[CAMS24] Round2: P1 Steve44 monored vs P2 James [Demonology]/Strength/Growth

@James Let’s start round 2! GL HF!!

Card 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
Careless Musketeer
Makeshift Rambaster
Scorch
Pillage
Mad Man


WORKERS
Careless Musketeer


NextHand

Bombaster
Bloodrage Ogre
Nautical Dog
Charge


Discard

Scorch
Pillage


Tech card(s)
Get Paid - ($4)
Worker - ($3)
Mad Man, 1 damage to your base - ($2)
Makeshift Rambaster, 3 damage to your base - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Mad Man (1/1) haste
  • Makeshift Rambaster (1/2), haste, + 2 ATK, when attacking buildings, can’t patrol

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5
    "

Good luck!

P2T1


StartingHand Workers

STARTING HAND
Sacrifice the Weak
Jandra, the Negator
Summon Skeletons
Skeleton Javelineer
Graveyard


WORKERS
Summon Skeletons


NextHand

Thieving Imp
Deteriorate
Skeletal Archery
Pestering Haunt
Poisonblade Rogue


Discard

Sacrifice the Weak
Graveyard
Jandra, the Negator


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Rook - ($2)
Skeleton Javelineer - ($1)
One level on Rook (can’t pillage this) - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook L2 (2/4A)
  • :psfist: Elite: Skele Jav (1+1)/1
  • :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: 6
Thoughts

Ouch, my base. However, a unit-based non flying aggression is exactly what my codex should counter. And he has used all his haste for now, apart from Zane. A play and midband Zane skipping worker would let him keep pushing damage, but then he has skipped worker.

@Steve44’s turn!

"P1T2


Tech StartingHand Workers

TECH
Firebat
Firebat


STARTING HAND
Bloodrage Ogre
Charge
Nautical Dog
Bombaster


WORKERS
Careless Musketeer
Bloodrage Ogre


NextHand

Scorch
Firebat
Bloodburn
Pillage
Firebat


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Drakk - ($2)
Tech1 - ($1)

Float ($1)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mad Man (1/1+1A) haste
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk (1/3) L1
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/2), haste, + 2 ATK, when attacking buildings, can’t patrol

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6
    "
    @James 's turn

P2T2


Tech StartingHand Workers

TECH
Galina Glimmer
Mythmaking


STARTING HAND


WORKERS
Summon Skeletons
Skeletal Archery


NextHand

Sacrifice the Weak
Poisonblade Rogue
Mythmaking
Graveyard


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Thieving Imp, discard random no #1 - ($0)
Rook kills Madman, takes 1
Haunt

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Imp (2/2A)
  • :psfist: Elite: Skele Jav (1+1)/1
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rook L2 (2/3)
  • Pestering Haunt 1/1, unstoppable, max 1 atk

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Hmm. I can kill Drakk, but I think it is bait… I can deteriorate his sql, and then double attack for the kill, then use the last gold to heal Rook. If I do so, though, he swings back with rambaster + zane + lobbers for up to 9 building damage. I lose my tech 1, but have a big rook on my next turn. // What are my alternatives? Imp and chill. He could then… what? Play taxman and build-a-board? There’s no much good for drak spells yet. rogue - no, haunt - an adjunct, tower - not worth it… OK. Chill it is. And an anti-Lobber patrol.

@Steve44’s turn!

"P1T3


Tech StartingHand Workers

TECH
Ember Sparks
Kidnapping


STARTING HAND
Bloodburn
Firebat
Firebat
Scorch
Pillage


WORKERS
Careless Musketeer
Bloodrage Ogre
Bloodburn


NextHand

Nautical Dog
Charge
Bombaster


Discard

Scorch
Mad Man
Pillage
Ember Sparks
Kidnapping


Tech 2 card(s)
Get Paid + float - ($7)
Discard Card#1
Worker - ($6)
Firebat - ($4)
Firebat - ($2)

Float ($2)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Firebat (3/3+1A), pay 1, :exhaust: → deal 2 damage to a patroller or building
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Firebat (3/3+1A), pay 1, :exhaust: → deal 2 damage to a patroller or building
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/2), haste, + 2 ATK, when attacking buildings, can’t patrol
  • Drakk (1/3) L1

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 7
    "
    @James 's turn!

P2T3


Tech StartingHand Workers

TECH
Banefire Golem
Ardra’s Boulder


STARTING HAND
Sacrifice the Weak
Graveyard
Mythmaking
Poisonblade Rogue


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard


NextHand

Deteriorate
Jandra, the Negator
Mythmaking
Galina Glimmer
Pestering Haunt 1/1, unstoppable, max 1 atk


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Skeleton flings its javelin at sql, armour off
Rook and Haunt trade with SQL, levels to Drakk
Argagarg, wisp appears - ($4)
Tech II (Demons) - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Imp (2/2A)
  • :psfist: Elite: Argagarg L1 (1+1)/3
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp 0/1
  • :target: Lookout:

In Play:

  • Skele Jav 1/1 jav spent

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Firebats - don’t see them much! His hand now is just T0, with no madman certainly. He is looking to be aiming to kill me through pings. It’s pretty good and gives him stuff to do with his gold despite lack of cards. Even getting through one of them is kind of hard - I can trade in haunt and imp and throw jav to kill one. Then what, though? I want to tech up ahead of him. With two gold left, I can’t quite midband rook for the second kill. If I leave my 1 damage rook in SQL, a simle couple of levels on Drakk gives Firebat frenzy for the kill, and then I’m a tech building down. So that’s a no. Mythmaking seems just too slow here unfortunately! So I have to trade and Arg.Patrol - the from-hand scary stuff is scorch and max Drakk for 5 (he will have 8 gold after worker!) into just Brogre. So I think I need to patrol Arg as well.

@Steve44’s turn!

[b]P1T4[/b]
Tech StartingHand Workers

TECH
Ember Sparks
Kidnapping


STARTING HAND
Charge
Nautical Dog
Bombaster


WORKERS
Careless Musketeer
Bloodrage Ogre
Bloodburn


NextHand

Kidnapping
Kidnapping


Tech 2 card(s)
Get Paid + float - ($9)
Worker
3 Levels to Drakk, max. - ($6)
Bombaster (with Haste and frenzy 1 from Drakk) arrives - ($4)
Bombaster trades with your SQL
Drakk kills Argagarg, takes 2 damage, Levels fizzle
Nautical Dog - ($3)
Cast charge on Nautical Dog, he kills your Wisp, you draw - ($1)
Frenzy Makshift Rambaster and Frenzy Firebat deals 8 damage to your base
Skip worker

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


Board Info:
In Patrol:

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

In Play:

  • :exhaust: Makeshift Rambaster (1/2), haste, + 2 ATK, when attacking buildings, can’t patrol
  • :exhaust: Firebat (3/3+1A), pay 1, :exhaust: → deal 2 damage to a patroller or building
  • :exhaust: Nautical Dog (1/1) Frenzy 1
  • :exhaust: Drakk (3/2) L6 Dies, my Units get Frenzy 1, First unit that arrives from my hand each turn gets Haste

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
    @James `s turn!
1 Like

Ouch

P2T4


Tech StartingHand Workers

TECH
Artisan Mantis
Voidblocker


STARTING HAND
Deteriorate
Galina Glimmer
Jandra, the Negator
Pestering Haunt 1/1, unstoppable, max 1 atk
Mythmaking
Poisonblade Rogue


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Pestering Haunt 1/1, unstoppable, max 1 atk


NextHand

Banefire Golem
Sacrifice the Weak
Ardra’s Boulder
Deteriorate


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Skeljav trades with dog
Mythmaking - ($5)
Galina Glimmer - ($4)
Jandra - ($1)
Spec lab (Growth) - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Galina Glimmer (4/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Jandra, the Negator (5/5), overpower, explodes killing my non-demons on death.
  • :target: Lookout:

In Play:

  • Mythmaking

Buildings:

  • :heart: Base HP: 8
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Well I can’t take another turn like that, and drew no tech 2 units. Eek. And the firebats and lobbers mean I am 2-3 turns or so from death anyway. I was too slow with Mythmaking as my T1 draw last turn and now pay the price. The Morningstar Pass would actually be helpful this time. But for what I do have: galina (with mm) and Jandra will defend 10 attack. He currently has 9 on the board not including the dead dog. He will play a bit more. So he can get through, but the maths is such that he probably can’t get through AND kill me…? depends on the draw. Any big attack unit is bad.

@Steve44’s turn!

[b]P1T5[/b]
Tech StartingHand Workers

TECH
Flame Arrow
Flame Arrow


STARTING HAND
Kidnapping
Kidnapping


WORKERS
Careless Musketeer
Bloodrage Ogre
Bloodburn


NextHand

Bombaster
Pillage


Discard

Nautical Dog
Kidnapping
Kidnapping
Flame Arrow
Flame Arrow


Tech 2 card(s)
Get Paid + float - ($8)
Worker
Cast Kidnapping on Galina - ($4)
Cast Kidnapping on Jandra - ($0)
Makshift Rambaster and Firebat finish your base
Skip worker

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

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

In Play:

  • :exhaust: Makeshift Rambaster (1/2), haste, + 2 ATK, when attacking buildings, can’t patrol
  • :exhaust: Firebat (3/3+1A), pay 1, :exhaust: → deal 2 damage to a patroller or building
  • Drakk (3/2) L6 Dies, my Units get Frenzy 1, First unit that arrives from my hand each turn gets Haste

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 6
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 7

@James GGWP!! I was very lucky because I drew Kidnapping twice this turn. :see_no_evil: I have never seen Mythmaking with Galina and Jandra. This is a very good idea and strong in the early game. It was too late in our game I think…I wish you all the best for the rest of the tournament and I’m looking forward to our next game! :slightly_smiling_face:

@zango we finished our game!

2 Likes

A long time ago people used to play demonology strength anarchy, and mythmaking was a popular strat in beta when jandra was a 3/4!
She got nerfed to 3/3 specifically because of mythmaking.

1 Like

GG! It seemed possibly a good idea, but so far has been too slow. I’m working it out though! …maybe.

1 Like

Was it successful?

Yes, it was quite strong. The nerf was warranted

1 Like