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

This is such a lost cause… But well, at least I was finally able to pull of one nice trick that I dreamt of after my first encounter with Juggermox:

CAPS25 FINALS part 2 P2T8

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

Link to all relevant rule changes


Tech StartingHand Workers

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


STARTING HAND
Shoddy Glider (3/1)
Huntress (3/1)
Kidnapping
Desperation


WORKERS
Charge
Bloodburn
Scorch
Pillage
Careless Musketeer (2/1)


NextHand

Bombaster (2/2)
Bloodrage Ogre (3/2)
Nautical Dog (1/1)
Kidnapping


Tech 2 card(s)
Get Paid - ($10)
Drakk directly to midband - ($5)
kidnapped Mox kills Fargo - ($1)
Glider from hand, oh no! my Mox is trashed… What a pity! - ($0)
Glider kills Zane, Drakk to maxband. Ephemeral triggers after RS
rebuild tech 3

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk (3/4, lvl6)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 17
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 11
  • Disc: 1

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

should have build a tower last turn. All these small units are now neck breaking. But well, if he has Garrison+DS, which I fear a lot, the game is over either way. If he doesn’t I might stand a chance in case I’m able to get a PGC into play

I think neither of us have it locked up yet, gonna be a tight finish!

CAPS Finals pt 2, Player 1, Turn 9

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

Starting Hand

Calypso Vystari
Overeager Cadet
Flagstone Garrison
Chaos Mirror
Drill Sergeant
Flagstone Garrison (DS)
Boot Camp (Vystari)
Calypso Vystari (OC)

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Elect two techs
All Teched Cards

Drill Sergeant, Seer
Surprise Attack, Chaos Mirror
Flagstone Garrison, Drill Sergeant
Elite Training, Calypso Vystari
Flagstone Garrison, Calypso Vystari
Overeager Cadet x2
Boot Camp x2


Main:

  • Flagstone Garrison (7)
  • Drill Sergeant, exhausted, draw 1 (4)
  • Calypso Vystari, exhausted, draw 1 DS+1 (3)
  • Overeager Cadet, exhausted, draw 1 DS+1
  • Calypso Vystari, DS+1 (2)
  • Prynn (0)
  • Give 3 runes to Nullcraft, kill Drakk from above, Prynn to lvl 3, my base to 12, you draw 1
  • OC and soldiers break your tech 3, your base to 15
Workers

Tinkerer, Elite Training, Forgotten Fighter, Time Spiral, Temporal Research, Plasmodium

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

Board Info:

Buildings:

  • :heart: Base HP: 12
  • Tech1 HP: 5
  • Tech2 HP: 5 Peace

In Patrol:

  • :psblueshield: Squad Leader: Prynn (1/3a lvl 3 fade 4)
  • :psfist: Elite:
  • :pspig: Scavenger: Calypso Vystari (2/2)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Hardened Mox (trashed)
  • Nullcraft (4/4, +++)
  • Overeager Cadet (2/2)
  • Overeager Cadet (2/2)
  • Calypso Vystari (2/2)
  • Drill Sergeant (3/3)
  • Soldier (1/1)
  • Soldier (1/1)
  • Soldier (1/1)
  • Flagstone Garrison (4hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Boot Camp
Neo Plexus
Fading Argonaut
Chaos Mirror
Surprise Attack

End of Turn Discard
My Thoughts

Kinda same situation, I can’t afford PGC hitting the board so have to keep it down, quince + barrow is still scary but I have a good amount to hit back with now so that’s a plus. Keeping Oni in reserve so I can sideline next turn with boot camps


Even if I were allowed to pick any 5 cards that I want from my deck I don’t see a line that prevents me from just losing next turn. No way I can inflict enough damage to prevent you from getting lethal. Only picking glider from deck plus glider from discard would turn the tides by breaking your base, but that’s another story.
I lost that game with workering scorch and pillage. Otherwise I could have triple barrowed you in t6 to bring your base down to 2 with drakk still on the table. This double tech break stalling with the very real danger of losing both of my maxband heros was a dead end. Peace engine with enough money is way superior to blood engine there, even without BS as we saw this game.
But to give you the honor, I will not concede. Now finish me.

CAPS25 FINALS part 2 P2T9

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

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Bloodrage Ogre (3/2)
Kidnapping
Bombaster (2/2)
Nautical Dog (1/1)
Pirate-Gang Commander (6/6)


WORKERS
Charge
Bloodburn
Scorch
Pillage
Careless Musketeer (2/1)


NextHand

Captured Bugblatter (4/2)
Desperation
Mad Man (1/1)
Crash Bomber (2/2)
Crashbarrow (6/2)


Discard

Shoddy Glider (3/1)
Nautical Dog (1/1)
Pirate-Gang Commander (6/6)
Kidnapping


Tech 0 card(s)
Get Paid - ($10)
midband Cal - ($6)
quince - ($4)
bombaster - ($2)
bogre - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Cal 3/4
  • :psfist: Elite: quince 1/3
  • :ps_: Scavenger: Bombaster (2/2)
  • :pschip: Technician: Bloodrage Ogre (3/2)
  • :target: Lookout: mirror 0/1

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 15
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

edit in opening text only

Fair enough, I guess I thought you’re pretty close to lethal and might be able to whittle me down, but I did build up a pretty mean board here :slight_smile: GG WP!

CAPS Finals pt 2, Player 1, Turn 10

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

Starting Hand

Boot Camp
Neo Plexus
Fading Argonaut
Chaos Mirror
Surprise Attack

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Elect one tech
All Teched Cards

Drill Sergeant, Seer
Surprise Attack, Chaos Mirror
Flagstone Garrison, Drill Sergeant
Elite Training, Calypso Vystari
Flagstone Garrison, Calypso Vystari
Overeager Cadet x2
Boot Camp x2


Main:

  • Fading Argonaut, exhausted, draw 1 DS +1 (8)
  • Zane (6)
  • Give one rune to Nullcraft, kills Cala, Zane to level 3
  • Surprise Attack, shark kills Quince, Zane to level 5 (1)
  • Zane kills Scav, we both get 1g (2)
  • Soldier kills mirror, sparkshots Brogre
  • Maxband Zane, shove Brogre to scav, we both get 1g (2)
  • Battle Suits (0)
  • DS 4 OC 3 OC 3 Shark 3 Vystari 3 Vystari 3 Soldiers 2 deal 21 to your base, GGWP!

Leaving Quince largely unguarded I think is the tough thing against Zane. Normally I feel like Blood Truth gets by on shutting down whatever can hit back, but Zane and Mox make a good team to deal with that. Cala Midband is the kryptonite but then that gets to be a lot to afford, and thankfully I was able to shut down the early bullying on that. Not sure I’ll be so lucky next time

2 Likes

Well played @FrozenStorm ! I still think cadets + bs very early are your strongest weapon, at least as P1. Zane helps a lot to deal with cala.

Don’t necessarily disagree, I couldn’t find the gold to play battle suits though! Already just getting out from under Cala is tough.

I did like the glider + kidnapping “answer” to Mox but it still feels like my strongest value against this blood onslaught. Mox absorbed so much pressure in this game and even kidnapping + glider is an expensive “counter”

1 Like

Agree mox payed out in this game. But I think this works only if you survice that long. In the 1st round he is just a 1/1 for 3g and you need several rounds to get your money back. 2 cadets are 2x 3/2 for 2g. The play before tech 2 is the most critical one in this matchup. Zango was close to lethal. After you had survived that it was your game and you had the benefit from mox. Curious about the last game and how you solve the strike problem.

Yes kidnapping is not the best answer. There is a more cost efficient one but more difficult to pull out. The best is probably just ignoring and end the game before mox enables the garrison.