[XCAFRR21] Pod4 FrozenStorm Red vs charnel_mouse Black

GL HF @charnel_mouse ! feels like a solid matchup

[XCAFRR21] Pod4 Player 1 Turn 1

P1 Red vs P2 Black

Starting Hand

Pillage
Bombaster
Charge
Bloodburn
Bloodrage Ogre

Events of Turn:


Upkeep:

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

Main:

  • Bloodburn (1)
  • Worker (0)
Workers

Pillage

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • Bloodburn

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Careless Musketeer
Nautical Dog
Scorch
Mad Man
Makeshift Rambaster

End of Turn Discard
My Thoughts

Given that this will likely be a skeletons game, I’m going to opt for Bloodburn. We’ll see if that proves foolish…


1 Like

That’s a gutsy start you have there.

P2T1

Starting hand: 5

Pestering Haunt
Skeleton Javelineer
Poisonblade Rogue
Thieving Imp
Sacrifice the Weak

Thoughts

Slow start from FrozenStorm, let’s try to bully the hell out of his hand size.


Get paid - (5)
Worker - (4)
Thieving Imp, you discard card #1 of 5 - (1)
Pestering Haunt
Discard 2, draw 4


:psblueshield: Thieving Imp 2/2+1A

Pestering Haunt 1/1 (unstoppable; can’t be sacrificed or patrol; attack capped at 1)

:heart: Base HP: 20


Hand: 4

Jandra, the Negator
Skeletal Archery
Deteriorate
Summon Skeletons

Deck: 1

Graveyard

Discard: 2

Skeleton Javelineer
Sacrifice the Weak

Card-count check (opponent-viewable)

Expected: 10
2 on board
4 in hand
1 in deck
2 in discard
1 in workers


Gold: 1
Workers: 6

5 x start
T1: Poisonblade Rogue

Indeed, perhaps foolish, we shall see :slight_smile:

[XCAFRR21] Pod4 Player 1 Turn 2

P1 Red vs P2 Black

Starting Hand

Careless Musketeer (discarded)
Nautical Dog
Scorch
Mad Man
Makeshift Rambaster

Events of Turn:


Upkeep:

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

Lobber, Gunpoint Taxman


Main:

  • Jaina (3)
  • Nautical Dog (2)
  • Worker (1)
  • Tech 1 (0)
Workers

Mad Man, Pillage

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Bloodburn

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Makeshift Rambaster
Lobber
Careless Musketeer
Charge

End of Turn Discard
My Thoughts

Okay, full steam ahead on burning it down, tempted to go Ember Sparks even but will stick to GPT instead I think. Stealing gold rules


Copy pasta or did you miss the Thieving Imp discard?

2 Likes

I did totally ignore the discard, I will re-do turn… Imp didn’t hit Dog though so no fundamental changes @charnel_mouse , proceed

1 Like

@charnel_mouse friendly bump, action you

Sorry, life’s been busy.

P2T2

Starting hand: 4

Jandra, the Negator
Skeletal Archery
Deteriorate
Summon Skeletons

Thoughts

Hmm, no Vandy means I can’t bully FrozenStorm’s hand size so easily. Let’s go for Skeletons.

Teched cards: 2

T2: 2 x Bone Collector


Get paid + float - (7)
Worker - (6)
Tech I - (5)
Garth Torken - (3)
Summon Skeletons, two Skeletons arrive - (0)
Deteriorate, Nautical Dog dies, you draw, Bloodburn to 1 rune
Pestering Haunt hits your Tech I to 4
Discard 1, draw 1, reshuffle 7, draw 2


:psblueshield: Thieving Imp 2/2+1A
:ps_: Skeleton #1 1/1
:target: Skeleton #2 1/1 (resist 0+1)

Garth L1 1/3 (1g: summon Skeleton, once per turn)
Pestering Haunt 1/1 (unstoppable; can’t be sacrificed or patrol; attack capped at 1)

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


Hand: 3

Graveyard
Sacrifice the Weak
Bone Collector

Deck: 5

Skeleton Javelineer
Bone Collector
Summon Skeletons
Deteriorate
Skeletal Archery

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 2 teched = 12
2 on board
3 in hand
5 in deck
0 in discard
2 in workers


Gold: 0
Workers: 7

5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator

1 Like

No sweat! Just lmk if you expect further delay

[XCAFRR21] Pod4 Player 1 Turn 3

P1 Red vs P2 Black

Starting Hand

Makeshift Rambaster
Lobber
Careless Musketeer
Charge
Bombaster (techn)

Events of Turn:


Upkeep:

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

Hotter Fire, Lobber
Lobber, Gunpoint Taxman


Main:

  • Lobber, suicides into Imp, BB to 2 (5)
  • BB kills Imp, BB to 1
  • Jaina kills Lookout, takes 1, BB to 2
  • Bombaster (3)
  • Makeshift Rambaster (1)
  • Worker (0)
Workers

Careless Musketeer, Mad Man, Pillage

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 4

In Patrol:

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

In Play:

  • Bloodburn (2)
  • Jaina (2/2 lvl 1)
  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Bloodrage Ogre
Gunpoint Taxman
Scorch

End of Turn Discard
My Thoughts

Hotter Fire and another Lobber, keep the board light for him, try to protect against StW we’ll see how it goes


@charnel_mouse :poke: friendly bump!

P2T3

Starting hand: 3

Graveyard
Sacrifice the Weak
Bone Collector

Thoughts

Bloodburn and Lobber are going to be a pain with Hotter Fire coming in. I wonder whether it’s worth having a Sneaky Pig Wight around for Jaina, or a Catapult to help the Haunt take out a Firehouse. If I tech one Catapult and one Skeleton Lord, that leaves me one of each to fetch. I just need some room to build the Tech Lab, can’t afford it this turn. Not happy about having to discard the Graveyard here.

Teched cards: 2

T2: 2 x Bone Collector
T3: Corpse Catapult, Skeleton Lord


Get paid - (7)
Worker - (6)
Tech II: Necromancy - (2)
Bone Collector - (0)
Pestering Haunt hits your Tech I to 3 HP
Discard 1, draw 3


:psblueshield: Bone Collector 3/3+1A (attacks: I get a Skeleton)
:exhaust: Skeleton #1 1/1

Garth L1 1/3 (1g: summon Skeleton, once per turn)
Pestering Haunt 1/1 (unstoppable; can’t be sacrificed or patrol; attack capped at 1)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Necromancy)


Hand: 3

Bone Collector
Summon Skeletons
Deteriorate

Deck: 2

Skeleton Javelineer
Skeletal Archery

Discard: 4

Thieving Imp
Corpse Catapult
Skeleton Lord
Sacrifice the Weak

Card-count check (opponent-viewable)

Expected: 10 + 4 teched = 14
2 on board
3 in hand
2 in deck
4 in discard
3 in workers


Gold: 0
Workers: 8

5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Graveyard

@charnel_mouse :
You don’t have access to Bashing Units. Only Vandy and her spells are substituted. You have to tech differently!

2 Likes

I’m going to keep forgetting that, aren’t I? Thanks, I’ll need to think it over.

2 Likes

I’ll assume you don’t need to wait for my turn to consider how you correct those techs too much :wink:

[XCAFRR21] Pod4 Player 1 Turn 4

P1 Red vs P2 Black

Starting Hand

Bloodrage Ogre
Gunpoint Taxman
Scorch

Events of Turn:


Upkeep:

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

Molting Firebird, Kidnapping
Hotter Fire, Lobber
Lobber, Gunpoint Taxman


Main:

  • Gunpoint Taxman (5)
  • Worker (4)
  • Tech 2 Fire (0)
  • BB kills Haunt, BB to 1
Workers

Scorch, Careless Musketeer, Mad Man, Pillage

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 3
  • Tech2 HP: 5 FIRE

In Patrol:

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

In Play:

  • Bloodburn (1)
  • Jaina (2/2 lvl 1)
  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Bloodrage Ogre
Nautical Dog
Lobber

End of Turn Discard
My Thoughts

Hm, well I spose I know at least only 1 teched card possible here for him next turn. Could max Garth as well but I think I can handle it.


@charnel_mouse friendly bump :slight_smile: couple other games may need attention as well

@charnel_mouse also to you here

@charnel_mouse now that we’re done w/ the other game, time to flex some black muscle?

Right, where were we?

P2T4

Starting hand: 3

Bone Collector
Summon Skeletons
Deteriorate

Thoughts

Leaving my patrol a little thin here, fingers crossed.

Teched cards: 2

T2: 2 x Bone Collector
T3: Corpse Catapult, Skeleton Lord
T4: Necromancer, Skeleton Lord


Get paid - (8)
Deteriorate, Gunpoint Taxman is 2/2+1A
Bone Collector kills Gunpoint Taxman, takes 2 damage, Skeleton #2 arrives
Midband Garth - (5)
Garth kills Bombaster, you draw, takes 2 damage
Maxband Garth, fetches Skeleton Lord - (2)
Garth summons Skeleton #3 - (1)
Skeleton #1 trades with Jaina, levels fizzle
Worker - (0)
Discard 1, draw 2, reshuffle 8, draw 1


:psblueshield: Skeleton #2 2/2+1A (Skeleton Lord: +1/+1)
:exhaust: Skeleton #3 2/2 (Skeleton Lord: +1/+1)

Garth L7 3/4 (1g: summon Skeleton, once per turn; sacrifice a Skeleton: draw 1)
Skeleton Lord 3/3 (Skeletons get +1/+1; exhaust 5 Skeletons: put a unit in hand into play)
Bone Collector 3/1 (attacks: I get a Skeleton; 2 damage)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Necromancy)


Hand: 3

Skeleton Javelineer
Skeletal Archery
Pestering Haunt

Deck: 7

Thieving Imp
Corpse Catapult
Skeleton Lord
Sacrifice the Weak
Necromancer
Deteriorate
Summon Skeletons

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 6 teched = 16
2 on board
3 in hand
7 in deck
0 in discard
4 in workers


Gold: 0
Workers: 9

5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Graveyard
T4: Bone Collector

[XCAFRR21] Pod4 Player 1 Turn 5

P1 Red vs P2 Black

Starting Hand

Bloodrage Ogre
Nautical Dog
Lobber
Molting Firebird (techn)

Events of Turn:


Upkeep:

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

Hotter Fire, Ember Sparks
Molting Firebird, Kidnapping
Hotter Fire, Lobber
Lobber, Gunpoint Taxman


Main:

  • Bloodrage Ogre (6)
  • Lobber (5)
  • Molting Firebird (1)
  • Bloodburn (at 4 from last turn’s carnage) kills BC, BB to 3
  • Worker (0)
Workers

Nautical Dog, Scorch, Careless Musketeer, Mad Man, Pillage

  • :pspurpleshield: Patrol as below
  • Discard Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 3
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2a)
  • :psfist: Elite:
  • :pspig: Scavenger: Molting Firebird (4/3)
  • :exhaust: Technician: Lobber (2/2)
  • :target: Lookout:

In Play:

  • Bloodburn (3)
  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Kidnapping
Hotter Fire

End of Turn Discard
My Thoughts

Deteriorate did indeed make that a pretty easy dunk of a turn. Techn missing Hotter Fire kinda sucks too… No bueno. Would have been great to have that then Firebird + Charge. Even Kidnapping here would be great to kill the Lord… Oh well. We’ll see what we can make due with


P2T5

Starting hand: 3

Skeleton Javelineer
Skeletal Archery
Pestering Haunt

Thoughts

Skeletal Archery lets me kill the Firebird here, and if Garth kills the Ogre he can’t be finished off by Bloodburn. That leaves 4 gold if I worker and play Skeletons, I suppose I could bring in another hero.

Tech options… I wonder what my chances of summoning something with Skeleton Lord are. Obvious choice is Zarramonde, although the Lord of Shadows is sort of amusing against Bloodburn. I’d like Lich’s Bargain to keep my board large, but the base damage might make it dicey against Fire. I seem to be doing OK for base health so far, though. I’ll take a copy, at least.

Teched cards: 2

T2: 2 x Bone Collector
T3: Corpse Catapult, Skeleton Lord
T4: Necromancer, Skeleton Lord
T5: Lich’s Bargain, Zarramonde, the Obliterator


Get paid - (9)
Worker - (8)
Skeleton Javelineer - (7)
Skeletal Archery - (5)
Garth raises Skeleton #4 - (4)
Garth kills Bloodrage Ogre, takes 3 damage
Skeletons #2 and #3 shoot down Moulting Firebird
Troq Bashar - (2)
Heroes’ Hall - (0)
Discard 0, draw 2


:psblueshield: Troq L1 2/3+1A
:ps_: Skeleton #4 2/2 (Skeletal Archery: anti-air, long range; Skeleton Lord: +1/+1)
:exhaust: Skeleton Javelineer 2/2 (Skeletal Archery: anti-air, long range; Skeleton Lord: +1/+1; javelin rune)

Garth L7 3/1 (1g: summon Skeleton, once per turn; sacrifice a Skeleton: draw 1; 3 damage)
Skeleton Lord 3/3 (Skeletons get +1/+1; exhaust 5 Skeletons: put a unit in hand into play)
Skeleton #2 2/2 (Skeletal Archery: anti-air, long range; Skeleton Lord: +1/+1)
Skeleton #3 2/2 (Skeletal Archery: anti-air, long range; Skeleton Lord: +1/+1)

Skeletal Archery (Skeletons have anti-air and long range)

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


Hand: 2

Sacrifice the Weak
Summon Skeletons

Deck: 5

Thieving Imp
Corpse Catapult
Skeleton Lord
Necromancer
Deteriorate

Discard: 3

Bone Collector
Lich’s Bargain
Zarramonde, the Obliterator

Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
3 on board
2 in hand
5 in deck
3 in discard
5 in workers


Gold: 0
Workers: 10

5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Graveyard
T4: Bone Collector
T5: Pestering Haunt

I think I may have run out of steam…

[XCAFRR21] Pod4 Player 1 Turn 6

P1 Red vs P2 Black

Starting Hand

Kidnapping
Hotter Fire

Events of Turn:


Upkeep:

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

Firehouse, Desperation
Hotter Fire, Ember Sparks
Molting Firebird, Kidnapping
Hotter Fire, Lobber
Lobber, Gunpoint Taxman


Main:

  • Drakk + midband (5)
  • Bloodburn hits Lord, BB to 2
  • Kidnapping, steal Lord, smash it into Troq, both die, Drakk maxbands (1)
  • Lobber kills Scav, takes 1, you get 1g
  • Rambaster kills techn, you draw 1
Workers

Nautical Dog, Scorch, Careless Musketeer, Mad Man, Pillage

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 3
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader: Drakk (3/4a lvl 6)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Bloodburn (4)
  • Makeshift Rambaster (1/1)
  • Lobber (2/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Charge
Lobber
Kidnapping

End of Turn Discard
My Thoughts

Welp, this was not a great draw… Having Kidnapping is good, but I needed to split Hotter Fire. I think I’m pretty sunk, gonna throw a hail mary for desperation + firehouse being able to flood the board long enough to clear all the weanies. Pretty doubtful, we’ll see I spose