[CAPS25] FINALS - part 2: P1 FrozenStorm [Past]/Peace/Anarchy vs P2 zango [Blood]/Feral/Truth

Last game was nasty XD let’s see if we can find a more even matchup. GL HF @zango !

CAPS Finals pt 2, Player 1, Turn 1

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

Starting Hand

Plasmodium
Time Spiral
Forgotten Fighter
Nullcraft
Fading Argonaut

Events of Turn:


Upkeep:

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

Main:

  • Fading Argonaut (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: Fading Argonaut (2/3a fade 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nurfin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

End of Turn Hand

Hardened Mox
Battle Suits
Tinkerer
Temporal Research
Neo Plexus

End of Turn Discard
My Thoughts

Maybe going second wasn’t the best… Maybe skipping Tech1 is actually the play? It’s just hard to deal with Cala + Red as Purple! The midband is very strong


More even sounds great. But actually I’m not entirely sure how to pull that one off. Have a look at the board state of yours when my two strikes finished you. I’m not sure that my deck can compete with that if I restrict myself to fair strategies… :person_shrugging:
Either way, hope you have a lot of fun and luck in this game!

CAPS25 FINALS part 2 P2T1

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

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Bombaster (2/2)
Mad Man (1/1)
Charge
Nautical Dog (1/1)
Makeshift Rambaster (1/2)


WORKERS
Charge


NextHand

Bloodrage Ogre (3/2)
Scorch
Pillage
Careless Musketeer (2/1)
Bloodburn


Discard

Makeshift Rambaster (1/2)
Mad Man (1/1)
Bombaster (2/2)


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Cal (what a surprise) - ($2)
dog - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Cal (2/3, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger: Nautical Dog (1/1)
  • :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

against Fargo I really want that bogre plus midband Cal next turn. let’s bait NC as it decreases the ground defense and with the huntress threat those invested two gold hurt his early play probably more than the possibility of me losing a card at no gold expense

Maybe “keep Cala out of it” is a decent start?

CAPS Finals pt 2, Player 1, Turn 2

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

Starting Hand

Hardened Mox
Battle Suits
Tinkerer
Temporal Research
Neo Plexus

Events of Turn:


Upkeep:

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

Boot Camp x2


Main:

  • Fargo hits Cala for 2, takes 2
  • Zane, trades with Cala, levels fizzle (4)
  • Hardened Mox (1)
  • Worker (0)
Workers

Plasmodium

  • :pspurpleshield: Patrol as below
  • Discard 3 rs 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:

  • Fading Argonaut (2/1 fade 2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Time Spiral
Tinkerer
Forgotten Fighter
Boot Camp
Neo Plexus

End of Turn Discard
My Thoughts

Who needs a tech1 anyway? XD Taking Cala off the board for the early game feels worth here, I can Oni + Boot Camp + Tech1 next turn and see if I can’t still snowball the Mox a bit while I get set up with the Garrison compound. He either has to bring the less problematic heroes out, or wait to attack with Cala until turn 4, both are good situations for me, and I still deny Hounds as a tech1 option.


I really liked it more when you played nightmare, there you weren’t as easily able to surprise me :sweat_smile:

CAPS25 FINALS part 2 P2T2

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Huntress (3/3)
Crashbarrow (6/2)


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


WORKERS
Charge
Bloodburn


NextHand

Scorch
Huntress (3/3)
Mad Man (1/1)
Bombaster (2/2)
Pillage


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Drakk - ($4)
Bogre - ($2)
Tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk (1/3, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Bloodrage Ogre (3/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

puh, didn’t consider the possibility of him really going for the tech skip. But well, so far the trade was good for me as P2, but as it got me rid of my primary win con that was definitely worth it for him.
Tech choice: that juggermox forces me to inlcude one additional tech 2 Unit in my third cycle, Going for the split as I think I need to gamble a bit, maybe I’m lucky and draw that one huntress in T3

Zane keeps it spicy XD

CAPS Finals pt 2, Player 1, Turn 3

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

Starting Hand

Time Spiral
Tinkerer
Forgotten Fighter
Boot Camp
Neo Plexus

Events of Turn:


Upkeep:

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

Overeager Cadet x2
Boot Camp x2


Main:

  • Neo Plexus (4)
  • Tech 1 (2)
  • Worker (1)
Workers

Time Spiral, Temporal Research, Plasmodium

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • nurfin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Battle Suits
Nullcraft
Boot Camp
Forgotten Fighter
Overeager Cadet

End of Turn Discard
My Thoughts

Not sure why I thought I’d be safe to put Oni out here and BC Mox… I’d be a sitting duck. Tech 1 and OCs should mean I can tech up and BC safely next turn though. That’ll work fingers crossed


Sorry, wasn’t able to post a turn before I went to a festival, until Saturday my turns will be very slow

No worries!

1 Like

Thank you for your patience

CAPS25 FINALS part 2 P2T3

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Shoddy Glider (3/1)
Crashbarrow (6/2)


STARTING HAND
Mad Man (1/1)
Pillage
Bombaster (2/2)
Huntress (3/3)
Scorch


WORKERS
Charge
Bloodburn
Scorch


NextHand

Careless Musketeer (2/1)
Makeshift Rambaster (1/2)
Pillage
Shoddy Glider (3/1)
Crashbarrow (6/2)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Dog trades SL
Bogre trades technician
huntress - ($4)
Tech 2 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress (3/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk (1/3, lvl1)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

was torn between going for feral strike or mirror CB and whether to prevent boot camp + tech 2 via pillage or not

I am a little afraid I’m outmatched on tech 2 but we’ll see

CAPS Finals pt 2, Player 1, Turn 4

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

Starting Hand

Battle Suits
Nullcraft
Boot Camp
Forgotten Fighter
Overeager Cadet
Boot Camp (techn)
Overeager Cadet (BC)

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • draw 1 techn
  • Tech 2 cards (except turn 1)
All Teched Cards

Overeager Cadet x2
Boot Camp x2


Main:

  • Onimaru (6)
  • Boot Camp Mox, draw 1 (5)
  • Overeager Cadet
  • Overeager Cadet
  • Worker (4)
  • Tech 2 Peace (0)
Workers

Forgotten Fighter, Time Spiral, Temporal Research, Plasmodium

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards after your turn

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Onimaru (2/3 lvl 1)
  • Hardened Mox (2/2, +)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Tinkerer
Nullcraft
Neo Plexus
Boot Camp
Boot Camp

End of Turn Discard
My Thoughts

Not sure I love my position here still but we’re working with it


CAPS25 FINALS part 2 P2T4

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Shoddy Glider (3/1)
Desperation


STARTING HAND
Crashbarrow (6/2)
Careless Musketeer (2/1)
Makeshift Rambaster (1/2)
Shoddy Glider (3/1)
Pillage


WORKERS
Charge
Bloodburn
Scorch
Pillage


NextHand

Bombaster (2/2)
Mad Man (1/1)
Nautical Dog (1/1)
Bloodrage Ogre (3/2)


Discard

Shoddy Glider (3/1)
Crashbarrow (6/2)
Makeshift Rambaster (1/2)
Careless Musketeer (2/1)
Shoddy Glider (3/1)
Desperation


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
glider kills SL - ($6)
CB kills technician, op 4 damage to your tech 2 - ($3)
drakk breaks tech 2
huntress kills Oni
Cal - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Cal (2/3, lvl1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Drakk (1/3, lvl3)
  • Huntress (3/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

80% for double CB next turn unless Cal survives… nice!

Post draw: I guess bottom decking CB is just fair after that awesome t3 split :tired_face: