[XCAFS23] Round1 part2: P1 Bryce_The_Rice [Demonology]/Necromancy/Finesse vs P2 zango [Finesse]/Feral/Present

@zango You know what it is.


Turn 1

Hand: Summon Skeletons, Jandra, the Negator, Skeleton Javelineer, Poisonblade Rogue, Pestering Haunt
Workers: Summon Skeletons

Techs

  1. Get paid (+$4, $4)
  2. Hire a worker ($3)
  3. Summon Vandy Anadrose ($1)
  4. Summon Skeleton Javelineer ($0)
  5. Summon Pestering Haunt ($0)
  6. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Skeleton Javelineer (1/1+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout: Vandy Anadrose (2/3)

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

Economy:

  • Workers: 5
  • Gold: 0
  • Hand: 4
  • Deck: 1
  • Discard: 2

Hand

Thieving Imp, Graveyard, Skeletal Archery, Sacrifice the Weak

Discard

Jandra, the Negator, Poisonblade Rogue

Think

Wow, I actually bottom decked deteriorate. Amazing.

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

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Fruit Ninja (2/2)
Helpful Turtle (1/2)
Bloom
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)


WORKERS
Fruit Ninja (2/2)


NextHand

Spark
Older Brother (2/2)
Timely Messenger (1/1)
Wither
Tenderfoot (1/2)


Discard

Bloom
Granfalloon Flagbearer (2/2)
Brick Thief (2/1)
Helpful Turtle (1/2)


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
bloomed Cal - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: cal (3/4, lvl1)+
  • :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
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

I will be away for a few days, sorry.


Turn 2

Hand: Thieving Imp, Graveyard, Skeletal Archery, Sacrifice the Weak
Workers: Summon Skeletons, Skeletal Archery

Techs

Turn 2: Dark Pact, Nimble Fencer


  1. Tech 2 cards
  2. Get paid (+$5, $5)
  3. Hire a worker ($4)
  4. Build Tech 1 ($3)
  5. Summon Thieving Imp, you discard ($0)
  6. Haunt hits your base
  7. Discard 2, draw 1, reshuffle, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Thieving Imp (2/2+A)
    :psfist:Elite:
    :ps_:Scavenger: Skeleton Javelineer (1/1)
    :pschip:Technician: Vandy Anadrose (2/3)
    :target:Lookout:

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

Economy:

  • Workers: 6
  • Gold: 0
  • Hand: 4
  • Deck: 3
  • Discard: 0

Hand

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.

enjoy your codex free time!
I’m looking forward to continue this. I was expecting jav SL and imp on technician, this might have been a biggie…

XCAFS23 round 1 part 1 P2T2

P1 [Demonology]/Necromancy/Finesse vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Hyperion (4/5)
Tricycloid (3/3)


STARTING HAND
Timely Messenger (1/1)
Older Brother (2/2)
Wither
Spark
Tenderfoot (1/2)


WORKERS
Fruit Ninja (2/2)
Spark


NextHand

Helpful Turtle (1/2)
Timely Messenger (1/1)
Hyperion (4/5)
Wither


Tech 2 card(s)
discard #4
Get Paid - ($6)
Worker - ($5)
cal kills SL, midband heals - ($3)
tenderfoot - ($2)
tech 1 - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • cal (4/5, lvl3)+

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

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

@Bryce_The_Rice friendly poke: are you back already?

I’m home but exhausted. Probably won’t post until tomorrow, we’ll see

1 Like
Turn 3

Hand: Deteriorate, Dark Pact, Graveyard, Sacrifice the Weak
Draw: Nimble Fencer, Jandra, the Negator
Workers: Summon Skeletons, Skeletal Archery, Jandra, the Negator

Techs

Turn 2: Dark Pact, Nimble Fencer
Turn 3: Nimble Fencer, Shadow Blade


  1. Tech 2 cards
  2. Get paid (+$6, $6)
  3. Cast Dark Pact on myself, draw 2 ($5)
  4. Hire a worker ($4)
  5. Summon Nimble Fencer ($2)
  6. Cast Deteriorate on Tenderfoot ($1)
  7. Vandy kills Tenderfoot
  8. Haunt hits your Tech 1
  9. Discard 2, draw 1, reshuffle, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Skeleton Javelineer (1/1+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Nimble Fencer (2/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Vandy Anadrose (2/3)
    Pestering Haunt (1/1)
  • Base: 18
  • Other:

Economy:

  • Workers: 7
  • Gold: 1
  • Hand: 4
  • Deck: 4
  • Discard: 0

Hand

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.

Cal midband provides resist. I assume you just pay that one extra?

Right, I forgot that. Yeah, I suppose that’s ok.

XCAFS23 round 1 part 1 P2T3

P1 [Demonology]/Necromancy/Finesse vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Temporal Distortion
Temporal Distortion


STARTING HAND
Timely Messenger (1/1)
Helpful Turtle (1/2)
Hyperion (4/5)
Wither


WORKERS
Fruit Ninja (2/2)
Spark
Wither


NextHand

Tricycloid (3/3)
Bloom
Granfalloon Flagbearer (2/2)
Brick Thief (2/1)


Discard

Tenderfoot (1/2)
Hyperion (4/5)
Timely Messenger (1/1)
Temporal Distortion
Temporal Distortion


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 - ($2)
turtle - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Helpful Turtle (1/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: cal (4/5, lvl3)+
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

life is busy and I don’t have the capacity to properly calculate things through, but this looks solid enough

Turn 4

Hand: Poisonblade Rogue, Dark Pact, Nimble Fencer, Thieving Imp
Draw: Shadow Blade, Deteriorate
Workers: Summon Skeletons, Skeletal Archery, Jandra, the Negator, Poisonblade Rogue

Techs

Turn 2: Dark Pact, Nimble Fencer
Turn 3: Nimble Fencer, Shadow Blade
Turn 4: Maestro, Metamorphosis


  1. Tech 2 cards
  2. Get paid (+$7, $7)
  3. Cast Dark Pact on myself, draw 2 ($6)
  4. Hire a worker ($5)
  5. Summon Nimble Fencer ($3)
  6. Remove rune from Javelineer to grant it long range
  7. Javelineer attacks Turtle
  8. Vandy kills Turtle
  9. One Fencer attacks Calamandra
  10. Cast Shadow Blade on Calamandra, you discard then draw, Vandy midbands ($0)
  11. Haunt hits your Tech 2
  12. Discard 2, draw 2, reshuffle, draw 2

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

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Vandy Anadrose lvl 3 (3/4)
    Pestering Haunt (1/1)
    Skeleton Javelineer (1/1)
  • Base: 16
  • Other:

Economy:

  • Workers: 8
  • Gold: 0
  • Hand: 4
  • Deck: 5
  • Discard: 0

Hand

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.

If a turn consists of 12 individual steps, that’s just never a good sign for the opponent…

XCAFS23 round 1 part 1 P2T4

P1 [Demonology]/Necromancy/Finesse vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Ready or Not
Hyperion (4/5)


STARTING HAND
Brick Thief (2/1)
Tricycloid (3/3)
Granfalloon Flagbearer (2/2)
Bloom
Older Brother (2/2)


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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: River (2/3, lvl1)
  • :ps_: Scavenger:
  • :pschip: Technician: Tricycloid (3/3)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 4
  • :heart: 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 just like to be clear about my actions.


Turn 5

Hand: Sacrifice the Weak, Graveyard, Deteriorate, Nimble Fencer
Workers: Summon Skeletons, Skeletal Archery, Jandra, the Negator, Poisonblade Rogue, Sacrifice the Weak

Techs

Turn 2: Dark Pact, Nimble Fencer
Turn 3: Nimble Fencer, Shadow Blade
Turn 4: Maestro, Metamorphosis
Turn 5: Grounded Guide, Star-Crossed Starlet


  1. Tech 2 cards
  2. Get paid (+$8, $8)
  3. Hire a worker ($7)
  4. Build Tech 2 Finesse ($3)
  5. Cast Deteriorate on Tricycloid ($2)
  6. Vandy kills Tricycloid, you draw
  7. Maxband Vandy, dooming Fencer ($0)
  8. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite: Nimble Fencer (5/5)
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
    Vandy Anadrose lvl 5 (4/5)
  • Base: 16
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 4
  • Deck: 1
  • Discard: 7

Hand

Dark Pact, Maestro, Thieving Imp, Metamorphosis

Discard

Skeleton Javelineer, Pestering Haunt, Nimble Fencer, Graveyard, Deteriorate, Grounded Guide, Star-Crossed Starlet

Think

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.

XCAFS23 round 1 part 1 P2T5

P1 [Demonology]/Necromancy/Finesse vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Appel Stomp
Ready or Not


STARTING HAND
Ready or Not
Temporal Distortion
Tenderfoot (1/2)
Hyperion (4/5)
Timely Messenger (1/1)
Hyperion (4/5)


WORKERS
Fruit Ninja (2/2)
Spark
Wither
Granfalloon Flagbearer (2/2)
Ready or Not


NextHand

Brick Thief (2/1)
Older Brother (2/2)
Temporal Distortion
Bloom


Discard

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:

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

In Play:

  • River (3/4, lvl5)
  • Hyperion (4/1)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 4
  • :heart: 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

Turn 6

Hand: Dark Pact, Maestro, Thieving Imp, Metamorphosis
Workers: Summon Skeletons, Skeletal Archery, Jandra, the Negator, Poisonblade Rogue, Sacrifice the Weak, Metamorphosis

Techs

Turn 2: Dark Pact, Nimble Fencer
Turn 3: Nimble Fencer, Shadow Blade
Turn 4: Maestro, Metamorphosis
Turn 5: Grounded Guide, Star-Crossed Starlet
Turn 6: Blademaster, Metamorphosis


  1. Fencer dies
  2. Tech 2 cards
  3. Get paid (+$9, $9)
  4. Hire a worker ($8)
  5. Summon Maestro ($5)
  6. Summon Thieving Imp, you discard ($2)
  7. Summon River Montoya ($0)
  8. Discard 1, draw 1, reshuffle, draw 2

  • Patrol:
    :psblueshield:Squad Leader: Maestro (3/5+A)
    :psfist:Elite:
    :ps_:Scavenger: Thieving Imp (2/2)
    :pschip:Technician: River Montoya (2/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
  • Base: 16
  • Other:

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 3
  • Deck: 9
  • Discard: 0

Hand

Shadow Blade, Metamorphosis, Blademaster

Discard

Think

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…

XCAFS23 round 1 part 1 P2T6

P1 [Demonology]/Necromancy/Finesse vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Brick Thief (2/1)
Temporal Distortion
Bloom
Older Brother (2/2)
Helpful Turtle (1/2)


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:

  • :psblueshield: Squad Leader: Helpful Turtle (2/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grounded Guide (4/4)
  • :target: Lookout:

In Play:

  • River (3/1, lvl5)
  • Hyperion (5/2)
  • Tenderfoot (3/1)
  • Max (2/3, lvl1)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 4
  • :heart: 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

@Bryce_The_Rice friendly poke

Turn 7

Hand: Shadow Blade, Metamorphosis, Blademaster
Workers: Summon Skeletons, Skeletal Archery, Jandra, the Negator, Poisonblade Rogue, Sacrifice the Weak, Metamorphosis

Techs

Turn 2: Dark Pact, Nimble Fencer
Turn 3: Nimble Fencer, Shadow Blade
Turn 4: Maestro, Metamorphosis
Turn 5: Grounded Guide, Star-Crossed Starlet
Turn 6: Blademaster, Metamorphosis


  1. Tech 0 cards
  2. Get paid (+$10, $11)
  3. Build Tech 3 ($6)
  4. Summon Vandy Anadrose ($4)
  5. Cast Shadow Blade on Turtle, you discard ($1)
  6. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: River Montoya (2/3+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Vandy Anadrose (2/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tech 3: 5
  • Units/Heroes:
  • Base: 16
  • Other:

Economy:

  • Workers: 10
  • Gold: 1
  • Hand: 4
  • Deck: 5
  • Discard: 5

Hand

Graveyard, Pestering Haunt, SKeleton Javlineer, Grounded Guide

Discard

Metamorphosis, Blademaster, Thieving Imp, Maestro, Shadow Blade

Think

Yep, I think I am full dead. I suspect they probably even have lethal this turn.

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

Hm yes, no surprise.