well then, GL & HF it is, again. I must confess: I’ve been dreading this start of yours since the sheet provided this pairing. I wasn’t able to come up with a solution that does not require pure luck or at least a small mistake on your side.
XCAFS23 round 1 part 1 P2T1
P1 [Demonology]/Necromancy/Finesse vs. P2 [Finesse]/Feral/Present
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
bloomed Cal - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite: cal (3/4, lvl1)+
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 4
Gold:
Gold: 0
Workers: 6
Thoughts
No matter what I came up with as my defensive plan: depending on his draws I might end up in deep trouble in T3, but I didn’t find a safe answer against this monster of a P1 start
Deteriorate, Dark Pact, Graveyard, Sacrifice the Weak
Discard
Think
That’s a pretty good answer, but I still have a strong advantage here. Forcing a discard to make it harder to get board presence out is quite strong, and their deck has no draw power withotu geiger ultimate. Meanwhile, I keep building my board and will aggress with fencer.
this might already be the opening I was hoping for. Imp was expected, but I expected jav in SL and imp in technician. that’s one more attack and one more defense than expected that I’m able to take off the table!
with his draw 3 out of 6 from the new cycle I’m expecting a DP and Fencer as tech choice, which means he has a ~63% chance of having a fencer or reaching it with DP, but 0% of him having two fencers, which would result in the feared hero kill in T3, even though he would have to go down on cards (did I mention that I’m extremely happy that imp was in SL instead of jav?)
yes, he can easily break through my patrol, but there’s not much I fear about that
Poisonblade Rogue, Dark Pact, Nimble Fencer, Thieving Imp
Discard
Think
I think they’re right, actually, I should’ve patrolled javelineer in front knowing that they likely couldn’t haste kill it. I mean, they could’ve used wither, but it would’ve been a much worse position. Having that extra 1 attack would’ve been really nice.
Sacrifice the Weak, Graveyard, Deteriorate, Nimble Fencer
Discard
Think
Hm, it is extremely likely they are holding a tech 2 unit, but they only have enough gold to play one. Therefore, clearing their board means their defence is weak if they choose to play the tech 2. I am teching in threats for both hero and tech 2 gameplans, and I will decide how to advance next turn.
WORKERS
Fruit Ninja (2/2)
Spark
Wither
Granfalloon Flagbearer (2/2)
NextHand
Hyperion (4/5)
Ready or Not
Tenderfoot (1/2)
Temporal Distortion
Tech 2 card(s)
discard #4, technician draw
Get Paid - ($8)
Worker - ($7)
Tric pings jav, haunt & Vandy - ($2)
river - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite: River (2/3, lvl1)
Scavenger:
Technician: Tricycloid (3/3)
Lookout:
In Play:
*
Buildings:
Base HP: 19
Tech I HP: 4
Tech II HP: 4 (Present)
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
that blade has been… unfortunate… I’m really afraid of stw, so let’s do some crazy stuff and hope for him not hitting the shadow blade from rs draw 2
I think this is the best line available, but I may be wrong. Perhaps building heroes’ hall and putting down graveyard is better. I suppose going tech 2 is not a necessity here but it does feel good to represent multiple threats.
I think Vandy is safe here, I don’t see a combination of cards that kills her. I may be surprised though.
Tricycloid (3/3)
Timely Messenger (1/1)
Appel Stomp
Ready or Not
Hyperion (4/5)
Temporal Distortion
Tech 2 card(s)
technician draw
Get Paid - ($9)
midband river sidelines fencer - ($7)
messenger pings vandy - ($6)
Hyperion kills vandy, draw 1, river to maxband - ($1)
tenderfoot for free
worker - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Tenderfoot (1/2)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
River (3/4, lvl5)
Hyperion (4/1)
Buildings:
Base HP: 19
Tech I HP: 4
Tech II HP: 4 (Present)
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 6
Gold:
Gold: 0
Workers: 10
Thoughts
wow, that’s a bold move. I only require Hyperion plus messenger/Bloom/wither and there goes his board presence. luckily I got lucky with my technician draw, only the Hyperion draw (second Hyperion) is very unfortunate
Damn it… I miscalculated. I didn’t think they had enough gold for that, but forgot about messenger. And now I’ve drawn the worst possible hand off the reshuffle. In addition to not having shadow blade last turn. This is tragic…
WORKERS
Fruit Ninja (2/2)
Spark
Wither
Granfalloon Flagbearer (2/2)
Ready or Not
NextHand
Ready or Not
Hyperion (4/5)
Bloom
Tricycloid (3/3)
Tech 0 card(s)
discard #2
Get Paid - ($10)
max - ($8)
TD Hyperion into guide - ($6)
Hyperion from hand attacks SL, draw 1 - ($1)
river kills SL
tenderfoot kills imp, you gain 1
turtle with discount - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Helpful Turtle (2/2)
Elite:
Scavenger:
Technician: Grounded Guide (4/4)
Lookout:
In Play:
River (3/1, lvl5)
Hyperion (5/2)
Tenderfoot (3/1)
Max (2/3, lvl1)
Buildings:
Base HP: 19
Tech I HP: 4
Tech II HP: 4 (Present)
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
19 attack on the table against river and 3 cards in hand, this should be it
discard #1
hyperion from hand kiills SL, max to midband, draw 1
tric from hand, pings vandy to death, maxband max, reset exhausted hyperion
river (3), tenderfoot (3), 2x hyperion (10), max (3), guide (4) deal a total of 23 to your base, GG