GL HF @bolyarich! I’m very concerned how this casting ultimates whenever will tilt this matchup, as I don’t think it works to my advantage!
XCAPS20 Round8: Player 1, Turn 1
P2 Miracle Grow vs P1 Demon/Anarchy/Balance
Map: Pinnacle: Heroes can cast ultimate spells even if they aren’t max level and even if they arrived that turn. Dead heroes must wait an extra turn to be resummoned.
Starting Hand
Mad Man
Bloodrage Ogre
Charge
Scorch
Makeshift Rambaster
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Bloodrage Ogre (2)
-
Mad Man, tickles your base to 19 (1)
- Worker (0)
Workers
-
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Bloodrage Ogre (3/2+1armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Bloodburn
Bombaster
Pillage
Careless Musketeer
End of Turn Discard
My Thoughts
I actually foresee Max Anarchy being SUPER important to this map, and perhaps Gunship rush is going to be a big deal here. This is going to get super weird with Meta + Zane being a constant mid to lategame threat I should probably utilize Earthquake some and just be always on the lookout to chip buildings to set that up. We’ll see how important a tower looks as we move forward here.
You probably want to move this to the PbF subforum. I’d do it for you, but I seem to have lost the rights to do that somewhere along the way.
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TY @vengefulpickle! totally spaced that
2 Likes
We are not in rush, so i will post my turn in 2-3 days, sorry for delay
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no sweat @bolyarich, as you said we are ahead of the curve here, no rush
P2T1
StartingHand Workers
STARTING HAND
Sacrifice the Weak
Poisonblade Rogue
Skeleton Javelineer
Skeletal Archery
Thieving Imp
WORKERS
Skeletal Archery
NextHand
Pestering Haunt
Summon Skeletons
Graveyard
Deteriorate
Discard
Sacrifice the Weak
Poisonblade Rogue
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Imp, discard #1 of 4 - ($1)
Javelineer - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Imp(2/2)A
-
Elite: Javelineer(2/1), rune
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 19
Economy Info:
Cards:
Gold:
@FrozenStorm’s turn!
XCAPS20 Round8: Player 1, Turn 2
P2 Miracle Grow vs P1 Demon/Anarchy/Balance
Map: Pinnacle: Heroes can cast ultimate spells even if they aren’t max level and even if they arrived that turn. Dead heroes must wait an extra turn to be resummoned.
Starting Hand
Bloodburn (discarded)
Bombaster
Pillage
Careless Musketeer
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Bird’s Nest, Gunpoint Taxman
Main:
- Brogre trades with Imp
- Mad Man trades with Jav
- Rook (3)
- Worker (2)
- Tech1 (0)
Workers
Careless Musketeer, Scorch
-
-
Patrol as below
- Discard 2 Draw 1 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Rook (2/4+1armor lvl 1)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Nautical Dog
Gunpoint Taxman
Charge
Bombaster
End of Turn Discard
My Thoughts
Maybe next turn Tower + Birds / GPT? This is going to get weird…
P2T2
it’s not white vs miracle grow. It’s miracle grow vs balanced risky demonzzz
Tech StartingHand Workers
TECH
Steam Tank
Maximum Anarchy
STARTING HAND
Deteriorate
Graveyard
Summon Skeletons
Pestering Haunt
WORKERS
Skeletal Archery
Summon Skeletons
NextHand
Imp(2/2)A
Maximum Anarchy
Steam Tank
Jandra, the Negator
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
T1 - ($3)
Vandy, lvl2 - ($0)
Haunt
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Vandy(2/3)A, lvl2
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 19
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
@FrozenStorm’s turn!
Apologies for the delay, for some reason I thought I was waiting on you
XCAPS20 Round8: Player 1, Turn 3
P2 Miracle Grow vs P1 Demon/Anarchy/Balance
Map: Pinnacle: Heroes can cast ultimate spells even if they aren’t max level and even if they arrived that turn. Dead heroes must wait an extra turn to be resummoned.
Starting Hand
Nautical Dog
Gunpoint Taxman
Charge
Bombaster
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Marauder, Steam Tank
Bird’s Nest, Gunpoint Taxman
Main:
- Gunpoint Taxman (4)
-
Charge Taxman, kill Vandy, Rook to level 3 (1)
- Rook kills Haunt, takes 1
- Worker (0)
Workers
Nautical Dog, Careless Musketeer, Scorch
-
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Rook (2/3 lvl 3)
- Gunpoint Taxman (3/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Makeshift Rambaster
Bloodburn
Pillage
End of Turn Discard
My Thoughts
I think it’s worth to kill Vandy for two turns? Feels worth. Means Zane might come and beat up Rook, but cest le vie. I’d be in decent position to win a Gunship rush either way
P2T3
Tech StartingHand Workers
TECH
Steam Tank
Dark Pact
STARTING HAND
Jandra, the Negator
Steam Tank
Imp(2/2)A
Maximum Anarchy
WORKERS
Skeletal Archery
Summon Skeletons
Jandra, the Negator
NextHand
Poisonblade Rogue
Graveyard
Javelineer(2/1), rune
Deteriorate
Discard
Steam Tank
Dark Pact
Haunt(1/1)
Steam Tank
Maximum Anarchy
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Imp, discard 2 from 3 - ($3)
Midori - ($1)
Tech lab: balance - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Midori(2/3)A
-
Elite:
-
Scavenger:
-
Technician: Imp(2/2)
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 19
-
Tech I HP: 5
-
Tech Lab HP: 4 (Balance)
Economy Info:
Cards:
Gold:
@FrozenStorm’s turn!
XCAPS20 Round8: Player 1, Turn 4
P2 Miracle Grow vs P1 Demon/Anarchy/Balance
Map: Pinnacle: Heroes can cast ultimate spells even if they aren’t max level and even if they arrived that turn. Dead heroes must wait an extra turn to be resummoned.
Starting Hand
Makeshift Rambaster
Bloodburn (discarded again, ugh can’t I worker this already??)
Pillage
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except turn 1)
All Teched Cards
Marauder, Earthquake
Marauder, Steam Tank
Bird’s Nest, Gunpoint Taxman
Main:
- Taxman and Rook kill Midori, Rook midbands
- Tech 2 Anarchy (3)
- Worker (2)
Workers
Pillage, Nautical Dog, Careless Musketeer, Scorch
-
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Bird’s Nest
Mad Man
Bloodrage Ogre
End of Turn Discard
Marauder
Steam Tank
Charge
Bombaster
Bloodburn
Marauder
Earthquake
Gunpoint Taxman
Makeshift Rambaster
My Thoughts
Still looking at Gunship rush. Need the tech2 down now though so Boly can’t make a tech1 break play. I’ll tech one earthquake in the hopes Rook either dies right now, or survives, and next turn probably teching Gunship x2 or Gunship + Earthquake. I’m taking down heroes like nobody’s business, which is definitely good for me
preparing to pass an exam, i’m leave until saturday
1 Like
No sweat, thanks for the heads’ up and GL on the test!
P2T4
Tech StartingHand Workers
TECH
Maximum Anarchy
Pirate Gunship
STARTING HAND
Graveyard
Javelineer(2/1), rune
Poisonblade Rogue
Deteriorate
WORKERS
Skeletal Archery
Summon Skeletons
Jandra, the Negator
Graveyard
NextHand
Sacrifice the Weak
Steam Tank
Maximum Anarchy
Steam Tank
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Javelineer - ($6)
T2 Anarchy - ($2)
Float ($2)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Imp(2/2)A
-
Elite:
-
Scavenger:
-
Technician: Javelineer(1/1), rune
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 19
-
Tech I HP: 5
-
Tech II HP: 5
-
Tech Lab HP: 4 (Balance)
Economy Info:
Cards:
Gold:
@FrozenStorm’s turn!
XCAPS20 Round8: Player 1, Turn 5
P2 Miracle Grow vs P1 Demon/Anarchy/Balance
Map: Pinnacle: Heroes can cast ultimate spells even if they aren’t max level and even if they arrived that turn. Dead heroes must wait an extra turn to be resummoned.
Starting Hand
Bird’s Nest
Mad Man
Bloodrage Ogre
Events of Turn:
Upkeep:
- Get Gold (8+2float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Earthquake, Pirate Gunship
Marauder, Earthquake
Marauder, Steam Tank
Bird’s Nest, Gunpoint Taxman
Main:
- Maxband Rook (7)
- Arg (5)
- Bird’s Nest (3)
- Worker (2)
Workers
Mad Man, Pillage, Nautical Dog, Careless Musketeer, Scorch
-
-
Patrol as below
- Discard 1 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5
In Patrol:
-
Squad Leader: Arg (1/3+1armor lvl 1)
-
Elite:
-
Scavenger:
-
Technician: Rook (4/6 lvl 8)
-
Lookout:
In Play:
- Bird’s Nest
- Tweetie Bird (1/1)
- Big Bird (1/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Marauder
Makeshift Rambaster
Earthquake
End of Turn Discard
My Thoughts
Okay, Meta Zane is still an issue, but Earthquake is an issue for him also. So we’ll lay Arg out as a chump (don’t really need him this game, same w/ Boly and Midori), in front of Rook to try and ensure he survives, and play to break stuff with Earthquake. Gunship is the backup ace. I’m about a coin flip to draw an earthquake so let’s hope heads
P2T5
Tech StartingHand Workers
TECH
Pirate Gunship
Metamorphosis
STARTING HAND
Sacrifice the Weak
Maximum Anarchy
Steam Tank
Steam Tank
WORKERS
Skeletal Archery
Summon Skeletons
Jandra, the Negator
Graveyard
Sacrifice the Weak
NextHand
Dark Pact
Deteriorate
Poisonblade Rogue
Maximum Anarchy
Discard
Pirate Gunship
Metamorphosis
Imp(2/2)A
Javelineer(1/1), rune
Maximum Anarchy
Steam Tank
Steam Tank
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
T3 - ($5)
Zane - ($3)
Max anarchy, rook crambles, all other die - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 19
-
Tech I HP: 5
-
Tech II HP: 5
-
Tech III HP: 5
-
Tech Lab HP: 4 (Balance)
Economy Info:
Cards:
Gold:
@FrozenStorm’s turn!
XCAPS20 Round8: Player 1, Turn 6
P2 Miracle Grow vs P1 Demon/Anarchy/Balance
Map: Pinnacle: Heroes can cast ultimate spells even if they aren’t max level and even if they arrived that turn. Dead heroes must wait an extra turn to be resummoned.
Starting Hand
Marauder
Makeshift Rambaster
Earthquake
Events of Turn:
Upkeep:
- Get Gold (9+2float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Chameleon Lizzo, Stampede
Earthquake, Pirate Gunship
Marauder, Earthquake
Marauder, Steam Tank
Bird’s Nest, Gunpoint Taxman
Main:
- Worker (10)
- Rook smacks the tech 3
-
Marauder, smacks the tech 2 (7)
-
Zane, smacks the tech 1 (5)
-
Earthquake, your base takes 10 as all three tech buildings collapse, tech lab gets a tickle (0)
Workers
Mad Man, Pillage, Nautical Dog, Careless Musketeer, Scorch
-
-
Patrol as below
- Discard 0 Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Bird’s Nest
- Rook (4/6 lvl 8)
- Zane (2/2)
- Marauder (4/3)
- Tweetie Bird (1/1)
- Big Bird (1/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
End of Turn Discard
My Thoughts
That’s a slam dunk, let’s trash all three tech buildings and leave the board stacked. No Zane for next turn or the turn after, so with the techs down nothing immediate of concern. Should be GG
GG WP @bolyarich! The max anarchy + t3 was a good play and timed well for ya, I caught a break w/ the earthquake draw though. Weird map!
Weird that aside from Max anarchy you guys didn’t cast any illegal ultimates. :). I think the extra hero timeout actually had more impact
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