Rules Changes:
Pirate Gunship:
Loses Obliterate 2.
Vandy Anadrose:
Loses Resist 1 at midband.
Garth Torken:
Midband 2/4 → 2/3.
Lich's Bargain:
Base damage 4 → 6.
GL HF @Dreamfire !
XCAPS22 Player 1, Turn 1
P1 Nightmare vs P2 Demon/Anarchy/Balance
Starting Hand
Thieving Imp
Pestering Haunt
Sacrifice the Weak
Deteriorate
Skeleton Javelineer
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in except turn 1
All Teched Cards
Main:
- Vandy (2)
- Skeleton Javelineer (1)
- Worker (0)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Vandy (2/3a lvl 1)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Skeleton Javelineer (1/1)
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Pestering Haunt
Summon Skeletons
Skeletal Archery
Graveyard
Thieving Imp
End of Turn Discard
My Thoughts
Both combat spells T1 hand isn’t ideal but Skele Jav at least is good, Imp next turn + T1 is probably the play. I spose DF is gonna be playing for Meta as primary? I think I should be able to play the pressure game better and work Graveyard / FinesseT2 + meta better
GL HF!
P2T1
StartingHand Workers
STARTING HAND
Graveyard
Pestering Haunt
Skeleton Javelineer
Sacrifice the Weak
Thieving Imp
WORKERS
Skeleton Javelineer
NextHand
Jandra, the Negator
Deteriorate
Summon Skeletons
Skeletal Archery
Poisonblade Rogue
Discard
Sacrifice the Weak
Thieving Imp
Graveyard
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy, to midband - ($0)
Pestering Haunt.
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Vandy lvl 3 (4/4)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Midvandy + Haunt, or Imp + Jav? The latter is nice for threatening Zane, but I think cedes the board too much.
@FrozenStorm’s turn!
XCAPS22 Player 1, Turn 2
P1 Nightmare vs P2 Demon/Anarchy/Balance
Starting Hand
Pestering Haunt
Summon Skeletons
Skeletal Archery
Graveyard
Thieving Imp
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in except turn 1
All Teched Cards
Main:
-
Thieving Imp, discard #3 of 5 (2)
- Worker (1)
- Tech 1 (0)
Workers
Skeletal Archery, Poisonblade Rogue
-
-
Patrol as below
- Discard 3 rs Draw 5
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Skeleton Javelineer (1/1)
-
Elite:
-
Scavenger: Thieving Imp (2/2)
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Pestering Haunt
Graveyard
Jandra, the Negator
Dark Pact
Nimble Fencer
End of Turn Discard
My Thoughts
Already on midband is one less free heal, not the worst. I have half a mind to just maxband her immediately and lay River out to block as well, tech into Nether Drain or Doom Grasp or just full finesse, but I don’t think that’s actually that wise. Early maxbanding Vandy is suboptimal but not devastating. Rather play Imp and try an early card advantage I think
P2T2
Tech StartingHand Workers
TECH
Dark Pact
Gunpoint Taxman
STARTING HAND
Summon Skeletons
Deteriorate
Jandra, the Negator
Skeletal Archery
Poisonblade Rogue
WORKERS
Skeleton Javelineer
Skeletal Archery
NextHand
Gunpoint Taxman
Sacrifice the Weak
Dark Pact
Jandra, the Negator
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Deteriorate Javelineer.
Vandy kills Imp, you get 1 gold.
Vandy to maxband, doom my Haunt - ($1)
Haunt pings your tech 1.
Float ($1)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Vandy lvl 5 (4/5)
- Pestering Haunt (1/3), doomed
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Jandra / PBR can’t protect Vandy, plus it’ll be going further down on cards, so let’s just maxband. No point getting HH yet, but I might go for it next turn.
@FrozenStorm’s turn!
XCAPS22 Player 1, Turn 3
P1 Nightmare vs P2 Demon/Anarchy/Balance
Starting Hand
Pestering Haunt
Graveyard
Jandra, the Negator
Dark Pact
Nimble Fencer
Events of Turn:
Upkeep:
- Get Gold (6+1scav)
- Tech 2 cards in except turn 1
All Teched Cards
Nimble Fencer, Nether Drain
Dark Pact, Nimble Fencer
Main:
- Nimble Fencer (5)
- Pestering Haunt
- Graveyard (3)
- Dark Pact, base to 18 draw 2
- Hero’s Hall (1)
- Worker (0)
Workers
Jandra, the Negator, Skeletal Archery, Poisonblade Rogue
-
-
Patrol as below
- Discard 2 Draw 1 rs Draw 3
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 4
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: Nimble Fencer (2/3a)
-
Elite:
-
Scavenger:
-
Technician: Vandy (2/3 lvl 1)
-
Lookout:
In Play:
- Pestering Haunt (1/1)
- Graveyard (3hp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Deteriorate
Nether Drain
Skeleton Javelineer
Nimble Fencer
End of Turn Discard
My Thoughts
So already looking like a Meta plan for DF, but maybe that’s misdirection? Well I’m going to threaten meta too so we’ll protect the Tech1 and Graveyard, opt not to beat up the tech1, Nether Drain to stem the Meta threat and maybe bring out Starlet or get a doomed Fencer to finish off Vandy. We shall see.
P2T3
Tech StartingHand Workers
TECH
Wandering Mimic
Fairie Dragon
STARTING HAND
Jandra, the Negator
Dark Pact
Gunpoint Taxman
Sacrifice the Weak
Deteriorate
Summon Skeletons
WORKERS
Skeleton Javelineer
Skeletal Archery
Jandra, the Negator
NextHand
Graveyard
Deteriorate
Poisonblade Rogue
Fairie Dragon
Thieving Imp
Tech 2 card(s)
Get Paid + float - ($8)
Dark Pact, base to 18, draw 2.
Worker - ($7)
Gunpoint Taxman - ($5)
Tech 2 (Balance) - ($1)
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Gunpoint Taxman (3/3A)
-
Elite:
-
Scavenger: Vandy lvl 5 (4/5)
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
Economy Info:
Cards:
Gold:
Thoughts
I don’t see the point in killing the Fencer, as that just makes StW easier for Frozen. I’ll just replenish handsize and tech up.
@FrozenStorm’s turn!
XCAPS22 Player 1, Turn 4
P1 Nightmare vs P2 Demon/Anarchy/Balance
Starting Hand
Deteriorate
Nether Drain
Skeleton Javelineer
Nimble Fencer
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in except turn 1
All Teched Cards
Star-Crossed Starlet, Maestro
Nimble Fencer, Nether Drain
Dark Pact, Nimble Fencer
Main:
- Garth (5)
-
Nether Drain Vandy, my Vandy to 3 (4)
- Deteriorate SQL, Vandy Kills
- Vandy Maxbands, dooms Fencer (2)
- Fencer kills your Vandy, Garth to level 3, you get 1g
- Haunt pings your tech2 to 4hp
- Make a skeleton (1)
- Worker (0)
Workers
Skeleton Javelineer, Jandra, the Negator, Skeletal Archery, Poisonblade Rogue
-
-
Patrol as below
- Discard 1 Draw 3
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 4
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: Garth (1/3a lvl 3)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Vandy (4/5 lvl 5)
- Nimble Fencer (4/5 doomed)
- Skeleton (1/1)
- Pestering Haunt (1/1)
- Graveyard (3hp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Thieving Imp
Sacrifice the Weak
Dark Pact
End of Turn Discard
My Thoughts
Could be a Zane play w/ Mimics I guess, if that happens so be it I spose. I still like my position. I’ll tech up next turn, I’m the one threatening meta now
P2T4
Tech StartingHand Workers
TECH
Maximum Anarchy
Wandering Mimic
STARTING HAND
Thieving Imp
Graveyard
Poisonblade Rogue
Deteriorate
Fairie Dragon
WORKERS
Skeleton Javelineer
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
NextHand
Sacrifice the Weak
Pestering Haunt
Summon Skeletons
Wandering Mimic
Dark Pact
Discard
Gunpoint Taxman
Deteriorate
Thieving Imp
Fairie Dragon
Graveyard
Maximum Anarchy
Wandering Mimic
Tech 2 card(s)
Get Paid + float + scav gold - ($10)
Zane, to maxband, shoves Garth to scav - ($3)
Midori - ($1)
Zane kills Garth, we both get 1 gold, Midori to lvl 3 - ($2)
Deteriorate Haunt - ($1)
Worker - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Midori lvl 3 (2/3A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 4 (Balance)
Economy Info:
Cards:
Gold:
Thoughts
Mimic would’ve been so much better than Fairie here…
Threat of Meta means I have to either kill Garth or build a tower. Tower would let me afford Fairie, but I won’t have anything to protect it from StW. So Garth’s gotta go.
If my tech 2 survives, I’ll still be in the game. But that’s a pretty big if.
@FrozenStorm’s turn!
Thanks for the gold XD
XCAPS22 Player 1, Turn 5
P1 Nightmare vs P2 Demon/Anarchy/Balance
Starting Hand
Thieving Imp
Sacrifice the Weak
Dark Pact
Events of Turn:
Upkeep:
- Get Gold (8+1scav)
- Tech 2 cards in except turn 1
All Teched Cards
Dark Pact, Metamorphosis
Star-Crossed Starlet, Maestro
Nimble Fencer, Nether Drain
Dark Pact, Nimble Fencer
Main:
- River (7)
- Replay Fencer from Graveyard (5)
- Vandy kills Midori, River midbands
- Fencer and skeleton kill Zane, River maxbands
- Tech 2 Finesse (1)
- Dark Pact, base to 16 draw 1 rs draw 1
- Worker (0)
Workers
Summon Skeletons, Skeleton Javelineer, Jandra, the Negator, Skeletal Archery, Poisonblade Rogue
-
-
Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
-
Base HP: 16
- Tech1 HP: 4
- Tech2 HP: 5
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: River (3/4a lvl 5)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Vandy (4/3 lvl 5)
- Graveyard (3hp, holding Fencer and Haunt)
Economy Info:
Cards:
Gold:
End of Turn Hand
Maestro
Metamorphosis
Deteriorate
Star-Crossed Starlet
Nether Drain
End of Turn Discard
My Thoughts
Peak meta setup, no haste on the board or available for Mimics, this is ideal. Worst case is basilisk + tower, I can survive that NP, think I should have this pretty well locked. Teching Meta + DP for the near guaranteed draw next turn, just gotta avoid the 1/7 Meta draw on the turn here, in which case I’ll worker it and just plan to fetch next turn.
P2T5
Tech StartingHand Workers
TECH
Surprise Attack
Tiny Basilisk
STARTING HAND
Summon Skeletons
Wandering Mimic
Sacrifice the Weak
Pestering Haunt
Dark Pact
Thieving Imp
Maximum Anarchy
WORKERS
Skeleton Javelineer
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
NextHand
Gunpoint Taxman
Graveyard
Deteriorate
Surprise Attack
Fairie Dragon
Discard
Dark Pact
Summon Skeletons
Sacrifice the Weak
Thieving Imp
Maximum Anarchy
Tech 2 card(s)
Get Paid - ($9)
Vandy - ($7)
Dark Pact, base to 16, draw 2.
Wandering Mimic - ($3)
Tower - ($0)
Pestering Haunt.
Float ($0)
Discard 4, draw 5
Board Info:
In Patrol:
-
Squad Leader: Wandering Mimic (4/4A)
-
Elite:
-
Scavenger: Vandy lvl 1 (2/3)
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 4 (Balance)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Brace for Meta.
@FrozenStorm’s turn!
Thanks for the gold XD
XCAPS22 Player 1, Turn 6
P1 Nightmare vs P2 Demon/Anarchy/Balance
Starting Hand
Maestro
Metamorphosis
Deteriorate
Star-Crossed Starlet
Nether Drain
Events of Turn:
Upkeep:
- Get Gold (8+1scav)
- Tech 2 cards in except turn 1
All Teched Cards
Maestro, Star-Crossed Starlet
Dark Pact, Metamorphosis
Star-Crossed Starlet, Maestro
Nimble Fencer, Nether Drain
Dark Pact, Nimble Fencer
Main:
- Garth (7)
-
Metamorphosis, Garth fetches Maestro (1)
- Replay Fencer for free
- Star-Crossed Starlet, free from hand
- Starlet and Fencer tap to break tower, your base to 14
- River breaks your tech2, your base to 12
- Vandy hits your base to 6
-
Nether Drain Garth, give levels to your Vandy (0)
Workers
Summon Skeletons, Skeleton Javelineer, Jandra, the Negator, Skeletal Archery, Poisonblade Rogue
-
-
Patrol as below
- Discard 2 Draw 1 rs Draw 3
Board Info:
Buildings:
-
Base HP: 16
- Tech1 HP: 4
- Tech2 HP: 5
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: Maestro (3/5a)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: River (5/6 lvl 5 invisible demon)
In Play:
- Vandy (6/5 lvl 5 invisible demon)
- Garth (4/5 lvl 5 invisible demon)
- Nimble Fencer (2/3)
- Star-Crossed Starlet (3/2)
- Graveyard (3hp, holding Haunt)
Economy Info:
Cards:
Gold:
End of Turn Hand
End of Turn Discard
My Thoughts
This should be checkmate, especially giving levels to Vandy is kinda awesome cuz I can stick Maestro in front and keep DF stuck on her. No Zane is good news Lucky me Mimic doesn’t get invisible either
I got no way to keep you from lethal, GG WP!
@zango
1 Like
GG WP @dreamfire! The mimic and Zane threat is still good with Vandy, and so is Nightmare’s finesse + meta bullshit XD should be a fun tourney, felt good to be back on this deck!
1 Like