XCAPS 2019 Finals

Judge here, I think that @EricF appropriately handled the situation (if you notice your own illegal play, you are welcome and encouraged to edit a change. As a courtesy, best practice would be to tag the opponent and notify the change if they had seen the earlier version and formulated a plan based on that)

Indeed, carry on.

Between the re-draw and noticing that I hadn’t put the Javelineer back in my deck, my draw went from nice to awful. #karma

P2, Turn 6
  1. Skeletal Archery — Tech 0
  2. Skeleton Javelineer — Tech 0
  3. Sacrifice the Weak — Magic
    Tech Draw: Pestering Haunt — Tech 0

Add in Gorgon and Ghoul

9 gold (10)
Garth (8)
Sacrifice the Weak Fencer (6)
Max Garth, fetch Cursed Ghoul, give Guide a -1/-1 rune
Discard 3, Draw 5

SQL - Cursed Ghoul (4/5 +1)
Scavenger - L7 Garth (3/4)

Base - 12
Tech I - 5
Tech II - 5 (Disease)

9 workers, 0 gold
Hand: 5
Deck: 4
Discard: 5

Next Hand
  1. Gorgon
  2. Lich’s Bargain
  3. Deteriorate — Magic
  4. Crow
  5. Ghoul

Just noticed reversal wasn’t in my discard, so my discard count since turn 5 have been 1 off. No reshuffle until now, so it hasn’t mattered.

P1T7


Tech StartingHand Workers

TECH
Maestro
Earthquake


STARTING HAND
Grappling Hook
Martial Mastery
Aged Sensei
Nimble Fencer


WORKERS
Fox Viper
Fox Primus
Smoker
Morningstar Flagbearer
Aged Sensei


NextHand

Two Step
Martial Mastery


Tech 2 card(s)
Get Paid + float - ($9)
Hook Ghoul from SQL to Elite
Martial Mastery, nothing to discard, draw 2, looks at hand, oooh, nice - ($8)
Grave kills Garth, Rook to lvl 5
Grave uses sword on Ghoul
Nimble Fencer - ($6)
Worker - ($5)
Rook and Guide break Tech 2
Fencer hits base to 6

Float ($5)
Discard 0, reshuffle, draw 2


Board Info:
In Patrol:

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

In Play:

  • Safe Attacking
  • Rook 3/5, lvl 5
  • Grounded Guide 3/3, -1
  • Grave 4/2, lvl 7
  • Nimble Fencer 4/4

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 12
  • Disc: 0

Gold:

  • Gold: 5
  • Workers: 9

gg! @FrozenStorm

It looks like being at 0 cards isn’t a problem when you have the board control!

I assume you are player 2 for the next game, so go ahead!

1 Like

I’ll kick it off with Purple Finesse.

Neutral, Anarchy, Feral

So many choices.

Im gonna do something crazy: Demonology Necromancy

I will take Truth for my third. So, [Neutral]/Anarchy/Feral/Truth vs [Purple]/Demon/Necro/Finesse

P1, Turn 1
  1. Bloom — Magic
  2. Tenderfoot — Tech 0
  3. Granfalloon Flagbearer — Tech 0
  4. Fruit Ninja — Tech 0 -> Worker
  5. Older Brother — Tech 0

4 gold (4)
Tenderfoot (3)
Cal (1)
Worker (0)
Discard 3, Draw 5

SQL - Tenderfoot (1/2 +1)
Lookout - L1 Cal (2/3)

Base - 20

5 workers, 0 gold
Hand: 5
Deck: 0
Discard: 3

1 Like

"P2T1


StartingHand Workers

STARTING HAND
Forgotten Fighter
Fading Argonaut
Nullcraft
Tinkerer
Temporal Research


WORKERS
Temporal Research


NextHand

Hardened Mox
Time Spiral
Battle Suits
Neo Plexus


Discard

Forgotten Fighter
Tinkerer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Nullcraft, pings Cal - ($2)
Fading Argonaut - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Nullcraft 1/1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
    "
P1, Turn 2

Helpful Turtle — Tech 0
Brick Thief — Tech 0 -> Worker
Spark — Magic
Timely Messenger — Tech 0
Wither — Magic

So, this looks kind of odd, but playing something out is basically just -1 card-in-deck next cycle, at the cost of 1g (since I’m almost certainly going to want to level up Cal next turn anyway)

Tech Spectral Hound + Gunpoint Taxman

5 gold (5)
Worker (4)
Tech I (2)
Level Cal to 3 (0)
Discard 4, rs, Draw 5

SQL - L3 Cal (3/4 +1)

Tenderfoot (1/2)

Base - 20
Tech I - 5

6 workers, 0 gold
Hand: 5
Deck: 4
Discard: 0

Next Hand
  1. Bloom — Magic
  2. Granfalloon Flagbearer — Tech 0
  3. Spectral Hound
  4. Timely Messenger — Tech 0
  5. Wither — Magic

"P2T2


Tech StartingHand Workers

TECH
Hooded Executioner
Dark Pact


STARTING HAND
Neo Plexus
Battle Suits
Time Spiral
Hardened Mox


WORKERS
Temporal Research
Time Spiral


NextHand

Hooded Executioner
Battle Suits
Tinkerer
Plasmodium


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Neo Plexus - ($3)
Tech 1 - ($2)
Nullcraft pings tech 1

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut 2/3+A, fade 2
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Neo Plexus 2/2
  • :target: Lookout:

In Play:

  • Nullcraft 1/1

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
    "
P1, T3
  1. Bloom — Magic
  2. Granfalloon Flagbearer — Tech 0
  3. Spectral Hound
  4. Timely Messenger — Tech 0
  5. Wither — Magic -> worker

Tech Free Speech and Feral Strike

This play is the best against the known “max vandy” threat, while still giving good pressure against Bargain. It’s not great against Fencer, but I’ll still have a strong position to counterattack.

6 gold (6)
Worker (5)
Spectral Hound (4)
Bloom Cal (2)
Cal kills Argo
Max Cal (0)
Discard 2, draw 4

Units have resist 1
Elite - Tenderfoot (2/2)
Technician- Spectral Hound (3/3)

L5 Cal+ (5/6)

Base - 20
Tech I - 4

7 workers, 0 gold
Hand: 4
Deck: 0
Discard: 5

"P2T3


Tech StartingHand Workers

TECH
Nimble Fencer
Doom Grasp


STARTING HAND
Plasmodium
Battle Suits
Hooded Executioner
Tinkerer


WORKERS
Temporal Research
Time Spiral
Tinkerer


NextHand

Forgotten Fighter
Hardened Mox
Dark Pact


Discard

Fading Argonaut
Plasmodium
Nimble Fencer
Doom Grasp


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Nullcraft pings Cal
Battle Suits - ($6)
Hooded Executioner - ($4)
Tech 2 Finesse - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hooded Executioner 4/3+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Neo Plexus 3/2
  • :target: Lookout:

In Play:

  • Nullcraft 1/1
  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
    "
P1, Turn 4

Older Brother — Tech 0
Helpful Turtle — Tech 0 -> Worker
Spark — Magic
Gunpoint Taxman

Tech Ferocity plus Monkey

7 gold (7)
Worker (6)
Tech II Anarchy (2)
Gunpoint Taxman (0)
Discard 2, rs, Draw 4.

Units have resist 1
SQL - Spectral Hound (3/3 +1)
Scavenger - Gunpoint Taxman (3/3)
Technician - Tenderfoot (2/2)

L5 Cal+ (5/5)

Base - 20
Tech I - 4
Tech II - 5 (Anarchy)

8 workers, 0 gold
Hand: 4
Deck: 5
Discard: 0

P2T4


Tech StartingHand Workers

TECH
Grounded Guide
Nimble Fencer


STARTING HAND
Forgotten Fighter
Hardened Mox
Dark Pact
Grounded Guide
Doom Grasp


WORKERS
Temporal Research
Time Spiral
Tinkerer


NextHand

Fading Argonaut
Plasmodium
Nullcraft
Nimble Fencer
Nimble Fencer


Tech 2 card(s)
Get Paid - ($8)
Vandy - ($6)
Dark Pact
Garth - ($4)
Nullcraft pings Tenderfoot
Executioner kills SQL
Neo kills Gunpoint Taxman
Doom Grasp, sac Nullcraft, kill Calamandra, Vandy to lvl 3 - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy 3/4+A, lvl 3
  • :psfist: Elite:
  • :ps_: Scavenger: Garth 1/3, lvl 1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
P1, Turn 5
  1. Monkey
  2. Granfalloon Flagbearer — Tech 0
  3. Free Speech
  4. Timely Messenger — Tech 0
  • Feral Strike -> Worker

9 gold to spend… that would be Monkey + Hero + Hero + 3 levels (or 2 + worker). Don’t need Free Speech this turn, as the heroes are dying. Might want Cal next turn, but Zane probably trade/suicides next turn to open that up, so it’s OK. … forgot about resist ::frown::

Tech in Pirate Gunship + Chaos Mirror

8 gold (9)
Zane (7)
Monkey (5)
Monkey kills Garth, Zane to L3
Max Zane (2), shove resistant Vandy to Technician (1)
Zane kills Vandy, we both draw
Worker (0)
Discard 3, Draw 4, rs, Draw 1

Scavenger - Tenderfoot (1/1)

Monkey (3/2)
L6 Zane (4/1)

Base - 20
Tech I - 4
Tech II - 5 (Anarchy)

9 workers, 0 gold
Hand: 5
Deck: 6
Discard: 0

Next Hand
  1. Ferocity
  2. Bloom — Magic
  3. Older Brother — Tech 0
  4. Spark — Magic
    Gunpoint Taxman

P2T5


Tech StartingHand Workers

TECH
Leaping Lizard
Grounded Guide


STARTING HAND
Plasmodium
Nimble Fencer
Fading Argonaut
Nimble Fencer
Nullcraft
Hardened Mox


WORKERS
Temporal Research
Time Spiral
Tinkerer
Plasmodium


NextHand

Forgotten Fighter
Hooded Executioner
Grounded Guide
Dark Pact


Discard

Leaping Lizard
Grounded Guide
Hardened Mox
Fading Argonaut


Tech 2 card(s)
Get Paid + Scav + Tech - ($9)
Worker - ($8)
River - ($6)
Nullcraft, kills Zane, River to lvl 3 - ($4)
Nimble Fencer kills Tenderfoot - ($2)
Nimble Fencer, hits tech 2 for 2 - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River 2/4+A, lvl 3
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • Nullcraft 1/1
  • Nimble Fencer 2/2
  • Nimble Fencer 2/3

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
P1, Turn 6

Gunpoint Taxman
Bloom — Magic
Older Brother — Tech 0
Spark — Magic -> Worker
Ferocity

Tech 2nd Monkey and 2nd Gunship

9 gold (10)
Worker (9)
Tech III (4)
Quince (2)
Gunpoint Taxman (0)
Discard 3, Draw 5

SQL - Gunpoint Taxman (3/3 +1)
Elite - L1 Quince (2/3)
Scavenger - Mirror (0/1)
Technician - Monkey (3/2)

Base - 20
Tech I - 4
Tech II - 3 (Anarchy)
Tech III - 5

10 workers, 0 gold
Hand: 5
Deck: 1
Discard: 6

Next Hand
  1. Pirate Gunship
  2. Spectral Hound
  3. Chaos Mirror
  4. Timely Messenger — Tech 0
  5. Free Speech
    Tech Draw / Last card: Granfalloon Flagbearer — Tech 0

P2T6


Tech StartingHand Workers

TECH
Maestro
Star-Crossed Starlet


STARTING HAND
Dark Pact
Hooded Executioner
Forgotten Fighter
Grounded Guide
Neo Plexus
Doom Grasp


WORKERS
Temporal Research
Time Spiral
Tinkerer
Plasmodium


NextHand

Maestro
Star-Crossed Starlet
Leaping Lizard
Grounded Guide
Hooded Executioner


Tech 2 card(s)
Get Paid - ($9)
Vandy - ($7)
Dark Pact
Grounded Guide - ($2)
Vandy Midband - ($0)
River sidelines Gunpoint
Fencer 2 kills Quince, Vandy to Maxband Dooms Fencer 1 and Mirror Pops
Nullcraft kills Monkey
Fencer 1 breaks Tech 3

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy 4/5+A, lvl 5
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grounded Guide 4/4
  • :target: Lookout:

In Play:

  • Battle Suits
  • Nullcraft 2/1
  • Nimble Fencer 1 6/5, doomed
  • Nimble Fencer 2 4/2
  • River 2/4, lvl 3

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Chances seem good I’m facing a lot of zane damage next turn. Question is, Can I still break his stuff next turn…Guide and Vandy doom are enough to break his tech 3 now, but really Im doomed unless I can somehow get a double break next turn.