[XCAFRR21] Pod1 Dreamfire [Discipline/Strength]/Finesse vs Bomber678 Black

GL HF! Gotta say I’m glad to be playing Daymare as P1 :slight_smile:

P1T1


StartingHand Workers

STARTING HAND
Fox Viper
Morningstar Flagbearer
Grappling Hook
Aged Sensei
Sensei’s Advice


WORKERS
Fox Viper


NextHand

Safe Attacking
Fox Primus
Smoker
Snapback
Savior Monk


Discard

Sensei’s Advice
Grappling Hook
Morningstar Flagbearer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Grave - ($1)
Aged Sensei - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave lvl 1 (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei (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

Grave+Sensei is a no-brainer. I’ll patrol in scav to open up the options of midband or HH next turn.

@Bryce_The_Rice’s turn!

A fortunate pull, and I don’t have Vandy for defence.


Turn 1

Hand: Jandra, the Negator, Deteriorate, Skeletal Archery, Thieving Imp, Poisonblade Rogue
Workers: Skeletal Archery

Techs


  1. Get paid (+$5, $5)
  2. Hire a worker ($4)
  3. Summon Thieving Imp, discard #2 ($1)
  4. Discard 3, draw 5

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite: Thieving Imp (3/2)
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 6
  • Gold: 1
  • Hand: 5
  • Deck: 0
  • Discard: 3

Hand

Graveyard, Pestering Haunt, Sacrifice the Weak, Skeleton Javelineer, Summon Skeletons

Discard

Poisonblade Rogue, Jandra, the Negator, Deteriorate

Think

Very strong open from him. Let’s try to take his card count down and slow the cycle. It will either force a decrease in aggression (no card played from hand this turn) or a reduction in cycling (easier for me to regain control of board).
Imp goes in elite here, because it injures grave and forces a midband before his next attack most likely. I have an eye for either defending with Garth or Orpal next turn, and either teching up fast or heroes hall to start picking off his weenies that have a tendency to hang around.

P1T2


Tech StartingHand Workers

TECH
Bird’s Nest
Sparring Partner


STARTING HAND
Snapback
Safe Attacking
Savior Monk
Smoker
Fox Primus


WORKERS
Fox Viper
Smoker


NextHand

Morningstar Flagbearer
Fox Primus
Grappling Hook
Sparring Partner
Savior Monk


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Exhaust Sensei to buff Grave
Grave kills Imp
Tech 1 - ($3)
Heroes’ Hall - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

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

In Play:

  • Grave lvl 1 (2/1)
  • Aged Sensei (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

No risk of Grave dying, so I can just rebuild hand and setup for birds.

@Bryce_The_Rice’s turn!

Turn 2

Hand: Graveyard, Pestering Haunt, Sacrifice the Weak, Skeleton Javelineer, Summon Skeletons
Workers: Skeletal Archery, Summon Skeletons

Techs

Turn 2: Sickness, Plague Spitter


  1. Tech 2 cards
  2. Get paid (+$6, $7)
  3. Hire a worker ($6)
  4. Build Tech 1 ($5)
  5. Summon Orpal Gloor ($3)
  6. Midband Orpal ($0)
  7. Summon Pestering Haunt ($0)
  8. Discard 3, reshuffle, draw 5

  • Patrol:
    :psblueshield:Squad Leader: Orpal Gloor lvl 4 (2/4+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Pestering Haunt (1/1)
  • Base: 20
  • Other:

Economy:

  • Workers: 7
  • Gold: 0
  • Hand: 5
  • Deck: 4
  • Discard: 0

Hand

Deteriorate, Skeleton Javelineer, Thieving Imp, Graveyard, Poisonblade Rogue

Discard

Think

Tough choice here again. I kind of have to bank on no reversal, even though I’d probably be teching reversal in his place here.
I’m expecting Rook and birds to show up, so I’m preparing some healthy - tokens to curtail that.
I’ve an eye to teching up fast here to get access to abominations, but who knows what will happen.

P1T3


Tech StartingHand Workers

TECH
Nimble Fencer
Nimble Fencer


STARTING HAND
Grappling Hook
Fox Primus
Sparring Partner
Savior Monk
Morningstar Flagbearer


WORKERS
Fox Viper
Smoker
Fox Primus


NextHand

Safe Attacking
Snapback
Sensei’s Advice
Bird’s Nest


Discard

Grappling Hook
Savior Monk
Morningstar Flagbearer
Nimble Fencer
Nimble Fencer


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Grappling Hook moves Orpal to lookout
Grave to midband - ($4)
Exhaust Sensei to buff Grave
Grave readily kills orpal, gains levels
Rook - ($2)
Sparring Partner - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook lvl 1 (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger: Sparring Partner (2/2)
  • :pschip: Technician:
  • :target: Lookout: Grave lvl 5 (2/3), -

In Play:

  • Aged Sensei (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: 1
  • Workers: 7
Thoughts

Grappling Hook and my Sensei surviving let me get an almost clean kill on Orpal. I’m still not sure if I’ll be teching up next turn, so I’ll patrol out of technician and tech Fencers, which are good for both a tech 1 rush and a Finesse plan.

@Bryce_The_Rice’s turn!

Turn 3

Hand: Deteriorate, Skeleton Javelineer, Thieving Imp, Graveyard, Poisonblade Rogue
Workers: Skeletal Archery, Summon Skeletons, Poisonblade Rogue

Techs

Turn 2: Sickness, Plague Spitter
Turn 3: Gorgon, Nether Drain


  1. Tech 2 cards
  2. Get paid (+$7, $7)
  3. Hire a worker ($6)
  4. Summon Thiving Imp, discard #4 ($3)
  5. Summon Garth Torken ($1)
  6. Summon Skeleton ($0)
  7. Cast Deteriorate on Sparring Partner ($0)
  8. Pestering Haunt kills Sparring Partner, you get 1 gold
  9. Discard 2, draw 4

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

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Garth Torken (1/3)
  • Base: 20
  • Other:

Economy:

  • Workers: 8
  • Gold: 0
  • Hand: 4
  • Deck: 0
  • Discard: 6

Hand

Sickness, Plague Spitter, Sacrifice the Weak, Jandra, the Negator

Discard

Nether Drain, Gorgon, Deteriorate, Skeleton Javelineer, Graveyard, Pestering Haunt

Think

Well, it’s probably over. His board is way ahead of mine. Can’t tech up safely, can’t play heroes safely, didn’t draw plague spitter to slow him down enough. I expect he will wipe my board without losing anything this turn and play birds, and I will summarily lose in three turns.

P1T4


Tech StartingHand Workers

TECH
Grounded Guide
Martial Mastery


STARTING HAND
Bird’s Nest
Safe Attacking
Snapback
Sensei’s Advice


WORKERS
Fox Viper
Smoker
Fox Primus
Sensei’s Advice


NextHand

Savior Monk
Safe Attacking
Nimble Fencer
Sparring Partner


Tech 2 card(s)
Get Paid + float + scav - ($9)
Worker - ($8)
Grave readily kills Skeleton
Rook to midband - ($4)
Rook walks past Imp and kills Garth, Grave to maxband
Tech 2 (Finesse) - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave lvl 7 (3/4A), - , sword
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Aged Sensei (1/1)
  • :target: Lookout:

In Play:

  • Rook lvl 5 (3/4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Losing the Nest is a bummer, but the cardless kill on Garth makes up for it.

@Bryce_The_Rice’s turn!

Turn 4

Hand: Sickness, Plague Spitter, Sacrifice the Weak, Jandra, the Negator
Workers: Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Jandra, the Negator

Techs

Turn 2: Sickness, Plague Spitter
Turn 3: Gorgon, Nether Drain
Turn 4: Gorgon, Abomination


  1. Tech 2 cards
  2. Get paid (+$8, $8)
  3. Hire a worker ($7)
  4. Summon Plague Spitter ($4)
  5. Build Tech 2 Disease ($0)
  6. Discard 2, reshuffle, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Plague Spitter (3/3+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Thieving Imp (2/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 4
  • Deck: 6
  • Discard: 0

Hand

Nether Drain, Abomination, Deteriorate, Skeleton Javelineer

Discard

Think

I’m very excited to instantly lose to finesse haste.

P1T5


Tech StartingHand Workers

TECH
Maestro
Blademaster


STARTING HAND
Savior Monk
Safe Attacking
Sparring Partner
Nimble Fencer


WORKERS
Fox Viper
Smoker
Fox Primus
Sensei’s Advice
Safe Attacking


NextHand

Morningstar Flagbearer
Nimble Fencer
Grounded Guide
Grappling Hook


Discard

Nimble Fencer
Savior Monk
Maestro
Blademaster


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Sparring Partner - ($6)
Exhaust Grave and spend sword to kill Plague Spitter
Rook to maxband - ($3)
Exhaust Sensei to buff Rook
Rook walks past Imp and breaks tech 2, your base to 18
River - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River lvl 1 (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Sparring Partner (2/2)

In Play:

  • Rook lvl 8 (4/6)
  • Grave lvl 7 (3/4), -
  • Aged Sensei (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

I’ll play River rather than Fencer to keep my handsize up, and maybe mess with bomber’s patrol next turn.

@Bryce_The_Rice’s turn!

Turn 5

Hand: Nether Drain, Abomination, Deteriorate, Skeleton Javelineer
Workers: Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Jandra, the Negator, Skeleton Javelineer

Techs

Turn 2: Sickness, Plague Spitter
Turn 3: Gorgon, Nether Drain
Turn 4: Gorgon, Abomination
Turn 5: Plague Spitter, Lich’s Bargain


  1. Tech 2 cards
  2. Get paid (+$9, $9)
  3. Rebuild Tech 2 ($9)
  4. Hire a worker ($8)
  5. Summon Garth Torken ($6)
  6. Cast Nether Drain, stealing two levels from Rook to Garth ($5)
  7. Maxband Garth, resurrect Plague Spitter ($1)
  8. Summon a Skeleton ($0)
  9. Cast Deteriorate on Aged Sensei ($0)
  10. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Plague Spitter (3/3+A)
    :psfist:Elite: Thieving Imp (3/2)
    :ps_:Scavenger: Skeleton (1/1)
    :pschip:Technician: Garth Torken lvl 7 (3/4)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
  • Base: 18
  • Other:

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 3
  • Deck: 3
  • Discard: 5

Hand

Sacrifice the Weak, Gorgon, Pestering Haunt

Discard

Abomination, Deteriorate, Plague Spitter, Lich’s Bargain

Think

I think I will lose before my next reshuffle.

P1T6


Tech StartingHand Workers

TECH
Blademaster
Reversal


STARTING HAND
Grounded Guide
Nimble Fencer
Morningstar Flagbearer
Grappling Hook


WORKERS
Fox Viper
Smoker
Fox Primus
Sensei’s Advice
Safe Attacking
Morningstar Flagbearer


NextHand

Martial Mastery
Bird’s Nest
Snapback


Discard

Nimble Fencer
Savior Monk
Maestro
Blademaster
Aged Sensei
Grappling Hook
Blademaster
Reversal


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Grounded Guide - ($4)
Nimble Fencer - ($2)
Fencer kills Plague Spitter
Spartner trains the sickness out of Grave
Grave readily kills Garth, sparkshots Skeleton, you draw and get 1 gold, Rook to maxband
Ready Spartner, trains Rook - ($0)
Rook walks past Imp and breaks tech 2, your base to 16

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River lvl 1 (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grave lvl 7 (4/2)
  • :target: Lookout: Grounded Guide (4/4)

In Play:

  • Rook lvl 8 (5/7), +
  • Sparring Partner (2/2)
  • Nimble Fencer (1/1), - - -

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Looks like I broke Bomber’s tech 2 right on time. Let’s do it again.

@Bryce_The_Rice’s turn!

Turn 6

Hand:
Workers: Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Jandra, the Negator, Skeleton Javelineer

Techs

Turn 2: Sickness, Plague Spitter
Turn 3: Gorgon, Nether Drain
Turn 4: Gorgon, Abomination
Turn 5: Plague Spitter, Lich’s Bargain
Turn 6: Doom Grasp, Twilight Baron


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$10, $11)
  4. Rebuild Tech 2 ($11)
  5. Summon Pestering Haunt ($11)
  6. Summon Orpal Gloor ($9)
  7. Maxband Orpal ($4)
  8. Cast Sickness on Sparring Partner and Nimble Fencer, disease spreads to Sparring Partner and Grounded Guide ($1)
  9. Discard 2, draw 2, reshuffle, draw 2

  • Patrol:
    :psblueshield:Squad Leader: Orpal Gloor lvl 6 (2/5)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Thieving Imp (2/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
    Pestering Haunt (1/1)
  • Base: 16
  • Other:

Economy:

  • Workers: 10
  • Gold: 1
  • Hand: 4
  • Deck: 9
  • Discard: 0

Hand

Gorgon, Graveyard, Twilight Baron, Lich’s Bargain

Discard

Think

Really annoying that I can’t get a rune onto Rook too, because I can’t sacrifice Imp, and even if I could, I am forced to spread runes and pay resist. That really sucks. So I lose my tech 2 again guaranteed, and I don’t think I’ll be able to mount a defence beyond this point. Pretty sure it’s just fully over now. I had a slim chance, but it’s gone.

P1T7


Tech StartingHand Workers

TECH
Earthquake
Earthquake


STARTING HAND
Bird’s Nest
Martial Mastery
Snapback
Earthquake
Reversal


WORKERS
Fox Viper
Smoker
Fox Primus
Sensei’s Advice
Safe Attacking
Morningstar Flagbearer
Bird’s Nest


NextHand

Maestro
Earthquake
Nimble Fencer


Discard

Martial Mastery
Earthquake
Reversal


Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Snapback Orpal out, Troq in - ($6)
Martial Mastery, nothing to discard, I draw 2 and look at your hand - ($5)
River kills Imp
Rook, Grave and GGuide hit your base for 12
Earthquake hits your base for 4 and lethal - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grave lvl 7 (4/2)
  • :target: Lookout:

In Play:

  • Rook lvl 8 (5/7), +
  • River lvl 1 (2/1)
  • Grounded Guide (3/3), -

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

MM gives me a little over 50% to draw a Fencer or an Earthquake and make lethal. If not, I’ll just break both tech buildings and tech up.

@Bryce_The_Rice GG WP!

@FrozenStorm

Yeah that’s fine.
It’s basically impossible to fight player 1 white without vandy.

1 Like

Oh yeah, P1 white really doesn’t need any help in this matchup (or at all).

1 Like