Skeletal Archery
Graveyard
Skeleton Javelineer
Thieving Imp
Jandra, the Negator
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
Skeletal Archery
Patrol as below
Discard 3 Draw 5
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Vandy (2/3a lvl 1)
Elite:
Scavenger: Skeleton Javelineer (1/1)
Technician:
Lookout:
In Play:
nothin
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
End of Turn Hand
Poisonblade Rogue
Sacrifice the Weak
Summon Skeletons
Pestering Haunt
Deteriorate
End of Turn Discard
My Thoughts
Tempted to start w/ Imp or Jav + Graveyard, but I think I don’t want to cede the board to Cala. Better to come out aggro. Bonus I’m drawing into both combat spells so if zango does come out weak w/ a hero, I can get a kill if I want to. Probably won’t but I spose we’ll see, early meta threat wouldn’t be bad in this scenario.
Spark
Helpful Turtle (1/2)
Brick Thief (2/1)
Fruit Ninja (2/2)
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
cal - ($2)
spark jav, you get 1 gold - ($1)
tenderfoot - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: cal (2/3A, lvl1)
Elite:
Scavenger:
Technician: Tenderfoot (1/2)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 4
Gold:
Gold: 0
Workers: 5
Thoughts
awesome split! And lucky me he didn’t have the haunt as well.
going for the jav kill as this opens up multiple lines to actually kill vandy if I draw right. Now I have to cross fingers for no imp… That would be devastating. But against nightmare I have to take risks. If I’m on the upside, I might end up in a very good position but can still easily loose the game. If I loose the gamble on imp, I probably just hurried up frozen’s victory.
The alternative of putting a unit in front and not killing jav probably leads to him just killing the unit, midband healing and being in a very comfortable position. Or he possibly could StW kill cal. Those options I both don’t like for sure, so the aggressive route it is.
Poisonblade Rogue
Sacrifice the Weak
Summon Skeletons
Pestering Haunt
Deteriorate
Events of Turn:
Upkeep:
Get Gold (5+1scav)
Tech 2 cards in except turn 1
All Teched Cards
Dark Pact, Shadow Blade
Main:
Pestering Haunt
Tower (3)
Worker (2)
Tech 1 (1)
Workers
Poisonblade Rogue, Skeletal Archery
Patrol as below
Discard 3 rs Draw 5
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tower HP: 4
In Patrol:
Squad Leader:
Elite: Vandy (2+1/3 lvl 1)
Scavenger:
Technician:
Lookout:
In Play:
Pestering Haunt (1/1)
Economy Info:
Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
End of Turn Hand
Sacrifice the Weak
Summon Skeletons
Dark Pact
Skeleton Javelineer
Graveyard
End of Turn Discard
My Thoughts
Whhoooops should have moved Jav, that was a mistake. Oh well, might get wrecked by Cala now, guess we’ll see. I’m gonna mix it up a little and go for card bleed w/ Shadow Blade. We’ll see if that’s effective
I fancy myself to be not bad at calculating through the possible answers from my opponents. I have to say that bansa and you have the - by far - highest quota of surprising me with making use of what they have (not counting surprising tech choices). Really didn’t think of such an early tower… Unfortunately I don’t have Bloom in my hand, otherwise my turn would have been straight forward.
So yeah… And also yeah, you can expect me to continue to search for high risk high reward situations against your deck, just like Moby did. Hopefully with a better ending for me
XCAPS22 Round 7 P2T2
P1 [Demonology]/Necromancy/Finesse vs. P2 [Finesse]/Ninjutsu/Feral
WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
NextHand
Spark
Bloom
Wither
Huntress (3/3)
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
wither+midband cal kill Vandy, cal maxband heals - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Tenderfoot (1/2)
Lookout:
In Play:
cal (4/5, lvl5)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
brutal decision. I was set early on killing Vandy, I was not sure how to do it. Trading cal+messenger seemed like an okay trade to me as well but I didn’t see a good follow up play. I don’t think a tiger next turn is a big threat for him, but he might buy me enough time to get cal trough to a tech 2 feral strike…
I’m relatively confident that he has teched one fencer at the most, so there should be not too much haste in his current cycle. Also maybe I’m lucky and the expected DP is in his hand now so that I managed to delay his frightening cycle speed a bit.
Shadow Blade
Jandra, the Negator
Thieving Imp
Deteriorate
Sacrifice the Weak
End of Turn Discard
My Thoughts
Almost certainly gonna be tiger + tech 1 next turn for zango. I have StW and Doom Grasp to deal w/ maxband Cala (or Discord for frogs, if I have to do that). I almost think Zango would do frogs, but I’ll plan to Imp next turn w/ tech up. Lizards + Tech 3 feels like my win condition, and bleeding cards.
less board than expected, float 1 instead of a skel also is surprising, so he surely already knows what he needs his money for, as my turn is pretty predictable. putting the patrol such that a single fencer is not going to be enough to get rid of this tiger, he at least needs two cards out of det + StW + fencer, with that it’s likely for him to not tech up, which is very fine for my plans. Don’t need a Maestro+guide+two virtuosos monster turn before I build up some serious board.
If he just techs up plus some minor nuisance I might get some decent play with fencer in my next hand. unlucky that the huntress is in my current hand as I will have enough money next turn to build Tech2, play fencer & hauntress, but I won’t complain.
By now I’m angry with myself about the public statement about high risks. it signals too transparently that I’m going for feral strike.
If this expected tiger kill is starting my next cycle early by now putting the tiger in technician, I should be fine with teching just a singleton of feral strike as the next cycle then only consists of a likely 7 cards.
Also I have to hope to get a chance to actually kill Garth. his spells are a too big risk for my beloved feral strike.
Deteriorate SQL, Garth and Haunt kill, paying resist on jerko Cala’s midband (7)
Sacrifice the Weak, Tiger dies, you rs draw 1 (5)
Worker (4)
Tech 2 Finesse (0)
Workers
Jandra, the Negator, Summon Skeletons, Poisonblade Rogue, Skeletal Archery
Patrol as below
Discard 2 Draw 4
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 Finesse
Tower HP: 4
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Garth (1/3 lvl 1)
Pestering Haunt (1/1)
Graveyard (3hp)
Economy Info:
Cards:
Hand: 4
Deck: 0
Disc: 6
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Skeleton Javelineer
Dark Pact
Doom Grasp
Leaping Lizard
End of Turn Discard
My Thoughts
Think the predator is worth StW, not doing the card bleed thing effectively am I lol. Teching up drawing the Lizard and Doom Grasp, I feel pretty good knowing it would be really tough for Zango to draw enough to kill both. Even if that does happen, I can tech more Tech1 and Dark Pact. I’ll have options next turn and I have my tower to help which is nice. Really unconventional start but we can work with it
With you already having built a tower, the value obtainable from the other tiger just isn’t there
(I assumed the two different instances of evasion the stalking tiger has don’t lead to him being able to surpass a tower, was that wrong?)
Really unfortunate that you have these two cards in hand… really curious what you choose to do about that one gold, though
No Stalking Tiger doesn’t get to bypass tower with Stealth and Invisibility. It is helpful, however, if you have other things stealthing, which you definitely can do w/ Cala and I figured was in the realm of possibility
Phooey on Deteriorate though, I always forget what a nasty little cat Cala is… I guess I’ll skip the skeleton, as weird a choice as that feels I think it’s the best one for me. I’ll edit above, carry on!
I can relate how weird it must feel to leave the patrol empty, but I’m way too afraid of your virtuosos to make use of it in such a way to do significant damage, so it’s just Garth who has to go. Don’t like his fetch ability, don’t like his card draw options, don’t like his spells. He’s definitely number two on my list of heroes I don’t like on the other side of the table sticking around - directly after Vandy
What a weird game for you this must be, as you haven’t played a single non starter card yet. I’m really looking forward to read what’s been behind that.
XCAPS22 Round 7 P2T4
P1 [Demonology]/Necromancy/Finesse vs. P2 [Finesse]/Ninjutsu/Feral
oh damn, he had the two out of three and also these two that allow for a tech up as well. not an effective trade gold wise for me, but at least card wise. weird game to see Tech2 Finesse before I see a single virtuoso…
Hmm probably Feral Strike is coming? Maybe zango’s hesitant to go for that against Black. Gonna grab my other DP and Maestro, maybe I bingo draw DP + the other 3 things and get a tech break? Maestro still worth going for. Shadow blade could be cool too
…
Hm, both my combat starters. Well I spose it’s worth killing those two patrollers w/ those, and then I’ll be able to block w/ Liz and Vandy. Do the tech break thing next turn maybe.
You can’t be serious about these reoccurring deteriorates against me in this tournament
While arguably StW is the king of these two combat spells in the current match up. And tbh: I can’t tell you enough how happy I am to know this one is in your discard with only very little chances for you to retrieve it this turn.
XCAPS22 Round 7 P2T5
P1 [Demonology]/Necromancy/Finesse vs. P2 [Finesse]/Ninjutsu/Feral
Lizzo leads me to believe he tries for tech 3 finesse. Hence ferocity is a must, which also synergizes well with my biggies.
About that repeated det & StW:
uff, another big cycle to another crazy draw from frozen and my inability to let units stay on the board… pure luck whether I’ll get a good follow up play. don’t expect these two biggies to be sufficient against all these options of his, but if they stick around I have an almost wonderful 60,4% to draw ferocity to get some tremendous value from them (the same for another feral strike) and 36,5% to draw my next feral strike together with ferocity, which then probably is game unless he has the monster draw to backline break my tech 2 and put a ton of defense out (Garth fetch Maestro, starlet+fencer/2 fencers from hand and second lizzo in defense).
on the upside: card wise it’s been nice trades for me. it’s soo good to see his hand size reduced significantly when looking at his small cycle. it’s probably the same probability for us to draw the right cards as I expect him to have less answers in his deck at the ready than I have threats
Post draw: awesome next hand! Don’t think he will be able to withstand all this pressure of the next round, but let’s see his next turn first before starting to dream about winning, maybe he is able to draw another rabbit out of the hat
Max protect here, hope we can continue to keep the tech 2 down by drawing the other Maestro and having Zango go for the graveyard if he can get through. If the tech 2 goes down that will certainly be a disappointment and probably mean game over, but we’ll see I guess! teching a nether drain for next cycle, if I keep the tech 2 I go for tech 3 for sure I think
I told you I’d go for high risk, high rewards. And with the expected tiger kill, I had at least 5/7 to have the feral strike in hand when tech 2 is ready (with your second det+STW it turned out it was 6/7). The only pity is though, that I drew my other tech 1 unit early, otherwise instead of the turtle it would have been a unit with 3 defense and therewith a good STW protection for my biggies…
Now watch out, big turn incoming.
But what a shame. All those free levels and I’m not allowed to bring in a hero to actually benefit from them.
(Edit: forgot that tenderfoot survives)
XCAPS22 Round 7 P2T6
P1 [Demonology]/Necromancy/Finesse vs. P2 [Finesse]/Ninjutsu/Feral
Tech 0 card(s)
Get Paid - ($10)
tenderfoot - ($9)
fencer - ($7)
ferocity - that’s the real charm!!! - ($5)
elephant kills SL, takes 1, readies
tenderfoot trades with skel
giga kills Maestro & Vandy, takes 1, you draw
elephant kills lizzo, takes 1, you gain 1 gold
Bloomed fencer kills one of your fencers, takes 1 - ($3)
cal goes for a very expensive trade against the other fencer such that the GY topples
Sets - ($1)
Tech Lab - ($0)
rebuild tech 2
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Sets (1/3A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Gigadon (8/7)
Rampaging Elephant (6/5)
Nimble Fencer (3/3)+
Tenderfoot (1/1)
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
Tech Lab HP: 4 (Feral)
Economy Info: Cards:
Hand: 3
Deck: 7
Disc: 3
Gold:
Gold: 0
Workers: 10
Thoughts
of course he had the tech break… at least no second lizzo to accompany it.
now I’m really curious whether he has some defense left in those last three cards of his, but if it’s not maestro AND lizzo, I think this should be it
I was really hoping that hand would have more Feral Strike / Tech 2 in it, less exactly enough to tear into my backline like that AND ferocity to keep the bigguns alive. Rearranging the deck chairs brb