[XCAFS24] Round1: P1 thehug0naut vs P2 zango

I was absolutely expecting it but it still hurts!

P1T7


Tech StartingHand Workers

TECH

Appel Stomp
Appel Stomp


STARTING HAND

Pestering Haunt → Worker
Metamorphosis
Hooded Executioner
Skeleton Javelineer → Leaping Lizard
Technician Draw → Dark Pact
DP Draw 1 → Nether Drain
DP Draw 2 → Sacrifice the Weak


WORKERS

Poisonblade Rogue
Skeletal Archery
Thieving Imp
Jandra, the Negator
Deteriorate
Pestering Haunt


NextHand

Sacrifice the Weak
Summon Skeletons
Appel Stomp
Grounded Guide


Tech 2 card(s)
Technician Draw
Get Paid - ($9)
Dark Pact, my base takes 2, draw 2 cards - ($8)
River - ($6)
Nether Drain Rook to midband, Pay Resist, River midbands - ($4)
Sac the Weak, Tenderfoot dies - ($2)
Vandy trades Rook, River maxbands
Discounted Jav, Sac to Draw
Lizard - ($1)
Worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Leaping Lizard 3/5A [Anti-Air]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L5 River Montoya 3/4 [My Tech 0 units cost 1 less to play]
  • :target: Lookout:

In Play:

  • L7 Garth Torken 5/4 [++, Invisible, Readiness]

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Very lucky draws here! Getting Nether Drain and StW early let me get River and Lizard into play while killing Rook. Teching Appel Stomp to give me yet more card draw and a way to hit his Tech buildings and/or base past his heroes. Just don’t want a Mind Parry Monk now, though the way this game has gone, no doubt he’ll have one in hand!

This was a monster turn off yours! I really felt comfortable after my last turn, but this one (again) wrecked all hope that I had…

XCAFS24 round 1 P2T7

P1 [Necromancy]/Finesse/Future vs. P2 [Discipline]/Ninjutsu/Strength

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Hero’s Monument (6)
Martial Mastery


STARTING HAND
Brick Thief (2/1)
Earthquake
Wither
Spark


WORKERS
Fruit Ninja (2/2)
Bloom
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Bird’s Nest


NextHand

Tenderfoot (1/2)
Timely Messenger (1/1)
Earthquake
Vigor Adept (5/5)


Tech 2 card(s)
Get Paid + float - ($16)
Sets, directly to maxband - ($14)
thief, steals a brick from your HH and puts it into my base - ($12)
tech 3 - ($7)
wither Garth - ($5)

Float ($5)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Sets (3+1/4, lvl6)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Brick Thief (2/1)
  • :target: Lookout:

In Play:

  • Training Grounds (4)
  • bird #1 (1/1)
  • bird #2 (1/1)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 5
  • Workers: 10
Thoughts

wow, drain AND stw and both before he even had to create a skeleton or to fetch a DP… that’s again completely turning the tides…

Yeah that was essentially the best possible draw luck last turn, something I never normally get in tournaments!

This turn I introduced a dance move that I thought would make for a fun addition

P1T8


StartingHand Workers

STARTING HAND

Grounded Guide
Summon Skeletons
Appel Stomp → Maestro
Sacrifice the Weak
Appel Stomp → Appel Stomp → Dark Pact
DP Draw 1 → Maestro
DP Draw 2 → Nimble Fencer


WORKERS

Poisonblade Rogue
Skeletal Archery
Thieving Imp
Jandra, the Negator
Deteriorate
Pestering Haunt


NextHand

Nether Drain
Nimble Fencer
Metamorphosis
Graveyard
Hooded Executioner


Discard

Appel Stomp
Appel Stomp
Dark Pact
Maestro
Grounded Guide
Sacrifice the Weak
Summon Skeletons


Tech 0 card(s)
Get Paid - ($10)
Appel Stomp, sideline Sets, draw, to deck - ($9)
Skele, sac to draw - ($8)
Appel Stomp, sideline Thief, draw, to discard - ($7)
Appel Stomp, nothing to sideline, draw, to discard - ($6)
Vandy - ($4)
Dark Pact, my base to 14, draw 2 - ($3)
Maestro - ($0)
Fencer, exhaust to take Tech III to 3HP
Garth readily breaks Tech III, takes 1, your base to 15
River and Lizard break Tech II, each takes 1, your base to 13

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Maestro 3/5A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L7 Garth Torken 4/2 [+, Invisible, Readiness]
  • :target: Lookout:

In Play:

  • L1 Vandy Anadrose 2/3 [Sparkshot]
  • L5 River Montoya 3/3 [My Tech 0 units cost 1 less to play]
  • Leaping Lizard 3/4 [Anti-Air]
  • Nimble Fencer 2/3

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4
  • :heart: Heroes’ Hall HP: 3

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Phew! I just drew the needed Fencer for the double tech break on the last card! Now he’s stuck on Setsuki, which I’m hoping give me the space to set up lethal. I almost certainly lose Garth this next turn but I have a big board and he should be struggling for patrollers

No can do, Vandy is not available :wink:

2 Likes

I also don’t believe you paid resist for Brick Thief.

2 Likes

Haha what a stupid mistake with Vandy, I’ll get these issues fixed

1 Like

So I hope I’ve done this correctly.

I rolled back to when I made the first mistake with Thief Resist cost. I kept the result of the draws until the first point where I had a different gold total and therefore had different decisions to make. All draws from that point have been retaken. Luckily for me I still drew what I needed :sweat_smile:

@Bryce_The_Rice can you please confirm you are happy

P1T8


StartingHand Workers

STARTING HAND

Grounded Guide
Summon Skeletons
Appel Stomp → Maestro
Sacrifice the Weak
Skele draw 1 → Appel Stomp → Appel Stomp
Skele draw 2 → Nimble Fencer
Skele draw 3 → Hooded Executioner


WORKERS

Poisonblade Rogue
Skeletal Archery
Thieving Imp
Jandra, the Negator
Deteriorate
Pestering Haunt


NextHand

Nether Drain
Metamorphosis
Skeleton Javelineer
Dark Pact
Graveyard


Discard

Appel Stomp
Summon Skeletons
Appel Stomp
Grounded Guide
Sacrifice the Weak
Hooded Executioner


Tech 0 card(s)
Get Paid - ($10)
Appel Stomp, sideline Sets, draw, to deck - ($9)
Skele, sac to draw - ($8)
Appel Stomp, sideline Thief, pay Resist, draw, to discard - ($6)
Summon Skeletons - ($3)
Sac a Skele, draw
Sac a Skele, draw
Maestro - ($0)
Fencer, exhaust to hit Tech III to 3HP
Garth readily breaks Tech III, takes 1, base to 15
River and Lizard break Tech II, each take 1, base to 13

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Maestro 3/5A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L7 Garth Torken 4/2 [+, Invisible, Readiness]
  • :target: Lookout:

In Play:

  • L5 River Montoya 3/3 [My Tech 0 units cost 1 less to play]
  • Leaping Lizard 3/4 [Anti-Air]
  • Nimble Fencer 2/3

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4
  • :heart: Heroes’ Hall HP: 3

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I feel very fortunate that I kept Summon Skeles and then drew the Fencer again! Despite the big swing in my favour, this game still feels like it’s teetering on a knife edge

1 Like

That seems fine

2 Likes

Wdym? kept the result of the draws? Iirc you should reshuffle your whole deck with the rollback. @Bryce_The_Rice ?

Specifically kept the first two draws, because that was before any mistakes occurred, so as to prevent a ‘free’ re-do.

3 Likes

Yep, exactly this. Thanks for the double check :+1:

1 Like

What a weird game… I was completely lost, then I felt comfortable again, now you need a bad hand in order for me to stay in the game.
But regardless of how this ends: this game is awesome!

And just maybe somewhen I’ll be able to spend all that gold :rofl:

XCAFS24 round 1 P2T8

P1 [Necromancy]/Finesse/Future vs. P2 [Discipline]/Ninjutsu/Strength

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Earthquake
Timely Messenger (1/1)
Tenderfoot (1/2)
Vigor Adept (5/5)
Older Brother (2/2)
Wither


WORKERS
Fruit Ninja (2/2)
Bloom
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Bird’s Nest


NextHand

Reversal
Bird’s Nest
Training Grounds (4)
Hero’s Monument (6)


Discard

Wither
Brick Thief (2/1)
Vigor Adept (5/5)
Earthquake


Tech 0 card(s)
Draw 2 cards from Sets
Get Paid + float - ($15)
Wither River - ($13)
Messenger - ($12)
brother - ($10)
tenderfoot - ($9)
thief suicides into SL, pings your base, my base to 14
sets swiftly kills SL
birds kill Garth
hh, my base takes 2 - ($7)
rebuild tech 2

Float ($7)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Training Grounds (4)
  • bird #1 (1/1)
  • bird #2 (1/1)
  • Sets (3+1/4, lvl6)

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 0
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 7
  • Workers: 10
Thoughts

doesn’t look as bad as I initially expected after seeing his turn. ok, he has so many threats, especially with him obviously having a fencer left in his last 7 cards and probably also a guide and Det, but still… it’s not game over yet.

Toughest decision here: leave tower which would be awesome against his fencers if he does not have a guide and probably will be required again whenever there’s a maxband Vandy floating around which I’m not able to directly kill. Or go for more hero access while putting my base’s health in critical range… Puh…

I totally agree, this has been a truly wild roller coaster of a game, I’m sure in no small part from my nonexpert piloting of Nightmare!

I found myself one damage off of lethal this turn, I hope I didn’t miss a sneaky way to get that last HP!

P1T9


Tech StartingHand Workers

TECH

Dark Pact


STARTING HAND

Dark Pact
Metamorphosis
Graveyard
Skeleton Javelineer
Nether Drain
Technician Draw → Maestro
DP Draw 1 → Nimble Fencer
DP Draw 2 → Appel Stomp → Appel Stomp → Appel Stomp → Maestro


WORKERS

Poisonblade Rogue
Skeletal Archery
Thieving Imp
Jandra, the Negator
Deteriorate
Pestering Haunt


NextHand

Dark Pact
Grounded Guide
Sacrifice the Weak
Summon Skeletons
Hooded Executioner


Discard

Dark Pact
Appel Stomp
Appel Stomp
Graveyard
Nether Drain
Maestro
Metamorphosis


Tech 1 card(s)
Technician Draw
Get Paid - ($10)
Vandy - ($8)
Dark Pact, my base to 13, draw 1, reshuffle, draw 1 - ($7)
Appel Stomp, sideline Tenderfoot, draw, to deck - ($6)
Appel Stomp, sideline Brother, draw, to discard - ($5)
Appel Stomp, sideline Messenger, draw, to discard - ($4)
Maestro - ($1)
Fencer
Fencers break HH, your base to 10
River and Lizard break Tech II, your base to 8
Discount Jav

Float ($1)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Maestro 3/5A
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton Javelineer 1/1 [Javelin]
  • :pschip: Technician: L1 Vandy Anadrose 2/3 [Sparkshot]
  • :target: Lookout:

In Play:

  • L5 River Montoya 2/2 [-, My Tech 0 units cost 1 less to play]
  • Leaping Lizard 3/4 [Anti-Air]
  • Nimble Fencer 2/3
  • Nimble Fencer 2/3

Buildings:

  • :heart: Base HP: 13
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4 (Finesse)
  • :heart: Heroes’ Hall HP: 3

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Annoying I was so close to lethal, but I’m sure that’s a sign the game will be over pretty soon whichever way it goes! Keeping him on Sets only seems very good for me, though I could lose to a double ultimate, Birds and Thief. Not convinced he’s teched two copies of Students so I’ll play into it and hope he can’t kill me before I finish him off.

Lol, this seals the deal. My draws this game were almost impossibly good. Only once I complained to myself about bottom decking an adept, but this very turn you unexpectedly broke my tech 2 building, so even then I felt lucky. Also my earthquakes did me the favor to always split up nicely and distribute themselves evenly, which felt unnatural. But against these draws of yours I can’t compete…
This game really was a lot of fun, awesome!

1 Like

Was so excited for the next round I forgot to say thanks for a really enjoyable game!

It was hard fought and I think both our draws were pretty top tier. That Daymare++ deck is no slouch, Neutral is a well balanced starter and you got so much value out of Training Grounds.

I also very much enjoyed getting to use Appel Stomp, sidelining Sets might have been the real winning move for me

1 Like

Well the real losing move definitely was my turtle blunder in T1. Even if you have that deteriorate it is perfectly fine to trade scavenger turtle into a 1g Det. At the same time rook is still unharmed, can go for a surprise midband Vandy kill and even if not, he can at least create value from killing a SL (I did have Bloom in my T2 hand) while brother and turtle are a nice enough defense…
But well, this what-if gets me nowhere. It definitely was a well deserved victory of yours :+1: