RACE #2: ap49 ([Demonology]/Necromancy/Disease) vs. frozenstorm ([Demonology]/Necromancy/Balance)

Discussion in 'Codex: Play by Post' started by ap49, Aug 26, 2016.

  1. ap49

    ap49 Active Member

    T1 - GL HF!

    Hidden Info (open)
    Pestering Haunt, Skeleton Javelineer, Deteriorate, Thieving Imp, Poisonblade Rogue
    Worker choice - Skeleton Javelineer


    Get Gold (4)
    Worker (3)
    Garth (1)
    Skeleton (0)
    Pestering Haunt (0)
    Discard 3, Draw 5
    • Patrol:
      • Leader: Skeleton (1/1)
      • Elite:
      • Scavenger:
      • Technician:
      • Lookout: Garth L1 (1/3)
    • Buildings:
    • Units/Heroes: Pestering Haunt (1/1)
    • Base: 20
    • Other:
    Economy:

    • Workers: 5 (+ 0 gold)
    • Hand: 5
    • Deck: 0
    • Discard: 3
    Hand (open)
    Sac the Weak, Skeletal Archery, Summon Skeletons, Jandra, Graveyard


    Discard (open)
    Deteriorate, Thieving Imp, Poisonblade Rogue
     
  2. ap49

    ap49 Active Member

  3. frozenstorm

    frozenstorm Active Member

    Ty @ap49, I will play my first turn later today and probably be a little slower on my turns in this game to start until i finish a few of my other games. GL HF!
     
  4. frozenstorm

    frozenstorm Active Member

    Sorry for the delay, I was at the doctor's office when I posted above and got some bad news, so I lost track of this :( GL HF!

    P1 Mono-Black vs P2 ([Demon]/Necro/Balance)
    Player2 Turn 1

    Initial Hand (open)

    Deteriorate
    StW
    Archery
    Jav
    SSkele


    Events of Turn:
    1. Upkeep:
      1. :ps$: Get Gold (5)
    2. Main:
      1. Worker Up (4)
        Workers (open)
        Archery
      2. Garth (2)
      3. Make a skeleton (1)
      4. Javelineer (0)
    1. :pspurpleshield: Patrol as below
    2. Discard 3 Draw 5
    3. Tech 2 cards after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 20
    • In Patrol:
      • :psblueshield: Squad Leader: Skeleton (1/1+1armor)
      • :psfist: Elite:
      • :pspig: Scavenger: Skeleton Javelineer (1/1)
      • :exhaust: Technician:
      • :target: Lookout:
    • In Play:
      • Garth (1/3 lvl 1)
    Economy Info:
    • Cards:
      • Hand: 5
      • Deck: 0
      • Disc: 3
    • Gold:
      • Gold: 0
      • Workers: 6

    End of Turn Hand (open)

    Rogue
    Imp
    Jandra
    Graveyard
    Haunt


    My thoughts (open)

    This is going to be an odd game. I don't know how to beat black with mostly black. Guess I'll have to figure it out!
     
    Last edited: Aug 31, 2016
  5. ap49

    ap49 Active Member

    np @frozenstorm hopefully you are doing better!

    T2

    Hidden Info (open)

    Teched Cards - Bone Collector x2
    Sac the Weak, Skeletal Archery, Summon Skeletons, Jandra, Graveyard
    Worker choice - Jandra


    Get Gold (5)
    Worker (4)
    Skeletal Archery (2)
    Graveyard (0)
    Haunt & Garth attack Skeleton (Skeleton dies, Haunt goes to graveyard, Garth gets 1 dmg)
    :exhaust:Skeleton (with long range) kills Javelineer
    Discard 2, reshuffle, Draw 4
    • Patrol:
      • Leader:
      • Elite:
      • Scavenger:
      • Technician:
      • Lookout:
    • Buildings:
    • Units/Heroes:Garth L1 (1/2), Skeleton (1/1)
    • Base:20
    • Other:Skeletal Archery, Graveyard (Haunt)
    Economy:
    • Workers: 6 (+ 0 gold)
    • Hand: 4
    • Deck: 3
    • Discard: 0
    Hand (open)
    Deteriorate, Sac the Weak, Bone Collector, Poisonblade Rogue


    Discard (open)
    None
     
  6. frozenstorm

    frozenstorm Active Member

    P1 Mono-Black vs P2 ([Demon]/Necro/Balance)
    Player2 Turn 2

    Initial Hand (open)

    Rogue
    Imp
    Jandra
    Graveyard
    Haunt


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

      2. :ps$: Get Gold (6+1scav)
    2. Main:
      1. Worker Up (6)
        Workers (open)
        Jandra, Archery
      2. Imp, random.org says discard #2 of 4 (3)
      3. Make a skeleton (2)
      4. Tech 1 (0)
      5. Haunt (0)
      6. Garth kills your skeleton, takes 1 damage

    1. :pspurpleshield: Patrol as below
    2. Discard 2 rs Draw 4
    3. Tech 2 cards after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 20
      • Tech1 HP: 5
    • In Patrol:
      • :psblueshield: Squad Leader: Imp (2/2+1armor)
      • :psfist: Elite:
      • :pspig: Scavenger: Skeleton (1/1)
      • :exhaust: Technician:
      • :target: Lookout:
    • In Play:
      • Garth (1/2 lvl 1)
      • Haunt (1/1 unstoppable)
    Economy Info:
    • Cards:
      • Hand: 4
      • Deck: 4
      • Disc: 0
    • Gold:
      • Gold: 0
      • Workers: 7

    End of Turn Hand (open)

    Deteriorate
    Garg
    SSkele
    Jav


    My thoughts (open)

    Sooo he doesn't go tech 1, AND he leaves his only benefactor of archery open to counter? Not sure I understand that move, but pretty sure I understand what I need to do: tech up, command the board, punish this hard. I'm not too afraid of Lich's Bargain (especially teching a Gargoyle, where I can pick off the horror), and I guess he either forgot tech 1 or teched the cards anyway hoping he'd grab one turn 4? Really confused... Not inclined to grab nature reclaims right now, as he won't have anything to benefit from the long range for a bit. If he wants to deteriorate my skele, great, more gold with which to play Gargoyle.
     
    Last edited: Aug 31, 2016
  7. ap49

    ap49 Active Member

    T3

    Hidden Info (open)

    Teched Cards - Doom Grasp, Sickness
    Deteriorate, Bone Collector, Sac the Weak, Poisonblade Rogue
    Discarded Bone Collector from Imp
    Worker choice -Rogue


    Get Gold (6)
    Worker (5)
    Deteriorate Skeleton (5)
    :exhaust:Graveyard to play Haunt
    Summon Skeleton from Garth (4)
    Sac the Weak (2), Skeleton & Imp die
    Discard 0, Draw 2
    • Patrol:
      • Leader:Garth L1 (1/2, +1 armor)
      • Elite:
      • Scavenger:
      • Technician:
      • Lookout:
    • Buildings:
    • Units/Heroes:Haunt
    • Base:20
    • Other:Skeletal Archery, Graveyard
    Economy:
    • Workers: 7 (+ 2 gold)
    • Hand: 2
    • Deck: 1
    • Discard: 5
    Hand (open)
    Imp, Summon Skeletons


    Discard (open)
    Sac the Weak, Bone Collector, Deteriorate, Doom Grasp, Sickness
     
  8. frozenstorm

    frozenstorm Active Member

    I think it's only fair you should have a Skeleton as well as your haunt - Sacrifice the Weak doesn't REQUIRE you to dump a unit, so you easily could have (and should have) summoned your skeleton AFTER casting it.

    P1 Mono-Black vs P2 ([Demon]/Necro/Balance)
    Player2 Turn 3

    Initial Hand (open)

    Deteriorate
    Garg
    SSkele
    Jav


    Events of Turn:
    1. Upkeep:
      1. Tech 2 cards in
        Teched (open)
        Doom Grasp, Voidblocker

      2. :ps$: Get Gold (7+1scav)
    2. Main:
      1. Worker Up (7)
        Workers (open)
        Jav, Jandra, Archery
      2. Tech 2 - Demonz (3)
      3. Level Garth to 4 (0)
      4. Deteriorate the skeleton you should have (or haunt, if you don't want to take the skeleton) (0)
      5. Garth and Haunt kill your Garth, my Garth to lvl 6 and takes 1 damage

    1. :pspurpleshield: Patrol as below
    2. Discard 2 Draw 4
    3. Tech 2 cards after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 20
      • Tech1 HP: 5
      • Tech2 HP: 5
    • In Patrol:
      • :psblueshield: Squad Leader:
      • :psfist: Elite:
      • :pspig: Scavenger:
      • :exhaust: Technician:
      • :target: Lookout:
    • In Play:
      • Garth (2/3 from 1 damage, lvl 6)
    Economy Info:
    • Cards:
      • Hand: 4
      • Deck: 0
      • Disc: 7
    • Gold:
      • Gold: 0
      • Workers: 8

    End of Turn Hand (open)

    Graveyard
    PBRogue
    BC
    StW


    My thoughts (open)

    Thought a lot about Gargoyle here but leveling Garth makes way more sense as I can nab a Voidblocker from the discard for 1 gold, get it in right away. Meanwhile, I can use the rest of the gold to grab Vandy / Midori, BC, a skeleton, etc. Then I might as well go straight for tech 3 I think, so may end up teching a Zzara for the next cycle as well. Guess we'll see what it looks like next turn!

    I kind of feel like a dick for offering him the skeleton only to deteriorate it, but I need to in order to ensure Garth doesn't get killed by skeleton with Vandy doom. Plus, I want to delay the cycle to get more teched cards in the deck. He really should have gotten a skeleton out of that turn though, it's purely optimal!

    He must have not drawn either teched card :/ Bummer
     
  9. EricF

    EricF Well-Known Member

    Visibility Bump @ap49
     
  10. ap49

    ap49 Active Member

    Thanks frozenstorm.....I always think of Doom Grasp, where I must sac something. I'll keep my skeleton. :-)

    T4

    Hidden Info (open)

    Teched Cards - Skeletal Lord x2
    Imp, Summon Skeletons
    Worker choice - Imp


    Get Gold (7 + 2)
    Worker (8)
    Orpal (6)
    Summon Skeletons (3)
    Tower (0)
    :exhaust:Haunt at your Tech 2 (4 hp remaining)
    Discard 0, Draw 1, reshuffle, Draw 1

    • Patrol:
      • Leader:Skeleton
      • Elite:
      • Scavenger:
      • Technician:Skeleton
      • Lookout:
    • Buildings: Tech 1 (5 hp), Tower (4 hp)
    • Units/Heroes:Orpal L1 (1/3), Haunt (1/1)
    • Base:20
    • Other:Skeletal Archery, Graveyard
    Economy:

    • Workers: 8 (+ 0 gold)
    • Hand:2
    • Deck: 7
    • Discard: 0
    Hand (open)
    Bone Collector X2


    Discard (open)
    None
     
  11. frozenstorm

    frozenstorm Active Member

    Only fair ;)

    P1 Mono-Black vs P2 ([Demon]/Necro/Balance)
    Player2 Turn 4

    Initial Hand (open)

    Graveyard
    PBRogue
    BC
    StW


    Events of Turn:
    1. Upkeep:
      1. Tech 2 cards in
        Teched (open)
        Zzara, Voidblocker

      2. :ps$: Get Gold (8)
    2. Main:
      1. Worker Up (7)
        Workers (open)
        Graveyard, Jav, Jandra, Archery
      2. Garth kills SQL skeleton, takes 2 damage
      3. Max out Garth, fetch a Voidblocker from discard (6)
      4. Bone Collector (4)
      5. Summon Vandy (2)
      6. Make a skeleton (1)

    1. :pspurpleshield: Patrol as below
    2. Discard 2 rs Draw 4
    3. Tech 2 cards after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 20
      • Tech1 HP: 5
      • Tech2 HP: 4
    • In Patrol:
      • :psblueshield: Squad Leader: Voidblocker (2/6+1armor)
      • :psfist: Elite:
      • :pspig: Scavenger: Bone Collector (3/3)
      • :exhaust: Technician:
      • :target: Lookout: Skeleton (1/1 resist 1)
    • In Play:
      • Garth (3/4 lvl 7)
      • Vandy (2/3 lvl 1)
    Economy Info:
    • Cards:
      • Hand: 4
      • Deck: 6
      • Disc: 0
    • Gold:
      • Gold: 1
      • Workers: 9

    End of Turn Hand (open)

    Imp
    SSkele
    Rogue
    Zzara (booo!)


    My thoughts (open)

    I should be super safe to win at tech 3 this way. I own the board so I should easily build tech 3 next turn and stay that way. Teching Zzara now gives me a 50/50 to play it turn 6 pretty much, so I think I'll do that. If I draw poorly, I max out Vandy, play my other voidblocker or ice his baddest bro with Doom Grasp, etc. I could probably win on tech lab for Necro or Balance, but I don't want to leave myself open to Sickness / Spreading Plague.

    Whelp, that draw totally sucked... I guess we Max Vandy + Tech 3 next turn, then maybe look to meta on turn 6? Or just keep blocking and wait for the recycle? Maybe fetch dark pact? We'll see I guess...
     
  12. ap49

    ap49 Active Member

    T5

    Hidden Info (open)

    Teched Cards - Sickness, Spreading Plague
    Bone Collector x2
    Worker choice - none


    Get Gold (8)
    Bone Collector (6)
    Bone Collector (4)
    Tech 2 - Necro (0)
    :exhaust:Orpal into Void (Void receives 1 -1/-1 rune, Opral takes 2 dmg, exhaust skeleton)
    :exhaust:Haunt into Tech 2 (3 hp remaining)
    Discard 0, Draw 2
    • Patrol:
      • Leader:Bone Collector
      • Elite:
      • Scavenger:
      • Technician:Bone Collector
      • Lookout:
    • Buildings:Tech 1 (5 hp), Tech 2 (5 hp), Tower (4 hp)
    • Units/Heroes:Orpal L1 (1/1), Haunt (1/1), Skeleton
    • Base:20
    • Other: Skeletal Archery, Graveyard
    Economy:
    • Workers: 8 (+ 0 gold)
    • Hand: 2
    • Deck: 5
    • Discard: 2
    Hand (open)
    Skeletal Lord, Sac the Weak


    Discard (open)
    Sickness, Spreading Plague
     
  13. frozenstorm

    frozenstorm Active Member

    P1 Mono-Black vs P2 ([Demon]/Necro/Balance)
    Player2 Turn 5

    Initial Hand (open)

    Imp
    SSkele
    Rogue
    Zzara (booo!)
    Deteriorate (from skele)


    Events of Turn:
    1. Upkeep:
      1. Tech 2 cards in
        Teched (open)
        Zzara, Dark Pact

      2. :ps$: Get Gold (9+1float)
    2. Main:
      1. Garth makes then sacrifices a skeleton to draw 1 (9)
      2. Worker Up (8)
        Workers (open)
        Rogue, Graveyard, Jav, Jandra, Archery
      3. Tech 3 (3)
      4. Thieving Imp, discard #1 of your 2 (0)
      5. Deteriorate your Haunt, it dies (0)
      6. My Skeleton and BC trade with your SQL, I get a new skeleton

    1. :pspurpleshield: Patrol as below
    2. Discard 2 Draw 4
    3. Tech 2 cards after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 20
      • Tech1 HP: 5
      • Tech2 HP: 3
      • Tech3 HP: 5
    • In Patrol:
      • :psblueshield: Squad Leader: Voidblocker (1/5+1armor, -1/1 rune on)
      • :psfist: Elite:
      • :pspig: Scavenger: Thieving Imp (2/2)
      • :exhaust: Technician:
      • :target: Lookout: Skeleton (1/1 resist 1)
    • In Play:
      • Garth (3/4 lvl 7)
      • Vandy (2/3 lvl 1)
    Economy Info:
    • Cards:
      • Hand: 4
      • Deck: 1
      • Disc: 6
    • Gold:
      • Gold: 0
      • Workers: 10

    End of Turn Hand (open)

    Voidblocker
    Haunt
    Doom Grasp
    StW


    My thoughts (open)

    Well it's going to be a little boring just waiting around like this, but that's what I get for a poor cycle... suppose I should have teched Shrine or something :/ oh well, I'm still staying incredibly safe in this configuration, I'm way up on econ, he won't know if I have the tech 3 or not, and next turn I'll have plenty to spend gold on still (Doom Grasp, Midori, Vandy, a surplus or tower... lots of choices)
     
  14. frozenstorm

    frozenstorm Active Member

    @ap49 bumperoo, 6 days left for us to finish!
     
  15. EricF

    EricF Well-Known Member

    @ap49 had to stop playing, so this match is awarded to @frozenstorm on the basis of superior board position.
     

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