Hi @FrozenStorm hope we have a nice game, may luck and fun be abundant on your side!
Can’t tell you enough how happy I am to face you from the P1 perspective
Rule 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.
Might of Leaf and Claw:
If you have no units in play, remove all runes from this.
XCAPS22 Round 2 P1T1
P1 [Finesse]/Ninjutsu/Feral vs. P2 [Necromancy]/Demonology/Finesse
Pestering Haunt
Graveyard
Skeletal Archery
Summon Skeletons
Jandra, the Negator
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in except turn 1
All Teched Cards
Main:
Jandra, the Negator (2)
Pestering Haunt
Worker (1)
Workers
Skeletal Archery
Patrol as below
Discard 3 Draw 5
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader:
Elite: Jandra, the Negator (3+1/3)
Scavenger:
Technician:
Lookout:
In Play:
Pestering Haunt (1/1)
Economy Info:
Cards:
Hand: 4
Deck: 1
Disc: 2
Gold:
Gold: 1
Workers: 6
End of Turn Hand
Deteriorate
Sacrifice the Weak
Skeleton Javelineer
Thieving Imp
End of Turn Discard
My Thoughts
Hmm good news bad news situation. I have both combats next turn which rules, but Imp would be the ideal play here. Cala start is aggro and I think I’m best off laying Jandra to try and find counter-attack opportunities later. I’m lucky teching up is expensive for P1 here and so I should be able to play econ advantage coyly while leaving myself opportunities to counter-attack. The only question is whether to lay haunt as well. If Turtle or ODB + tech up is the play, having haunt would mean the difference between getting a kill and not potentially. I’d give up a 2for1 chance though if I lay Jandra SQL and have cala midband + kill both. Is that so bad? I still intend to gain card advantage early so maybe I’m okay with that. Sure, okay, Haunt it is. I can put haunt in elite, too, I’m fine w/ cala trading straight up w/ it. No Cala means little to no kill threat for my own heroes, and this would be good for me
Well, I was under the impression of a lvl1 cal with a +1/+1 counter in SL and two free healings still available would be a decent move. My research of your p2 games with this deck let me find exactly one game, where you did not play Imp in the first two rounds, so that one plus Vandy in your turn 2 was a given for me. And with me drawing 5 out of 10 and then discarding one with a deck full of combat tricks, it was far from a given that I can protect my hero properly. So my turn 2 did not feel like a decent move. Only with holding fencer+Starlet after discard I would have felt comfortable (given you never teched two fencers in P2T2 before), which has a completely negligible probability, which is why I didn’t tech that way.
Now let’s see what your hand holds and whether I’m still in the game or not…
XCAPS22 Round 2 P1T3
P1 [Finesse]/Ninjutsu/Feral vs. P2 [Necromancy]/Demonology/Finesse
even though I was very lucky with the draw/discard, I have to cross my fingers that sets survives. Just what I expected. At least my defense is almost the best of what was possible. Let’s hope it is enough.
then mind games: a little research into Frozen’s P2 nightmare games in this forum leads me to believe that he probably has teched a DP and a Fencer and will tech another fencer + a black spell next turn (alternatively Fencer+Starlet). But maybe after calling him out he will deviate from his A game, which probably would be a good thing for me
Okay good draw, if I get Det on the DP I kill Huntress, if not turtle up. Tech for Finesse T2 fodder I think standard is fine here, though it seems I’m getting predictable lol
…
No Det but yes Graveyard, that’s solid, okay let’s do that
Nah, not at all. I don’t think anybody else in this forum will take the time to make an extensive analysis of prior games of their opponents… And the boot camp poker last tourney really got me to the point where it still feels worth it (sorry for stabbing in the old wound!)
About this turn: I do have the possible Vandy kill in hand, but it’s horribly complicated for me to see through the possible next two turns. I hope you don’t mind if I mull over this a bit more?
P1 [Finesse]/Ninjutsu/Feral vs. P2 [Necromancy]/Demonology/Finesse
Tech StartingHand Workers
TECH
Fox’s Den Students
Fox’s Den Students
STARTING HAND
Nimble Fencer (2/3)
Bloom
Timely Messenger (1/1)
WORKERS
Granfalloon Flagbearer (2/2)
Fruit Ninja (2/2)
Spark
NextHand
Wither
Brick Thief (2/1)
Discard
Tenderfoot (1/2)
Helpful Turtle (1/2)
Star-Crossed Starlet (3/2)
Nimble Fencer (2/3)
Older Brother (2/2)
Bloom
Fox’s Den Students
Fox’s Den Students
Tech 2 card(s)
Get Paid + float - ($8)
bloomed huntress sends fencer to your gy - ($6)
fencer thinks the imp should join your fencer, you draw - ($4)
brother suicides into vandy
midband sets kills vandy, maxbands - ($1)
messenger - ($0)
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Timely Messenger (1/1)
Lookout:
In Play:
Sets (3/4, lvl6)
Huntress (4/2)
Nimble Fencer (2/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 2
Deck: 0
Disc: 8
Gold:
Gold: 0
Workers: 7
Thoughts
That graveyard really is going to be a big PitA. The unwarranted midband vandy lets me believe he didn’t tech garth spells, but was he sure that vandy would survive? fencer+ any of bloom/wither/spark/messenger would have gotten me the kill, so I have to assume he took her dying into consideration. Hence he most likely teched two virtuosos, even two starlets might have been a good tech choice for him with his fencer likely being safe wit gy. skipping the worker lets me have my beloved sets for at least one turn (if he has no deteriorate as not killing my backline units would do major harm if he goes fencer+fencer+starlet for the sets kill). Lookout would guarantee a living sets next turn, but I think taking the risk is worth it here.
The big question: Do I bet on Sets staying alive? Yes I do. Big time! No risk diversification, as I need to take chances if I want to win against Frozen.
Maestro, Discord
Nimble Fencer, Star-Crossed Starlet
Dark Pact, Nimble Fencer
Main:
Garth (6)
Deteriorate TM dies, rs draw 1
Fencer from the grave gets revenge on Huntress, goes back to graveyard (4)
Pestering Haunt
Tech 2 finesse (0)
Workers
Jandra, the Negator, Skeleton Javelineer, Skeletal Archery
Patrol as below
Discard 3 Draw 3 rs Draw 2
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 Finesse
In Patrol:
Squad Leader: Garth (1/3a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Graveyard (3hp, holding Fencer and Imp)
Pestering Haunt (1/1)
Economy Info:
Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Star-Crossed Starlet
Dark Pact
Sacrifice the Weak
Discord
Summon Skeletons
End of Turn Discard
My Thoughts
Hmm, that was quite the all in, but I’m still in good shape for finesse things. Maestro and maybe discord JIC the play is FDS, should be useful even if no FDS to help get good trades. Garth can die for us so we can neutralize the beefy huntress, I think I can kill sets anyway so not gonna doom grasp or nether drain just yet.
Against you having det in hand? Probably not… Was really hoping to either delay tech 2 or for you to not have a defense or to have my huntress still available with that messenger move. In retrospect I really should have gone for lookout, but I was too greedy
XCAPS22 Round 2 P1T5
P1 [Finesse]/Ninjutsu/Feral vs. P2 [Necromancy]/Demonology/Finesse
Tech StartingHand Workers
TECH
Behind the Ferns
Star-Crossed Starlet (3/2)
STARTING HAND
Brick Thief (2/1)
Wither
Helpful Turtle (1/2)
Star-Crossed Starlet (3/2)
Fox’s Den Students
WORKERS
Granfalloon Flagbearer (2/2)
Fruit Ninja (2/2)
Spark
Wither
Huntress (4/2)
Fox’s Den Students
Helpful Turtle (1/2)
Brick Thief (2/1)
Behind the Ferns
Star-Crossed Starlet (3/2)
Tech 2 card(s)
messenger to discard, rs, draw 1, huntress to discard, draw 2
Get Paid - ($7)
Worker - ($6)
FDS, students arrive - ($2)
a student pings Garth
sets murders Garth
fencer runs in tech 1
Starlet breaks tech 1, base to 16 - ($0)
another student trades haunt
two remaining students attack your base to 14
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Sets (3/4, lvl6)
Nimble Fencer (2/1)
Star-Crossed Starlet (3/2)
student 1/1
student 1/1
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 6
Gold:
Gold: 0
Workers: 8
Thoughts
damn, that det really did hurt. does he have a tech 2 in hand after rs draw 2 out of 6?? let’s make sure he has no haste as a priority. now let’s cross fingers he didn’t think I was stupid enough to go all FDS against a deck that has discord at it’s disposal…
Brutal. So our mind game score evens out with you having teched discord before I went FDS… That really is a big bummer, as well as that deteriorate… Again! Really would have preferred to not have to play that messenger and to also kill Vandy without breaking a sweat. Now it’s pretty much game, but with the others still playing, let’s play it out.
XCAPS22 Round 2 P1T6
P1 [Finesse]/Ninjutsu/Feral vs. P2 [Necromancy]/Demonology/Finesse
Tech StartingHand Workers
TECH
Behind the Ferns
Speed of the Fox
STARTING HAND
Tenderfoot (1/2)
Older Brother (2/2)
Timely Messenger (1/1)
Nimble Fencer (2/3)
Bloom
Fox’s Den Students
WORKERS
Granfalloon Flagbearer (2/2)
Fruit Ninja (2/2)
Spark
Wither
NextHand
Fox’s Den Students
Nimble Fencer (2/3)
Older Brother (2/2)
Huntress (4/2)
Tech 2 card(s)
draw 2
Get Paid - ($8)
messenger pings armor off River - ($7)
Sets revenges it’s students
more students arrive - ($3)
Bloom one student - ($1)
tenderfoot tries to look like I have some defense left alive - ($0)
students break tech 1 again. I really don’t want to see that fencer returning from the dead again
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Tenderfoot (1/2)
Lookout:
In Play:
Sets (3/4, lvl6)
student 1/1
student 1/1
student 1/1
student 2/2
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 11
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
oh man, if at least that starlet had survived, then I could have killed Vandy as well and also have dealt one damage more to the base. And I might have had two tries to find my win. now it’s absolutely improbable that I will draw my killer combo in time which is next turn or never… unfortunately there is no chance at all that tech 1 & tech 2 stick around, so the obvious second tech choice Maestro doesn’t really make sense…
Post draw: nope, even with technician draw, there’s no hope left for going behind the ferns, starlet AND fencer in one turn with small units with 5 attack still on the board (as I am almost absolutely sure that he will have one out of nether drain/doom grasp/deteriorate available and hence FDS not being a proper win condition anymore)
Summon Skeletons, Jandra, the Negator, Skeleton Javelineer, Skeletal Archery
Patrol as below
Discard 2 Draw 4
Board Info:
Buildings:
Base HP: 10
Tech1 HP: 5
Tech2 HP: 5 Finesse
In Patrol:
Squad Leader: Maestro (3/5a)
Elite:
Scavenger:
Technician: Garth (1/3 lvl 3)
Lookout:
In Play:
Graveyard (3hp, holding Fencer and Imp)
Vandy (2/2 lvl 1)
Pestering Haunt (1/1)
Economy Info:
Cards:
Hand: 4
Deck: 1
Disc: 6
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Doom Grasp
Dark Pact
Sacrifice the Weak
Discord
End of Turn Discard
My Thoughts
Phew no Hidden Ninja, I wonder if BTF will be the pivot though. 10hp isn’t super comfy but hopefully I can snowball from this point on, everything was in the sets basket, I’m still up on workers and tech.
Seriously, deteriorate… again…!? You really make up to your word about det always being in your hand, when Vandy is around
Now: finish me (it really is a pity that we don’t have mortal combat emojis here)
XCAPS22 Round 2 P1T7
P1 [Finesse]/Ninjutsu/Feral vs. P2 [Necromancy]/Demonology/Finesse
Tech StartingHand Workers
TECH
Maestro (3/5)
Grounded Guide (4/4)
STARTING HAND
Fox’s Den Students
Nimble Fencer (2/3)
Older Brother (2/2)
Huntress (4/2)
Helpful Turtle (1/2)
Post draw: wow, now that hand would have been awesome in the current turn… Not that it matters next turn, as I probably won’t have a tech building left alive
Yeah, that’s what I consider a finishing move as I can’t prevent lethal next turn. Congrats!
Oh yeah, so true! One deteriorate less in your turns 4-6 and I might have been able to win with the hand I was presented now, which obviously was too late. But that’s wishful thinking…
Nice and rock solid game of yours, you always had the right answers.
This deck does just fine as P2. Miracle grow is just tough because of Birds and Zane, who do a great job having just enough counterattack to knock Vandy & virtuosos off tempo
I’m curious why you opted for 2 base damage and the Haunt kill on Turn 5 instead of breaking the graveyard. Without Graveyard I have a much harder time w/ consistency and card superiority, it’s a lynchpin in this deck/strat that’s usually worth taking out if you get a chance. I suppose you thought I’d overflow it in short order? It’s usually pretty easy to juggle it just on the brink
haunt staying alive deprives me of my starlet, which is another 4 damage. I thought with these additional 4 damage I could hold the pressure up just long enough to for my plan described at 3. I thought if you are able to play a tech 2 unit and replay a tech 0 from GY, that I would be able to kill both units, but then came…
…discord! I really didn’t expect you to already have discord at the ready, which cost me big time
I wanted to go all bansa and to never go for tech 2 and instead go for a base race that should have been closed out with behind the ferns (and maybe brick thief) once you hopefully overextended in order to kil sets.
High risk high reward for sure, I hadn’t teched discord until Sets got maxed on the worker skip and worked out nice to have it on the 50/50 RS just as you got the FDS on the RS. If I don’t get discord there it’s definitely much closer to possible lethal, just seems more likely to me the graveyard gives you problems (like even choosing to leave the T1 up but breaking the GY I could see as a better risk, I have to have fencer in hand then to be immediately dangerous, which I did not)