[Casual] Frozenstorm ([Demonology]/Strength/Future) vs AncientSlumber ([Growth]/Necro/Blood)

Yes, like runes, attachments are unaffected by the base unit becoming a Squirrel.

Basically polymorph is changing the card as printed, not anything currently attached to it (runes, damage, attached spells like Spirit of the Panda or Soul Stone or Vortoss Emblem, etc)

for example, a unit with a feather rune on it from Fairie Dragon would still have the feather rune and thus, still be flying from the fairie dragon, as long as the FD is alive (if the FD leaves play, the feather rune no longer means anything)

another example would be Polymorphing something with a damage on it. Thatā€™s effectively a kill spell (as once it becomes a 1/1 squirrel, any damage will be lethal to it)

1 Like

NGL, this is looking grimā€¦ Maybe I should have gone Growth instead.

P2T8


StartingHand Workers

STARTING HAND
Bone Collector
Crashbarrow
Kidnapping
Crashbarrow
Bloodlust


WORKERS
Verdant Tree
Ironbark Treant
Rich Earth
Playful Panda (2/2)
Merfolk Prospector (1/1)


NextHand

Tiger Cub
Doom Grasp
Forestā€™s Favor
Doom Grasp


Discard

Young Treant (0/2)
Crashbarrow
Kidnapping
Bloodlust
Crashbarrow


Tech 0 card(s)
Get Paid + scav - ($11)
Drakk - ($9)
Crashbarrow - ($6)
Kidnapping DeGrey - ($2)
DeGrey attacks Boulder for 4
Arg buffs Crashbarrow, which kills Boulder and Overpowers MP
Bone Collector - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bone Collector (3/3a)
  • :psfist: Elite:
  • :ps_: Scavenger: Arg, lvl 5 (1/5)
  • :pschip: Technician: Drakk lvl 1 (1/3)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

I donā€™t know that Ancients would have done tremendously better (MoLaC is not a good choice against Vir) but I do think it would have been better odds

Game 4 Player 1, Turn 9

P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood

Starting Hand

Dark Pact
Deteriorate
Jandra, the Negator
Jefferson Degrey, Ghostly Diplomat
Mythmaking

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Thunderclap, Morningstar Pass
Morningstar Pass, Jefferson DeGrey, Ghostly Diplomat
Soul Stone, Mythmaking
Dark Pact, Doubling Barbarbarian
Jefferson Degrey, Ghostly Diplomat, Doubling Barbarbarian
Soul Stone, Ardraā€™s Boulder
Dark Pact, Gargoyle


Main:

  • Vandy + midband (6)
  • Replay barb from grave (4)
  • Mythmaking (1)
  • Deteriorate BC, Barb kills him and overpowers 2 to arg
  • DeGrey kills Drakk, takes 2, you draw 1, Vandy maxbands and dooms Gargoyle
  • Gargoyle wakes up to break tech 2, your base to 18 (0)
Workers

Thieving Imp, Pestering Haunt, Poisonblade Rogue, Skeleton Javelineer, Skeletal Archery, Summon Skeletons

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tech2 HP: 5 STRENGTH

In Patrol:

  • :psblueshield: Squad Leader: Doubling Barbarbarian (3/5+2armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Vandy (4/5 lvl 5)
  • :target: Lookout:

In Play:

  • Gargoyle (5/2, doomed)
  • Doubling Barbarbarian (5/2, soul stone 5 dmg)
  • Jefferson DeGrey, Ghostly Diplomat (6/3, 2 dmg)
  • Mythmaking
  • Graveyard (3hp, holding Ardraā€™s Boulder)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Morningstar Pass
Soul Stone
Jandra, the Negator
Morningstar Pass
Deteriorate

End of Turn Discard
My Thoughts

I think Iā€™ve ground out a win here


GGWP! Iā€™ll tap out here. I think going Blood without early pressure from LBs is a mistake. Itā€™s not built for a grindy game and Strength is a really hard matchup apparently. Iā€™m up for trying again if youā€™d like. If not, we can move to the next matchup :slight_smile:

1 Like

GGWP! Definitely, Blood is built to strike first and beat down, clear patrol so your already ahead board can crush buildings and live to keep doing so.

Iā€™m game to do whatever you prefer :slight_smile: your deck your tourney, Iā€™m having fun on this matchup but Iā€™m sure Iā€™d also have fun w/ the other matchup

1 Like

Alright, letā€™s try again then :slight_smile: Go ahead and start, I think itā€™s good to practice the harder P2 side

Okay letā€™s see what you cook up this time, I was thrown off last game when there wasnā€™t any LB!

Game 5 Player 1, Turn 1

P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood

Starting Hand

Summon Skeletons
Skeleton Javelineer
Thieving Imp
Deteriorate
Skeletal Archery

Events of Turn:


Upkeep:

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

Main:

  • Thieving Imp, discard #4 of 5 (1)
  • Worker (0)
Workers

Skeletal Archery,

  • :pspurpleshield: Patrol as below
  • Discard 3 draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Thieving Imp (2/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Poisonblade Rogue
Jandra, the Negator
Pestering Haunt
Graveyard
Sacrifice the Weak

End of Turn Discard
My Thoughts

Very similar split to last game, again probs go hero + haunt + t1 next turn. Worker out well


GL HF!

P2T1


StartingHand Workers

STARTING HAND
Ironbark Treant
Forestā€™s Favor
Tiger Cub
Spore Shambler
Young Treant


WORKERS
Ironbark Treant


NextHand

Merfolk Prospector
Rich Earth
Playful Panda
Verdant Tree


Discard

Forestā€™s Favor
Spore Shambler
Young Treant


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Arg - ($2)
Tiger Cub - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Arg, lvl1 (1/3)
  • :psfist: Elite:
  • :ps_: Scavenger: Tiger Cub (2/2)
  • :pschip: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

GL HF :slight_smile:

Game 5 Player 1, Turn 2

P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood

Starting Hand

Poisonblade Rogue
Jandra, the Negator
Pestering Haunt
Graveyard
Sacrifice the Weak

Events of Turn:


Upkeep:

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

Dark Pact, Shadow Blade


Main:

  • Vandy (3)
  • Pestering Haunt
  • Worker (2)
  • Tech1 (0)
Workers

Poisonblade Rogue, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 3 rs draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Vandy (2/3 lvl 1)
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Graveyard
Skeleton Javelineer
Dark Pact
Jandra, the Negator
Sacrifice the Weak

End of Turn Discard
My Thoughts

Against Arg already here? I think I go Shadow Blade, go after him and keep hitting that card count


P2T2


Tech StartingHand Workers

TECH
Hooded Executioner
Bone Collector


STARTING HAND
Merfolk Prospector
Rich Earth
Verdant Tree
Playful Panda


WORKERS
Ironbark Treant
Rich Earth


NextHand

Rampant Growth
Hooded Executioner
Verdant Tree
Forestā€™s Favor


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Max Arg - ($1)
Merfolk Prospector - ($0)
Arg buffs Tiger, which kills Imp and takes 1

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Elemental (3/3)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: Merfolk Prospector (1/1)
  • :target: Lookout:

In Play:

  • Arg, lvl 5 (1/5)
  • Tiger Cub (2/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Sorry, give me 2 minutes to change something I forgot to update before posting

1 Like

Alright, done :slight_smile:

So no tech1, no heroā€™s hallā€¦ bold choice, sorry Iā€™ll have to smash it

Game 5 Player 1, Turn 3

P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood

Starting Hand

Graveyard
Skeleton Javelineer
Dark Pact
Jandra, the Negator
Sacrifice the Weak
Summon Skele + Shadow Blade (DP)

Events of Turn:


Upkeep:

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

Soul Stone, Ardraā€™s Boulder
Dark Pact, Shadow Blade


Main:

  • Dark Pact, base to 18 draw 2
  • Haunt smacks armor off WE
  • Shadow Blade WE, it dies, you discard #4 of 4 (3)
  • Vandy kills wisp and sparks MP, you draw 1
  • Imp trades with Cub
  • Skeleton Javelineer (2)
  • Worker (1)
Workers

Poisonblade Rogue, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Deteriorate
Dark Pact
Jandra, the Negator
Pestering Haunt
Thieving Imp

End of Turn Discard
My Thoughts

Went for the Stampede? I can blow that up as long as I draw my Shadow Blade on DP. Going Soul Stone + Boulder, probably tech up next turn


What Imp? :stuck_out_tongue: I killed it on my turn

Oh I missed that! Bummer I didnā€™t draw deteriorate, I guess tiger lives then

P2T3


Tech StartingHand Workers

TECH
Bloodlust
Hooded Executioner


STARTING HAND
Rampant Growth
Hooded Executioner
Verdant Tree
Forestā€™s Favor
Spore Shambler


WORKERS
Ironbark Treant
Rich Earth
Verdant Tree


NextHand

Young Treant
Forestā€™s Favor
Bone Collector
Playful Panda


Tech 2 card(s)
Get Paid + scav - ($8)
Worker - ($7)
Tech 1 - ($5)
TCub trade with SQL
Rampant Growth on Arg, he kills Vandy - ($3)
Heroesā€™ Hall - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Arg, lvl 5 (1/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

I donā€™t think Arg is patrolling after that cold-blooded kill, but I donā€™t have any haste so no biggie either way :slight_smile:

Game 5 Player 1, Turn 4

P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood

Starting Hand

Deteriorate
Dark Pact
Jandra, the Negator
Pestering Haunt
Thieving Imp

Events of Turn:


Upkeep:

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

Mythmaking, Jefferson DeGrey, Ghostly Diplomat
Soul Stone, Ardraā€™s Boulder
Dark Pact, Shadow Blade


Main:

  • Thieving Imp, discard #1 of 4 (5)
  • Worker (4)
  • Tech 2 Strength (0)
Workers

Poisonblade Rogue, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 STRENGTH

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothing

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Ardraā€™s Boulder
Graveyard
Shadow Blade
Soul Stone
Sacrifice the Weak

End of Turn Discard
My Thoughts

hmm didnā€™t seem to go stampedeā€¦ or idk really. Could have gone with some tech1s and just was okay not playing them. Or same for LB. I guess I tech up in case it was bloodlust or something. Play Imp to bleed more cards, can Shadow Blade next turn if thereā€™s something juicy, otherwise soul stone + boulder probably


lol, youā€™re right, my bad ^^ Did I already mention that I hate this imp? :angry:

P2T4


Tech StartingHand Workers

TECH
Blooming Ancient
Blooming Ancient


STARTING HAND
Young Treant
Playful Panda
Bone Collector
Forestā€™s Favor


WORKERS
Ironbark Treant
Rich Earth
Verdant Tree
Forestā€™s Favor


NextHand

Rampant Growth
Spore Shambler
Tiger Cub (2/1)


Discard

Young Treant
Playful Panda
Blooming Ancient
Blooming Ancient


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech 2 - Growth - ($4)
Bone Collector - ($2)
Garth - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Arg, lvl 5 (1/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bone Collector (3/3)
  • Garth, lvl 1 (1/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Heroesā€™ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

This is looking much worse for me, that Rampant Growth Vandy kill was roughā€¦

Game 5 Player 1, Turn 5

P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood

Starting Hand

Ardraā€™s Boulder
Graveyard
Shadow Blade
Soul Stone
Sacrifice the Weak

Events of Turn:


Upkeep:

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

Dark Pact, Doubling Barbarbarian
Mythmaking, Jefferson DeGrey, Ghostly Diplomat
Soul Stone, Ardraā€™s Boulder
Dark Pact, Shadow Blade


Main:

  • Ardraā€™s Boulder (6)
  • Vandy (4)
  • Soul Stone Boulder (2)
  • Worker (1)
Workers

Shadow Blade, Summon Skeletons, Pestering Haunt, Poisonblade Rogue, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 STRENGTH

In Patrol:

  • :psblueshield: Squad Leader: Ardraā€™s Boulder (1/7+1armor, soul stone)
  • :psfist: Elite: Thieving Imp (2+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Doubling Barbarbarian
Dark Pact
Graveyard
Skeleton Javelineer

End of Turn Discard
My Thoughts

Maybe I can go Meta in this game, but for now I feel like the Soul Stone + Str Tech 2 plan is pretty solid. Growth engine is more formidable but itā€™s still relying on tokens and I can still mess those up with Degrey. Teching a DP and a Barb, hoping to flood board, need to get Mythmaking + Barb + DG down asap most likely


Yeah, not sure how you could have avoided it though if you wanted to clear my board.

P2T5


Tech StartingHand Workers

TECH
Death Rites
Death Rites


STARTING HAND
Rampant Growth
Tiger Cub (2/1)
Spore Shambler


WORKERS
Ironbark Treant
Rich Earth
Verdant Tree
Forestā€™s Favor
Spore Shambler


NextHand

Bloodlust
Hooded Executioner
Merfolk Prospector (1/1)
Hooded Executioner


Discard

Young Treant
Playful Panda
Blooming Ancient
Tiger Cub (2/1)
Rampant Growth
Death Rites
Death Rites


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Maxband Garth, brings in Blooming Ancient - ($2)
Skeleton, BM+1, move rune to BC - ($1)
Arg buffs BC, which attacks Boulder for 5, takes 1, creates Skeletong, BM+2
Garth ā€œkillsā€ Boulder, SS down

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Blooming Ancient (3/5a, 1 rune)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Bone Collector (4/4, 1 rune)
  • Garth, lvl 7 (3/3)
  • Arg, lvl 5 (1/5)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Heroesā€™ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 10