[XCAFS24] Round7: P1 FrozenStorm vs P2 Bryce_The_Rice

I guess I really am player 2 this time.

Uh whatever, purple starter present. Can’t beat em, join em

@FrozenStorm

1 Like

I will go with black starter, necro finesse

I will not think too hard. Past and Future, mono purple, let’s do it.

I will also keep it simple then and round out with Demonz, GL HF @Bryce_The_Rice!

Rule Changes Summary
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

XCAFS24 Round7 - Player 1, Turn 1

P1 [Demon]/Necro/Finesse vs P2 Purple

Starting Hand

Skeleton Javelineer
Jandra, the Negator
Thieving Imp
Summon Skeletons
Sacrifice the Weak

Events of Turn:


Upkeep:

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

Main:

  • Thieving Imp, discard #4 of 5 (1)
  • Worker (0)
Workers

Jandra, the Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 19

In Patrol:

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

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Deteriorate
Poisonblade Rogue
Graveyard
Skeletal Archery
Pestering Haunt

End of Turn Discard
My Thoughts

Back to ol’ familiar (ish, gotta remember the rule changes)


Turn 1

Hand: Forgotten Fighter, Fading Argonaut, Battle Suits, Nullcraft
Workers: Forgotten Fighter

Techs

  1. Discard
  2. Get paid (+$5, $5)
  3. Hire a worker ($4)
  4. Summon Fading Argonaut ($2)
  5. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Fading Argonaut (2/3+A) (fading 3)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 6
  • Gold: 2
  • Hand: 4
  • Deck: 1
  • Discard: 3

Hand

Hardened Mox, Plasmodium, Neo Plexus, Temporal Research

Discard

Tinkerer, Battle Suits, Nullcraft

Think

Imp turn one is annoying as always, but it also represents a slower start. I’ll play defensive to rush tech 2 and try to shut him out.
Technician is tempting here, but deteriorate into kill leaves me struggling a bit, so I’ll make sure to leverage argo’s bonus health to wall.
I think I’ll be teching argonaut+stewardess, but it might be two argonauts. Depends how the board shakes out and if I feel they’re going to rely on tech 0s (for instance, Garth).

Float two yikes

XCAFS24 Round7 - Player 1, Turn 2

P1 [Demon]/Necro/Finesse vs P2Purple

Starting Hand

Deteriorate
Poisonblade Rogue
Graveyard
Skeletal Archery
Pestering Haunt

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 except turn 1
All Teched Cards

Nimble Fencer, Dark Pact


Main:

  • Vandy (3)
  • Pestering Haunt
  • Worker (2)
  • Tech 1 (1)
Workers

Poisonblade Rogue, Jandra, the Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech 1 HP: 5

In Patrol:

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

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Skeleton Javelineer
Skeletal Archery
Dark Pact
Nimble Fencer
Summon Skeletons

End of Turn Discard
My Thoughts

Have to be a little cautious of big swing here but I’m building card advantage, it’s fine


It was important.


Turn 2

Hand: Hardened Mox, Plasmodium, Neo Plexus, Temporal Research
Workers: Forgotten Fighter, Plasmodium

Techs

Turn 2: Argonaut, Argonaut


  1. Tech 2 cards
  2. Get paid (+$6, $8)
  3. Hire a worker ($7)
  4. Build Tech 1 ($6)
  5. Summon Hardened Mox ($3)
  6. Summon Neo Plexus ($1)
  7. Discard 1, draw 1, reshuffle, draw 2

  • Patrol:
    :psblueshield:Squad Leader: Hardened Mox (1/1+A)
    :psfist:Elite:
    :ps_:Scavenger: Fading Argonaut (2/3) (fading 2)
    :pschip:Technician: Neo Plexus (2/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 7
  • Gold: 1
  • Hand: 3
  • Deck: 4
  • Discard: 0

Hand

Time Spiral, Battle Suits, Temporal Research

Discard

Think

Hmm, choice between tower and plexus is a tricky one. Tower leaves me 1 gold short for argonaut and tech 2… but plexus leaves me even shorter on cards. Better defence though. Wish I had battle suits.
Oh darn, no argonaut on reshuffle. Well, maybe it’ll be ok anyway. I should still be able to tech up and then stabilise with argonauts.

Is he patrolling?

Good catch, forgot to write it in.

XCAFS24 Round7 - Player 1, Turn 3

P1 [Demon]/Necro/Finesse vs P2Purple

Starting Hand

Skeleton Javelineer
Skeletal Archery
Dark Pact
Nimble Fencer
Summon Skeletons

Events of Turn:


Upkeep:

  • Get Gold (6+1float)
  • Tech 2 except turn 1
All Teched Cards

Nimble Fencer, Shadow Blade
Nimble Fencer, Dark Pact


Main:

  • Dark Pact, base to 18 draw 2 (6)
  • Nimble Fencer (4)
  • Skeleton Javelineer (3)
  • Skeletal Archery (1)
  • Pestering Haunt hits your tech1 to 4hp
  • Worker (0)
Workers

Poisonblade Rogue, Jandra, the Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech 1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Thieving Imp (2/2)
  • :target: Lookout: Skeleton Javelineer (1/1)

In Play:

  • Vandy (2/3 lvl 1)
  • Pestering Haunt (1/1)
  • Skeletal Archery

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Graveyard
Shadow Blade
Nimble Fencer
Sacrifice the Weak

End of Turn Discard
My Thoughts

Whelp there’s quite a bit of potential energy coming my way. I’m way up on card advantage now though. Think I do another Fencer and probably tech up next turn, we’ll see how it goes though. I’ll grab a Shadow Blade as well in case I have to go after a Present T2


Turn 3

Hand: Time Spiral, Battle Suits, Temporal Research
Workers: Forgotten Fighter, Plasmodium, Time Spiral

Techs

Turn 2: Argonaut, Argonaut
Turn 3: Hyperion, Tricycloid


  1. Tech 2 cards
  2. Get paid (+$7, $8)
  3. Hire a worker ($7)
  4. Build Tech 2 Present ($3)
  5. Research Battle Suits ($1)
  6. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Hardened Mox (2/1+A)
    :psfist:Elite:
    :ps_:Scavenger: Fading Argonaut (3/3) (fading 1)
    :pschip:Technician: Neo Plexus (3/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 4
    Tech 2: 5
  • Units/Heroes:
  • Base: 20
  • Other:
    Battle Suits

Economy:

  • Workers: 8
  • Gold: 1
  • Hand: 3
  • Deck: 1
  • Discard: 3

Hand

Argonaut, Argonaut, Tinkerer

Discard

Temporal Research, Hyperion, Tricycloid

Think

Ok, they’re laying down board. I foresee shadow blade in my future. The archery is an odd choice, as they don’t seem to be going skeletons here… I’ll just be sure to build a tower if they start playing anymore.
I think we stick to the plan though, they can’t force me to discard two argonauts (right? I think anyway), so we have plenty of defence. They can tech up here of course, and likely will, but that doesn’t bother me.

Gonna get a little aggro here

XCAFS24 Round7 - Player 1, Turn 4

P1 [Demon]/Necro/Finesse vs P2Purple

Starting Hand

Graveyard
Shadow Blade
Nimble Fencer
Sacrifice the Weak

Events of Turn:


Upkeep:

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

Star-Crossed Starlet x2
Nimble Fencer, Shadow Blade
Nimble Fencer, Dark Pact


Main:

  • Fencer kills your mox, takes 2
    • Graveyard (2)
  • Imp trades Plexus and goes to the grave, you draw 1
  • Shadow Blade, kill Fargo, you discard #1 of 4 (4)
  • Nimble Fencer (0)
  • Fencer, Haunt and Vandy break your tech2, your base to 18
Workers

Summon Skeletons, Poisonblade Rogue, Jandra, the Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech 1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton Javelineer (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (2/3 lvl 1)
  • Pestering Haunt (1/1)
  • Nimble Fencer (2/1)
  • Nimble Fencer (2/3)
  • Graveyard (3hp, holding Imp)
  • Skeletal Archery

Economy Info:

Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Deteriorate
Dark Pact
Star-Crossed Starlet

End of Turn Discard
My Thoughts

I thought about this a lot, but Present T2 can really mess me up bad. I think I’m best suited keeping it down and slow playing my setup. I think I can grind out advantage with my card killing abilities, so we grab the Starlets and prep to play balls to the wall to keep that T2 down, probably should be able to get T1 and T2 down which will give me time to get my engine online. Even a single Lizard on the board before hyperions can come will make a big difference. Leaving Jav to block against the mox and deter nullcraft


Please calm down, you’re too aggressive.


Turn 4

Hand: Nullcraft, Argonaut, Argonaut
Workers: Forgotten Fighter, Plasmodium, Time Spiral

Techs

Turn 2: Argonaut, Argonaut
Turn 3: Hyperion, Tricycloid
Turn 4: Immortal, Temporal Distortion


  1. Technician draw
  2. Discard
  3. Tech 2 cards
  4. Get paid (+$8, $10)
  5. Rebuild Tech 2 ($10)
  6. Build Tower ($7)
  7. Summon Argonaut ($4)
  8. Summon Argonaut ($1)
  9. Discard 1, reshuffle, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Hardened Mox (2/1+A)
    :psfist:Elite:
    :ps_:Scavenger: Argonaut (4/4)
    :pschip:Technician: Argonaut (4/4)
    :target:Lookout:

  • Buildings:
    Tech 1: 4
    Tech 2: 5
    Tower: 4
  • Units/Heroes:
  • Base: 18
  • Other:
    Battle Suits

Economy:

  • Workers: 8
  • Gold: 1
  • Hand: 3
  • Deck: 6
  • Discard: 0

Hand

Hyperion, Temporal Research, Nullcraft

Discard

Think

Damn, that’s more than I expected honestly. They redrew quite well, and have hit all their teched cards so far. Dark pact remains strong.
I don’t actually know if I can even hold on to my tech 2 this turn. Their board will certainly take losses clearing mine, but maybe not enough. I’m a little concerned.

Well, that was exactly not what I was hoping I’d catch in your hand :frowning:

XCAFS24 Round7 - Player 1, Turn 5

P1 [Demon]/Necro/Finesse vs P2Purple

Starting Hand

Deteriorate
Dark Pact
Star-Crossed Starlet

Events of Turn:


Upkeep:

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

Dark Pact, Leaping Lizard
Star-Crossed Starlet x2
Nimble Fencer, Shadow Blade
Nimble Fencer, Dark Pact


Main:

  • Star-Crossed Starlet (5)
  • Worker (4)
  • Tech 2 Finesse (0)
Workers

Summon Skeletons, Poisonblade Rogue, Jandra, the Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech 1 HP: 5
  • Tech2 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton Javelineer (1/1)
  • :exhaust: Technician: Nimble Fencer (2/1)
  • :target: Lookout:

In Play:

  • Vandy (2/3 lvl 1)
  • Pestering Haunt (1/1)
  • Star-Crossed Starlet (3/2)
  • Graveyard (3hp, holding Imp)
  • Skeletal Archery

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Shadow Blade
Star-Crossed Starlet
Sacrifice the Weak

End of Turn Discard
My Thoughts

Whelp, whiffed hard there eh? Double Argo, rough, I’m in big trouble now I think


Starlet is missing in your board state, is she patrolling?

Nope, backline, my bad

Sometimes you miss the coin flip, I know the feeling well.


Turn 5

Hand: Hyperion, Temporal Research, Nullcraft
Draw: Neo Plexus, Temporal Distortion
Workers: Forgotten Fighter, Plasmodium, Time Spiral

Techs

Turn 2: Argonaut, Argonaut
Turn 3: Hyperion, Tricycloid
Turn 4: Immortal, Temporal Distortion
Turn 5: Temporal Distortion, Rewind


  1. Tech 2 cards
  2. Get paid (+$8, $9)
  3. Argonaut kills Squad Leader
  4. Mox kills Technician, you reshuffle, draw
  5. Summon Hyperion, trash Mox ($4)
  6. Hyperion kills Scavenger, draw, Graveyard is destroyed, you gain 1 gold
  7. Summon Max Geiger ($2)
  8. Argonaut kills Vandy, Max gains 2 levels
  9. Maxband Geiger, flicker Hyperion ($0)
  10. Hyperion destroys your Tech 2, your base takes 2, draw
  11. Discard 4, draw 4, reshuffle, draw 1

  • Patrol:
    :psblueshield:Squad Leader: Argonaut (4/2+A)
    :psfist:Elite:
    :ps_:Scavenger: Argonaut (4/2)
    :pschip:Technician: Max Geiger lvl 5 (3/4)
    :target:Lookout:

  • Buildings:
    Tech 1: 4
    Tech 2: 5
    Tower: 4
  • Units/Heroes:
    Hyperion (5/5)
  • Base: 18
  • Other:

Economy:

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

Hand

Fading Argonaut, Tinkerer, Tricycloid, Immortal, Temporal Distortion

Discard

Think

Well, that’s present. I’m a little surprised they didn’t patrol more stuff. Feels weird. But I’ve forced their haste out of their next cycle and prevented tech 2, so their defence will be… hard to maintain. Skipping another worker is really rough but y’know, TD is just so cost efficient…

Yeah it’s a major bummer, seems like it was worse than a coin flip for me, but maybe not, I haven’t used the calculator in awhile.

I can’t really mount a defense that stands a shot, so I’ll fold here. GG WP @Bryce_The_Rice!

That does it for us this round @zango !

1 Like

Looking back, I should have paid more attention to the fact you didn’t reshuffle… That was quite an oversight. Had I noticed that, I think it would have been a much easier choice to tech up on Turn 4 and won the race to first tech 2 on the board

2 Likes

It’s always important to watch the opponent’s cycle. I know you always have a very precise eye for your own, and that makes me pay attention to it (and others).

And yes if you’d forced an Argonaut discard I probably would’ve lost on the spot, hard to say.

1 Like