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[Casual] FrozenStorm (Red) vs zango ([Finesse]/Strength/Discipline)

P1T1


StartingHand Workers

STARTING HAND
Tenderfoot
Brick Thief
Older Brother
Fruit Ninja
Helpful Turtle


WORKERS
Fruit Ninja


NextHand

Wither
Spark
Bloom
Timely Messenger
Granfalloon Flagbearer


Discard

Brick Thief
Older Brother
Helpful Turtle


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Tenderfoot - ($2)
Grave - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grave (2/3 lvl 1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Good deal, GL HF!

Game 2 Player 2 Turn 1

P2 Red vs P1 [Finesse]/Discipline/Strength

Starting Hand

Mad Man
Makeshift Rambaster
Bloodrage Ogre
Scorch
Bloodburn

Events of Turn:


Upkeep:

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

Main:

  • Bloodrage Ogre (3)
  • Drakk (1)
  • Worker (0)
Workers

Careless Musketeer

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Drakk (1/3 lvl 1)

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Careless Musketeer
Charge
Pillage
Nautical Dog
Bombaster

End of Turn Discard
My Thoughts

Good start there for Zango, but I think I’m good to go with Drakk + Bro, next turn like midband + dog + t1 maybe?


I got all the spells in this weird split into my second hand, so I thought I should make use of it… Let’s see whether this was too greedy!

P1T2


Tech StartingHand Workers

TECH
Martial Mastery
Bird’s Nest


STARTING HAND
Spark
Granfalloon Flagbearer
Timely Messenger
Bloom
Wither


WORKERS
Fruit Ninja
Wither


NextHand

Martial Mastery
Timely Messenger
Older Brother


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
spark Bogre - ($3)
messenger suicides into Bogre - ($2)
Tenderfoot trades with Bogre
bloom Grave - ($0)
Grave kills Drakk

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


Board Info:
In Patrol:

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

In Play:

  • Grave (4/5, lvl 3) +

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Sacrificing tenderfoot+spark+messenger for Bogre in order to kill Drakk with a bloomed Grave sounds nice, but invests a ton of cards and let’s me skip T1 and leaves my patrol zone clear.
A charged dog let’s Zane trade with my Grave, we both miss T1, but I am one card down. In case he does not have the combo in hand I think I make a good deal with this move, if he has it in hand it’s plain bad, but hopefully not blowout bad. If he “only” has charge but not the dog he can still trade, but then has to skip a worker, so that’s definitely a gamble I’m willing to take.

Obviously without a tech building I do not want to tech a unit, instead I’ll go for two spells, one for Rook, one for Grave.

With that in mind I will worker away my wither as I do need some units in my deck as well

Awesome redraw! Especially after looking up what happens when casting Martial Mastery from an then empty hand, cf.
Rules Questions thread - #2570 by FrozenStorm
Now let’s hope Grave gets to live another day!

Well, it’s trading 4(!) cards, 5 gold, and skipping tech 1 to get 6g (incl level-up) and one card, kiiinda feels like a bad trade, but I suppose we shall see! :wink: Note Drakk death puts your base to 19

Game 2 Player 2 Turn 2

P2 Red vs P1 [Finesse]/Discipline/Strength

Starting Hand

Careless Musketeer
Charge
Pillage
Nautical Dog
Bombaster

Events of Turn:


Upkeep:

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

Surprise Attack, Lobber


Main:

  • Nautical Dog (5)
  • Worker (4)
  • Tech 1 (3)
Workers

Careless Musketeer, Bloodburn

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 7

End of Turn Hand

Pillage
Bombaster
Bloodrage Ogre
Makeshift Rambaster
Mad Man

End of Turn Discard
My Thoughts

Pretty reckless abandon from zango here early, probably will be able to get an easy tech 2 rush, will go for sharks though just to maximize trading up on cards, and a lobber as well, should trade easy


Thanks a lot for taking your time with me in parallel to the stuff you mentioned in the tournament chat!
As for our game: my next move will be done in 3-4 hours

And with respect to that game: lesson learned!
Only because a move seems to be okayish and safe for the next turn, that doesn’t mean sh*t… I have to think more than one turn ahead… As if this game wasn’t already quite complex and complicated… I’m lovin’ it!

1 Like

P1T3


Tech StartingHand Workers

TECH
Rambasa Twin
Discord


STARTING HAND
Martial Mastery
Timely Messenger
Older Brother
Tenderfoot (MM draw)
Helpful Turtle (MM draw)


WORKERS
Fruit Ninja
Wither
Helpful Turtle


NextHand

Bird’s Nest
Spark


Discard

Rambasa Twin
Discord


Tech 2 card(s)
Get Paid - ($6)
Timely Messenger - ($5)
Older Brother - ($3)
Martial Mastery (Look at hand, draw two without discard) - ($2)
Worker - ($1)
Tenderfoot - ($0)
messenger trades with dog, you draw
grave deals 4 to your base (can you please provide in your thoughts, whether attacking T1 instead would have bothered you more? thanks)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:

  • Grave (4/5, lvl 3) +

Buildings:

  • :heart: Base HP: 19

Economy Info:
Cards:

  • Hand: 2
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

If I were in his situation and if I would have seen this line of simply playing a dog and tech and let 3 float, I would have teched a GPT and sharks or maybe even two sharks, as it is not unheard of that I will be able to break his tech 1 building.
That results in me having to expect a charged GPT, two sharks, a mad man and Zane (or at least the part of this list that can be bought by 9 gold) in addition to the dog. That’s 3+3+4 (+2) or 3+3+2+1 (+2) attack.
His probability of having the singleton of surprise attack in hand is 56% (or 67% with technician draw).

Playing both brother and messenger allows me to neglect him free levels for killing grave, but let’s me go down to three hand cards where he will have 5 left and he will have left units on the board whereas mine will be wiped. In case a draw the spark from MM I can even break his tech building, but will go down on cards even further.
Workering the brother doesn’t feel good in this state, workering the messenger leaves a bigger chance of not depleting my hand completely, but I do love my hasters, so I will worker one of the redrawn cards.

I’ll tech twins (for compensating my reduced hand size) and discord (as that was the card I always wanted to play last game)

So I look at his hand and realize I forgot about bombaster ability to kill a patroller without having haste. He can deliver 2 bombaster + 1 mad man + 2 dog + 1 rambaster + 2 Zane
Only two patrollers keeps my hero safe but he then can break my tech building/deal 5 to base.
Playing tenderfoot results in my hand being shredded. But I think I will go for it.
The only question then is: not attacking means 4 wasted Grave attack. Trading messenger & mad man let’s me get these through, but has a 25% redraw chance of my hero dying. And if not he will have massive board presence after this turn…

Well, my learning of this game is clear: don’t shred your hand too early, especially if the opponent has too much gas left in his hand… Let’s make it drastic on this front and skip T1 for another turn.

Edit: forgot to properly move cards to discard. Fixed to card count

Yea sure, no problem :slight_smile:

Game 2 Player 2 Turn 3

P2 Red vs P1 [Finesse]/Discipline/Strength

Starting Hand

Pillage
Bombaster
Bloodrage Ogre
Makeshift Rambaster
Mad Man
Scorch

Events of Turn:


Upkeep:

  • Get Gold (7+3float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Disguised Monkey x2
Surprise Attack, Lobber


Main:

  • Bloodrage Ogre (8)
  • Bombaster (6)
  • Worker (5)
  • Tech 2 Anarchy (1)
Workers

Scorch, Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bloodrage Ogre (3/2)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Surprise Attack
Charge
Lobber
Disguised Monkey
Disguised Monkey

End of Turn Discard
My Thoughts

I think the tech damage makes more sense, unless you are playing for Grave maxband surprise 10 damage on base, which I don’t think is a smart play generally.

Sucks to TOTALLY whiff here but that’s fine, just tech up, odd zango STILL hasn’t teched up, isn’t trading great still… I’m going to hit back hard next turn


Oh how I wish I didn’t go for the Drakk kill in T2… :wink:

P1T4


Tech StartingHand Workers

TECH
Two Step
Nimble Fencer


STARTING HAND
Bird’s Nest
Spark


WORKERS
Fruit Ninja
Wither
Helpful Turtle
Spark


NextHand

Granfalloon Flagbearer
Bloom
Brick Thief


Discard

Rambasa Twin
Discord
timely Messenger
martial Mastery
Bird’s Nest
Two Step
Nimble Fencer


Tech 2 card(s)
Get Paid - ($7)
worker - ($6)
Grave kills SL
Tech 1 - ($5)
maxband Grave kills Bogre, you draw - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:

  • Grave (5/6, lvl 7) +

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech 1 HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

I really really want to kill Bogre with Graves sword. But killing Bogre feels not good, especially as he redraws (3 out of 6 where two of these were newly teched… o.O)
But I really don’t want him to establish too much board presence and grave is going to die soon enough, hence the level up really feels relevant!
But as I am one gold short, I have to skip one of the four: T1, worker, HH or the level up.
I want the other spells available, hence the HH. Also with having just a single maxed out hero, I allow him to sacrifice his heros without me gaining free levels.
Skipping t1 even more is just weird. (But still, see Frozen’s game against bansa this CAMS for reference about not teching with this Codex).
Skipping a worker refills my hand but lets T2 be out of reach due to the lack of gold…
Let’s skip HH in order to play mind games that he might not want to kill my hero.

Game 2 Player 2 Turn 4

P2 Red vs P1 [Finesse]/Discipline/Strength

Starting Hand

Surprise Attack
Charge
Lobber
Disguised Monkey
Disguised Monkey

Events of Turn:


Upkeep:

  • Get Gold (7+3float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Pirate Gunship x2
Disguised Monkey x2
Surprise Attack, Lobber


Main:

  • Drakk (7)
  • Disguised Monkey, hits Grave to 3hp (5)
  • Disguised Monkey, kills Grave, Drakk to level 3 (3)
  • Midband Drakk (2)
  • Lobber, trades with Older Brother (1)
  • Worker (0)
Workers

Scorch, Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader: Drakk (2/3a lvl 4)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Mad Man
Pillage
Makeshift Rambaster
Disguised Monkey

End of Turn Discard
My Thoughts

Well, guess I don’t need sharks lol, killing grave with these degrey lookalike monkeys and rush to gunships, hash tag winning XD


Hello! Glad to see you’re enjoying the game.

Just an opinion with respect to your first turn in game 1: I think opening with Rook would have been fine. The early game against Red, for most colours, is less about keeping your own things alive, and more about making sure that Red can’t kill them efficiently. Red really becomes a problem early if it can kill your pieces without losing its own, so they can attack again and their worse starter card efficiency doesn’t matter as much.

For example, Rook in Squad Leader takes 5 damage to kill. Killing him is a net benefit of 4 gold: 2 because that’s what you spent to play him, 2 for the free levels to Jaina. However, most ways to deal that damage aren’t worth it. Jaina and Mad Man can deal 3 damage, but FrozenStorm doesn’t have especially cheap ways to get the other 2 damage:

  • Jaina (survives) + Charge + Ogre/Bombaster/Musketeer is 4 gold and 2 cards, so FrozenStorm would spend 2 cards for no gold advantage, and he has to skip building his Tech I to do it.
  • Jaina (survives) + Scorch + Mad Man is also 4 gold and 2 cards. Even worse, with the Mad Man dead there’s no patroller to stop Timely Messenger killing Jaina. You didn’t have it in hand, but FrozenStorm wouldn’t have known that.
  • Best option is Jaina (survives) + Charge + Nautical Dog, for 3 gold and 2 cards. However, spending 2 cards for 1 gold advantage is still pretty awful. At least it lets FrozenStorm build Tech I.

This can all change later, but thinking about this early on can help keep Red’s board under control, and then you might not need to sink 3 gold into a Tower.

3 Likes

Well that was another eye opener for me, thanks a lot @charnel_mouse !
Let’s get over with this game, as my blunders are obvious, but as least I’ll try to put up a fight to the end :wink:

P1T5


Tech StartingHand Workers

TECH
Doubling Barbarbarian
Doubling Barbarbarian


STARTING HAND
Brick Thief
Bloom
Granfalloon Flagbearer
Bird’s Nest


WORKERS
Fruit Ninja
Wither
Helpful Turtle
Spark
Granfalloon Flagbearer


NextHand

timely Messenger
Doubling Barbarbarian
Discord


Tech 2 card(s)
Get Paid + floating - ($9)
Worker - ($8)
Rook - ($6)
Bird’s Nest - ($4)
tech 2 → strength - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4A, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger: bird 1 (1/1)
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout: bird 2 (1/1)

In Play:

  • Bird’s Nest

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

I expect sharks. Also if I were him I’d go for gunship to close out the game, which is currently in his favor but far from decidedly over (at least in my eyes :-D)
I’d love to have two stepped barbarbarians against the former and earthquakes against the latter (especially with birds on the table). Having earthquakes available at the right moment feels like a purely wishful thinking, especially as Rook probably is dying next turn. (As a single shark together with Drakk’s midband is enough to kill him, I’ll put him into the offering position as SL)

As I can not rely on my tech 2 to hold, I’d love to not tech two tech 2 cards, but as this is going to be the last cycle of the game and therefore the last time a teched card makes it into my hand hopefully at some point I’m going for double doubling barbarbarians…
With this decision made everything else of this turn is straight forward

Game 2 Player 2 Turn 5

P2 Red vs P1 [Finesse]/Discipline/Strength

Starting Hand

Well, guess I don’t need sharks lol, killing grave with these degrey lookalike monkeys and rush to gunships, hash tag winning XD

Events of Turn:


Upkeep:

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

Gunpoint Taxman, Kidnapping
Pirate Gunship x2
Disguised Monkey x2
Surprise Attack, Lobber


Main:

  • Drakk pings Rook , takes 2
  • Disguised Monkey, kills Rook, Drakk Maxbands (7)
  • Mad Man (6)
  • Worker (5)
  • Tech 3 (0)
Workers

Scorch, Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Mad Man (1/1)
  • :target: Lookout:

In Play:

  • Drakk (3/4 lvl 6)
  • Disguised Monkey (3/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Surprise Attack
Disguised Monkey
Lobber

End of Turn Discard
My Thoughts

Think this is GG from here


P1T6


Tech StartingHand Workers

TECH
Entangling Vines
Two Step


STARTING HAND
Discord
timely Messenger
Doubling Barbarbarian


WORKERS
Fruit Ninja
Wither
Helpful Turtle
Spark
Granfalloon Flagbearer


NextHand

Doubling Barbarbarian
Brick Thief


Discard

Bird’s Nest
tenderfoot
timely Messenger
Discord
Entangling Vines
Two Step


Tech 2 card(s)
Get Paid - ($9)
River - ($7)
discord kills your technician - ($5)
timely Messenger suicides into Drakk - ($4)
tenderfoot pings Drakk
birds kill Drakk, river to level 3, my base takes 1
Doubling Barbarbarian - ($1)

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Doubling Barbarbarian (3/5AA)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: River (2/4 lvl3)
  • :target: Lookout:

In Play:

  • bird 1 (1/1)
  • bird 2 (1/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 6
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

It’s such a pity that discord is not hitting the monkey!

So I’m doing it again. I’m sacrificing three cards to kill a hero. Ok, this time Drakk is worth 9 gold and I’m also killing a mad man, but as this card is redrawn I have to count the investment as 3 cards against zero. I still think it’s worth it, as a maxband Drakk is a real pain. And in the unlikely case that he drew extremely unlucky and I’m drawing gold with my next two cards, I may even get back to a good position concerning the board state. If I’m not drawing anything of value I’ll go for maxband Rook as SL

Game 2 Player 2 Turn 6

P2 Red vs P1 [Finesse]/Discipline/Strength

Starting Hand

Surprise Attack
Disguised Monkey
Lobber
Pirate Gunship

Events of Turn:


Upkeep:

  • Get Gold (10)
  • no techs
All Teched Cards

Gunpoint Taxman, Kidnapping
Pirate Gunship x2
Disguised Monkey x2
Surprise Attack, Lobber


Main:

  • Pirate Gunship, kill Barb, birds die too (4)
  • Disguised Monkey, hit your base to 15 (2)
  • Jaina (0)
Workers

Scorch, Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Jaina (2/3 lvl 1)
  • :target: Lookout:

In Play:

  • Pirate Gunship (7/6)
  • Disguised Monkey (3/1)
  • Disguised Monkey (3/3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Bloodrage Ogre
Charge
Pirate Gunship
Bombaster

End of Turn Discard
My Thoughts

Suns out gunships out


Yeah well, my learnings are pretty straightforward and intense. Thanks a lot!
So it is GG and obviously well played at least on your part.
Are you up for another round? In case you are, it’s again your turn to start and I will pick up nightmare. Please pick whatever you want.
Hopefully I will be able to put way more emphasis on trading better…

PS: a big ROFL for me honestly not seeing your tech 3 building. Probably I should forbid myself to make a play in the morning while still lying in bed, if that leads to such a big blunder

1 Like

A lil piece of advice that I find to be one of the keystones for good codex players: calculatin payoffs. EG: killing a hero that costed 2g and 0 cards to the opponent by spenindg 4g and 2 cards is a bad trade. My advice is always to consider how much do you gain and how much do the opponent loses with every trade. Like, against white starter, due to snapback it’s always bad to rely on heroes’ maxb/ults because let’s say you spend 7g for maxband Oni, the oppoent needs just 1 card and 3 gold to get rid of him, gaining even 2 lvls(equal to 2 gold) if he can kill the new and sidelined hero, for a total of 1card and 1g against your 7g.

2 Likes

Lol no worries, I’m down to play another, don’t have a strong preference what deck I play, anything you’d like to play against?

Awesome! And nope, I have no preference there. Maybe something/anything with a different starter set than red?

1 Like

Arright then, I’ll play mono purple. This’ll be a tougher matchup for me I think :wink: GL HF @zango !

Game 3 Player 1 Turn 1

P1 Purple vs P2 Nightmare

Starting Hand

Nullcraft
Battle Suits
Hardened Mox
Temporal Research
Time Spiral

Events of Turn:


Upkeep:

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

Main:

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

Time Spiral

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

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

Tinkerer
Fading Argonaut
Plasmodium
Forgotten Fighter
Neo Plexus

End of Turn Discard
My Thoughts

Mox is pretty good at slowing down nightmare’s machine, we’ll see how we do though, not pro at purple!


I hope I’m going to give you a fight and that you’ll be able to enjoy the match, GL HF

please read after playing your turn, then an answer to this question would be very nice

Can you please do me a favor and tell me what you would have done if I had opened with rouge in SL + haunt instead?

P2T1


StartingHand Workers

STARTING HAND
Skeleton Javelineer
Poisonblade Rogue
Thieving Imp
Deteriorate
Pestering Haunt


WORKERS
Poisonblade Rogue


NextHand

Sacrifice the Weak
Skeletal Archery
Jandra, the Negator
Graveyard
Summon Skeletons


Discard

Deteriorate
Skeleton Javelineer
Pestering Haunt


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Thieving Imp (discard #2 of 5) - ($1)
tech 1 - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Obviously I have no idea how to play this deck.
Most games with nightmare that I have read about go for hero+jav+haunt if they have this combo in hand, obviously in order to apply early pressure. As P2 and against mox I don’t see the ultra large value in the two hand cards, instead I prefer to go the card advantage route with the imp. Graveyard plus Jandra seem nice against the expected Fargo. That’s the reason why I miss on purpose on my haunt, I want to draw all five cards and I want to reduce the risk of flooding the graveyard.

Every nightmare player I’ve seen in this forum workers the rouge as soon as it is available. I wonder whether I should have tried to make use of it instead in order to get rid of the mox, especially with StW in my second hand… That would be an invest of two cards (rouge+StW) and 5 gold (I’m not counting the hero costs but the costs to create an extra skeleton) in order to get rid of two cards and also 5 gold (as I am expecting him to play a Fargo), but three of these having the nasty habit of returning to the game often… This strategy puts me in a weak place if he just nullcraft kills the rouge with the help of mox that’s why I decided against it.