[XCAFRR19 Round7] CarpeGuitarrem [Demonology]/Necromancy/Finesse vs OffKilter [Fire]/Present/Growth

@OffKilter GLHF!

P1T1


StartingHand Workers

STARTING HAND
Skeletal Archery
Graveyard
Thieving Imp
Poisonblade Rogue
Pestering Haunt


WORKERS
Skeletal Archery


NextHand

Deteriorate
Summon Skeletons
Sacrifice the Weak
Skeleton Javelineer


Discard

Poisonblade Rogue
Graveyard


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Thieving Imp, you discard #4 of 5 - ($0)
Summon Pestering Haunt

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp 2/2+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (unstoppable) 1/1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Nice thing is, I know exactly what the other deck does, more or less. gonna have to look out for Argo and Panda early on, come in strong with Demons. I don’t think Terras Q Discord is too much of a trickshot here. I slow down my cycle here, but haunt out t1 is very good and I force a discard anyhow. Imp can’t die this turn, scorch plus Jaina leaves no room for Mad Man.

@OffKilter’s turn!

P2T1


StartingHand Workers

STARTING HAND
Bloodburn
Careless Musketeer
Makeshift Rambaster
Scorch
Mad Man


WORKERS
Makeshift Rambaster


NextHand

Bombaster
Charge
Nautical Dog
Pillage
Bloodrage Ogre


Discard

Careless Musketeer
Scorch
Bloodburn
Mad Man


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Discard #4
Jaina Stormborne - ($2)
Tech 1 - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jaina Stormborne 2/3+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 6

@CarpeGuitarrem’s turn!

… and GLHF!

2 Likes

P1T2


Tech StartingHand Workers

TECH
Hooded Executioner
Doom Grasp


STARTING HAND
Sacrifice the Weak
Summon Skeletons
Skeleton Javelineer
Deteriorate


WORKERS
Skeletal Archery
Summon Skeletons


NextHand

Skeleton Javelineer
Sacrifice the Weak
Deteriorate
Jandra, the Negator
Graveyard


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Garth, make a skeleton - ($1)
Tech 1 - ($0)
Haunt pings your tech 1 to 4

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Thieving Imp 3/2
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton 1/1
  • :target: Lookout:

In Play:

  • Pestering Haunt (unstoppable) 1/1
  • L1 Garth Torken 1/3

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

Biggest threat is Argo right now, I need to maximize draw to increase odds I can deteriorate plus haunt a non Argo unit for StW. That means Garth plus skeleton created. coming up, I want to seize board control to Tech 2 demons with help from Garth. probable next turn techs, two step and Fencer

@OffKilter’s turn!

P2T2


Tech StartingHand Workers

TECH
Firebat
Giant Panda


STARTING HAND
Bombaster
Nautical Dog
Bloodrage Ogre
Charge
Pillage


WORKERS
Makeshift Rambaster
Nautical Dog


NextHand

Pillage
Charge
Bloodrage Ogre
Scorch
Giant Panda


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bombaster - ($3)
Tower - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster 2/2+A
  • :psfist: Elite:
  • :ps_: Scavenger: Jaina Stormborne 2/3
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Panda + Towers for a defensive focus.

@CarpeGuitarrem’s turn!

P1T3


Tech StartingHand Workers

TECH
Nimble Fencer
Discord


STARTING HAND
Jandra, the Negator
Sacrifice the Weak
Deteriorate
Graveyard
Skeleton Javelineer


WORKERS
Skeletal Archery
Summon Skeletons
Jandra, the Negator


NextHand

Poisonblade Rogue
Hooded Executioner
Sacrifice the Weak
Doom Grasp


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Garth Deteriorates the Bombaster
Build Graveyard - ($3)
Garth and Pestering Haunt kill Bombaster, each taking 2 damage, Haunt to Graveyard
Garth makes a skeleton - ($2)
Heroes’ Hall - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp 2/2+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton 1/1
  • :target: Lookout:

In Play:

  • Skeleton 1/1
  • L1 Garth Torken 1/1
  • Graveyard (3HP) – Pestering Haunt

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Skeleton, StW, imp and Haunt trade is a clear that leaves me with L3 Garth and a graveyard I can play Haunt from next turn. I can also Deteriorate, Garth and Haunt kill Squad Lead, patrol imp in SQL. this has the galaxy brain effect of leaving Jaina alive, which stops Arg wisp from interfering with Executioner. I think I’m switching my tech plans to double Fencer, since it’ll be a while before I bring River out, and Graveyard Fencer is mean. hmm. on the other hand, I have gold for HH…maybe go Discord right now, to clear low health Red units

@OffKilter’s turn!

P2T3


Tech StartingHand Workers

TECH
Lobber
Molting Firebird


STARTING HAND
Bloodrage Ogre
Pillage
Charge
Scorch
Giant Panda


WORKERS
Makeshift Rambaster
Nautical Dog
Pillage


NextHand

Bloodburn
Mad Man
Firebat
Careless Musketeer


Discard

Bombaster
Scorch
Charge
Lobber
Molting Firebird


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bloodrage Ogre - ($4)
Giant Panda - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre 3/2+A
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Jaina Stormborne 2/3+A
  • Giant Panda 2/4

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

That’s still a lot of pressure! Hoping for an early firebird to burn everything down. A lobber could finish off that graveyard paired with Scorch or a Firebat.

@CarpeGuitarrem’s turn!

P1T4


Tech StartingHand Workers

TECH
Discord
Blackhand Dozer


STARTING HAND
Hooded Executioner
Doom Grasp
Poisonblade Rogue
Sacrifice the Weak


WORKERS
Skeletal Archery
Summon Skeletons
Jandra, the Negator
Poisonblade Rogue


NextHand

Nimble Fencer
Skeleton Javelineer
Discord
Deteriorate


Discard

Doom Grasp
Sacrifice the Weak
Hooded Executioner
Discord
Blackhand Dozer


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Garth sacrifices a skeleton and casts Doom Grasp on Jaina, killing her; he levels to 3 - ($2)
Garth makes a skeleton - ($1)
Garth levels to 4 and heals - ($0)
Replay Haunt from Graveyard

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp 2/2+a
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton 1/1
  • :pschip: Technician: Skeleton 1/1
  • :target: Lookout:

In Play:

  • Graveyard (3HP) –
  • L4 Garth Torken 2/4
  • Pestering Haunt (unstoppable) 1/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Right, Giant Panda is also a thing. So I have a few responses here. 1: maxband Garth, fetch a Fencer from discard, Fencer and skeleton kill BRO, skeleton kills wisp, Garth kills Jaina, skeleton patrols. Leaves me with a maxband 3/1 Garth, a Haunt (replayed from Graveyard) and a skeleton, plus a Fencer and Imp in Graveyard. 2: Hooded Executioner sans boost, Tech 2 Demons, Imp and Skeleton kill BRO, patrol Executioner in Lookout and skeleton in SQL. Loses to Ember Sparks because patrol zone is broke and Garth is vulnerable. I’m also not able to draw into demons next turn because I didn’t tech aggressively enough. I do know I’m getting a strong turn next turn with Discord, so maybe I want a bunch of units on the board. 3: Doom Grasp Jaina, level Garth to 4, summon Executioner. Leaves me with a Haunt, a skeleton, an Imp. I don’t need to hit Tech II until next turn, technically. That’s also a pretty good setup for a Discord next turn.

@OffKilter’s turn!

P2T4


Tech StartingHand Workers

TECH
Molting Firebird
Temporal Distortion


STARTING HAND
Firebat
Mad Man
Bloodburn
Careless Musketeer


WORKERS
Makeshift Rambaster
Nautical Dog
Pillage
Careless Musketeer


NextHand

Molting Firebird
Lobber
Charge
Mad Man
Bloodrage Ogre


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech 2 : Fire - ($4)
Firebat - ($2)
Max Geiger - ($0)
Bloodrage Ogre to Hand

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Giant Panda 2/4+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp 0/1
  • :target: Lookout: Firebat 3/3

In Play:

  • L1 Max Geiger 2/3 sparkshot

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Molting Firebird still seems like a strong call. Luckily I wasn’t counting on Jaina… Temporal Distortion could do some reactive tricks from Firebird or Pandas. The interesting choice was with the ogre… it feels risky to kill the imp and let it get resurrected from the graveyard.

@CarpeGuitarrem’s turn!

P1T5


Tech StartingHand Workers

TECH
Twilight Baron
Two Step


STARTING HAND
Nimble Fencer
Discord
Deteriorate
Skeleton Javelineer


WORKERS
Skeletal Archery
Summon Skeletons
Jandra, the Negator
Poisonblade Rogue
Skeleton Javelineer


NextHand

Two Step
Blackhand Dozer
Discord


Tech 2 card(s)
Get Paid - ($8)
Summon River - ($6)
Cast Discord; your Tech 0/1 units get -2/-1, your Wisp dies (you draw) - ($4)
Summon Nimble Fencer - ($2)
Nimble Fencer and Garth kill Giant Panda, each taking 1 from Tower
Both skeletons trade with Firebat
Thieving Imp and Pestering Haunt trade with Geiger; level Garth to 6
Replay Haunt from Graveyard
Maxband Garth, pulling Twilight Baron from the discard - ($1)
Worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 River Montoya 2/3+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Twilight Baron (overpower, can’t play tech 2/3) 4/4

In Play:

  • Graveyard (3HP) – Thieving Imp
  • L7 MAX Garth Torken 3/4
  • Pestering Haunt (unstoppable) 1/1
  • Nimble Fencer (Virtuoso haste) 2/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Okay. So the absolute WORST thing here is Bamstamper Lizzo. Do I have a chance of stopping that? (Molting Firebird, I think I can handle with Executioner/StW) I need 5 attack plus 4+2 = 11 attack total. I have 7 on board, can summon Nimble Fencer for 2, can resummon Nimble Fencer from Graveyard for 2 more. Neat, looks like I don’t need Deteriorate. So I summon Fencer, deal 1 to Panda after armor. River, Discord. Garth kills Panda and takes 1. Skeletons kill Firebat and die. Imp and Haunt and replayed Fencer break tech 2. River patrol. I skip a worker, unfortunately, but breaking Tech 2 and almost totally board wiping seems worthwhile. My other option is to kill Geiger instead with Imp and Haunt, max Garth for 1 and pull something. Starlet comes just shy of breaking Tech 1, and dies on my upkeep. In that scenario I could use Deteriorate to save a skeleton on the Firebat, letting me break tower or tech 1 with Starlet. What do my board states look like after I break Tech 2? A 2/2 Fencer, a 2/1 Imp, a 2/3 Garth, a 2/3 River in patrol, vs Geiger. After I kill Geiger, it’s a 3/4 Garth, a 2/3 river in patrol, a 2/2 Fencer, a 1/1 Haunt, and whatever Garth pulls (Twilight Baron?) versus an empty board, but up to two Bamstamper Lizzos go out, killing River and Fencer. Baron kills a Lizzo, Executioner/StW kills another Lizzo, I can Tech 2. I think I’m actually okay with that. Wait, even better, Lizzo can’t kill heroes! So I’m pretty safe, worst hit I take is Fencer, barring Jaina spells.

@OffKilter’s turn!

P2T5


Tech StartingHand Workers

TECH
Ember Sparks
Ready or Not


STARTING HAND
Mad Man
Molting Firebird
Charge
Lobber
Bombaster


WORKERS
Makeshift Rambaster
Nautical Dog
Pillage
Careless Musketeer


NextHand

Scorch
Bloodburn
Temporal Distortion
Molting Firebird


Discard

Giant Panda
Firebat
Charge
Mad Man
Ember Sparks
Ready or Not


Tech 2 card(s)
Get Paid - ($9)
Molting Firebird - ($5)
Bloodrage Ogre - ($3)
Bombaster - ($1)
Lobber - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre 3/2+A
  • :psfist: Elite:
  • :ps_: Scavenger: Lobber 2/2
  • :pschip: Technician: Bombaster 2/2
  • :target: Lookout: Molting Firebird 4/3

In Play:

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Ouch! I guess I shouldn’t have hired Geiger last turn. no matter. Let’s see how the firebird does!

@CarpeGuitarrem’s turn!

P1T6


Tech StartingHand Workers

TECH
Shadow Blade
Blackhand Dozer


STARTING HAND
Blackhand Dozer
Two Step
Discord
Hooded Executioner


WORKERS
Skeletal Archery
Summon Skeletons
Jandra, the Negator
Poisonblade Rogue
Skeleton Javelineer
Blackhand Dozer


NextHand

Sacrifice the Weak
Doom Grasp
Deteriorate


Discard

Shadow Blade
Blackhand Dozer
Discord
Two Step


Tech 2 card(s)
Get Paid - ($9)
Garth makes a skeleton and eats it to draw - ($8)
River casts Discord, your tech 0 and 1 units get -2/-1 - ($6)
Twilight Baron kills BRO, takes 2 damage, overpowers 2 damage onto Lobber, killing it
Haunt trades with Bombaster
Replay Haunt from Graveyard
Garth and Fencer break tech 2, take 1 damage apiece, your base takes 2
Play Hooded Executioner with boost, it destroys your Firebird - ($1)
Worker - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Hooded Executioner 3/3

In Play:

  • Graveyard (3HP) – Thieving Imp
  • L7 MAX Garth Torken 3/3
  • Pestering Haunt (unstoppable) 1/1
  • Nimble Fencer (Virtuoso haste) 2/1
  • Twilight Baron (overpower, can’t play tech 2/3) 4/2
  • L1 River Montoya 2/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Fingers crossed. I have three draws that can kill the Firebird. After that, break tech 2 and set up to build my own

@OffKilter’s turn!

1 Like

GG.

I didn’t know how to recover from that strong opening that you had!

2 Likes

Gg! Black is a mega nasty color, and having Graveyard to keep units out of discard means I get some really nasty removal options constantly available.

I think teching into burn spells like Fire Dart would have gone a long way towards letting you be proactive in dealing with my threats from behind.

(I’d also have to double check, but I think trading BRO for Imp might have been the better play to keep me from controlling the board more. Tough choice overall though!)

Yeah, that was a particularly tough call. I guess if I’d done the trade it would’ve been harder for you to clear the board enough to execute my “Hail Mary,” but I was pretty concerned about how easy it would be to bring that imp back from the graveyard!

Honestly that first turn was the worst. Nothing I had could even trade decently with the imp and haunt (the imp made me discard the musketeer). I guess at least I learned not to play pandas against Finesse, lol.

@FrozenStorm GG called.

1 Like

The thing about Thieving Imp, as much as it’s fun to keep replaying it, it’s also pretty tempo-inefficient, and there were turns I wanted to replay it but had other things I wanted to do with my gold that got me more ground.

That’s a brutal discard! I’ll admit, I was definitely really happy with that opening turn. Pestering Haunt is a card that’s much better than I thought it was initially, and watching the Blue/Black series recently taught me that.

1 Like

@Leaky suggested a tower opening would have been appropriate for my first turn. I hadn’t considered it, but it seems way better than what I did, enough to feel like I could have played this better next time.

2 Likes

That’s very interesting! I think that would’ve done pretty well, yeah. You got a lot of tower mileage that game.