[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

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