FrozenStorm (Black) vs Bob199 (Blue)

Discussion in 'Codex: Play by Post' started by Frozenstorm, Jun 1, 2016.

  1. frozenstorm

    frozenstorm Active Member

    Hey @Bob199! Thanks for agreeing to show me the ropes on how to play Blue against Black, I need a win against @YoungBuck!

    (Mono-Black) Game1 Player1 Turn1

    Initial Hand (open)

    Javelineer
    Deteriorate
    Graveyard
    Poisonblade
    Summon Skele


    Events of Turn:
    1. Upkeep:
      1. :ps$: Get Gold (4)
    2. Main:
      1. Worker up (3)
        Workers (open)
        Summon Skele
      2. Vandy (1)
      3. Javelineer (0)
    3. :pspurpleshield: Patrol as below
    4. Discard 3 Draw 5
    5. tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 20
    • In Patrol:
      • :psblueshield: Squad Leader:
      • :psfist: Elite:
      • :pspig: Scavenger:
      • :exhaust: Technician:
      • :target: Lookout:
    • In Play:
      • Vandy (2/3 lvl 1)
      • Javelineer (1/1)
    Economy Info:
    • Cards:
      • Hand: 5
      • Deck: 0
      • Disc: 3 (5 later)
    • Gold:
      • Gold: 0
      • Workers: 5


    End of Turn Hand (open)

    Imp
    Haunt
    Archery
    StW
    Jandra


    My thoughts (open)

    Since I don't have haunt I'm going to veer a little from what Youngbuck was doing and take vandy over garth. Next turn we can do haunt + imp or give vandy levels or hero's hall, whatever looks appealing. Probably tech Pact + BC
     
  2. Bob199

    Bob199 Well-Known Member

    T1
    1. :pspig: (5)
    2. Worker (4)
    3. Newsman {0} + Quonce +illu ()
    4. dc3, d5. Codex 2
    My Info:
    • :heart:: 20
    • Hand: 5
    • Disc: 3
    • Deck: 0
    • Gold: 0
    • Workers: 6

    • In Patrol:
      • :psblueshield:: 0/1A illu
      • :psfist:: 1/3 newsman {0}
      • :pspig:: 1/3 L1 Quonce
      • :exhaust::
      • :target::

    • In Play:
     
  3. frozenstorm

    frozenstorm Active Member

    (Mono-Black) Game1 Player1 Turn2

    Initial Hand (open)

    Imp
    Haunt
    Archery
    StW
    Jandra


    Events of Turn:
    1. Upkeep:
      1. Tech 2 cards in from codex
        Teched (open)
        BC, Pact

      2. :ps$: Get Gold (5)
    2. Main:
      1. Worker up (4)
        Workers (open)
        Archery, Summon Skele
      2. Imp, you discard 1, random.org says it should be card 1 of 5 in your hand (1)
      3. Tech 1 (0)
      4. Haunt (0)
      5. Vandy slays Illusion, sparkshots to Newsman
      6. Javelineer removes rune to deal 1 more to Newsman (now at 1hp)
    3. :pspurpleshield: Patrol as below
    4. Discard 2 rs Draw 4
    5. tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 20
      • Tech1 HP: 5
    • In Patrol:
      • :psblueshield: Squad Leader:
      • :psfist: Elite:
      • :pspig: Scavenger:
      • :exhaust: Technician:
      • :target: Lookout: Imp (2/2)
    • In Play:
      • Vandy (2/3 lvl 1)
      • Javelineer (1/1 now javelin-less)
      • Haunt (1/1 unstoppable)
    Economy Info:
    • Cards:
      • Hand: 4
      • Deck: 3
      • Disc: 0 (2 later)
    • Gold:
      • Gold: 0
      • Workers: 6


    End of Turn Hand (open)

    Rogue
    Deteriorate
    Jandra
    Dark Pact


    My thoughts (open)

    Would have had to skip tech1 to get a Quince kill, and give newsman 2 attack. Not a good situation. Now I can kill newsman next turn for sure, and I'll be pressuring to get Quince + establishing some nasty board with Dark Pact + hopefully BC + Jandra? Or maybe I make the hero's hall, let's see!

    I switched Imp to lookout b/c I'd rather prevent an arrest + mtruth getting vandy killed. That'd put him way down on cards and gold now, and if he mtruths to trade with the imp so be it.
     
    Last edited by a moderator: Jun 1, 2016
  4. Bob199

    Bob199 Well-Known Member

    T2
    1. :pspig: (6)
    2. Worker (5)
    3. Tower (2)
    4. Traffic Director (1)
    5. Tech I ()
    6. dc3, rs, d5. Codex 2
    My Info:
    • :heart:: 20
    • Tech I : 5
    • Tower : 4
    • Hand: 4
    • Disc: 0
    • Deck: 4
    • Gold: 0
    • Workers: 7
    • In Patrol:
      • :psblueshield:: 1/1A director
      • :psfist::
      • :pspig:: 1/3 L1 Quonce
      • :exhaust::
      • :target:: 0/1 newsman {0}

    • In Play:
     
    Last edited: Jun 1, 2016
  5. frozenstorm

    frozenstorm Active Member

    I believe you should have only drawn 4 as you should have started your turn with 4 from imp, and you workered + Traffic Cop'd (2 cards), that sound right? Theoretically that random discard could have been traffic cop or whatever you workered, but I'm fine saying it was one of the other 2 you discarded.

    (Mono-Black) Game1 Player1 Turn3

    Initial Hand (open)

    Rogue
    Deteriorate
    Jandra
    Dark Pact
    Graveyard (from DP)
    StW (from DP) no BC? ugh...


    Events of Turn:
    1. Upkeep:
      1. Tech 2 cards in from codex
        Teched (open)
        BC, Shadowblade

      2. :ps$: Get Gold (6)
    2. Main:
      1. Run haunt into newsman, trade due to tower, no more pox on cost 0
      2. Dark pact, draw 2 my base to 18 (6)
      3. Worker up (5)
        Workers (open)
        Graveyard, Archery, Summon Skele
      4. Hero's Hall (3)
      5. Poisonblade Rogue (1)
      6. Imp trades with Traffic Cop
      7. Javelineer and Vandy roll through Quince, vandy to level 3 to heal off damage, you get a gold
    3. :pspurpleshield: Patrol as below
    4. Discard 3 Draw 1 rs Draw 4
    5. Float 1g, tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 18
      • Tech1 HP: 5
      • Hero's Hall HP: 4
    • In Patrol:
      • :psblueshield: Squad Leader:
      • :psfist: Elite:
      • :pspig: Scavenger:
      • :exhaust: Technician:
      • :target: Lookout:
    • In Play:
      • Vandy (3/4 lvl 3 resist 1)
      • Poisonblade (2/1)
    Economy Info:
    • Cards:
      • Hand: 5
      • Deck: 5
      • Disc: 0 (2 later)
    • Gold:
      • Gold: 1
      • Workers: 7


    End of Turn Hand (open)

    BC
    Dark Pact
    Shadowblade
    Deteriorate
    StW


    My thoughts (open)

    Here's my Quince kill. Tower is getting some work done but no matter, I'm going to bust right through next turn and break it in all likelihood.

    What a wicked great draw for next hand! I'm getting him to discard another card for sure, should be able to get BC + Garth in addition. Then turn 5 we make tech 2, and turn 6 he oughtta be ready for some demonz!
     
    Last edited by a moderator: Jun 1, 2016
  6. Bob199

    Bob199 Well-Known Member

    Was a typo, sry

    T3
    1. :pspig: +SCV (8)
    2. Worker (7)
    3. Lawful Search your hand (6)
    4. Peace Tech II (2)
    5. Oni ()
    6. dc3, d3, rs, d2. Codex 2
    My Info:
    • :heart:: 20
    • Tech I : 5
    • Peace II: 5
    • Tower : 4
    • Hand: 5
    • Disc: 0
    • Deck: 4
    • Gold: 0
    • Workers: 8
    • In Patrol:
      • :psblueshield::
      • :psfist::
      • :pspig:: 2/3 L1 Oni
      • :exhaust::
      • :target::

    • In Play:
     
  7. frozenstorm

    frozenstorm Active Member

    No worries!

    (Mono-Black) Game1 Player1 Turn4

    Initial Hand (open)

    BC
    Dark Pact
    Shadowblade
    Deteriorate
    StW
    Jandra (from DP)
    BC (from DP)


    Events of Turn:
    1. Upkeep:
      1. Tech 2 cards in from codex
        Teched (open)
        Metamorph, Crow

      2. :ps$: Get Gold (7+1float)
    2. Main:
      1. Dark pact, draw 2 my base to 16 (8)
      2. Worker up (7)
        Workers (open)
        Jandra, Graveyard, Archery, Summon Skele
      3. Shadow blade Oni, he dies, you get 1 g and discard at random, Vandy Maxbands and buffs Rogue (4)
      4. Rogue kills tower, takes 1 damage but she's dying anyways
      5. Vandy puts 4 damage on your tech 2
      6. Summon 2x Bone Collector (0)
    3. :pspurpleshield: Patrol as below
    4. Discard 2 Draw 3 rs Draw 1
    5. tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 16
      • Tech1 HP: 5
      • Hero's Hall HP: 4
    • In Patrol:
      • :psblueshield: Squad Leader:
      • :psfist: Elite:
      • :pspig: Scavenger:
      • :exhaust: Technician:
      • :target: Lookout:
    • In Play:
      • Vandy (4/5 lvl 5 resist 1 sparkshot)
      • Poisonblade (4/2 from +2/2 and 1 damage, dies my next upkeep)
      • BC Dr Grant (3/3)
      • BC Dr Sadler (3/3)
    Economy Info:
    • Cards:
      • Hand: 4
      • Deck: 5
      • Disc: 0 (2 later)
    • Gold:
      • Gold: 0
      • Workers: 8


    End of Turn Hand (open)

    Haunt
    Javelineer
    Imp
    Crow


    My thoughts (open)

    Another hero bites the dust, going to break the tower XD This is commanding board control, barring a Brave Knight or Sarge I will be mowing stuff down next turn as well, I'm keeping his hand size pressured... His only real hope is getting garrison'd up now with lots of cadets and something else, and I think I'm in good shape to crush that anyway!
     
  8. Bob199

    Bob199 Well-Known Member

    T4
    1. :pspig: +SCV (9)
    2. Worker (8)
    3. Air Hammer (4)
    4. Spectral Flagbearer (3)
    5. Quonce (1)
    6. dc1, d3, Codex 2
    My Info:
    • :heart:: 18
    • Tech I : 5
    • Peace II: 1
    • Hand: 3
    • Disc: 2
    • Deck: 3
    • Gold: 1
    • Workers: 9
    • In Patrol:
      • :psblueshield:: 1/3A L1 Quonce
      • :psfist::
      • :pspig:: 0/1 Illu
      • :exhaust:: 2/2 Flagbearer
      • :target::

    • In Play: 3/3 Air Hammer
     
  9. frozenstorm

    frozenstorm Active Member

    Oh that's an avenue I hadn't tried, early Air Hammer!

    (Mono-Black) Game1 Player1 Turn5

    Initial Hand (open)

    Haunt
    Javelineer
    Imp
    Crow


    Events of Turn:
    1. Upkeep:
      1. Tech 2 cards in from codex
        Teched (open)
        Death and Decay, Plague Spitter

      2. :ps$: Get Gold (8)
    2. Main:
      1. Worker up (7)
        Workers (open)
        Javelineer, Jandra, Graveyard, Archery, Summon Skele
      2. Summon Orpal (5)
      3. Vandy kills Quince, takes 1 damage, Orpal to level 3
      4. Pay 1 to midband orpal (4)
      5. Build tech 2 - disease (0)
      6. Dr. Grant kills Mirror token, you get a gold, I get a skeleton
      7. Orpal sacrifices that skeleton to target flagbearer with a -1/1 rune, targeting kills flagbearer, you get a card
      8. Dr Sadler breaks your tech 2 building, your base to 16, I get another skeleton
    3. :pspurpleshield: Patrol as below
    4. Discard 3 Draw 5
    5. tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 16
      • Tech1 HP: 5
      • Tech2 HP: 5 SPEC DISEASE
      • Hero's Hall HP: 4
    • In Patrol:
      • :psblueshield: Squad Leader:
      • :psfist: Elite:
      • :pspig: Scavenger: Skeleton (1/1)
      • :exhaust: Technician:
      • :target: Lookout:
    • In Play:
      • Vandy (4/4 from 1 damage, lvl 5 resist 1 sparkshot)
      • Orpal (2/4 lvl 4)
      • BC Dr Grant (3/3)
      • BC Dr Sadler (3/3)
    Economy Info:
    • Cards:
      • Hand: 5
      • Deck: 0
      • Disc: 6 (8 later)
    • Gold:
      • Gold: 0
      • Workers: 9


    End of Turn Hand (open)

    Deteriorate
    Dark Pact
    StW
    Shadow Blade
    Metamorph (Spells galore lol!)


    My thoughts (open)

    Man it's so great being the black player! I'm being careful to play as optimally as I can but it doesn't feel like I'm at much risk here! Sure the Air Hammer was unexpected but it still can't kill anything I really care about, best it can do is make a feeble attempt to base race me (and I'm going to cheat a crow in with Garth next turn, so that plan's going to be tough to pull off. Well timed arrest will get me near critical but not close enough for a General's Hammer).

    Even if he rebuilds the tower next turn I'm guaranteed to re-kill the tech 2, and then I have all 3 of my invisible heroes pouring in the next turn. Good luck to him coming back from this, hope he's holding 2 cadets and a brave knight or something!
     
  10. Bob199

    Bob199 Well-Known Member

    Ja, unless Black goes Gargoyles, Airhammer can pick off anything at will

    T4
    1. :pspig: +SCV +TCN (11)
    2. RB Peace II
    3. Biggy (9)
    4. Spectral Flagbearer (8)
    5. Traffic Director (7)
    6. Tower (4)
    7. Porky Magistrate (1)
    8. Hammertime your base for 5, goes to 11
    9. dc2, d2, rs, d1 Codex 2
    My Info:
    • :heart:: 16
    • Tech I : 5
    • Peace II: 5
    • Tower: 4
    • Hand: 3
    • Disc: 0
    • Deck: 5
    • Gold: 1
    • Workers: 9
    • In Patrol:
      • :psblueshield:: 1/1A Director
      • :psfist::
      • :pspig:: 2/3 Porky
      • :exhaust:: 2/3 L1 Biggy
      • :target:: 2/2 Flagbearer

    • In Play: 3/3 Air Hammer
     
  11. frozenstorm

    frozenstorm Active Member

    Well for 1 turn in this case ;) It does light a fire under a dark-pacting Vandy though! I like it, will definitely have to keep that in the back pocket. Never seen Peace used for anything but garrison / sarge engines, it really faked me out!

    Here's what I don't get though: you've teched to read exactly what I'm doing AND surprise me with that air hammer, you're blocking up spectacularly and I'm feeding you bonuses. You've played great as far as I can tell (will analyze post-game if you're keeping track of your hands in a QT or something). And yet in spite of all that, I'm still coming out WAY far ahead on the board, NOT having to go down cards like you are b/c of dark pact, I've stayed safe from your clever Air Hammer by neutering it with Orpal and blocking it with Garth maxband cheating in my own tech 2s (whereas you had to pay for them), and I'm now even ahead on workers...

    Do you already know you made a mistake somewhere? B/C it's still looking to me like the black player should win if he/she's playing well, regardless of if the blue player finds a way to play better / surprise the black player!

    Like in order for the blue player to win, they'd have to be very clever and know blue very well, and the black player would have to be oblivious to Vandy's strengths in this matchup (like a new player who looks at Dark Pact and says "I don't want to damage my base for 2!" and think it's a weak card like I originally did). I mean shoot, in the Youtube Blue vs Black game Leontes and LK404 posted, blue got a HUGE lead early with Onimaru maxband, and the black player STILL grinded out a win on Demonology tech 2!

    (Mono-Black) Game1 Player1 Turn6

    Initial Hand (open)

    Deteriorate
    Dark Pact
    StW
    Shadow Blade
    Metamorph


    Events of Turn:
    1. Upkeep:
      1. Tech 2 cards in from codex
        Teched (open)
        Sickness, Crow

      2. :ps$: Get Gold (9)
    2. Main:
      1. Worker up (8)
        Workers (open)
        Deteriorate, Javelineer, Jandra, Graveyard, Archery, Summon Skele
      2. Summon Garth (6)
      3. Dr Sadler kills Traffic Cop, I get a skeleton
      4. Dr Grant trades with Bigby, garth to level 3, you get a card I get a skeleton
      5. Metamorphasis, kills my skeletons and Sadler, maxbands orpal and garth, garth trigger brings in a Cursed Crow, all 3 champions of darkness get +2/2, readiness, and invisibility (0)
      6. Orpal rams Flagbearer and sets off tower detection, causing him to die from -1/1 runes, which then spreads a -1/1 rune to the Air Hammer and Porky. Takes 3 damage including the tower hit.
      7. Vandy blows up your tech 2 again, is not detected by tower so no damage to her, but your base to 14hp.
    3. :pspurpleshield: Patrol as below
    4. Discard 3 Draw 5
    5. tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 11
      • Tech1 HP: 5
      • Tech2 HP: 5 SPEC DISEASE
      • Hero's Hall HP: 4
    • In Patrol:
      • :psblueshield: Squad Leader: Garth (5/6+1armor from +2/2, lvl 7 readiness invisible)
      • :psfist: Elite:
      • :pspig: Scavenger: Orpal (4/4 from 3 damage and +2/2, lvl 6 readiness invisible but detected)
      • :exhaust: Technician:
      • :target: Lookout: Cursed Crow (3/3 flying)
    • In Play:
      • Vandy (6/6 from 1 damage and +2/2, lvl 5 resist 1 sparkshot readiness invisible)
    Economy Info:
    • Cards:
      • Hand: 5
      • Deck: 0
      • Disc: 6 (8 later)
    • Gold:
      • Gold: 0
      • Workers: 10


    End of Turn Hand (open)

    Metamorph
    Cursed Crow
    Death and Decay
    Plague Spitter
    StW


    My thoughts (open)

    He's so screwed! Teched Sickness just in case I need a lighter, cheaper option than D&D, and then the other crow obviously to keep the hand pressure / block this damn air hammer!

    Arrest could put 4 more damage on my base, shouldn't be a problem but just in case I'll make him pay extra for it. Should prevent a defensive from mounting.
     
  12. Bob199

    Bob199 Well-Known Member

    And that's gg. I messed up with my patrol on T1, which let you get the free Newsman kill with Haunt on T2. Overall though, it's a difficult MU for Blue, let's see if Blue P1 fares any better!

    T1
    1. :pspig: (4)
    2. Worker (3)
    3. Oni + Traffic Director ()
    4. dc3, d5. Codex 2
    My Info:
    • :heart:: 20
    • Hand: 5
    • Disc: 3
    • Deck: 0
    • Gold: 0
    • Workers: 5
    • In Patrol:
      • :psblueshield:: 2/3A L1 Oni
      • :psfist::
      • :pspig:: 1/1 Dirrector
      • :exhaust::
      • :target::

    • In Play:
     
  13. frozenstorm

    frozenstorm Active Member

    Ah yes I see, not having newsman in sparkshot range did mean I had it to 1hp for an easy kill. Would have slowed me down for sure.

    I wonder if it's too late to change the expansion pack pairings. Feels to me like Blue v White is a better thematic pairing and they have more interesting counterplay (free speech is much better against Rook / Setsuki than Vandy / Garth IMO). Vandy just needs to cast her ultimate ONCE as a win condition, sets and rook need to do it over and over unless they want to just use the pressure to get to tech 2. Free Speech is also a big surprise for players counting on Rook's two lives, I got bit by that hard once.

    If they did sell Blue and White together, I think Black and Purple would be at least a better matchup, and thematically they are both more freak-ish so that feels like it fits to me too!

    Okay, this is only my second time doing this Vandy metamorph dance but I'll try it going second!

    (Mono-Black) Game2 Player2 Turn1

    Initial Hand (open)

    Imp
    Archery
    Rogue
    Javelineer
    Summon Skele


    Events of Turn:
    1. Upkeep:
      1. :ps$: Get Gold (5)
    2. Main:
      1. Worker up (4)
        Workers (open)
        Archery
      2. Imp, discard 1 at random (1)
      3. Javelineer (0)
    3. :pspurpleshield: Patrol as below
    4. Discard 2 Draw 4
    5. tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 20
    • In Patrol:
      • :psblueshield: Squad Leader:
      • :psfist: Elite: Imp (2+1/2)
      • :pspig: Scavenger:
      • :exhaust: Technician:
      • :target: Lookout:
    • In Play:
      • Javelineer (1/1)
    Economy Info:
    • Cards:
      • Hand: 5
      • Deck: 0
      • Disc: 3 (5 later)
    • Gold:
      • Gold: 0
      • Workers: 5


    End of Turn Hand (open)

    Haunt
    Jandra
    Graveyard
    StW
    Deteriorate


    My thoughts (open)

    Going second now, he comes out very aggro. Need to build some defense first and then work on vandy combos.

    I would be bummed if he arrests Imp but not so bad.

    Probably will tech in Pact + Spitter, let's see where this goes!
     
    Last edited by a moderator: Jun 2, 2016
  14. Bob199

    Bob199 Well-Known Member

    T1
    1. :pspig: (5)
    2. Worker (4)
    3. Oni to L5, slice up Imp ()
    4. Director = Javelineer
    5. dc3, rs, d5. Codex 2
    My Info:
    • :heart:: 20
    • Hand: 5
    • Disc: 0
    • Deck: 5
    • Gold: 0
    • Workers: 6
    • In Patrol:
      • :psblueshield::
      • :psfist::
      • :pspig:: 3/1 L5 Oni
      • :exhaust::
      • :target::

    • In Play:
     
  15. frozenstorm

    frozenstorm Active Member

    (Mono-Black) Game2 Player2 Turn2

    Initial Hand (open)

    Haunt
    Jandra
    Graveyard
    StW
    Deteriorate


    Events of Turn:
    1. Upkeep:
      1. Tech 2 cards in
        Teched (open)
        Nether Drain, Dark Pact
      2. :ps$: Get Gold (6)
    2. Main:
      1. Worker up (5)
        Workers (open)
        Graveyard, Archery
      2. P.Haunt (5)
      3. Hero's Hall (3)
      4. Garth (1)
      5. Make a skeleton (0)
    3. :pspurpleshield: Patrol as below
    4. Discard 3 rs Draw 5
    5. tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 20
      • Hero's Hall HP: 4
    • In Patrol:
      • :psblueshield: Squad Leader: Skeleton (1/1+1armor)
      • :psfist: Elite:
      • :pspig: Scavenger:
      • :exhaust: Technician: Garth (1/3 lvl 1)
      • :target: Lookout:
    • In Play:
      • P.Haunt (1/1 unstoppable)
    Economy Info:
    • Cards:
      • Hand: 5
      • Deck: 4* EDITED apparently I put one of my workers in discard by mistake, sorry about that!
      • Disc: 0 (2 later)
    • Gold:
      • Gold: 0
      • Workers: 7


    End of Turn Hand (open)

    Deteriorate
    StW
    Nether Drain
    Dark Pact
    Summon Skeletons (all the spells!)


    My thoughts (open)

    Teching in Nether Drain, should neutralize the Oni all-in being prepped. Could be that Garth dies here though to a Boot Camp or Arrest. No biggie, he won't get levels out of it and we'll catch him on the way back around!
     
    Last edited by a moderator: Jun 3, 2016
  16. Bob199

    Bob199 Well-Known Member

    T3
    1. :pspig: (6)
    2. Worker (5)
    3. Maxband Oni (2)
    4. Newsman "4" ()
    5. Oni > Skeleton
    6. dc3,d5. Codex 2
    My Info:
    • :heart:: 20
    • Hand: 5
    • Disc: 3
    • Deck: 0
    • Gold: 0
    • Workers: 7
    • In Patrol:
      • :psblueshield:: 1/1A Caspar
      • :psfist:: 1/3 Newsman "4"
      • :pspig:: 1/1 Melchior
      • :exhaust:: 1/1 Balthazar
      • :target:: 4/4 Max Oni

    • In Play:
     
  17. frozenstorm

    frozenstorm Active Member

    (Mono-Black) Game2 Player2 Turn3

    Initial Hand (open)

    Deteriorate
    StW
    Nether Drain
    Dark Pact
    Summon Skeletons (all the spells!)
    Imp (from DP)
    Jandra (from DP)


    Events of Turn:
    1. Upkeep:
      1. Tech 2 cards in
        Teched (open)
        Bone Collector x2
      2. :ps$: Get Gold (7)
    2. Main:
      1. Worker up (6)
        Workers (open)
        Summon Skele, Graveyard, Archery
      2. Vandy (4)
      3. Tech 1 (3)
      4. Nether Drain Oni down to lvl 6, he's now a 3/3, Garth to lvl 3 (1)
      5. Midband Garth (0)
      6. Deteriorate Caspar, he dies, what will your other wise men do? (0)
      7. Garth and Haunt kill Oni, Vandy to level 3, Garth survives on 1hp
      8. Dark Pact, my base to 18, draw 2 cards
    3. :pspurpleshield: Patrol as below
    4. Discard 3 Draw 2 rs Draw 3
    5. tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 18
      • Tech1 HP: 5
      • Hero's Hall HP: 4
    • In Patrol:
      • :psblueshield: Squad Leader: Vandy (3/4+1armor, sparkshot resist 1, lvl 3)
      • :psfist: Elite:
      • :pspig: Scavenger:
      • :exhaust: Technician:
      • :target: Lookout:
    • In Play:
      • Garth (2/1 from 3 damage, lvl 4)
    Economy Info:
    • Cards:
      • Hand: 5
      • Deck: 6
      • Disc: 0 (2 later)
    • Gold:
      • Gold: 0
      • Workers: 8


    End of Turn Hand (open)

    Rogue
    Javelineer
    Imp
    Jandra
    Haunt (some "reshuffle" lol! where's my spells and BCs?)


    My thoughts (open)

    Teching in some Bone Collectors, I get my blowout on Oni, I suppose Nether Drain was a cheeky tech and he was probably right to block Doom Grasp, but like seriously how is he supposed to stop me? I could have teched both ND and DG and then he'd be fucked either way, or I could have just StW on newsman if he blocked 1. He can't maintain a board even going first! This shit is ridiculous! Lol...
     
    Last edited by a moderator: Jun 3, 2016
  18. Bob199

    Bob199 Well-Known Member

    That's gg, going All Oni.

    Care to alt universe where I don't patrol Oni, everything else remains the same?
     
  19. frozenstorm

    frozenstorm Active Member

    Yeah that's cool, I'll post my not killing oni turn tomorrow. GG man, this is a fucking hard match for blue! What do you think about alt universe where sirlin sold blue with white, and black with purple? You think that'd be a better intro for new blue players?
     
  20. Bob199

    Bob199 Well-Known Member

    Blue would at least have a chance in that MU. Rook would be tough, but doesn't auto win the game like Vandy.

    In the other pairing, purple can hold its own against pretty much anything and would be a good partner for black.
     
  21. frozenstorm

    frozenstorm Active Member

    I wonder if it is too late to make that change...

    (Mono-Black) Game2 Player2 Turn3 alternate universe

    Initial Hand (open)

    Deteriorate
    StW
    Nether Drain
    Dark Pact
    Summon Skeletons (all the spells!)
    Janda (from DP)
    Javelineer (from DP)


    Events of Turn:
    1. Upkeep:
      1. Tech 2 cards in
        Teched (open)
        Bone Collector x2
      2. :ps$: Get Gold (7)
    2. Main:
      1. Vandy (5)
      2. Dark Pact, my base to 18, draw 2 cards
      3. Worker up (4)
        Workers (open)
        Summon Skele, Graveyard, Archery
      4. Tech 1 (3)
      5. Nether Drain Oni down to lvl 6, he's now a 3/3, Vandy to lvl 3, you can't level him back up until turn 5 (2)
      6. Summon Skeleton (1)
      7. Javelineer (0)
      8. Deteriorate Caspar, he dies, what will your other wise men do? (0)
      9. Garth kills Melchior, Balthazar feels lonely, garth takes 1 dmg, you get a gold
      10. Haunt says don't worry Balthazar, you will see your friends in the afterlife and I will escort you, they trade, you get a card
    3. :pspurpleshield: Patrol as below
    4. Discard 2 Draw 2 rs Draw 2
    5. tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 18
      • Tech1 HP: 5
      • Hero's Hall HP: 4
    • In Patrol:
      • :psblueshield: Squad Leader: Skeleton (1/1+1armor)
      • :psfist: Elite:
      • :pspig: Scavenger: Javelineer (1/1 rune on)
      • :exhaust: Technician:
      • :target: Lookout:
    • In Play:
      • Garth (1/2 from 1 damage, lvl 1)
      • Vandy (3/4, sparkshot resist 1, lvl 3)
    Economy Info:
    • Cards:
      • Hand: 4
      • Deck: 6
      • Disc: 0 (2 later)
    • Gold:
      • Gold: 0
      • Workers: 8


    End of Turn Hand (open)

    Imp
    Rogue
    BC
    Deteriorate


    My thoughts (open)

    Brought some bodies in, Nether Drain on Oni is a bit of a risk that more Soldiers come to party but with Vandy midbanded I think I can chain it again off a Dark Pact fetch and get a kill on him. We shall see. Vandy will trade with Oni if he has arrest and mtruth, otherwise she's safe.
     
  22. Bob199

    Bob199 Well-Known Member

    Nether Drain would cost 2 due to Lookout, so you wouldn't be able to have both Javelineer and a Token. Lmk what this would change about your turn.
     
  23. frozenstorm

    frozenstorm Active Member

    I thought you were putting Oni behind the patrol zone in this alternate reality, so i couldn't kill him? Cuz if he's on lookout I wouldn't do anything different from my original turn ;)
     
  24. Bob199

    Bob199 Well-Known Member

    Scratch that then =b

    T4
    1. :pspig: +SCV +TCN (8)
    2. Worker (7)
    3. Porkey (3)
    4. Tech I (2)
    5. Aven ()
    6. Oni > Token
    7. dc3,d5. Codex 2
    My Info:
    • :heart:: 20
    • Tech I: 5
    • Hand: 5
    • Disc: 0
    • Deck: 4
    • Gold: 0
    • Workers: 8
    • In Patrol:
      • :psblueshield:: 2/3A Porkey
      • :psfist::
      • :pspig:: 0/3 Newsman "4"
      • :exhaust::
      • :target:: 2/2 Aven

    • In Play: 3/2 L6 Oni
     
  25. frozenstorm

    frozenstorm Active Member

    (Mono-Black) Game2 Player2 Turn4 alternate universe

    Initial Hand (open)

    Imp
    Rogue
    BC
    Deteriorate


    Events of Turn:
    1. Upkeep:
      1. Tech 2 cards in
        Teched (open)
        Twilight Baron, Soul Stone
      2. :ps$: Get Gold (8)
    2. Main:
      1. Worker up (7)
      2. Workers (open)
        Summon Skele, Graveyard, Archery
      3. Maxband Vandy, she buffs Javelineer and pays resist to pick Aven, Aven dies from targeting (4)
      4. Midband Garth (1)
      5. Vandy smokes Porky, takes 2 damage
      6. Javelineer takes Newsman, you get a gold
      7. Garth Kills Oni, takes 3 damage, reaches lvl 6
      8. Maxband Garth, heals him and fetches a Twilight Baron from the discard pile (0)
    3. :pspurpleshield: Patrol as below
    4. Discard 2 Draw 2 rs Draw 2
    5. tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 18
      • Tech1 HP: 5
      • Hero's Hall HP: 4
    • In Patrol:
      • :psblueshield: Squad Leader:
      • :psfist: Elite:
      • :pspig: Scavenger:
      • :exhaust: Technician:
      • :target: Lookout:
    • In Play:
      • Garth (3/4, lvl 7)
      • Vandy (3/4, sparkshot resist 1, lvl 3)
      • Javelineer (3/3 doomed to die my next upkeep)
      • Twilight Baron (4/4 overpower)
    Economy Info:
    • Cards:
      • Hand: 5
      • Deck: 1
      • Disc: 4 (6 later)
    • Gold:
      • Gold: 0
      • Workers: 9


    End of Turn Hand (open)

    Haunt
    Nether Drain
    Dark Pact
    Jandra
    Bone Collector


    My thoughts (open)

    Man how do you keep oni alive as blue? He's the best pressure answer to black you have and he's so damn hard to protect!

    I'm going for straight board dominance and bringing out the baron right now. Will try to get the soul stone on him next turn.
     
  26. Bob199

    Bob199 Well-Known Member

    Still ends up gg
     
  27. frozenstorm

    frozenstorm Active Member

    It's so damn hard to protect Oni! Trust me I've felt that
     
  28. Bryce "The Rice" Fieldworker

    Bryce "The Rice" Fieldworker Patreon Supporter

    As a side note, Nether Drain doesn't prevent Oni from levelling up on his own turn.
     
  29. frozenstorm

    frozenstorm Active Member

    Yea wasn't aware at the time, my bad on that!
     

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