[XCAPS20] ROUND8 FrozenStorm [Anarchy]/Strength/Growth vs Bolyarich [Demonology]/Anarchy/Balance

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

Scorch

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Mad Man (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

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

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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:

  • :psblueshield: Squad Leader: Imp(2/2)A
  • :psfist: Elite: Javelineer(2/1), rune
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

@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

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

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:

  • :psblueshield: Squad Leader: Vandy(2/3)A, lvl2
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Haunt(1/1)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

@FrozenStorm’s turn!

Apologies for the delay, for some reason I thought I was waiting on you :frowning:

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

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Rook (2/3 lvl 3)
  • Gunpoint Taxman (3/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7

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:

  • :psblueshield: Squad Leader: Midori(2/3)A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Imp(2/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech Lab HP: 4 (Balance)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

@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

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Rook (3/5 lvl 5)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 9

Gold:

  • Gold: 2
  • Workers: 8

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:

  • :psblueshield: Squad Leader: Imp(2/2)A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Javelineer(1/1), rune
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tech Lab HP: 4 (Balance)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9

@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

  • :pspurpleshield: Patrol as below
  • Discard 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Arg (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Rook (4/6 lvl 8)
  • :target: Lookout:

In Play:

  • Bird’s Nest
  • Tweetie Bird (1/1)
  • Big Bird (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9

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:

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

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Balance)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10

@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

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: 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:

  • Hand: 2
  • Deck: 7
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Steam Tank
Bloodburn

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. @zhavier

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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