[XCAPS22] Round1: P1 FrozenStorm [Demonology/Necromancy]/Finesse vs P2 Dreamfire [Demonology]/Anarchy/Balance

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

Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Vandy lvl 3 (4/4)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
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

Dark Pact, Nimble Fencer


Main:

  • Thieving Imp, discard #3 of 5 (2)
  • Worker (1)
  • Tech 1 (0)
Workers

Skeletal Archery, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Vandy (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

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:

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

In Play:

  • Vandy lvl 5 (4/5)
  • Pestering Haunt (1/3), doomed

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
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

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 4
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Pestering Haunt (1/1)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

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:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Vandy lvl 5 (4/5)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
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

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 4
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Garth (1/3a lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: 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:

  • Hand: 3
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

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:

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

In Play:

  • Zane lvl 6 (4/3)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Balance)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9
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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 4
  • Tech2 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: River (3/4a lvl 5)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (4/3 lvl 5)
  • Graveyard (3hp, holding Fencer and Haunt)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

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:

  • :psblueshield: Squad Leader: Wandering Mimic (4/4A)
  • :psfist: Elite:
  • :ps_: Scavenger: Vandy lvl 1 (2/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Balance)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
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

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 4
  • Tech2 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Maestro (3/5a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: 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:

  • Hand: 5
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

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 :slight_smile: 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