[CAPS25] Round2: P1 FrozenStorm [Past]/Peace/Anarchy vs P2 zango [Blood]/Feral/Truth

GL HF @zango !

Changes in Effect: 2.1a Balance Patch

TL:DR for this matchup is:

Card Changes
Pirate Gunship Remove obliterate 2
Hyperion change stats to 4/4
Tricycloid change stats to 3/2
NEW Flagstone Garrison change text to “When you play a unit from hand, you may exhaust it to draw 1"

[CAPS25] - Round2, Player1, Turn 1

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

Starting Hand

Fading Argonaut
Battle Suits
Forgotten Fighter
Temporal Research
Hardened Mox

Events of Turn:


Upkeep:

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

Main:

  • Hardened Mox (1)
  • Worker (0)
Workers

Forgotten Fighter

  • :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:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Nullcraft
Tinkerer
Time Spiral
Plasmodium
Neo Plexus

End of Turn Discard
My Thoughts

Think I’m safe to Juggermox a bit here? Gonna try it, should help w/ Hounds too to get Boot Camp


So this time we’re playing for real again :wink:
After thinking about turns 3-5 I am not at all amused anymore about us removing the BS nerf… But let’s see how that’ll span out.

GL & HF

CAPS25 round 2 P2T1

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

Link to all relevant rule changes


StartingHand Workers

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


WORKERS
Careless Musketeer (2/1)


NextHand

Bloodburn
Charge
Makeshift Rambaster (1/2)
Scorch
Mad Man (1/1)


Discard

Bloodrage Ogre (3/2)
Pillage
Nautical Dog (1/1)


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

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Bombaster (2/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

let the party begin! unfortunately I cannot play bogre against his mox.
unfortunately that BS plus cadet combo really is incredibly strong. I’m a bit afraid of that.

Cala is always a scary start though :frowning:

[CAPS25] - Round2, Player1, Turn 2

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

Starting Hand

Nullcraft
Tinkerer
Time Spiral
Plasmodium
Neo Plexus

Events of Turn:


Upkeep:

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

Boot Camp x2


Main:

  • Nullcraft, hits Bombaster for 1 (3)
  • Worker (2)
  • Tech 1 (0)
Workers

Time Spiral, Forgotten Fighter

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • 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:
  • :target: Lookout:

In Play:

  • Nullcraft (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Temporal Research
Boot Camp
Neo Plexus
Boot Camp
Fading Argonaut

End of Turn Discard
My Thoughts

Well, I might get my stuff rocked by that start, but we’ll see


oh I hate P2T2 soo much in most of the games. It always takes hours for me to decide. After that everything usually is easy going (Independent on whether you win or lose)…

CAPS25 round 2 P2T2

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Spectral Hound (3/3)
Spectral Hound (3/3)


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


WORKERS
Careless Musketeer (2/1)
Charge


NextHand

Spectral Hound (3/3)
Nautical Dog (1/1)
Pillage
Scorch
Mad Man (1/1)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($3)
BB - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Cal (2/3, lvl1)
  • :target: Lookout:

In Play:

  • Bloodburn

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

tech break is possible, but hard to tell whether it’s worth it. And if he has BS in hand it definitely is not worth it with Zane at the ready. Even though I really don’t like being this passive against Garrison, I think this is the best line… At least with hounds I have something available that doesn’t trade too bad against the 3/2 cadets.

[CAPS25] - Round2, Player1, Turn 3

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

Starting Hand

Temporal Research
Boot Camp
Neo Plexus
Boot Camp
Fading Argonaut
Battle Suits (BC, darn, either of the others would have been a better worker)

Events of Turn:


Upkeep:

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

Overeager Cadet x2
Boot Camp x2


Main:

  • Nullcraft, hits Bombaster’s armor off
  • Mox kills Bombaster, BB to 1
  • Oni (4)
  • Boot Camp Mox, draw 1 (3)
  • Fading Argonuat (1)
  • Worker (0)
Workers

Temporal Research, Time Spiral, Forgotten Fighter

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Hardened Mox (2/2, +)
  • Nullcraft (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Plasmodium
Tinkerer
Neo Plexus
Boot Camp
Boot Camp

End of Turn Discard
My Thoughts

Tough decision here. I could go 2x Boot Camp, growing the Mox, but that leaves Oni pretty vulnerable. I could do 1x and Fargo, but Oni could die to Cala stealthing anyway… I spose I would at least have a lot to hit back with? Maybe that’s worthwhile. Let’s do that then. Either way, I think it’s OCx2 and plan to tech up + 2drop something next turn.

Big oof on the redraw there. Really wanted at least one OC and/or Battle Suits. Hopefully no Oni kill then :crossed_fingers:


a short heads up: I might be a bit slow with a complicated turn and A LOT going around in the real world…

1 Like

Complicated turn sounds scary… :scream: no worries though, I’m not in a rush

It’s less about what scary things I can produce, it’s more about me not really enjoying to see a boot camp directly after I teched a Spectral Hound. But I remember very well a game against you, where this has been the other way around, so I probably deserve that :sweat_smile:

CAPS25 round 2 P2T3

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Macciatus, The Whisperer (3/3)
Reteller of Truths (3/3)


STARTING HAND
Mad Man (1/1)
Pillage
Nautical Dog (1/1)
Scorch
Spectral Hound (3/3)


WORKERS
Careless Musketeer (2/1)
Charge
Pillage


NextHand

Scorch
Spectral Hound (3/3)
Bloodrage Ogre (3/2)
Makeshift Rambaster (1/2)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
maxband Cal kills SL, rune to BB - ($2)
BB kills NC
hound - ($1)
dog - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Bloodburn *
  • Cal (4/3, lvl5) provides resist

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

COME ON! double hound tech and he really went for juggermox and has probably teched two boot camp? I should have listened to Moby who suggested to go for a base race with crash bombers and some MSR base damage last turn.
This game seems to have already been lost on turn 2 with this crazy BB + hound choices, wow!
Also my available strategies are all steep uphill battles, let’s try to get at least some slight possible advantage from picking the completely unexpected…

Oh. Well I specifically teched Boot Camp to deal with the Hounds, so I guess that worked out XD

[CAPS25] - Round2, Player1, Turn 4

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

Starting Hand

Plasmodium
Tinkerer
Neo Plexus
Boot Camp
Boot Camp
Battle Suits (off BC)
OC (off BC2)

Events of Turn:


Upkeep:

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

Calypso Vystari x2
Overeager Cadet x2
Boot Camp x2


Main:

  • Boot Camp Hound, pay the 2 resist, draw 1 (4)
  • Battle Suits (2)
  • Oni kills Dog, you draw 1
  • Mox kills Cala, Oni to level 3
  • Boot Camp Mox, draw 1 (1)
  • Overeager Cadet
  • Worker (0)
Workers

Plasmodium, Temporal Research, Time Spiral, Forgotten Fighter

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (3/3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Onimaru (2/2 lvl 3)
  • Hardened Mox (4/3, ++)
  • Battle Suits

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Overeager Cadet
Calypso Vystari
Calypso Vystari
Boot Camp

End of Turn Discard
My Thoughts

Hmm, kinda expensive to kill Hound, but what’s the upshot?

  • 1/3 chance I kill Cala and get the levels (if I draw Battle Suits)
  • 2/3 chance I drop OC + Plexus, beef up the mox, and put pressure on the tech1 (or trade Cala). I think I’d probably do the tech1 so I can keep BC threat

That seems worth still? So I tech 2x Vystari, hope I get BC on the turn again to accelerate the cycle? Seems worth I think, compared to leaving a gnarly board up and teching up myself?

Yep, jackpot, I get to kill Cala and now next turn can be OC + BC + Midband Oni + Tech up, and I’m sitting pretty


So no bottom decked boot camp? I should have gone for the stealth Oni kill…
It definitely feels like this game is over before it began for real.

[b]CAPS25 round 2 P2T4[/b]

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Reteller of Truths (3/3)
Macciatus, The Whisperer (3/3)


STARTING HAND
Spectral Hound (3/3)
Bloodrage Ogre (3/2)
Makeshift Rambaster (1/2)
Scorch
Bombaster (2/1)


WORKERS
Careless Musketeer (2/1)
Charge
Pillage
Scorch


NextHand

Reteller of Truths (3/3)
Bombaster (2/1)
Makeshift Rambaster (1/2)
Macciatus, The Whisperer (3/3)
Mad Man (1/1)


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Quince - ($5)
Hound - ($4)
Tech 2 - ($0)
BB pings your tech 1

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: mirror 0/1
  • :pschip: Technician: Quince 1/3
  • :target: Lookout: Spectral Hound (3/3)

In Play:

  • Bloodburn *

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

that’s exactly the worst case but with 5 out of 8 it was expected for him to have BS and Boot Camp at the ready. At least I now am the first to arrive at tech 2. Let’s hope he does not have double boot camp again.

I was afraid of the stealth Cala kill, especially with the double BC draw I got. Might be interesting to multiverse after the game from that point to see how it plays out

[CAPS25] - Round2, Player1, Turn 5

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

Starting Hand

Overeager Cadet
Calypso Vystari
Calypso Vystari
Boot Camp
Nullcraft

Events of Turn:


Upkeep:

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

The Art of War, Flagstone Garrison
Calypso Vystari x2
Overeager Cadet x2
Boot Camp x2


Main:

  • Boot Camp Hound, pay the 1 resist, draw 1 (6)
  • Nullcraft, kills Scav, you get 1g (4)
  • Mox kills Quince, Oni heals and midbands, you draw 1
  • Maxband Oni, break your tech2, your base to 18 (1)
  • OC hits your tech1 to 2hp
  • Overeager Cadet
  • Calypso Vystari (0)
Workers

Plasmodium, Temporal Research, Time Spiral, Forgotten Fighter

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (3/2a)
  • :psfist: Elite:
  • :pspig: Scavenger: Soldier (1/1)
  • :exhaust: Technician: Soldier (1/1)
  • :target: Lookout: Soldier (1/1)

In Play:

  • Onimaru (4/5 lvl 8)
  • Hardened Mox (4/3, ++)
  • Overeager Cadet (3/2)
  • Calypso Vystari (3/2)
  • Nullcraft (1/1)
  • Battle Suits

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Neo Plexus
Tinkerer
Boot Camp

End of Turn Discard
My Thoughts

Think board supremacy is the way here. Maxband Oni, forego teching up, BC the Hound, probably drop whatever I draw and the Vystaris. If I get Nullcraft I spose I get an extra shot on the tech1, though the Nullcraft is just BB fodder until I get to DS… Teching 1 Garrison anyway so I can recover hand next cycle, don’t think I want 2x AoW or other Tech1 units right now.

And I do get the NC, so I guess I do hit that tech1. It’ll die but oh well. Next turn hopefully hit the 3/4 for BC, do that + Fargo + Tech up, and trade the board wisely


2 Likes

There’s nothing I can do from here onwards, but also at the time for a potential stealth Oni kill it already was a lost cause.

Very well played and well deserved your payback with boot camp against hounds, you completely wrecked me :sweat_smile:

1 Like

GG WP!

I was hoping the Stealth kill was too card costly for you with a card-conscious game plan of Hounds, but maybe a pivot to Feral T2 Bears or Blood T2 + Desperation would have been profitable? Hard to know unless you wanna try it

Juggermox just also looked like a good line here. Worst case is kidnapping but I’m already spamming weanies that make it hard to use it effectively. With the Battle Suits revert, I can work OCs, Seers, Stewardess and Vystaris into pretty strong patrol break with a HH anyway, and the BCs help cycle in a poor man’s Garrison kinda way.

The suits revert might have been too far, even with Gunship nerfed Zane is still a strong buddy for this plan and Oni is still his own win condition if you want him to be.

Bloodburn was an interesting choice, did you just whiff Brogre and Dog?

Jep, my only unit back then was mm. The threat of Zane + BS was enough to convince me to not go that route as you could have easily cleared my board with cadet, Mox, bs and NC still on the table.
And yes, the BS nerf undo felt horrible the whole match. If we don’t go back to the nerf I’m definitely going to exploit it in the next tournament, but for the moment that’s your duty :wink:

Boot Camp + Vystari in and of itself is kinda ridiculous patrol clear; not something I’ve played heavy on Tech 1 but I may have to try more “Stay on Tech 1 + Oni and see how far you can push it” games

1 Like