Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bloom Cal - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Cal (3/4, lvl1)+
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 4
Gold:
Gold: 0
Workers: 6
Thoughts
lucky me he obviously didn’t have jav+haunt T1! And finally the first time in this tournament to have Bloom in my opening split at the right place, when it actually is relevant! Likely Tiny B+GPT or Vandy spells coming my way…
let Zane trade Jandra might become a liability for him if he doesn’t trade. going for huntress as they trade better against GPT and provide anti air which is important against the expected balance tech 2.
Sacrifice the Weak
Thieving Imp
Graveyard
Tiny Basilisk
Fairie Dragon
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Vandy to maxband, dooms Jandra and Older Brother - ($0)
Jandra kills Cal, levels fizzle
Pestering Haunt
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Skeleton Javelineer (1/1A), rune
Elite:
Scavenger: Vandy lvl 5 (4/5)
Technician:
Lookout:
In Play:
Jandra, the Negator (5/2), doomed
Pestering Haunt (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Plenty of card combo’s would let zango kill Vandy, but then I’ll win the race to tech 2. And with deck being pretty thin, I can already start stacking it with Mimics.
meh, tbh I completely overlooked this obvious line… Where is wither when you need it?? but going for tech 2 probably is better either way… I really like that reshuffle draw 2 out of 5 cards, where my two newly teched cards are included! I know he got the same, but he has not yet build tech 2…
Tiny Basilisk
Fairie Dragon
Deteriorate
Wandering Mimic
Jandra, the Negator
Tech 2 card(s)
Get Paid - ($7)
Jandra and Brother die, you draw
Worker - ($6)
Tech 2 (Balance) - ($2)
Tiny Basilisk - ($0)
Vandy kills River, you get 1 gold, levels fizzle
Haunt pings your tech 2
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Tiny Basilisk (1/2A)
Elite:
Scavenger: Skeleton Javelineer (1/1), rune
Technician:
Lookout:
In Play:
Vandy lvl 5 (4/3)
Pestering Haunt (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Fencer+Starlet wouldn’t be enough to get at Vandy, but plenty of cards could make up the difference. I still think I want to tech some spells for her, just in case zango hit the 40% for Maestro and decides to go straight for my tech 2.
Tech 2 card(s)
Get Paid + scav - ($9)
Worker - ($8)
cal - ($6)
wither tiny b - ($4)
huntress - ($2)
lizzo - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Leaping Lizard (3/5A)
Elite: Tenderfoot (1+1/2)
Scavenger:
Technician: Huntress (3/3)
Lookout:
In Play:
Cal (2/3, lvl1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 4 (Finesse)
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
oh man, this time I forgot that jandra dying from doom does not kill the other units… Obviously I am not in this game with my head.
it’s tempting to kill jav here, but from playing balance tech2 myself last tournament I know how you need those 8 gold when you have tech 2 and you still want to worker. So this scavenger gold really is something I don’t want to give him here. Technician draw the second lizzo instead of bloom would have been awesome in order to go for midband Cal for that resist 1 that I deem very important against det and faeries.
Even though Dreamfire usually is not going straight for meta, this threat is really starting to unnerve me. I have to do something about this within the next 2 rounds at the latest. Even might have to go down on cards hard to do a stealth cal kill of Vandy.
Overall: at least I predicted his Balance tech choice right, but somehow my strategy felt better in theory than it feels now in practice. He has so many possible ways to create serious headaches for me, I don’t really want to think about these.
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Javelineer throws his javelin at Lizard
Fairie Dragon, puts a feather rune on Lizard - ($3)
Deteriorate Tenderfoot
Vandy walks under Lizard, kills Tenderfoot and sparkshots Lizard to death
Haunt pings your tech 1
Tiny Basilisk #2 - ($1)
Float ($1)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite: Tiny Basilisk (1/1), -
Scavenger:
Technician: Tiny Basilisk (1/2)
Lookout:
In Play:
Vandy lvl 5 (4/2)
Fairie Dragon (4/2)
Skeleton Javelineer (1/1), runeless
Pestering Haunt (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 4
Gold:
Gold: 1
Workers: 9
Thoughts
Heh, zango did some homework. If I can’t set off Meta or get a tech break next turn, I’ll have to pivot to tech 3.
Finally I’m able to get rid of that maxband Vandy. I must confess that’s something I really don’t like… Let’s see whether going down on cards that hard will backfire…
XCAPS22 Round 5 P2T5
P1 [Demonology]/Anarchy/Balance vs. P2 [Finesse]/Ninjutsu/Feral
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
spark elite tiny b (that trade got you some value… 3g and 2 cards… uff…) - ($8)
tech 3 - ($3)
cal trades tiny b, you draw, levels fizzle
huntress, no hero - ($1)
huntress trades vandy, levels fizzle
lizzo - ($0)
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Leaping Lizard (3/5A)
Elite:
Scavenger:
Technician: Huntress (3/3)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 4 (Finesse)
Tech III HP: 5
Economy Info: Cards:
Hand: 2
Deck: 3
Disc: 6
Gold:
Gold: 0
Workers: 10
Thoughts
finally I have some counter play, and I get rid of Vandy - that’s awesome. I’ve been prepared to go down on cards hard, but the way I spent these was unexpected… tempting to go for river instead of huntress, but that’s way too open against a possible StW.
Post draw: wow, what a draw 2 out of 5. Unfortunately if I were him, I would probably break a tech building.
Initially wanted to post this public, but I don’t want to give dreamfire the impression that I want to influence him so that he doesn’t have to do much, just sitting and waiting for the T-Rex being fine, so the next block private instead of public:
Well, having to expect a T-Rex if not this then at the latest next turn and knowing what the last cards in my deck are, while he has a full hand and a very very small cycle, I don’t feel like you get a good fight to the end. But I DO get this pretty nice turn now, so I’m most definitely going to stand up for my part of the bargain
XCAPS22 Round 6 P2T6
P1 [Demonology]/Anarchy/Balance vs. P2 [Finesse]/Ninjutsu/Feral
Tech 0 card(s)
Get Paid - ($10)
Maestro - ($7)
blademaster for free - now that was a draw 2 out of 5!!!
maxband Sets - ($0)
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader:
Elite: Leaping Lizard (3+1/5)
Scavenger:
Technician: Huntress (3/3)
Lookout:
In Play:
Maestro (3/5)
Blademaster (7/5)
Sets (3/4, lvl6)
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 4 (Finesse)
Tech III HP: 4
Economy Info: Cards:
Hand: 2
Deck: 1
Disc: 6
Gold:
Gold: 0
Workers: 10
Thoughts
with frozen’s comment I’m pretty sure he has no T-Rex in hand already, otherwise it would be a too easy victory for him no matter what I do: T-Rex killing both anti-air units, going for SL and his flier killing sets (even putting one anti air in lookout could not prevent that line), possibly with a follow up T-Rex the turn after doesn’t leave me a chance. But still there is a variety of things that can make me loose the game directly if I don’t patrol accordingly, which is impossible to do agaist all possible lines at once… ufffffff
Tech 0 card(s)
Get Paid - ($10)
Zane to maxband, shove Lizard to scav - ($3)
Zane powers through swift strike to kill Lizrad, we both get 1 gold - ($4)
Wandering Mimic, gets haste and flying - ($0)
Mimic powers through swift strike to kill Huntress
Fairie Dragon breaks tech 1, your base to 18
Midori, Javelineer and Haunt break tech 2, your base to 16
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Zane lvl 6 (4/1)
Midori lvl 1 (2/3)
Fairie Dragon (4/2)
Wandering Mimic (4/1)
Skeleton Javelineer (1/1), runeless
Pestering Haunt (1/1)
Graveyard (3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 3
Gold:
Gold: 0
Workers: 10
Thoughts
Crap, should’ve traded Fairie for a tech building last turn.
As it is, I see 2 options: Mimic kills Huntress, StW kills Maestro, block with 3 heroes and hope zango doesn’t have the cards for breaking tech 3.
Or: kill patrol and break tech 1 & 2, taking away all anti-air and most haste.
I was completely convinced that this monster draw of mine wouldn’t change much as my deck didn’t have any haste and I saw no chance to plow through a full patrol zone to prevent that T-Rex from hitting the board. Now I think now you have overextended yourself a bit. Lucky me!
Also these two seemingly nonsense card draws end of last turn are now worth a lot, especially that wither!!!
XCAPS22 Round 6 P2T7
P1 [Demonology]/Anarchy/Balance vs. P2 [Finesse]/Ninjutsu/Feral
Tech 2 card(s)
draw 1, tech 2 cards, then rs draw 2
Get Paid+scav - ($11)
rebuild tech 1
wither mimic - ($9)
cal - ($7)
sets murders midori, cal to midband
maxband cal - ($5)
river - ($3)
tenderfoot - ($2)
bloom blademaster - ($0)
maestro breaks GY
Blademaster breaks Tech 3, base to 18
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: river (2/3A, lvl1)
Elite:
Scavenger: Cal (4/5, lvl5)
Technician: Tenderfoot (1/2)
Lookout:
In Play:
Maestro (3/5)
Blademaster (8/6)+
Sets (3/4, lvl6)
Buildings:
Base HP: 16
Tech I HP: 5
Tech III HP: 4
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
wow, I think that was some serious overextension on his side. Breaking less but having some patrol left would have been his safe victory. Now I’m definitely in a good position and students would be game. Lucky me he doesn’t know I have no haste in my deck…
post sets upkeep draw:
Unfortunately didn’t hit these 37,8% for FDS, so it’s still in the open.
do I kill midori who can maxband fly or do I murder Zane who could give another flying mimic haste? Tough call! Zane could be stopped by any of my swift strike patrollers, but zane could provide a chaos mirror kill of my beloved blademaster, waaaaaah!
I was a bit annoyed that you hit the 40% for Blademaster while I missed the 66% for a T-Rex (higher, actually, because of DP), but honestly, you earned this win with all those anti-air techs!
Edit: I knew you didn’t tech hasty cards before T5, but I figured you could stack the deck with Fencers and Starlets before Setsuki’s maxband kicks in. Even without those, various combinations of Wither, Spark, Messenger, Brick Thief and Bloom could’ve let you break through my patrol.
Maybe I am misunderstanding swift strike + anti-air; I thought you could fly over them and attack things as a flier, taking damage as anti-air normally applies. With that understanding I see there was an opportunity to kill the Blademaster and Setsuki on P1T7 there.
Is my understanding incorrect? I guess re-reading Swift Strike’s wording “Deals its combat damage before units and heroes without swift strike”, that would suggest maybe I’m understanding wrong. I had always just understood it to apply to things damaging each other.
Phew, so in the end I was wrong with my impression. TBH that statement of frozen really mollified me, as it felt like you can’t have T-Rex in hand when he is looking forward to an interesting end of the game.
When I chose the strategy for this deck I had a wrong understanding of how “flies over a patroller” works. Not sure I would have taken this strategy if I had known the rules properly beforehand. And not having access to haste really is a huge bummer for this deck.
Thank you for your kind words, dreamfire, but given my lucky draw end of turn 5, your draws and my obviously very untimely possibility to kill Vandy (even though GY+hero+tech 3 probably can’t be considered a bad turn), it really doesn’t feel like a well deserved victory. More like a stolen one…
Hadn’t you teched these in the end unused Vandy spells but something different, my strategy probably would have failed.
But in the end: it was an absolute awesome game for me, thanks for that one! GG, WP!