[CAPS25] FINALS - part 3: P1 zango [Blood]/Feral/Truth vs P2 FrozenStorm [Past]/Peace/Anarchy

So here we are again, I’m curious how you’re going to stop my Cal.
GL & HF @FrozenStorm

CAPS25 FINALS part 3 P1T1

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

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Bloodburn
Charge
Makeshift Rambaster (1/2)
Nautical Dog (1/1)
Bloodrage Ogre (3/2)


WORKERS
Bloodburn


NextHand

Bombaster (2/2)
Scorch
Mad Man (1/1)
Careless Musketeer (2/1)
Pillage


Discard

Bloodrage Ogre (3/2)
Makeshift Rambaster (1/2)
Charge


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Cal & dog - ($0)

Float ($0)
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: 0
  • Workers: 5
Thoughts

pretty solid split

Idk that I will be able to but let’s find out, GL HF!

CAPS Finals pt 3, Player 2, Turn 1

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

Starting Hand

Tinkerer
Hardened Mox
Battle Suits
Plasmodium
Neo Plexus

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:
  • :psfist: Elite: Hardened Mox (1+1/1)
  • :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

Time Spiral
Nullcraft
Temporal Research
Forgotten Fighter
Fading Argonaut

End of Turn Discard
My Thoughts

I do think Mox is lowkey super strong in this matchup; Boot Camp suits well also. Killing Cala, however, is a really tough bet for my squad. How am I going to deal with it? Sharks is too expensive, I think… same for Origin Story. So idk exactly, but we’ll try and figure it out. Maybe maxband Oni can do it? we’ll see…


LOL, are we reproducing our first finals match? I wouldn’t mind :wink:

CAPS25 FINALS part 3 P1T2

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Huntress (3/3)
Huntress (3/3)


STARTING HAND
Scorch
Pillage
Careless Musketeer (2/1)
Mad Man (1/1)
Bombaster (2/2)


WORKERS
Bloodburn
Careless Musketeer (2/1)


NextHand

Makeshift Rambaster (1/2)
Charge
Huntress (3/3)
Scorch
Pillage


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

sometimes I’m able to learn from my mistakes and I’m going to try to keep my two burn spells a bit longer
I’m 100% expecting OS this game. But if he does tech it directly in T2 he’ll just be steamrolled by mirror CB as his deck then is way to slow to keep up. if he fast cycles via boot camp and is able to pull it in t4 that’s going to be interesting. I’m still 50-50 on whether I should therefore go for double CB tech in T3 or wether I should either way go for strike. A fake strike setup such that he invests too much into getting rid of Cal also sounds quite amusing and then the coast will be clear for mirror CBs, but then again: stike is the superior strategy for this codex

I don’t really want to repeat that…

CAPS Finals pt 3, Player 2, Turn 2

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

Starting Hand

Time Spiral
Nullcraft
Temporal Research
Forgotten Fighter
Fading Argonaut

Events of Turn:


Upkeep:

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

Overeager Cadet x2


Main:

  • Nullcraft kills Dog, you get 1g (5)
  • Fading Argonaut (3)
  • Tech 1 (1)
  • Worker (0)
Workers

Time Spiral, 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 (1/1a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Fading Argonaut (2/3 fade 3)
  • :target: Lookout:

In Play:

  • Nullcraft (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Neo Plexus
Forgotten Fighter
Tinkerer
Temporal Research

End of Turn Discard
My Thoughts

I guess I’ll try the double OC actually, lets me potentially try some Zane shenanigans or insta tech up and see how that goes. Cala is just super strong on the board but taking the dog out is a big plus here

Wow, I whiffed… This could be really bad


Actually I think your last T2 with BS instead of NC was stronger, but we’ll see…

edit: forgot scavenger gold

CAPS25 FINALS part 3 P1T3

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Crashbarrow (6/2)
Feral Strike


STARTING HAND
Pillage
Makeshift Rambaster (1/2)
Huntress (3/3)
Scorch
Charge


WORKERS
Bloodburn
Careless Musketeer (2/1)
Charge


NextHand

Nautical Dog (1/1)
Huntress (3/3)
Makeshift Rambaster (1/2)
Bloodrage Ogre (3/2)
Mad Man (1/1)


Tech 2 card(s)
Get Paid +scavenger - ($7)
Worker - ($6)
huntress - ($4)
midband Cal - ($2)

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


Board Info:
In Patrol:

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

In Play:

  • Cal (3/4, lvl3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

puh, difficult. Do I go for strike or for fake strike? Do I want to reduce his board state or do I want to keep his hand size small? If he has BS in hand, he can reduce my board quite a bit, which will make it almost impossible to defend maxband Cal with only huntress as SL next turn. On the other hand this would mean he has to go down to three cards, which also is quite a thing.
About tech choice: I think I’ll go for randomness making the decision for me.
Post draw: phew, that’s quite a thing to have both cards in my T5 hand. This way I can build the maximal threat without exposing myself such that I completely rely on one hero surviving - awesome!!!

Maybe… It feels really good to have one less attacker to deal with RN though ngl

CAPS Finals pt 3, Player 2, Turn 3

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

Starting Hand

Neo Plexus
Forgotten Fighter
Tinkerer
Temporal Research

Events of Turn:


Upkeep:

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

Origin Story, Flagstone Garrison
Overeager Cadet x2


Main:

  • Neo Plexus (5)
  • Worker (4)
  • Tech 2 Peace (0)
Workers

Forgotten Fighter, Time Spiral, Plasmodium

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Neo Plexus (2/2)
  • Nullcraft (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Overeager Cadet
Overeager Cadet
Battle Suits
Origin Story

End of Turn Discard
My Thoughts

Since I whiffed, I don’t have a great way to tempo tech1 play… I could float a bunch but Zango already talked about how Pillage is something he wants to keep around and I think that likely leads to danger. So, I build the Tech2, hope Zango plays for Feral Strike, and tech an Origin Story to stall that? Something I haven’t tried at least :crossed_fingers:


did you whiff? In that case it feels horrible. I think you already face an uphill battle with you being generous and giving me the benefit of P1 in this decider. Obviously you now have 2 out of 5 cards of the new cycle, so it might not matter that much. But if the game is decided by you whiffing, I would prefer to roll back and that you reshuffle that T3 hand and take a new P2T3!

CAPS25 FINALS part 3 P1T4

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

Link to all relevant rule changes


Tech StartingHand Workers

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


STARTING HAND
Huntress (3/3)
Mad Man (1/1)
Bloodrage Ogre (3/2)
Nautical Dog (1/1)
Makeshift Rambaster (1/2)


WORKERS
Bloodburn
Careless Musketeer (2/1)
Charge
Bloodrage Ogre (3/2)


NextHand

Scorch
Pillage
Feral Strike
Nautical Dog (1/1)
Crashbarrow (6/2)


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
bombaster exhausts Mox
Cal kills Fargo, maxband heals - ($6)
tech 2 - ($2)
huntress - ($0)
old huntress kills neo

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

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

In Play:

  • Cal (4/5, lvl5)
  • Huntress (3/1)
  • Bombaster (2/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

woha, did he whiff? Did he tech something which he didn’t like anymore? Either way I’m feeling very happy right now with both of my main strategies being available next turn. Against OS this feeling will prevail. If he went for sharks instead, this is going to be rough terrain!

Hoping this breaks the tempo?

CAPS Finals pt 3, Player 2, Turn 4

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

Starting Hand

Overeager Cadet
Overeager Cadet
Battle Suits
Origin Story
Temporal Research (techn)

Events of Turn:


Upkeep:

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

Calypso Vystari x2
Origin Story, Flagstone Garrison
Overeager Cadet x2


Main:

  • Zane runs into Huntress, dies, levels fizzle (6)
  • Mox kills Huntress, you get 1g
  • Prynn (4)
  • Origin Story Calamandra (1)
  • Nullcraft kills Bombaster
  • Overeager Cadet
  • Overeager Cadet
  • Worker (0)
Workers

Forgotten Fighter, Time Spiral, Plasmodium

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Prynn (1/3 lvl 1)
  • Hardened Mox (1/1)
  • Nullcraft (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Tinkerer
Flagstone Garrison
Battle Suits

End of Turn Discard
My Thoughts

I think all I need to do here is keep his board light and remove the FS threat. Hopefully that’ll be enough. Since I’m drawing into Garrison I think I feel fine going down to 3 cards and workering. The extra gold I think will help a lot over the next few turns and cards are about to be a fairly non-issue.


the EoT hand is empty…

Nah I think he drew from Fading Argonaut, looks right.

I did forget to put the cards in the spoiler, ty @Legion ! Card count should be right

1 Like

Funny how bold I felt before this turn, because I had both strike and CB in hand and how convinced I was that even an OS wouldn’t be a bad thing for me. After that patrol blunder of mine, I’m not so sure anymore… But well, I do have this CB, so…

CAPS25 FINALS part 3 P1T5

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Shoddy Glider (3/1)
Captured Bugblatter (4/2)


STARTING HAND
Crashbarrow (6/2)
Scorch
Pillage
Feral Strike
Nautical Dog (1/1)


WORKERS
Bloodburn
Careless Musketeer (2/1)
Charge
Bloodrage Ogre (3/2)
Nautical Dog (1/1)


NextHand

Makeshift Rambaster (1/2)
Shoddy Glider (3/1)
Crashbarrow (6/2)
Mad Man (1/1)
Scorch


Tech 2 card(s)
Get Paid + scav - ($9)
Worker - ($8)
Quince - ($6)
CB clears patrol - ($3)
huntress trades prynn

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Quince (1/4, lvl3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: mirror 0/1
  • :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: 8
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 9
Thoughts

damn, I was too greedy with scavenger. Otherwise I would have had two units less in my reshuffle pile, which really is a BIG thing, not to mention the extra damage that I could have dealt. So much for my comfortable feeling. Nothing of that is left as I don’t see a good followup for T6-7, even if he doesn’t hit the jackpot of Garrison into DS into Vystari now. I would have preferred to put levels on Drakk, but I need to invest the mirror into a faster cycling speed with these extra cards in my discard pile

It’s gonna be tough here but gotta try to fight back. Unfortunately I top decked exactly what I didn’t want :confused:

CAPS Finals pt 3, Player 2, Turn 5

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

Starting Hand

Tinkerer
Flagstone Garrison
Battle Suits
Origin Story (techn)
Fargo (tink)

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards (except turn 1)
All Teched Cards

Flagstone Garrison, Drill Sergeant
Calypso Vystari x2
Origin Story, Flagstone Garrison
Overeager Cadet x2


Main:

  • Flagstone Garrison (6)
  • Tinkerer, exhausted, draw 1 (4)
  • Fading Argonaut, exhausted, draw 1 (2)
  • Calypso Vystari (1)
Workers

Temporal Research, Forgotten Fighter, Time Spiral, Plasmodium

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Nullcraft (1/1a)
  • :psfist: Elite: Hardened Mox (1+1/1)
  • :pspig: Scavenger:
  • :exhaust: Technician: Calypso Vystari (2/2)
  • :target: Lookout:

In Play:

  • Fading Argonaut (2/3 fade 3)
  • Flagstone Garrison (4hp)
  • Tinkerer (1/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Calypso Vystari
Neo Plexus
Battle Suits
Drill Sergeant

End of Turn Discard
My Thoughts

Really need Origin Story and Suits to stick to the bottom here, so I could lay two bodies as unexhausted… Gonna be a struggle now, but at least I have some strong chances for durable bodies to hit back with. If Zango drew CB it’s gonna be a problem…


so we finally came to a situation where the Garrison nerf did matter… a lot…!

CAPS25 FINALS part 3 P1T6

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Moss Ancient (8/9)
Liberty Gryphon (5/5)


STARTING HAND
Makeshift Rambaster (1/2)
Shoddy Glider (3/1)
Mad Man (1/1)
Crashbarrow (6/2)
Scorch


WORKERS
Bloodburn
Careless Musketeer (2/1)
Charge
Bloodrage Ogre (3/2)
Nautical Dog (1/1)


NextHand

Crashbarrow (6/2)
Huntress (3/3)
Pillage
Feral Strike


Discard

Crashbarrow (6/2)
Scorch
Shoddy Glider (3/1)
Moss Ancient (8/9)
Liberty Gryphon (5/5)


Tech 2 card(s)
Get Paid + float - ($12)
Quince sidelines mox, maxband heals - ($10)
CB, mirror copies - ($7)
make an extra mirror into CB - ($3)
MSR - ($1)
MM - ($0)
a mirror CB trades technician, OP 4 damage to your base
two CB (12), MSR (3), MM (1) deal another 16 damage to your base, breaking it, GG

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Quince (1/5, lvl5)
  • Makeshift Rambaster (1/2)
  • Mad Man (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

It feels extremely bad to win due to a pairing of your tremendous generosity together with multiple bad draws on your side. And it is wild to see how scary your deck with the current nerfs is, even if you don’t actually play BS.
It’s been a nice series, thank you very much!

1 Like

GG WP! Big spot where the nerf mattered, 100% agree. Some bad draws but them’s the breaks, no worries, and hardly feels “tremendously generous” to just say “we should play evenly P1/P2”! Suits just doesn’t have room here w/ the early pressure.

Haste reigns supreme, especially with Quince, what a monster :slight_smile: Still think Cala’s the MVP here though she’s such a beast

2 Likes

Agree, playing os to prevent the strike brought you in the uncomfortable position. Strike is op as it is bs!

Yknow looking at it, the nerf mattered here, but that was still a nasty draw and I was loosing two tech buildings even if I do get to patrol. Think Blood T2 + Truth just too OP, and I had to throw all my countermeasures at Cala who is also very OP XD

Not sure maybe blood mirror is op, but in other decks it has not been that strong. But the main focus from everyone has always been to get the graveyard in play. For blood mirror you need board control and this was done in this deck with cala and hounds (or cala red starter against you).

2 Likes

It’s a super strong Tech 2 plan, in general, but you’re right that Blood T2’s primary weakness is “needs the T2 to stay alive”. If you miss a turn to play Barrows or Gliders, you risk getting permanently locked out. Purple is just kinda bad in general at getting that push through, Peace plan doubly so, and Cala + Red is really good at breaking down the Anarchy / Stewardess typical line for this deck to get a T2 tempo break.

1 Like