[XCAFS24] Round3: P1 FrozenStorm vs P2 zango

@FrozenStorm really looking forward to this match against you. I was really sorry when I realized that you initially didn’t want to participate.

RuleChanges:
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

My draft is: purple starter with necromancy

I take a starter & two specs?

I’ll grab Black starter, Demon Finesse :slight_smile:

Lol, wasn’t sure in which order to do my picks, I’m suddenly very very happy of having picked Garth first :sweat_smile:

With that I’ll complete my codex into:
[Past]/Necromancy/Feral

I’ll just take Orpal then, [Demon/Disease]/Finesse

1 Like

Yeah, not a big surprise here… So let’s get started then :sunglasses:

1 Like

Oh right I forgot we’re playing with the nerfed specs XD GL HF @zango !

XCAFS24 R3 Player 1, Turn 1

P1 [Demon/Disease]/Finesse vs P2 [Past]/Necro/Feral

Starting Hand

Summon Skeletons
Deteriorate
Jandra, the Negator
Pestering Haunt
Graveyard

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in OR no techs turn 1
All Teched Cards

Main:

  • Vandy (2)
  • Pestering Haunt
  • Worker (1)
Workers

Janrda, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Float Xg, Tech 2 cards after your turn OR maybe done teching after 10 workers

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Poisonblade Rogue
Skeletal Archery
Skeleton Javelineer
Sacrifice the Weak
Thieving Imp

End of Turn Discard

Copy Paste
From Spreadsheet

My Thoughts

I’m gonna be rusty lol had to dust this template off from the 2021 post


Jep, that one it is and I’m very happy about it as I remember way too lividly this one match against your armada of 0g spells where you played what felt like 4 deteriorates in only three consecutive turns :sweat_smile:

PS: I drew my starting hand before I knew what your last pick was and back then I already entered disease as the last spec, funny to see this now, 2 days later…

XCAFS24 round 3 P2T1

P1 [Demonology]/Disease/Finesse vs. P2 [Past]/Necromancy/Feral

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Hardened Mox (1/1)
Time Spiral
Nullcraft (1/1)
Temporal Research
Neo Plexus (2/2)


WORKERS
Hardened Mox (1/1)


NextHand

Tinkerer (1/2)
Plasmodium (4/4, fc 3)
Fading Argonaut (2/3, fade 3)
Forgotten Fighter
Battle Suits


Discard

Neo Plexus (2/2)
Temporal Research
Time Spiral


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
NC kills haunt - ($2)
Cal - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Nullcraft (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

was expecting to have to play neo + NC with this opening split and therewith run into imp in a very un-nice way. but I’m very happy to see that Cal in SL puts some counter pressure on him without being too wonky

Guess I’ve gotten predictable :sweat_smile: Limping into this tourney late like an old man

XCAFS24 R3 Player 1, Turn 2

P1 [Demon/Disease]/Finesse vs P2 [Past]/Necro/Feral

Starting Hand

Poisonblade Rogue
Skeletal Archery
Skeleton Javelineer
Sacrifice the Weak
Thieving Imp

Events of Turn:


Upkeep:

  • Get Gold (5+1float)
  • Tech 2 cards in OR no techs turn 1
All Teched Cards

Plague Spitter, Dark Pact


Main:

  • Thieving Imp, discard #2 of 5 (3)
  • Tech 1 (2)
  • Worker (1)
Workers

Poisonblade Rogue, Janrda, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards after your turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Imp (2/2a)
  • :psfist: Elite: Vandy (2+1/3 lvl 1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Plague Spitter
Pestering Haunt
Graveyard
Summon Skeletons
Deteriorate

End of Turn Discard
My Thoughts

Nullcraft, blah. I’m not sure what Zango’s plan is here, I should probably look at the rules changes again to speculate. Right now it’s just standard Cala pressure, Spitter seems good to deal with that and Nullc and possible Past T2 shenanigans


Nah not really predictable, I wasn’t able to predict your tech choice. I’m betting on one DP but the second slot is completely out in the open for me

XCAFS24 round 3 P2T2

P1 [Demonology]/Disease/Finesse vs. P2 [Past]/Necromancy/Feral

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Bone Collector (3/3)
Bone Collector (3/3)


STARTING HAND
Plasmodium (4/4, fc 3)
Forgotten Fighter
Fading Argonaut (2/3, fade 3)
Battle Suits
Tinkerer (1/2)


WORKERS
Hardened Mox (1/1)
Forgotten Fighter


NextHand

Bone Collector (3/3)
Plasmodium (4/4, fc 3)
Neo Plexus (2/2)
Time Spiral


Tech 2 card(s)
discard #2
Get Paid - ($6)
Worker - ($5)
NC & Cal kill imp
Fargo - ($3)
tech 1 - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3, fade 3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nullcraft (1/1)
  • Cal (2/1, lvl1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

multiple two card combinations lead to Cal dying here… the biggest question for me is: do I have to expect a fencer or a spitter?

XCAFS24 R3 Player 1, Turn 3

P1 [Demon/Disease]/Finesse vs P2 [Past]/Necro/Feral

Starting Hand

Plague Spitter
Pestering Haunt
Graveyard
Summon Skeletons
Deteriorate

Events of Turn:


Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards in OR no techs turn 1
All Teched Cards

Nimble Fencer x2
Plague Spitter, Dark Pact


Main:

  • Plague Spitter (4)
  • Midband Vandy (2)
  • Deteriorate Fargo, Vandy kills and takes 1 (1)
  • Worker (0)
Workers

Pestering Haunt, Poisonblade Rogue, Janrda, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards after your turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Plague Spitter (3/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (3/3 lvl 3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Dark Pact
Sacrifice the Weak
Skeletal Archery
Skeleton Javelineer

End of Turn Discard
My Thoughts

Okay, Time for Vandy to bully a little also. PS should discourage Cala, I have fencer threat next turn, can pivot a bit between DP, Starlet, Meta and T2 depending on how the board looks.


This is sooo exciting, really looking forward to this turn 5 of ours…

XCAFS24 round 3 P2T3

P1 [Demonology]/Disease/Finesse vs. P2 [Past]/Necromancy/Feral

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Seer (2/1)
Seer (2/1)


STARTING HAND
Time Spiral
Bone Collector (3/3)
Plasmodium (4/4, fc 3)
Neo Plexus (2/2)


WORKERS
Hardened Mox (1/1)
Forgotten Fighter
Plasmodium (4/4, fc 3)


NextHand

Battle Suits
Bone Collector (3/3)


Discard

Fading Argonaut (2/3, fade 3)
Neo Plexus (2/2)
Time Spiral
Seer (2/1)
Seer (2/1)


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
midband Cal stealthily kills Vandy, maxband heals - ($5)
BC - ($3)
HH - ($1)

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bone Collector (3/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nullcraft (1/1)
  • :target: Lookout:

In Play:

  • Cal (4/5, lvl5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

I really would bet quite a sum that he has DP in hand, so even if I would not mind Vandy as much as I do I would be inclined to kill her here. I’m still fairly optimistic that I’m able to pull off my intended t5 but man have I messed up my cycle by this turn…

Oh fer yucky… Cala’s such a jerk. This doesn’t seem exciting this seems dire :wink:

XCAFS24 R3 Player 1, Turn 4

P1 [Demon/Disease]/Finesse vs P2 [Past]/Necro/Feral

Starting Hand

Dark Pact
Sacrifice the Weak
Skeletal Archery
Skeleton Javelineer

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in OR no techs turn 1
All Teched Cards

Maestro, Leaping Lizard
Nimble Fencer x2
Plague Spitter, Dark Pact


Main:

  • Orpal (5)
  • Worker (4)
  • Tech 2 Finesse (0)
Workers

Skeletal Archery, Pestering Haunt, Poisonblade Rogue, Janrda, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE

In Patrol:

  • :psblueshield: Squad Leader: Plague Spitter (3/3a)
  • :psfist: Elite: Orpal (1+1/3 lvl 1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Leaping Lizard
Deteriorate
Maestro
Nimble Fencer
Thieving Imp

End of Turn Discard
My Thoughts

I hate Cala :frowning: such a jerkface. Think Tech2 is the play here, Lizard is solid against this and good with DP, Maestro good for harassment also. Drawing DP + Maestro would be swell


Well I do see your point, but my cycle was completely wrecked with this stealth attack, let’s see whether I can hold up to your now active finesse engine… But tbh, yes, I really like the place I’m in right now :wink:

XCAFS24 round 3 P2T4

P1 [Demonology]/Disease/Finesse vs. P2 [Past]/Necromancy/Feral

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Feral Strike
Seer (2/1)


STARTING HAND
Battle Suits
Bone Collector (3/3)


WORKERS
Hardened Mox (1/1)
Forgotten Fighter
Plasmodium (4/4, fc 3)
Battle Suits


NextHand

Temporal Research
Neo Plexus (2/2)
Tinkerer (1/2)


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Garth - ($6)
Cal kills SL, takes three runes
BC kills orpal, creates a skel, Garth to lvl3
create an extra skel - ($5)
tech 2 - ($1)
NC pings your tech 2

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: skel 1/1
  • :pschip: Technician: skel 1/1
  • :target: Lookout:

In Play:

  • Cal (1/2, lvl5, resist 1 to my units)—
  • Bone Collector (1/1)–
  • Nullcraft (1/1)
  • Garth (1/3, lvl3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

nice, I really like this multi threat scenario while hanging board advantage as p2. let’s see whether his hand size advantage with explosive finesse will make up for this

Please double check your teched cards from this turn. They don’t seem right.

2 Likes

Thank you very much for spotting this

corrected tech choices

Lucky me that I mis clicked on something that I already had teched twice and therefore have to change back onto that what I originally planned:

2x feral strike

Whelp, let’s see if I can survive the Past…

XCAFS24 R3 Player 1, Turn 5

P1 [Demon/Disease]/Finesse vs P2 [Past]/Necro/Feral

Starting Hand

Leaping Lizard
Deteriorate
Maestro
Nimble Fencer
Thieving Imp

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in OR no techs turn 1
All Teched Cards

Discord, Dark Pact
Maestro, Leaping Lizard
Nimble Fencer x2
Plague Spitter, Dark Pact


Main:

  • Vandy (6)
  • Maestro (3)
  • Leaping Lizard (2)
  • Deteriorate BC w/ resist, dies (0)
  • Nimble Fencer, free, taps your tech2 to 3hp
Workers

Skeletal Archery, Pestering Haunt, Poisonblade Rogue, Janrda, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 4 FINESSE

In Patrol:

  • :psblueshield: Squad Leader: Leaping Lizard (3/5a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Maestro (3/5)
  • :target: Lookout:

In Play:

  • Vandy (2/3 lvl 1)
  • Nimble Fencer (2/3)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Nimble Fencer
Skeleton Javelineer
Summon Skeletons

End of Turn Discard
My Thoughts

We’ll see what comes my way from that 3 cards there, hopefully nothing too nasty. My only solace here is Cala is weak now and Leaping Lizard is a strong body out front


det costs 1 and call gives it resist 1. Does it change your turn?

3 Likes

Ughhhhhh, Cala is the worst :frowning: I guess it only changes I’d pay the resist and no longer float 1…

1 Like

Didn’t get the strike, but this plan b deserves to be plan a :wink:

"XCAFS24 round 3 P2T5

P1 [Demonology]/Disease/Finesse vs. P2 [Past]/Necromancy/Feral

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Rememberer (3/3)
Yesterday’s Golgort (6/4)


STARTING HAND
Tinkerer (1/2)
Temporal Research
Neo Plexus (2/2)
Fading Argonaut (2/3, fade 3)
Seer (2/1)


WORKERS
Hardened Mox (1/1)
Forgotten Fighter
Plasmodium (4/4, fc 3)
Battle Suits
Neo Plexus (2/2)


NextHand

Feral Strike
Seer (2/1)
Feral Strike
Bone Collector (3/3)
Time Spiral


Discard

Bone Collector (1/1)–
Tinkerer (1/2)
Temporal Research
Fading Argonaut (2/3, fade 3)


Tech 2 card(s)
Get Paid + float - ($10)
midband Garth sacs skel for draw - ($9)
sac other skel to draw
make another skel - ($8)
maxband Garth fetch rememberer - ($4)
seer, remove rune from rememberer, fetch golgo - ($3)
prynn - ($1)
Worker - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Yesterday’s Golgort (6/4, fading 2)
  • :psfist: Elite: Seer (2/1)
  • :ps_: Scavenger:
  • :pschip: Technician: Garth (3/4, lvl7)
  • :target: Lookout:

In Play:

  • Cal (1/2, lvl5, resist 1 to my units)—
  • Nullcraft (1/1)
  • Rememberer (3/3, fading 2)
  • skel 1/1
  • prynn (1/3, lvl1, fading 4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Past)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

tbh - I was hoping to not draw the strike as this is rather boring. I really wanted to get into the past engine. but as always I’m one gold shy of directly winning by doing both: Garth fetch rememberer+golgo AND building tech 3. now with him probably backline breaking tech 2 it’s going to be an interesting match

Seems unlikely I will…

XCAFS24 R3 Player 1, Turn 6

P1 [Demon/Disease]/Finesse vs P2 [Past]/Necro/Feral

Starting Hand

Nimble Fencer
Skeleton Javelineer
Summon Skeletons

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in OR no techs turn 1
All Teched Cards

Star-Crossed Starlet, Grounded Guide
Discord, Dark Pact
Maestro, Leaping Lizard
Nimble Fencer x2
Plague Spitter, Dark Pact


Main:

  • Orpal + Maxband (1)
  • Nimble Fencer, it and OG fencer tap to destroy your tech2, your base to 18
  • Worker
Workers

Summon Skeletons, Skeletal Archery, Pestering Haunt, Poisonblade Rogue, Janrda, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 4 FINESSE

In Patrol:

  • :psblueshield: Squad Leader: Leaping Lizard (3/5)
  • :psfist: Elite: Orpal (2+1/5 lvl 6)
  • :pspig: Scavenger: Maestro (3/5)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (2/3 lvl 1)
  • Nimble Fencer (2/3)
  • Nimble Fencer (2/3)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Sacrifice the Weak
Graveyard
Dark Pact

End of Turn Discard
My Thoughts

This looks pretty bad, though at least if he’s trying to feral strike, we have one turn with the tech 2 down…