[CAMS24] Round3: P1 FrozenStorm [Finesse]/Blood/Fire vs P2 James [Demonology]/Strength/Growth

GL HF @James!

CAMS24 Round 3 Player 1, Turn 1

P1 Finesse/Blood/Fire vs P2 [Demon]/Strength/Growth

Card changes in effect for the tourney linked here

Starting Hand

Bloom
Tenderfoot
Older Brother
Fruit Ninja
Granfalloon Flagbearer

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards each turn (except turn 1)
All Teched Cards

Main:

  • Tenderfoot (3)
  • River (1)
  • Worker (0)
Workers

Fruit Ninja

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: River (2/3a lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Tenderfoot (1/2)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Spark
Helpful Turtle
Wither
Brick Thief
Timely Messenger

End of Turn Discard
My Thoughts

Still not sure about this deck, seems like I drift into Tech 3 pretty frequently lol. Finesse OP? I guess let’s figure it out!


GLHF!

P2T1


StartingHand Workers

STARTING HAND
Sacrifice the Weak
Jandra, the Negator
Skeleton Javelineer
Deteriorate
Graveyard


WORKERS
Graveyard


NextHand

Thieving Imp
Summon Skeletons
Poisonblade Rogue
Pestering Haunt
Skeletal Archery


Discard

Sacrifice the Weak
Skeleton Javelineer
Deteriorate


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Jandra, the Negator - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Jandra (3+1)/3, overpower, death burst
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

I’m not having much success this tournament so far! I think a combination of being v out of practice in forum play and (because of that) having picked a suboptimal combo after only 3 mins thought. Oops! I think whatever thr cause, I have been lacking proactive plays - walls don’t matter much if you go invisible or start dropping bombs when given enough time. Well, what now. Bloom and Messenger can both give +1 to his swing next turn, as can River levels. So: I can Jandra SQL. He would have to trade in tf and play bloom, but then she just dies and River survives. Jandra Elite; would trade with his current board, with or without bloom, or with river and madman. Or it gets withered and just trades with river. Then he has tf and maybe something else to swing or defend. Or he leaves her and puts river in SQL and then I… struggle to swing back? Play Imp? Alts. Hero ± skeleton. Arg - then next turn I can chuck a 2 atk javelin next turn. SQL arg can die like SQL Jandra except it is worse, unless I level him. Which means no jav, and only a wisp to buff. Arg behind wisp is fine but leads nowhere. Vandy behind skeleton is whatever. Midband Vandy SQL is killed by bloom/wither + madman and trade two units, and then gives 2 levels to river. Rook + SQL jav is hardest to kill, but again leaves me without many plays. I feel like out of what I have said, Jandra elite actually trades the best without giving him potential levels, gives me heroes for next turn, and lets me keep a gold. Need to find THREATS.

@FrozanStorm’s turn!

1 Like

CAMS24 Round 3 Player 1, Turn 2

P1 Finesse/Blood/Fire vs P2 [Demon]/Strength/Growth

Card changes in effect for the tourney linked here

Starting Hand

Spark
Helpful Turtle
Wither
Brick Thief
Timely Messenger

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards each turn (except turn 1)
All Teched Cards

Nimble Fencer, Lobber


Main:

  • Timely Messenger, runs into Jandra (4)
  • River trades Jandra
  • Tenderfoot pings your base to 19
  • Drakk (2)
  • Worker (1)
  • Tech 1 (0)
Workers

Fruit Ninja

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Drakk (1/3a lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Tenderfoot (1/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Timely Messenger
Older Brother
Wither
Nimble Fencer
Granfalloon Flagbearer

End of Turn Discard
My Thoughts

Well, I’ll take that even trade on Jandra for a little base damage. Lobber did me well in game 1, am thinking Tech 2 for Maestro is the perfect compliment for Maestro, lockdown into tech 3. Otherwise I don’t have enough card draw to run HH Tech 1, especially when dancers would be shut down by deteriorate


P2T2


Tech StartingHand Workers

TECH
Giant Panda
Giant Panda


STARTING HAND
Summon Skeletons
Pestering Haunt
Skeletal Archery
Poisonblade Rogue
Thieving Imp


WORKERS
Graveyard
Skeletal Archery


NextHand

Skeleton Javelineer
Jandra (3+1)/3, overpower, death burst
Giant Panda
Deteriorate
Thieving Imp


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech I - ($4)
Poisonblade Rogue - ($2)
Argagarg, wisp arrives - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: PBR (2/1A) - attacks with armour piercing and poison
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I Tech I. His swing now: 2 on the board. Lobbers, bloom, madman, wither, and drakk levels possible, plus theoretically Drakk spells (nah), and 5 gold after worker. So if he draws say a lobber and another thing, it’s like 3 to 4 attack more. Max 7, for lobber lobber midband, or 6 if one of those is a madman. Hmm. My options: Imp SQL doesn’t seem great - or does it? It should trade with at least two attacks? Apart from bloom/wither lobber, which would be pretty sad. That really leaves hero ± x. Rook SQL: dies to bloom lobber trade tf hit with drakk, levels to drakk (instead of 3dmg to one of my buildings, as in the imp line). The PBR add: in SQL, trades with an ordinary lobber, but then rook in the back survives unless there is another lobber. Vandy solo midband sql again dies to any addition of 3 atk, but at least trades drakk if he has to be used. PBL + arg wisp in an eco position is nice as long as I have something to ramp into. Killed by +4 attack, so 2 lobbers or a lobber and two of the others. So: gargoyles? usefull for backline lobbers but too slow. Baron? My win con here should be T2 first somehow, so no. Glinda? no mm. Panda? not too bad really, 4/4 for 2 at a delay. Boulder? Lobbers go over, as I learnt. mm? too slow. Spells? buffs need a target - pandas? - all need a sticking hero, which at the moment is arg or rook. let’s consider a big alt. Maxbandy? Nothing on my side to buff.

@FrozenStorm’s turn!

Just to make sure, I’m assuming Arg is backline and just missing from the “In Play” block?

I’m going to play on assuming it is, I’ll replay my turn if you correct it to be technician or Elite or something

CAMS24 Round 3 Player 1, Turn 3

P1 Finesse/Blood/Fire vs P2 [Demon]/Strength/Growth

Card changes in effect for the tourney linked here

Starting Hand

Timely Messenger
Older Brother
Wither
Nimble Fencer
Granfalloon Flagbearer

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards each turn (except turn 1)
All Teched Cards

Nimble Fencer, Desperation
Nimble Fencer, Lobber


Main:

  • Wither SQL, dies (4)
  • Timely Messenger, kills Wisp, you get 1g (3)
  • Nimble Fencer, it and Drakk take 1 and kill Arg, Drakk to level 3 (1)
  • Tenderfoot hits your tech1 to 4hp
  • Worker (0)
Workers

Older Brother, Spark, Fruit Ninja

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Drakk (1/2 lvl 3)
  • Nimble Fencer (2/2)
  • Timely Messenger (1/1)
  • Tenderfoot (1/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Bloom
Lobber
Helpful Turtle

End of Turn Discard
My Thoughts

This looks pretty solid for me. James doesn’t have a strong hero counter so War Drums could be a strong angle here, but so could the tech 2 plan. Fencer and Desperation will be good either way, we’ll see if it’s gonna be lobber, starlet, discord, maestro, desperation, or war drums next. Probably a mix of two of those, though


Yep, that is where Arg lived and died

P2T3


Tech StartingHand Workers

TECH
Soul Stone
Soul Stone


STARTING HAND
Deteriorate
Skeleton Javelineer
Thieving Imp
Giant Panda
Jandra (3+1)/3, overpower, death burst


WORKERS
Graveyard
Skeletal Archery
Jandra (3+1)/3, overpower, death burst


NextHand

Giant Panda
Summon Skeletons
Sacrifice the Weak
Pestering Haunt


Discard

PBR (2/1A) - attacks with armour piercing and poison
Deteriorate
Thieving Imp
Skeleton Javelineer
Soul Stone
Soul Stone


Tech 2 card(s)
Get Paid + scav - ($8)
Worker - ($7)
Giant Panda, wisp arrives - ($4)
Rook - ($2)
Deteriorate and kill Madman - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp 0/1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rook 2/4
  • :target: Lookout:

In Play:

  • Giant Panda 2/4

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Well damn, I forgot wither would just kill PBR. I was going to probably use the elemental. And I would much prefer a t1 I could patrol right now - baron or boulder! Withou boulder I could even tech up. Now he is going to midband Drakk for frenzy and sadness for me. I have to play panda I think so that I can hit back. With frenzy, his messenger killd my wisp, and then he hits for 5 plus whatever he plays (lobber or fencer) for another 3. So 8. I can get down 4 with a hero, and also kill the mm with a deteriorate.

@FrozenStorm’s turn!

Nice, this is going well then :slight_smile:

CAMS24 Round 3 Player 1, Turn 4

P1 Finesse/Blood/Fire vs P2 [Demon]/Strength/Growth

Card changes in effect for the tourney linked here

Starting Hand

Bloom
Lobber
Helpful Turtle

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards each turn (except turn 1)
All Teched Cards

War Drums, Maestro
Nimble Fencer, Desperation
Nimble Fencer, Lobber


Main:

  • Drakk to midband (6)
  • Fencer kills SQL
  • Lobber, it suicides into Rook (5)
  • Drakk kills Rook, maxbands and heals, you draw 1
  • Worker (4)
  • Tech 2 Finesse (0)
Workers

Helpful Turtle, Older Brother, Spark, Fruit Ninja

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 1 rs Draw 2
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE

In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Drakk (3/4 lvl 6)
  • Nimble Fencer (2/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Brick Thief
Desperation
Timely Messenger

End of Turn Discard
My Thoughts

I originally wrote this turn up going Desperation War Drums and playing Turtle + HH skip worker, going for broke. I’m still not fully convinced that isn’t the play, but I’m in really good position and there doesn’t seem to be a need to do that. Inside track on Tech 2 with a ton of pressure coming is plenty solid. I’m going to lean on that


P2T4


Tech StartingHand Workers

TECH
Doubling Barbarbarian
Doubling Barbarbarian


STARTING HAND
Giant Panda
Summon Skeletons
Sacrifice the Weak
Pestering Haunt
Skeleton Javelineer


WORKERS
Graveyard
Skeletal Archery
Jandra (3+1)/3, overpower, death burst
Summon Skeletons


NextHand

Deteriorate
Soul Stone
PBR (2/1A) - attacks with armour piercing and poison
Thieving Imp
Soul Stone


Discard

Sacrifice the Weak
Pestering Haunt
Skeleton Javelineer
Doubling Barbarbarian
Doubling Barbarbarian


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Panda, wisp arrives - ($4)
Argagarg, wisp arrives - ($2)

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Giant Panda 2/4A
  • :psfist: Elite: Argagarg (1+1)/3
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Wisp 0/1
  • :target: Lookout:

In Play:

  • Giant Panda 2/2
  • Second Panda 2/4

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

I need Vandy to cast the Soulstones next turn, so can’t play her this turn. I cannot tech up, for I would die. I cannot do what I originally thought as panda is more expensive than I remembered. I could midband Arg for a health, but if I don’t, maybe I ever tech up next turn? But maestro fencers are coming to wreck my stuff anyway. Wah.

@FrozenStorm’s turn!

Your gold costs are a little strange this turn. I think you’re one short?

I think I inverted two costs - I paid 3 for Arg and 2 for the spell. I think it still is correct overall?

EDIT: Panda is 3, I remembered 2. Reworking.

EDIT 2: New turn in place.

I see three pandas in play but only one played this turn and one last turn. Assuming the 2/2 here is a fake?

Yes, that is a relic of the turn I changed. Sorry!

1 Like

No worries. Think this is game; though I am just shy of properly finishing this turn it should be checkmate with Lobber, Brick Thief, and Drakk all capable of the 1 extra damage next turn.

@zango

CAMS24 Round 3 Player 1, Turn 5

P1 Finesse/Blood/Fire vs P2 [Demon]/Strength/Growth

Card changes in effect for the tourney linked here

Starting Hand

Brick Thief
Desperation
Timely Messenger
Bloom, Lobber, War Drums (Desp)

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards each turn (except turn 1)
All Teched Cards

Discord, Star-Crossed Starlet
War Drums, Maestro
Nimble Fencer, Desperation
Nimble Fencer, Lobber


Main:

  • Brick Thief, haste from Drakk, hit your base to 18 (6)
  • Timely Messenger (5)
  • Desperation, draw 3
  • War Drums, +4atk all units (3)
  • Lobber, +5atk all units (2)
  • Bloom Lobber (0)
  • Lobber kills SQL, takes 2
  • Drakk kills Arg, takes 2, levels fizzle
  • Messenger kills Scav, you get 1g
  • Tenderfoot kills Techn, you draw 1
  • Fencer hits your base for 8, now at 10
  • Brick Thief hits your base for 8, deals 1 additional from ability, your base to 1
Workers

Helpful Turtle, Older Brother, Spark, Fruit Ninja

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Drakk (3/2 lvl 6)
  • War Drums
  • Nimble Fencer (2+5/2)
  • Tenderfoot (1+5/2)
  • Timely Messenger (1+5/1)
  • Lobber (2+5/1, +)
  • Brick Thief (2+5/1)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Granfalloon Flagbearer
Wither

End of Turn Discard
My Thoughts

Depending on whether I get War Drums, this could be nearly lethal. I’m grabbing Starlet and Discord which should help me finish if we get to that point…


Yepo, got the war drums AND lobber :slight_smile: Drakk just doing Drakk things with hasty backup, I tried to find lethal but couldn’t quite get there. Need the attacker on Panda to survive and there’s no candidate w/o Bloom, Fencer draw woulda done it but this was about as good a draw as you could have asked for.


1 Like

Yep. GG! Not my best tournament! I should have used something nirmal rather than made up something weird and untested on the fly :sweat_smile:

1 Like

DSG is a known good deck, but has definitely been weakened by the forum rules.
You could probably look up some matches of it from several years ago to see it in its prime.

idk if it changes anything, but you forgot the tech wisp.

1 Like

I forgot to line item it for tenderfoot, I will edit TY!

Indeed Demon Strength Growth played primarily birds + arg and Meta but those got nerfed so I didn’t think it’s as strong now

Drakk and River are still pretty strong though.