[CAPS25] FINALS - part 1: P1 zango [Blood]/Feral/Truth vs P2 FrozenStorm [Past]/Peace/Anarchy

Hey @FrozenStorm the game is on and I have to warn: I have the best possible turn 1 play at the ready for you.
GL & HF!!

CAPS25 FINALS part 1 P1T1

P1 [Blood]/Feral/Truth vs. P2 [Past]/Peace/Anarchy

Link to all relevant rule changes


StartingHand Workers

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


WORKERS
Pillage


NextHand

Scorch
Charge
Bloodburn
Makeshift Rambaster (1/2)
Bombaster (2/2)


Discard

Careless Musketeer (2/1)
Mad Man (1/1)
Bloodrage Ogre (3/2)


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
your beloved Cal - ($1)
my beloved dog - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Cal (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

have dog, play dog.

GL HF @zango !

CAPS Finals pt 1, Player 2, Turn 1

P2 PPA 2.1a vs P1 [Blood]/Feral/Truth

Starting Hand

Time Spiral
Neo Plexus
Temporal Research
Hardened Mox
Plasmodium

Events of Turn:


Upkeep:

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

Main:

  • Hardened Mox (2)
  • Worker (1)
Workers

Plasmodium

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • nurfin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Forgotten Fighter
Battle Suits
Tinkerer
Fading Argonaut
Nullcraft

End of Turn Discard
My Thoughts

Is going second actually good for me? Idk but Mox is a good bet here against aggro Red, nothing besides Kidnapping to really deal with it. IIRC I won last time w/ Juggermox, maybe we’ll do that again


I’ve never before been afraid of an early mox… But after our last game I probably have to reconsider this evaluation - or do I?

CAPS25 FINALS part 1 P1T2

P1 [Blood]/Feral/Truth vs. P2 [Past]/Peace/Anarchy

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Crash Bomber (2/2)
Huntress (3/3)


STARTING HAND
Bombaster (2/2)
Bloodburn
Scorch
Charge
Makeshift Rambaster (1/2)


WORKERS
Pillage
Scorch


NextHand

Careless Musketeer (2/1)
Charge
Bloodrage Ogre (3/2)
Mad Man (1/1)
Huntress (3/3)


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
bombaster - ($2)
tech 1 - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Cal (2/3, lvl1)

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

don’t think juggermox is fast enough as P2, but I was underestimating it last time as well…

Juggermox is fierce you should fear him XD

CAPS Finals pt 1, Player 2, Turn 2

P2 PPA 2.1a vs P1 [Blood]/Feral/Truth

Starting Hand

Forgotten Fighter
Battle Suits
Tinkerer
Fading Argonaut
Nullcraft

Events of Turn:


Upkeep:

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

Stewardess of the Undone, Boot Camp


Main:

  • Fading Argonaut (5)
  • Battle Suits (3)
  • Tech 1 (1)
  • Worker (0)
Workers

Forgotten Fighter, Plasmodium

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards after your turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (2/1a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Fading Argonaut (3/3 fade 3)
  • :target: Lookout:

In Play:

  • Battle Suits

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Temporal Research
Nullcraft
Boot Camp
Neo Plexus

End of Turn Discard
My Thoughts

Stewardess should help slow the roll and juggermox is still strong, I think that’s where we go


at least this time I didn’t tech hounds… Sometimes I’m learning from my mistakes :sweat_smile:

CAPS25 FINALS part 1 P1T3

P1 [Blood]/Feral/Truth vs. P2 [Past]/Peace/Anarchy

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Feral Strike
Feral Strike


STARTING HAND
Mad Man (1/1)
Bloodrage Ogre (3/2)
Huntress (3/3)
Charge
Careless Musketeer (2/1)


WORKERS
Pillage
Scorch
Careless Musketeer (2/1)


NextHand

Bloodburn
Feral Strike
Crash Bomber (2/2)
Makeshift Rambaster (1/2)
Bloodrage Ogre (3/2)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
huntress - ($3)
midband Cal - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress (3/3)
  • :psfist: Elite:
  • :ps_: Scavenger: Nautical Dog (1/1)
  • :pschip: Technician:
  • :target: Lookout: Bombaster (2/2)

In Play:

  • Cal (3/4, lvl3) [provides resist]

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

even though Cal didn’t kill anything I want to midband now in order to make stewie and boot camp on my units even less attractive

Oversight on my part to forget about Cala midband, just so stupid good :frowning:

Yeah no dogs allowed here XD big beefy Juggermox still allowed though, he’s going to basic training

CAPS Finals pt 1, Player 2, Turn 3

P2 PPA 2.1a vs P1 [Blood]/Feral/Truth

Starting Hand

Temporal Research
Nullcraft
Boot Camp
Neo Plexus
Stewardess of the Undone (techn)

Events of Turn:


Upkeep:

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

Overeager Cadet x2
Stewardess of the Undone, Boot Camp


Main:

  • Onimaru (5)
  • Mox hits huntress for 1 after armor
  • Boot Camp Mox, draw 1 (4)
  • Stewardess of the Undone, elect not bounce anything (1)
  • Fargo trades Huntress
  • Worker (0)
Workers

Forgotten Fighter, Plasmodium

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards after your turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Stewardess of the Undone (3/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Onimaru (2/3 lvl 1)
  • :target: Lookout:

In Play:

  • Hardened Mox (3/2, +)
  • Battle Suits

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Time Spiral
Tinkerer
Overeager Cadet
Nullcraft

End of Turn Discard
My Thoughts

I think we gamble for the 1/3 Stewardess, if I get it I’m in great shape, if I don’t… it’s either Nullcraft kills dog dies to huntress, or Plexus and accept Oni’s death. The Mox and Zane hitting back should mean I can keep things relatively stable. Having Mox for several turns with the extra +1/1 is going to be very valuable I think. Teching 2x OC so I can cheaply keep the board flush and tech up while I’m at it

Got Stewardess. But I forgot it has to pay Cala tax. So I skip worker to peel up dog? Or I elect not to. Tough decision… I think It’s worth trading even Fargo for Huntress, I can reset the clock on Fargo replaying him and non zero chance BtF is a possibility? Taking huntress off means Oni is much safer backline from that.


1 Like

even though I was contemplaining Stewie in my thoughts section, I was absolutely convinced that you would either go for double cadet or double BC… looking forward to see what you are going to do

Well, with the possibility to kill Oni so cheaply juggermox really isn’t as scary as it used to be…

CAPS25 FINALS part 1 P1T4

P1 [Blood]/Feral/Truth vs. P2 [Past]/Peace/Anarchy

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Shoddy Glider (3/1)
Shoddy Glider (3/1)


STARTING HAND
Bloodburn
Crash Bomber (2/2)
Makeshift Rambaster (1/2)
Bloodrage Ogre (3/2)
Feral Strike


WORKERS
Pillage
Scorch
Careless Musketeer (2/1)
Bloodburn


NextHand

Huntress (3/3)
Feral Strike
Shoddy Glider (3/1)
Mad Man (1/1)
Charge


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
bombaster & dog trade SL
Cal kills Oni, you draw, Cal to maxband
tech 2 - ($3)
cb - ($2)

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


Board Info:
In Patrol:

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

In Play:

  • Cal (4/5, lvl5) [provides resist]

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

lol, I was commenting about Boot camp and Stewie and it turns out he has both… weird! but this is what I would call the perfect strike setup!