[CAMS24] Round1: P1 James [Demonology]/Strength/Growth vs P2 Moby_Dick [Fire]/Blood/Demon

Apologies for the delay! Good luck!

EDIT: Added relevant rule changes

Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep

P1T1


StartingHand Workers

STARTING HAND
Poisonblade Rogue
Deteriorate
Summon Skeletons
Skeletal Archery
Thieving Imp


WORKERS
Skeletal Archery


NextHand

Skeleton Javelineer
Pestering Haunt
Sacrifice the Weak
Graveyard
Jandra, the Negator


Discard

Summon Skeletons
Poisonblade Rogue
Deteriorate


Tech card(s)
Get Paid - ($4)
Worker - ($3)
Theiving Imp - random no. 5 - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :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

Not really a huge amount tho think about on this turn - Imp or a hero, and imp seems fine.

@Moby_Dick

No worries, mate! Good luck and enjoy the game!

CAMS24 P2T1

P1 [Demonology]/Strength/Growth vs. P2 [Fire]/Blood/Demonology


StartingHand Workers

STARTING HAND
Nautical Dog (1/1)
Careless Musketeer (2/1)
Bloodburn
Pillage
Bloodrage Ogre (3/2)


WORKERS
Bloodburn


NextHand

Makeshift Rambaster (1/2)
Mad Man (1/1)
Scorch
Charge


Discard

Nautical Dog (1/1)
Careless Musketeer (2/1)
Pillage


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Discard
Oger - ($2)
Vandy - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bloodrage Ogre (3/2)
  • :target: Lookout:

In Play:

  • Vandy L1 (2/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Time to learn “bansa style”. One day he might be back. The Game with Frozen will be fun…

Imp start with mulicolor is very slow. Let’s see if that can work out against an aggressive deck. I have lost the dog for the early game but this is not a big issue.

@James’s turn!

b]P1T2[/b]


Tech StartingHand Workers

TECH
Mythmaking
Ardra’s Boulder


STARTING HAND
Sacrifice the Weak
Pestering Haunt
Graveyard
Skeleton Javelineer
Jandra, the Negator


WORKERS
Skeletal Archery
Skeleton Javelineer


NextHand

Summon Skeletons
Sacrifice the Weak
Deteriorate
Ardra’s Boulder
Mythmaking


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Multicolour Tech 1 - ($2)
Rook - ($0)
Pestering Haunt

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp 2/2A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rook 2/4
  • :target: Lookout:

In Play:

  • Pestering Haunt

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Options and objectives. I would like to tech up. As a multicolour, that constrains my choices a lot - essentially hero and haunt, or skeleton and haunt. His ability to swing next turn: brogre if I don’t kill it, Vandy at 2, 3 or 4 depending on gold spent, mad man, rambaster; scorch, but that is too little value. Charge. My design on this codex is mythmaking → big stuff. So I would like to get there asap. An option: Kill brogre, he gets a card back trading his 2 drop for my 3, but no swing from brogre for him, hero in SQL e.g. Rook. He could kill Rook with a vandy level, or a hasted unit and mid vandy; then I play a tech I I guess. Another: don’t trade the imp, make him swing into me so no card for him; this is better as long as he can’t then use vandy and a haste unit to kill my rook… which of course he could. It would cost 3 gold to do so, and then maxband his vandy. If he techs up, that would be his turn. Am I ok with that? I think so. Let’s try that; who needs to take the initiative? I’m not sure this is the right way to tech, but this is experimental.

Post draw - got both. Lucky?

@Moby_Dick 's turn!

CAMS24 P2T2

P1 [Demonology]/Strength/Growth vs. P2 [Fire]/Blood/Demonology


Tech StartingHand Workers

TECH
Crash Bomber (2/2)
Crash Bomber (2/2)


STARTING HAND
Charge
Makeshift Rambaster (1/2)
Mad Man (1/1)
Scorch


WORKERS
Bloodburn
Charge


NextHand

Makeshift Rambaster (1/2)
Crash Bomber (2/2)
Bombaster (2/2)
Bloodrage Ogre (3/2)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
midband Vandy kills sl - ($3)
mad man + oger trade with rook - ($2)
Vandy maxbands, doom haunt
tech 1 - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Vandy L5 (4/5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Ähh maxbanding in turn 2 is not the optimum, but I don’t see another opportunity. Need to get through a nasty cycle.

@James’s turn!

Apologies for the wait today!

EDIT - forgot my haunt! And that could have been in the draw after dying. So added haunt to turn and redrawn.
P1T3


Tech StartingHand Workers

TECH
Galina Glimmer
Giant Panda


STARTING HAND
Sacrifice the Weak
Mythmaking
Summon Skeletons
Ardra’s Boulder
Deteriorate
Jandra, the Negator


WORKERS
Skeletal Archery
Skeleton Javelineer
Summon Skeletons


NextHand

Sacrifice the Weak
Thieving Imp 2/2A
Jandra, the Negator
Poisonblade Rogue
Graveyard


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Mythmaking - ($3)
Ardra’s Boulder - ($1)
Haunt does 1 damage to your tech 1

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Ardra’s Boulder - (2+1)/8
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Mythmaking - my Legends get +2/+2, yours -1/-1
  • Pestering Haunt (ABOUT to die horribly)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

I do hope he hasn’t immediately tech’d meta! But I might be able to overcome even if that is the case. Operation wall to tech 3 is go. There are no spells I am afraid enough to patrol in lookout I think. He can fill his board, but I think I don’t care that much…?

Post draw - tech miss, but Graveyard time I suppose.
Post re-draw - I have Galina now! and the Haunt is in the re-draw, so it did affect things. No imp though, which I was looking forward to spamming.
Post draw reversion - back to the first plan!

@Moby_Dick’s turn!

It only dies at the beginning of Moby’s turn, so it’s not going into your reshuffle in this play.

1 Like

Oops. I will revert the draw to the previous one!

1 Like

No, you are still fine with your playing speed. There are usually slower players…

CAMS24 P2T3

P1 [Demonology]/Strength/Growth vs. P2 [Fire]/Blood/Demonology


Tech StartingHand Workers

TECH
Captured Bugblatter (4/2)
Captured Bugblatter (4/2)


STARTING HAND
Bombaster (2/2)
Makeshift Rambaster (1/2)
Bloodrage Ogre (3/2)
Crash Bomber (2/2)


WORKERS
Bloodburn
Charge
Bombaster (2/2)


NextHand

Nautical Dog (1/1)
Careless Musketeer (2/1)
Scorch
Pillage


Discard

Makeshift Rambaster (1/2)
Bloodrage Ogre (3/2)
Dark Pact
Captured Bugblatter (4/2)
Captured Bugblatter (4/2)


Tech 2 card(s)
Get Paid - ($7)
Haunt dies horribly
Worker - ($6)
tech 2 - ($2)
Discard + fetch DP - ($1)
Crash Bomber - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Vandy L5 (4/5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Boulder… I thought more about Galina + hero. Boulder would have given me other opportunities. But I don’t get him so easy out of the way, so I need to prepare something bigger.

If James wants to play safe, he must bring a tower. Meta with Jaina would end the game in turn 5.

@James’s turn!

P1T4


Tech StartingHand Workers

TECH
Colossus
Morningstar Pass


STARTING HAND
Graveyard
Poisonblade Rogue
Sacrifice the Weak
Jandra, the Negator
Thieving Imp 2/2A


WORKERS
Skeletal Archery
Skeleton Javelineer
Summon Skeletons
Poisonblade Rogue


NextHand

Galina Glimmer
Giant Panda
Deteriorate
Pestering Haunt
Colossus


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech 2 (Strength) - ($3)
Theiving Imp - discard random no. 3 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Ardra’s Boulder - (2+1)/8
  • :ps_: Scavenger:
  • :pschip: Technician: Thieving Imp 2/2
  • :target: Lookout:

In Play:

  • Mythmaking - my Legends get +2/+2, yours -1/-1

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Only one reshuffle in. So I can expect a tech I this coming turn. but probably not any rambasters or gliders yet. I realise I have an anti-air problem. I suppose I just need to race to a state where I’m just too strong to care.

Post draw - Colossus. Barring him teching tech IIs on his first go, I win the race to tech IIs by disrupting his draws so much.

@Moby_Dick’s turn!

CAMS24 P2T4

P1 [Demonology]/Strength/Growth vs. P2 [Fire]/Blood/Demonology


Tech StartingHand Workers

TECH
Metamorphosis
Metamorphosis


STARTING HAND
Nautical Dog (1/1)
Careless Musketeer (2/1)
Scorch
Pillage
Mad Man (1/1)
Crash Bomber (2/2)


WORKERS
Bloodburn
Charge
Bombaster (2/2)
Careless Musketeer (2/1)


NextHand

Crash Bomber (2/2)
Metamorphosis
Makeshift Rambaster (1/2)
Bloodrage Ogre (3/2)
Nautical Dog (1/1)


Tech 2 card(s)
Get Paid - ($8)
Discard
Worker - ($7)
Discard, fetch and play DP - ($5)
HH - ($3)
Jaina - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Crash Bomber (2/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Jaina L1 (2/3)
  • :target: Lookout:

In Play:

  • Vandy L5 (4/5)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Strength tech 2 is indeed a what you could call a “hard” counter to bugblatter (with the pass and grappler), but usually too slow to set up. But a boulder definitely helps. So I build up a second strategy.

With a lucky draw colossus + double dinosize are as well a watch out. Need to remove the boulder or make him attack.

@James’s turn!

P1T5


Tech StartingHand Workers

TECH
Colossus
Whitestar Grappler


STARTING HAND
Giant Panda
Galina Glimmer
Deteriorate
Pestering Haunt
Colossus


WORKERS
Skeletal Archery
Skeleton Javelineer
Summon Skeletons
Poisonblade Rogue
Pestering Haunt


NextHand

Graveyard
Morningstar Pass
Jandra
Sacrifice the Weak


Discard

Deteriorate
Giant Panda
Colossus
Whitestar Grappler


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Colossus - ($1)
Galina Glimmer - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Galina Glimmer 4/4A
  • :psfist: Elite: Ardra’s Boulder - (2+1)/8
  • :ps_: Scavenger:
  • :pschip: Technician: Thieving Imp 2/2
  • :target: Lookout: Colossus 6/7 [resist 1 from Lookout]

In Play:

  • Mythmaking - my Legends get +2/+2, yours -1/-1

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Here comes the metamorphosis. Which is fine? I’ll tower next turn and even without tech buildings can do something I think.

@Moby_Dick’s turn!

Nice strategy! 1g missing for double dinosize? But often it is 1 turn too slow or the draws don’t add up.

CAMS24 P2T5

P1 [Demonology]/Strength/Growth vs. P2 [Fire]/Blood/Demonology


StartingHand Workers

STARTING HAND
Metamorphosis
Bloodrage Ogre (3/2)
Crash Bomber (2/2)
Nautical Dog (1/1)
Makeshift Rambaster (1/2)


WORKERS
Bloodburn
Charge
Bombaster (2/2)
Careless Musketeer (2/1)


NextHand

Captured Bugblatter (4/2)
Dark Pact
Scorch
Dark Pact
Captured Bugblatter (4/2)


Discard

Crash Bomber (2/2)
Metamorphosis
Nautical Dog (1/1)
Bloodrage Ogre (3/2)
Makeshift Rambaster (1/2)


Tech 0 card(s)
Get Paid + float - ($10)
Crash bomber attacks SL, deals 1 damage to colossus - ($9)
Drakk - ($7)
Metamorphosis - ($1)
Crash bomber - ($0)
Vandy kills colossus, sparkshot Imp
Jaina attacks base for 6
Jaina shoots down SL

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Vandy L5 (6/1)
  • Jaina L7 (6/5)
  • Drakk L6 (5/6)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Nice it is the colossus. But even if James draws work out perfectly, 1g is missing for double dinosize. But there are combininations where he could break through and have lethal. Anyway no need to take a risk. I don’t have lethal now, and will have it next turn. Should be checkmate, I think. There might be combinations where I draw bad and he did not tech dinosize but the Pass where I am not 100% sure and don’t want to analyse it yet. But then it will be in 2 turns.

@James’s turn!

It is an experiment as a strategy! Results are coming in and they are unfavourable so far :sweat_smile:
P1T6


Tech StartingHand Workers

TECH
Dinosize
Gargoyle


STARTING HAND
Graveyard
Sacrifice the Weak

Morningstar Pass


WORKERS
Skeletal Archery
Skeleton Javelineer
Summon Skeletons
Poisonblade Rogue
Pestering Haunt
Sacrifice the Weak


NextHand

Colossus
Dinosize
Colossus 6/7 [resist 1 from Lookout]
Morningstar Pass
Deteriorate


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tower - ($5)
Morningstar Pass - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ardra’s Boulder - 2/8
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Thieving Imp 2/1
  • :target: Lookout:

In Play:

  • Mythmaking - my Legends get +2/+2, yours -1/-1
  • Morningstar Pass - 6HP

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

It was not fine. More thought was needed, and more proactive play. Tower and pass absorbs the first two demon hero attacks and the third one takes out a tech building, plus now there are rambasters and gliders coming. Do I have a win condition from here?

@Moby_Dick’s turn!

I believe you should’ve still teched? You’re not at 10 workers yet

Yes sure! Threw two zarras as placeholder in, doesn’t influence my draws or the game anyway.

GG well played! It can work, but you need to finish the game in turn 6 or 7 against not so aggressive deck, if the start is so passive. Dinosize on Colossos can do that job.

CAMS24 P2T6

P1 [Demonology]/Strength/Growth vs. P2 [Fire]/Blood/Demonology


Tech StartingHand Workers

TECH
Pirate-Gang Commander (6/6)
Pirate-Gang Commander (6/6)


STARTING HAND
Dark Pact
Captured Bugblatter (4/2)
Dark Pact
Scorch
Captured Bugblatter (4/2)


WORKERS
Bloodburn
Charge
Bombaster (2/2)
Careless Musketeer (2/1)
Scorch
Captured Bugblatter (4/2)


NextHand

Mad Man (1/1)
Pillage
Metamorphosis
Makeshift Rambaster (1/2)


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Captured Bugblatter with haste - ($5)
Captured Bugblatter - ($2)
Drakk attacks SL for 5, triggers tower
Jaina attacks and destroys the pass - ($1)
Crash Bomber attacks SL and kills it with extra damage, your base to 10
Bugblatter trades with imp, your base to 6
Jaina shoots your base to 3
Vandy finishes it GG

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


Board Info:
In Patrol:

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

In Play:

  • Vandy L5 (6/1)
  • Jaina L7 (6/5)
  • Drakk L6 (5/3)
  • Captured Bugblatter (4/2)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 12
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

@James’s turn!

edit: bugblutter went to workers instead of discard. corrected

2 Likes

GG! @zango

Yes - definitely some piloting improvements that can be made to it as well - but well played by you.

2 Likes

@James: By the way for your future strategies. Rook is the second best meta target after Jaina. During meta turn he blocks on SL anything. Passing 1 patroller can be very strong, too.