News Shop
Events Chat

[XCAPS22] Round7: P1 FrozenStorm [Demonology/Necromancy]/Finesse vs P2 zango [Finesse]/Ninjutsu/Feral

Let us see if perhaps my going P2 last game was the key to victory, or if P1 proves even more effective. GL HF @zango !

XCAPS22 Round 7 Player 1, Turn 1

P1 Nightmare vs P2 Finesse/Ninjutsu/Feral

Starting Hand

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

  • :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: Skeleton Javelineer (1/1)
  • :exhaust: Technician:
  • :target: 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.


Well well, not really looking forward to this match if I’m honest :sweat_smile:

But I hope that luck is on both our sides and that this match is not decided by some unlucky early draw, which I am terribly afraid of…

GL & HF!

On a sidenote: I forgot to actually worker a card. I think I have corrected everything properly after redrawing my hand.

XCAPS22 Round 7 P2T1

P1 [Demonology]/Necromancy/Finesse vs. P2 [Finesse]/Ninjutsu/Feral


StartingHand Workers

STARTING HAND
Helpful Turtle (1/2)
Fruit Ninja (2/2)
Brick Thief (2/1)
Tenderfoot (1/2)
Spark


WORKERS
Fruit Ninja (2/2)


NextHand

Wither
Timely Messenger (1/1)
Granfalloon Flagbearer (2/2)
Older Brother (2/2)


Discard

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:

  • :psblueshield: Squad Leader: cal (2/3A, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: 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.

1 Like

Probably should have corrected that copypasta of Jav in scav and backlined him… lazy of me.

XCAPS22 Round 7 Player 1, Turn 2

P1 Nightmare vs P2 Finesse/Ninjutsu/Feral

Starting Hand

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

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Vandy (2+1/3 lvl 1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: 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.

Gotta work with what you got! Would have loved to play imp but didn’t have it, figured better odds than not on bloom and towers helpful even if you do

About that imp let me cite my own thoughts :wink:

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 :sweat_smile:

XCAPS22 Round 7 P2T2

P1 [Demonology]/Necromancy/Finesse vs. P2 [Finesse]/Ninjutsu/Feral


Tech StartingHand Workers

TECH
Huntress (3/3)
Nimble Fencer (2/3)


STARTING HAND
Wither
Timely Messenger (1/1)
Bloom
Granfalloon Flagbearer (2/2)
Older Brother (2/2)


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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:

  • cal (4/5, lvl5)

Buildings:

  • :heart: 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.

C’est la vie

XCAPS22 Round 7 Player 1, Turn 3

P1 Nightmare vs P2 Finesse/Ninjutsu/Feral

Starting Hand

Sacrifice the Weak
Summon Skeletons
Dark Pact
Skeleton Javelineer
Graveyard

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in except turn 1
All Teched Cards

Leaping Lizard, Doom Grasp
Dark Pact, Shadow Blade


Main:

  • Garth (4)
  • Graveyard (2)
  • Haunt hits your base to 19
  • Worker (1)
Workers

Summon Skeletons, Poisonblade Rogue, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

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

In Play:

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

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

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.


True.

XCAPS22 Round 7 P2T3

P1 [Demonology]/Necromancy/Finesse vs. P2 [Finesse]/Ninjutsu/Feral


Tech StartingHand Workers

TECH
Porcupine (2/6)
Feral Strike


STARTING HAND
Bloom
Huntress (3/3)
Spark
Wither


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Spark


NextHand

Helpful Turtle (1/2)
Nimble Fencer (2/3)
Timely Messenger (1/1)
Older Brother (2/2)
Brick Thief (2/1)


Discard

Huntress (3/3)
Wither
Bloom
Porcupine (2/6)
Feral Strike


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech 1 - ($5)
summon tiger - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Predator Tiger (4/4)
  • :target: Lookout:

In Play:

  • cal (4/5, lvl5)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

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.

Oooh predator, not the tiger I thought you’d go for

XCAPS22 Round 7 Player 1, Turn 4

P1 Nightmare vs P2 Finesse/Ninjutsu/Feral

Starting Hand

Shadow Blade
Jandra, the Negator
Thieving Imp
Deteriorate
Sacrifice the Weak

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards in except turn 1
All Teched Cards

Nimble Fencer x2
Leaping Lizard, Doom Grasp
Dark Pact, Shadow Blade


Main:

  • 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

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: 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


resist from cala. not enough gold

1 Like

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 :sweat_smile:

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


Tech StartingHand Workers

TECH
Glorious Ninja (4/3)
Feral Strike


STARTING HAND
Brick Thief (2/1)
Older Brother (2/2)
Timely Messenger (1/1)
Nimble Fencer (2/3)
Helpful Turtle (1/2)
Predator Tiger (4/4)


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Spark
Older Brother (2/2)


NextHand

Tenderfoot (1/2A)
Huntress (3/3)
Wither
Porcupine (2/6)
Feral Strike


Discard

Timely Messenger (1/1)
Predator Tiger (4/4)
Brick Thief (2/1)
Glorious Ninja (4/3)
Feral Strike


Tech 2 card(s)
rs 7, technician draw, then tech 2 cards
Get Paid + float - ($9)
Worker - ($8)
fencer - ($6)
call kills Garth, takes 2, levels fizzle
turtle - ($4)
Tech 2 - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Helpful Turtle (1/2)
  • :target: Lookout:

In Play:

  • cal (4/3, lvl5)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

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…

Not a bad choice to go for Garth, he’s a boss.

XCAPS22 Round 7 Player 1, Turn 5

P1 Nightmare vs P2 Finesse/Ninjutsu/Feral

Starting Hand

Skeleton Javelineer
Dark Pact
Doom Grasp
Leaping Lizard
Det + StW (rs DP, phooey)

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in except turn 1
All Teched Cards

Maestro, Dark Pact
Nimble Fencer x2
Leaping Lizard, Doom Grasp
Dark Pact, Shadow Blade


Main:

  • Vandy (6)
  • Dark Pact, base to 18 rs draw 2
  • Deteriorate Turtle, Haunt kills, you draw 1 (5)
  • Sacrifice the Weak, fencer dies (3)
  • Leaping Lizard (2)
  • Worker (1)
Workers

Doom Grasp, Jandra, the Negator, Summon Skeletons, Poisonblade Rogue, Skeletal Archery

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Leaping Lizard (3/5a)
  • :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: 3
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Thieving Imp
Nimble Fencer
Nimble Fencer

End of Turn Discard
My Thoughts

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 :rofl:
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


Tech StartingHand Workers

TECH
Ferocity
Ferocity


STARTING HAND
Tenderfoot (1/2A)
Porcupine (2/6)
Feral Strike
Wither
Huntress (3/3)
Bloom


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Spark
Older Brother (2/2)
Huntress (3/3)


NextHand

Ferocity
Nimble Fencer (2/3)
Glorious Ninja (4/3)
Bloom
Tenderfoot (1/2)


Tech 2 card(s)
Get Paid - ($9)
worker - ($8)
Feral Strike search & bring to play: elephant & giga - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gigadon (8/8A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rampaging Elephant (6/7)
  • :target: Lookout:

In Play:

  • cal (4/3, lvl5)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

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 :sweat_smile:

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

Ah man I was really hoping I’d have cycled you before you felt comfortable teching a Feral Strike. This looks bleak now lol

Det + StW are just good cards. Indeed would love a StW right now tho :wink:

XCAPS22 Round 7 Player 1, Turn 6

P1 Nightmare vs P2 Finesse/Ninjutsu/Feral

Starting Hand

Thieving Imp
Nimble Fencer
Nimble Fencer

Events of Turn:


Upkeep:

  • Get Gold (9+1float)
  • Tech 2 cards in except turn 1
All Teched Cards

Maestro, Nether Drain
Maestro, Dark Pact
Nimble Fencer x2
Leaping Lizard, Doom Grasp
Dark Pact, Shadow Blade


Main:

  • Garth + Maxband, fetch Maestro (2)
  • Make a skeleton (1)
  • Nimble Fencer, tap to hit your tech 2 to 3
  • Nimble Fencer, tap to hit your tech 2 to 1
  • Haunt destroys your tech2, your base to 17
  • Worker (0)
Workers

Thieving Imp, Doom Grasp, Jandra, the Negator, Summon Skeletons, Poisonblade Rogue, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Garth (3/4a lvl 7)
  • :psfist: Elite: Vandy (2+1/3 lvl 1)
  • :pspig: Scavenger: Leaping Lizard (3/5)
  • :exhaust: Technician: Maestro (3/5)
  • :target: Lookout: Skeleton (1/1)

In Play:

  • Pestering Haunt (1/1)
  • Nimble Fencer (2/3)
  • Nimble Fencer (2/3)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Maestro
Shadow Blade

End of Turn Discard
My Thoughts

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


StartingHand Workers

STARTING HAND
Glorious Ninja (4/3)
Tenderfoot (1/2)
Ferocity
Nimble Fencer (2/3)
Bloom


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Spark
Older Brother (2/2)
Huntress (3/3)


NextHand

Predator Tiger (4/4)
Helpful Turtle (1/2)
Feral Strike


Discard

Bloom
Ferocity
Glorious Ninja (4/3)


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:

  • :psblueshield: Squad Leader: Sets (1/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Gigadon (8/7)
  • Rampaging Elephant (6/5)
  • Nimble Fencer (3/3)+
  • Tenderfoot (1/1)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)
  • :heart: 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 :wink:

XCAPS22 Round 7 Player 1, Turn 8

P1 Nightmare vs P2 Finesse/Ninjutsu/Feral

Starting Hand

Maestro
Shadow Blade
Dark Pact (techn)

Events of Turn:


Upkeep:

  • Get Gold (10+1scav)
  • elect to Tech 2 cards
All Teched Cards

Hooded Executioner, Blademaster
Maestro, Nether Drain
Maestro, Dark Pact
Nimble Fencer x2
Leaping Lizard, Doom Grasp
Dark Pact, Shadow Blade


Main:

  • River (9)
  • Maestro (6)
  • Tech 3 (1)
  • Haunt pings your tech2
Workers

Thieving Imp, Doom Grasp, Jandra, the Negator, Summon Skeletons, Poisonblade Rogue, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Maestro (3/5a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: River (2/3)
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Nimble Fencer
Skeleton Javelineer
Nether Drain
Dark Pact

End of Turn Discard
My Thoughts

Well I go for tech 3 but Ferocity spells the end I think, very doubtful I survive here


Yeah, actually I wasn’t too sad to not be able to play that glorious ninja :wink:

Tenderfoot still has swift strike, I assume you’ll just ping something else with that haunt?

1 Like

Ah right, yea I will ping the tech 2 and haunt will stay out, I’ll re-draw hand