandra, the Negator ($1)
  4. Discard 3, draw 5

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout: Jandra, the Negator (3/3)

  • Buildings:
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 6
  • Gold: 1
  • Hand: 5
  • Deck: 0
  • Discard: 3

Hand

Poisonblade Rogue, Summon Skeletons, Deteriorate, Pestering Haunt, Thieving Imp

Discard

Sacrifice the Weak, Skeleton Javelineer, Graveyard

Think

This split is fine actually. Jandra turn 1 into Imp turn 2 is pretty good. It does delay workering jandra, but I should be able to get some value from her, and the slow start from my opponent will help with that a lot.

Jandra, interesting. If now the typical Imp follows, please give me a number to discard.

I answered Frozen in the ballance patch that the Vandy doom target affect can be removed in our game. So Vandy will not kill illusions by dooming.

[CAMS23] Round5 P1T2

P1 [Finesse]/Demonology/Necromancy vs. P2 [Necromancy]/Blood/Truth


Tech StartingHand Workers

TECH
Nimble Fencer (2/3)
Nimble Fencer (2/3)


STARTING HAND
Timely Messenger (1/1)
Older Brother (2/2)
Tenderfoot (1/2)
Fruit Ninja (2/2)
Brick Thief (2/1)


WORKERS
Spark
Fruit Ninja (2/2)


NextHand

Granfalloon Flagbearer (2/2)
Wither
Nimble Fencer (2/3)
Timely Messenger (1/1)
Brick Thief (2/1)


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech1 - ($4)
Vandy - ($2)
Tenderfoot - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy L1 (2/3)
  • :psfist: Elite: Helpful Turtle (1/2)
  • :ps_: Scavenger: Tenderfoot (1/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

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

Drakk midband would be a Vandy kill, but I think that would lead in a dead end for Bryce.

I have forgotten about the Vandy target thing and workered spark last round…

@Bryce_The_Rice’s turn!

How did you know


Turn 2

Hand: Poisonblade Rogue, Summon Skeletons, Deteriorate, Pestering Haunt, Thieving Imp
Workers: Skeletal Archery, Summon Skeletons

Techs

Turn 2: Crash Bomber, Hooded Executioner


  1. Tech 2 cards
  2. Get paid (+$6, $7)
  3. Hire a worker ($6)
  4. Build Tech 1 ($4)
  5. Summon Thieving Imp, discard #5 (I rolled my d6) ($1)
  6. Discard 3, reshuffle, draw 5

  • Patrol:
    :psblueshield:Squad Leader: Jandra, the Negator (3/3+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Thieving Imp (2/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 7
  • Gold: 1
  • Hand: 5
  • Deck: 3
  • Discard: 0

Hand

Graveyard, Hooded Executioner, Poisonblade Rogue, Sacrifice the Weak, Skeleton Javelineer

Discard

Think

Well, normal Vandy things. My patrol this turn is an interesting choice, but I think jandra in squad leader poses the most problems that need answering. Fencers certainly exist of course, but she still presents a wall.

Thanks @zango for pointing it out. There is an disadvantage for you Bryce by removing the target effect from Vandy doom. (lookout costs). Please tell me which way you want to go, target or removing the target?

[CAMS23] Round5 P1T3

P1 [Finesse]/Demonology/Necromancy vs. P2 [Necromancy]/Blood/Truth


Tech StartingHand Workers

TECH
Metamorphosis
Star-Crossed Starlet (3/2)


STARTING HAND
Granfalloon Flagbearer (2/2)
Nimble Fencer (2/3)
Wither
Timely Messenger (1/1)
Brick Thief (2/1)


WORKERS
Spark
Fruit Ninja (2/2)
Timely Messenger (1/1)


NextHand

Bloom
Metamorphosis
Nimble Fencer (2/3)
Older Brother (2/2)


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
midband Vandy + Tenderfoot kill sl - ($4)
Fencer - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3)
  • :psfist: Elite:
  • :ps_: Scavenger: Helpful Turtle (1/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy L3 (3/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

I think it is worth to write down my full thoughts from last turn, since this game it is fairly easy to analyse with not so many branches. After Bryces’s turn 2, I stated my chance to make the game deciding move in turn 5 at 83% if Bryce keeps his strategy and tech choices. As P2 he always chose Executioner and Crash Bomber.

The Imp in turn 3 was the best choice, so that is what I planned. (Drakk midband and Vandy kill, or Imp SL and haunt/Jav are worse options and were dead ends so no need to follow those branches here in detail.) With Imp discard + Fencer I have the right amount to discard to start the new cycle with the last card, which is important (bloom would have worked as well for hero kill, but it adds one card to the new cycle which would have been slightly worse)

Bryce keeps his strategy: If in turn 3 happens something like Executioner, Crash bomber, hero and skeleton, I can answer with Vandy maxband (maybe kill SL and doom turtle in SL). There is no chance that I lose Vandy or tech2 and I don’t need a to play another unit in turn 4. If I don’t draw meta end of turn3 (1 out of 6 - 17%) it will be the game deciding move. In turn 5 I can bring one of the strongest strategies and play meta, fetch maestro and play at least one virtuoso. This should be enougth advantage. With 1g left there is a decent chance to draw a fencer from the new cycle and destroy a tower or even double tech break to end it directly. (It shows that even with this very slow start the deck can pull out this strategy)

Worst Case for me: This would be 2xCrash Bomber or BC/hound and Crash bomber + tech rush. With garth fetch CB I will lose tech2 or Vandy and Bryce has an advantage (not game deciding). But this requires to draw both teched cards in turn2. It also reduces my chances by 17% to draw meta because I have to play a unit in turn 4. Similar results can happen with lucky CB draws (even just playing 1 Executioner and drawing 2 of the new cycle) supported by StW. (That is why I cannot kill Imp on technician) But Bryce always teched only 1 CB so far. But with tech 2 coming I have to play unfortunately another unit in turn4, which makes my turn 5 move weaker even if I draw meta.

Conclusion: With that analysis I would have not played Jandra in turn 1, since I would have relied on either to draw 2 teched cards with the maximum cost of 3g or a lucky tech4.

Post draw: LOL this is why I hate this game sometimes… The 17% got me… I leave the thoughts in maybe it helps someone. The game is not lost other branches open now, but no patience to describe that any further. It was not the game deciding move in turn5 with the 67%/83%. Seems not to be my game with the draws :rofl: :rofl: :rofl: although I am always trying to reduce that draw risk to a minimum.

@Bryce_The_Rice’s turn!

I… don’t know what you mean. I thought the rules were already settled.


Turn 3

Hand: Graveyard, Hooded Executioner, Poisonblade Rogue, Sacrifice the Weak, Skeleton Javelineer
Workers: Skeletal Archery, Summon Skeletons, Poisonblade Rogue

Techs

Turn 2: Crash Bomber, Hooded Executioner
Turn 3: Crashbarrow, Shoddy Glider


  1. Tech 2 cards
  2. Get paid (+$7, $8)
  3. Hire a worker ($7)
  4. Build Tech 2 Blood ($3)
  5. Summon Hooded Executioner ($1)
  6. Summon Skeleton Javelineer ($0)
  7. Discard 2, draw 3, reshuffle, draw 1

  • Patrol:
    :psblueshield:Squad Leader: Thieving Imp (2/2+A)
    :psfist:Elite:
    :ps_:Scavenger: Skeleton Javelineer (1/1)
    :pschip:Technician: Hooded Executioner (3/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 8
  • Gold: 0
  • Hand: 4
  • Deck: 4
  • Discard: 0

Hand

Deteriorate, Crash Bomber, Pestering Haunt, Sacrifice the Weak

Discard

Think

Vandy is very efficient. And I spent 6 gold on two units. Maybe not the best idea. Perhaps I should’ve kept jandra alive and tried to sac out imp. Oh well. We continue with the plan.

Yes, there was a complaint from Frozen, that is why. But it doesn’t matter this turn and probably not for the rest of the game.

[CAMS23] Round5 P1T4

P1 [Finesse]/Demonology/Necromancy vs. P2 [Necromancy]/Blood/Truth


Tech StartingHand Workers

TECH
Maestro (3/5)
Maestro (3/5)


STARTING HAND
Bloom
Older Brother (2/2)
Nimble Fencer (2/3)
Metamorphosis


WORKERS
Spark
Fruit Ninja (2/2)
Timely Messenger (1/1)
Older Brother (2/2)


NextHand

Star-Crossed Starlet (3/2)
Brick Thief (2/1)
Wither
Tenderfoot (1/2)


Discard

Bloom
Nimble Fencer (2/3)
Metamorphosis
Maestro (3/5)
Maestro (3/5)


Tech 2 card(s)
Get Paid + float - ($9)
Turtle heals Vandy
Worker - ($8)
tech2 - ($4)
Bloom Vandy - ($2)
Vandy kills Imp
Maxband Vandy doom Executioner and Turtle - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Helpful Turtle (3/4) doomed
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nimble Fencer (2/3)
  • :target: Lookout:

In Play:

  • Vandy L5 + (5/6)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Nice, imp SL gives Vandy an additional kill and turtle did his job and can leave now.

Let’s see if I can still use meta in 2 turns…

StW and CB will result in tech break. But that is OK, I have anyway no tech2 units. But just patrolling with turtle on technician is not enough due to double tech break, which I cannot risk.

@Bryce_The_Rice’s turn!

Turn 4

Hand: Deteriorate, Crash Bomber, Pestering Haunt, Sacrifice the Weak
Workers: Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Deteriorate

Techs

Turn 2: Crash Bomber, Hooded Executioner
Turn 3: Crashbarrow, Shoddy Glider
Turn 4: Captured Bugblatter, Kidnapping


  1. Tech 2 cards
  2. Get paid (+$8, $8)
  3. Hire a worker ($7)
  4. Summon Crash Bomber ($6)
  5. Summon Sirus Quince ($4)
  6. Summon Mirror Illusion ($2)
  7. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Crash Bomber (2/2+A)
    :psfist:Elite: Mirror Illusion (1/1)
    :ps_:Scavenger: Hooded Executioner (5/5)
    :pschip:Technician: Skeleton Javelineer (1/1)
    :target:Lookout: Mirror Illusion (0/1)

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
    Sirus Quince (1/3)
  • Base: 20
  • Other:

Economy:

  • Workers: 9
  • Gold: 2
  • Hand: 4
  • Deck: 0
  • Discard: 5

Hand

Graveyard, Jandra, the Negator, Crashbarrow, Shoddy Glider

Discard

Kidnapping, Captured Bugblatter, Thieving Imp, Sacrifice the Weak, Pestering Haunt

Think

Yeesh, that’s scary. Gotta put up a big wall and try to keep my tech 2 here. I have a chance to do some real damage.

Ready to start the base race?

[CAMS23] Round5 P1T5

P1 [Finesse]/Demonology/Necromancy vs. P2 [Necromancy]/Blood/Truth


Tech StartingHand Workers

TECH
Star-Crossed Starlet (3/2)
Dark Pact


STARTING HAND
Brick Thief (2/1)
Star-Crossed Starlet (3/2)
Wither
Tenderfoot (1/2)


WORKERS
Spark
Fruit Ninja (2/2)
Timely Messenger (1/1)
Older Brother (2/2)


NextHand

Granfalloon Flagbearer (2/2)
Nimble Fencer (2/3)
Wither


Tech 2 card(s)
Get Paid - ($8)
Turtle and Executioner die, you get paid
Starlet - ($6)
Tenderfoot - ($5)
Wither Technician - ($3)
Garth - ($1)
Skeleton - ($0)
Vandy kills SL, sparkshot elite, my base takes first hit
Tenderfoot kills lookout
Fencer and starlet break tech2

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


Board Info:
In Patrol:

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

In Play:

  • Vandy L5 + (5/4)
  • Nimble Fencer (2/3)
  • Star-Crossed Starlet (3/2)
  • Tenderfoot (1/2)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Ok let’s switch the main strat completely and start the base race. No long term planning, just acting from round to round…

My board and next cycle is like a Tenderfoot on speed, no need to duck away from blood.

Good start in the race, Bomber is stuck with Quince and has probably no tech 1 on his hand.

@Bryce_The_Rice’s turn!

If you’re racing, better bring a fast car


Turn 5

Hand: Graveyard, Jandra, the Negator, Crashbarrow, Shoddy Glider, Captured Bugblatter
Workers: Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Deteriorate, Graveyard

Techs

Turn 2: Crash Bomber, Hooded Executioner
Turn 3: Crashbarrow, Shoddy Glider
Turn 4: Captured Bugblatter, Kidnapping
Turn 5: Crash Bomber, Free Speech


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$9, $12)
  4. Rebuild Tech 2 ($12)
  5. Hire a worker ($11)
  6. Build a Tower ($8)
  7. Summon Jandra, the Negator ($5)
  8. Summon Mirror Illusion ($3)
  9. Summon Mirror Illusion ($1)
  10. Discard 3, draw 5

  • Patrol:
    :psblueshield:Squad Leader: Mirror Illusion (01/+A
    :psfist:Elite: Jandra, the Negator (4/3)
    :ps_:Scavenger: Mirror Illusion (0/1)
    :pschip:Technician: Sirus Quince (1/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
  • Base: 18
  • Other:

Economy:

  • Workers: 10
  • Gold: 1
  • Hand: 5
  • Deck: 1
  • Discard: 6

Hand

Thieving Imp, Kidnapping, Skeleton Javelineer, Pestering Haunt, Sacrifice the Weak

Discard

Crashbarrow, Shoddy Glider, Captured Bugblatter, Crash Bomber, Crash Bomber, Free Speech

Think

Wow, I teched… really poorly, actually. And that dead draw basically seals this game. I think I’m getting double tech broke into lockdown next turn. How annoying.

[CAMS23] Round5 P1T6

P1 [Finesse]/Demonology/Necromancy vs. P2 [Necromancy]/Blood/Truth


Tech StartingHand Workers

TECH
Grounded Guide (4/4)
Leaping Lizard (3/5)


STARTING HAND
Granfalloon Flagbearer (2/2)
Wither
Nimble Fencer (2/3)


WORKERS
Spark
Fruit Ninja (2/2)
Timely Messenger (1/1)
Older Brother (2/2)


NextHand

Bloom
Maestro (3/5)
Metamorphosis
Helpful Turtle (1/2)


Discard

Tenderfoot (1/2)
Wither
Granfalloon Flagbearer (2/2)
Grounded Guide (4/4)
Leaping Lizard (3/5)


Tech 2 card(s)
Get Paid - ($8)
Starlet receives damage
Fencer - ($6)
Garth midband kills SL - ($3)
Vandy kills Quince, sparkshot scav, Garth to L6
Maxband Garth, Fetch Guide - ($2)
Tenderfoot kills Jandra
Fencer breaks tower, base to 16
Starlet breaks tech2 base to 14
Fencer attacks base to 10
Skeleton - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (2/1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton (2/1)
  • :target: Lookout: Grounded Guide (4/4)

In Play:

  • Vandy L5 + (5/2)
  • Nimble Fencer (4/4)
  • Star-Crossed Starlet (6/2)
  • Nimble Fencer (4/3)
  • Garth L 7(3/4)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

That should be it, chances are very good for lethal next turn.

@Bryce_The_Rice’s turn!

Turn 6

Hand: Thieving Imp, Kidnapping, Skeleton Javelineer, Pestering Haunt, Sacrifice the Weak, Hooded Executioner
Workers: Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Deteriorate, Graveyard

Techs

Turn 2: Crash Bomber, Hooded Executioner
Turn 3: Crashbarrow, Shoddy Glider
Turn 4: Captured Bugblatter, Kidnapping
Turn 5: Crash Bomber, Free Speech
Turn 6: Hooded Executioner, Nether Drain


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$10, $12)
  4. Rebuild Tech 2 ($12)
  5. Summon Drakk Ramhorn ($10)
  6. Cast Sacrifice the Weak, Squad Leader dies ($7)
  7. Summon Hooded Executioner ($5)
  8. Summon Skeleton Javelineer ($4)
  9. Cast Kidnapping on Starlet ($0)
  10. Starlet kills Grounded Guide
  11. Discard 2, reshuffle, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Drakk Ramhorn (1/3+A)
    :psfist:Elite:
    :ps_:Scavenger: Skeleton Javelineer (1/1)
    :pschip:Technician: Hooded Executioner (3/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
  • Base: 10
  • Other:

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 4
  • Deck: 9
  • Discard: 0

Hand

Pestering Haunt, Crash Bomber, Kidnapping, Shoddy Glider

Discard

Think

Yep, this is over. Gotta play this line to avoid dying just to board, but I’m expecting that anything from hand just kills me here. Oh well.

I have meta on hand. Vandy and garth break your base.

GG well played!

@zango

1 Like