Hi @dwarddd my very first game to spectate live and follow closely in this forum was your very epic battle against bansa where you somehow managed to win with your base being at 1 hp for some rounds… epic! It definitely was part of what got me hooked. I’m excited to finally play a game against you. GL & HF!
Edit: forgot to mention for spectators that the rule changes from this tournament do not affect this matchup
XCAPS22 Round 4 P1T1
P1 [Finesse]/Ninjutsu/Feral vs. P2 [Past]/Present/Future
StartingHand Workers
STARTING HAND
Fruit Ninja (2/2)
Tenderfoot (1/2)
Wither
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
hmpf, no Fargo kill possible without prynn midband easily killing cal, unless I skip tech 1… this sucks… Luckily it’s only prynn, otherwise I would not have a safe option for my patrol in order to prevent cal from finding an untimely death if he has battle suits and forgotten fighter.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
fencer - ($3)
Starlet trades neo - ($1)
tenderfoot & fencer kill prynn, you draw, cal to lvl3
cal deals 3 damage to your tech 1
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Cal (3/4, lvl3)
Nimble Fencer (2/2)
Tenderfoot (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
nice, this threat of stealth breaking tech 1 probably leads to him not being able to make use of his 6 cards and if he does not go for tech 2 now, the better for me!
if they do a stealthy tech break when they’re already down on cards i guess I’ll have to deal, they dont have much card draw bar setsuki, they’d probably tech up as their main other thing, that leaves 2g, they wouldnt want to use another card so maxband cala, so origin story. if i have no tech building, TD is still useful as can ‘heal’ an argonaut into a glaxx, if i do then i tech up and TD is a great card to have whatever spec i go for
awesome! Being able to go to Tech2 first is huge against purple. unfortunately there are multiple ways for him to kill cal, but then he probably has to skip tech 2 which would be awesome, again…
STARTING HAND
Fading Argonaut(2/3a)
Time Spiral
Forgotten Fighter
Neo Plexus(2/2a)
WORKERS
Hardened Mox
Plasmodium
Tinkerer
Forgotten Fighter
NextHand
Battle Suits
Rewind
Temporal Research
Origin Story
Temporal Distortion
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech 2 Future - ($3)
NC kills messenger, you get gold
ARgonaut deals 3 to your tech 2
Float ($3)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Argonaut(3/4a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Nullcraft(1/1)
Buildings:
Base HP: 20
Tech I HP: 2
Tech II HP: 5 Future
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 3
Workers: 9
Thoughts
okay nice, next turn we origin story cala, just have to hope they havent smartly already teched feral strike
so i had these great plans with Past and stuff, but there’s really only two viable options against feral a turn earlier than me, fliers or Immortals
neither do well with the rewind i feel im going to have to play in the coming turns though… considering i really want to origin story next turn too perhaps rewind isn’t right for this tech, rewind isnt much use if they still have cala round to fire feral strikes off, scrap that, one attack after a feral strike will wipe my tech buildings even if i get one of literally any tech 2 in my codex out, double rewind and hope they dont chain feral strikes/ i break their tech 2
crap still need to pick my tech 2 choice, hives dont mind being rewinded
By the way, when I researched your play, I stumbled upon the information snipped that you started university prior to last year in London. Hope you were able to get along with it and still have some live in these crazy pandemic years?
Of course my research was a complete waste of time as you didn’t go a single game into future tech 2 (not counting TD’ed flyers)…
XCAPS22 Round 4 P1T5
P1 [Finesse]/Ninjutsu/Feral vs. P2 [Past]/Present/Future
Tech 2 card(s)
Get Paid + scav - ($9)
Worker - ($8)
Feral Strike, boosted. fetch fencer & giga, put into game giga & elephant - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Gigadon (8/8A)
Elite:
Scavenger:
Technician: Rampaging Elephant (6/7)
Lookout:
In Play:
Cal (4/5, lvl5)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Feral)
Economy Info: Cards:
Hand: 4
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
float 3 and nothing played from hand??? I’m really afraid of the flyers he can buy from that, but let’s give him something to do about so that he can’t go all in on flyers. Actually pretty nice of dwarddd not to go for immortals, which I was surely expecting from my research.
PS: did I already mention that going to tech 2 first is huge against purple?
draw 3 from 12, looking for 2 feral strikes, just under a half chance of success i think? no feral strike would be nice, no fencer would be even nicer but that’s too much to ask for xd
P2T5
Tech StartingHand Workers
TECH
Hive
Xenostalker
STARTING HAND
Battle Suits
Temporal Research
Temporal Distortion
Origin Story
Rewind
WORKERS
Hardened Mox
Plasmodium
Tinkerer
Forgotten Fighter
NextHand
Argonaut(3/4a)
Time Spiral
Rewind
Neo Plexus(2/2a)
Fading Argonaut(2/3a)
Discard
Rewind
Argonaut(3/4a)
Temporal Distortion
Origin Story
Temporal Research
Battle Suits
Hive
Xenostalker
Tech 2 card(s)
Get Paid + float - ($12)
NC hits your tech 2 to 1hp
Maxband Prynn - ($4)
Prynn banishes nullcraft
Rewind, all units to their owner’s hands - ($0)
Float ($0)
Discard 5, draw 5
Board Info: In Patrol:
Squad Leader: Prynn(3/5a) fading 2
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Banished(Nullcraft(1/1))
Buildings:
Base HP: 20
Tech I HP: 2
Tech II HP: 5 (Future)
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 8
Gold:
Gold: 0
Workers: 9
Thoughts
rewinds split, yayyy, now just to hope they dont have another feral strike and preferably neither a feral strike nor a fencer and i can do a 4 cost rewind before playing some units next turn, but not holding my breath on them having neither, just missing the feral strike will do
smart thing to do wouldve been delay tech 2 further and float even more, oh well
And yes, while first year was definitely a strange experience, uni is almost back to normal these days and great fun even persuaded some MtG players i found to start playing codex too
These tournaments have a lot of finesse/X/X decks in often, and Present does well against that so I knew I had a tendency towards it, I didn’t know it was that severe!
awesome! hopefully you will be able to get some of these addicted to such a level that they’re going to join us here! MtG really seems to be a good ground for getting people interested in Codex…
And yep, draw 3 out of 12 with 2 targets is 45,5% to get at least one. And my draw is not going to make you happy
XCAPS22 Round 4 P1T6
P1 [Finesse]/Ninjutsu/Feral vs. P2 [Past]/Present/Future
Feral Strike
Nimble Fencer (2/3)
Granfalloon Flagbearer (2/2)
Star-Crossed Starlet (3/2)
Two Step
Two Step
Tech 2 card(s)
Get Paid - ($9)
skip Worker
Feral Strike, want to have these two biggies again - ($5)
river - ($3)
fencer runs into Prynn - ($1)
cal kills Prynn, NC returns, river to midband
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Rampaging Elephant (6/7A)
Elite:
Scavenger:
Technician: Gigadon (8/8)
Lookout:
In Play:
Cal (4/2, lvl5)
River (2/4, lvl3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 1 (Feral)
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 6
Gold:
Gold: 1
Workers: 9
Thoughts
Prynn has to go, that’s for sure. fetching maesto + guide & playing starlet & fencer for free would be nice against another rewind, but I think he can’t allow himself to have enough float to threaten another rewind again with these two biggies out in the open, so I’ll take my chances, especially with River’s midband ability against a possible Xeno.
You are correct, that draw does not make me happy… ggwp @zango u win!
No, i half-assed my decision that you probably had a feral strike in hand - should have floated 6 and built no tech 2 so that i could rewind and origin story (if i drew rewind) as fairly sure that was about the only reliable way through the next two turns (even accouting for chance on rewind, this is about the only way id get through a feral strike, perhaps this goes as far as putting argo in scav to do temporal research and floating 7 ln my last turn)
If u had no feral strike, building tech 2 and teching tech 2s would have been best, if you did have feral strike floating 7 and teching rewinds wouldve given me the best chance, as it was i built a tech 2 and teched rewinds…
I think the best way to deal with such an early Feral Strike is to either prevent cal from maxbanding with such a nice timing (I had 66,7% to draw that first Feral Strike at this perfect time) or to be the first to go for tech 2 and probably have an immortal or maybe even two of them at the ready when my biggies are life. That was my main concern when I planned my strategy for this MU. Also that Fargo trade played very well into my match plan. Otherwise I couldn’t have tradet that well, but of course - without the starlet and fencer t3 it wouldn’t have been possible that nicely, which only was 35,7%…
mm yes that fencer + starlet draw also had me grumbling lol
eh, mistakes were made overall by me and well timed with the feral strike!
seeing as the other two games are understandably a bit delayed by Easter, do you feel like squeezing a casual rematch in before the next round @zango? Idm p1 or p2
See? Now I have to either make a bad trade in order to keep cal safe or to completely risk my early game. And by keeping cal alive, my cycle timing is complete bollocks… Not a good situation I’m in, now.
XCAPS22 Round 4 casual rematch P2T2
P1 [Past]/Present/Future vs. P2 [Finesse]/Ninjutsu/Feral