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ascendingPrime [mono-black] vs IsotopeX [mono-red]

@IsotopeX - Hey Iso started thread. Fair warning, I am trying to juggle this and another game on the same spreadsheet. I think I have all the kinks worked out, but if you go over this later and see my previous / next hand is a bunch of blue cards that will be why.

pretty standard black opener on my end. GLHF.

EDIT - tagged myself @ascendingPrime

P1T1


StartingHand Workers

STARTING HAND


WORKERS
Graveyard


NextHand

Thieving Imp
Sacrifice the Weak
Skeleton Javelineer
Summon Skeletons
Skeletal Archery


Discard

Poisonblade Rogue
Jandra, the Negator
Deteriorate


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Haunt
Summon Garth - ($1)
Summon Skeleton (garth top-band) - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skel (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt (1/1; unstoppable; can’t be sacrified)
  • Garth (1/3; lvl.1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

Pretty standard black-opening. Given that I’m going up against red, I’m thinking about leaning into disease. Red tends to burn cards, so either crow or curse could be really painful. Also a pair of abominations can completely shut-down blood T2 if that is the way things go.

No problem. Usually I just make separate copies of the spreadsheet.

Also, similarly fair warning, I have no idea what I’m doing with the Anarchs, so expect foolishness.

P2T1


StartingHand Workers

STARTING HAND
Careless Musketeer
Scorch
Nautical Dog
Charge
Bloodrage Ogre


WORKERS
Careless Musketeer


NextHand

Pillage
Mad Man
Makeshift Rambaster
Bloodburn
Bombaster


Discard

Scorch
Charge
Nautical Dog


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodrage Ogre - ($2)
Drakk - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2+1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Drakk Lv. 1 (1/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
    "

Hey, so I’m not sure how you all normally do discards on forums. When I play face to face normally my opponent fans their cards and I make a blind pick. Here I figured maybe go row position? - so w/ thieving imp I picked the 4th card from the top of your hand. Let me know if that sounds reasonable.

P1T2


Tech StartingHand Workers

TECH
Bone Collector
Executioner


STARTING HAND
Skeletal Archery
Thieving Imp
Skeleton Javelineer
Sacrifice the Weak
Summon Skeletons


WORKERS
Graveyard
Skeletal Archery


NextHand

Deteriorate
Jandra, the Negator
Sacrifice the Weak
Executioner
Poisonblade Rogue


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build T1 - ($3)
Summon Imp (arrives: discard 4th card down from your hand) - ($0)
Haunt Atk your base for 1 dam
Patrol Imp (SL)
Patrol skel (tech)
Patrol Garth (scav)

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Thieving Imp (2/2 +a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Garth (1/3; lvl.1)
  • :pschip: [I]Technician[/I]: Skel (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt (1/1; unstoppable; can’t be sacrified)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

So I kind of curious to see how far Iso is willing to extend to kill Garth. Obviously having levels farmed off you isn’t great, but I think spark is the only way that Garth dies in less than 2 cards and Imp already put Iso down a card --so a little better than 50/50 spark isn’t in-hand. And even if Drak does kill garth, if he doesn’t immediatly mid-band w/ iso’s last gold I kill him next turn. K, there is my bet for how next turn goes.

Yes, that’s a fine way of doing discards. Works for me.

"P2T2


Tech StartingHand Workers

TECH
Crash Bomber (Cost 1)
Firebat (Cost 2)


STARTING HAND
Makeshift Rambaster
Pillage
Bloodburn
Mad Man
Bombaster


WORKERS
Careless Musketeer
Pillage


NextHand

Nautical Dog
Bombaster
Firebat (Cost 2)
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($6)
Drakk levels to midband - ($3)
Mad man - ($2)
Frenzied Mad Man attacks Imp, does 2 damage, dies.
Drakk kills Imp, takes 2 damage
Bloodrage Ogre kills Garth, takes 1 damage
You get a gold
Drakk gains 2 levels, goes to max
Worker - ($1)
Tech I - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk Lv. 6 (3/4)
  • Bloodrage Ogre (3/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
    "

P1T3


Tech StartingHand Workers

TECH
Shadow Blade
Dark Pact


STARTING HAND
Sacrifice the Weak
Poisonblade Rogue
Executioner
Jandra, the Negator
Deteriorate


WORKERS
Graveyard
Skeletal Archery
Jandra, the Negator


NextHand

Bone Collector
Summon Skeletons
Dark Pact
Thieving Imp (2/2 +a)
Skeleton Javelineer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Summon Executioner - ($3)
Summon Vandi - ($1)
Huant trades w/ Ogre
Skel atk your base for 1 dam
Patrol Executioner (SL)
Patrol Vandi (tech)

Float ($1)
Discard 3, draw 3, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Executioner (3/3+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Vandi (2/3 lvl.1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Skel (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

Not how I saw that going. Haunt for Ogre is a great trade. Also, this play is a little bit risky (kidnap my executioner to kill vandi) which I could counter by leaving the skel to block and have vandi behind the lines, but I think that is a low probability so the risk is prob worth the 1dam. I went back and forth on my second tech (shadow-blade was pretty much a given b/c it both supports my card-starvation strat and should be able to clear most blockers red can put up). For the second it was between dark-pact and plague spitter… I opted for the flexibility of dark-pact b/c I don’t have clear read on what Iso is up to yet so raw muscle may not be the way to go.

"P2T3


Tech StartingHand Workers

TECH
Kidnapping (Blood Magic Cost 4)
DoubleShot Archer (Tech II Fire Cost 3)


STARTING HAND
Bombaster
Nautical Dog
Makeshift Rambaster
Firebat (Cost 2)


WORKERS
Careless Musketeer
Pillage
Makeshift Rambaster


NextHand

Bloodburn
Mad Man
Charge


Discard

Bloodrage Ogre (3/1)
Bombaster
Kidnapping (Blood Magic Cost 4)
DoubleShot Archer (Tech II Fire Cost 3)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Firebat (gains Haste and Frenzy) - ($4)
Nautical Dog - ($3)
Tower - ($0)

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Nautical Dog (1/1+1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Firebat (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk Lv. 6 (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 2
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Ugh, that Executioner is too much of a wall for me to deal with and protect Drakk, so I have to mostly waste Drakk’s ability this turn. I’m going to go Fire and try to burn the base down fast.

"

FYI - firebat is 3/3 (lobba is the 2/2), turn still coming

EDIT - didn’t have cards teched at top of turn in discard at bottom of turn

P1T4


Tech StartingHand Workers

TECH
Medusa
Sickness


STARTING HAND
Bone Collector
Summon Skeletons
Dark Pact
Thieving Imp (2/2 +a)
Skeleton Javelineer


WORKERS
Graveyard
Skeletal Archery
Jandra, the Negator
Skeleton Javelineer


NextHand

Shadow Blade
Pestering Haunt
Deteriorate
Poisonblade Rouge
Sacrifice the Weak


Discard

Summon Skeletons
Executioner
Imp
Dark Pact
Medusa
Sickness


Tech 2 card(s)
Get Paid + Float - ($8)
Worker - ($7)
Summon Bone Collector - ($5)
Build T.2 (disease) - ($1)
Vandi atk nautical dog for 2dam (dog dies, vandi takes 1 from dog & 1 from tower)
Executioner atk firebat for 3dam (firebat & executioner die, you draw 1)
Patrol Skel (tech)
Patrol Bone Collector (SL)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Skel (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandi (2/1 lvl.1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

So this is the second time I’ve played this hand. In the end I decided to dial it back so Iso can get more practice putting a red-snowbal together.
In the alternate timeline it is a board-wipe + 2 base dam mid-band vandi in exchange for 3 base dam
Details
Get Paid + float 8
Worker -1
Vandi casts dark pact (draw 2, base takes 2) :: got shadow blade and deterorate
Vandi casts Deteriorate on Nautical Dog (dies from 0 health)
Vandi casts Shadow Blade on Firebat (takes 3dam and dies, you discard 1 b/c of shadow blade-top card; you draw 1 card per tech; …I believe you discard first b/c the card resolves before the patrol slot) -3
Vandi atk your base for 2dam (takes 1 from tower)
Skel atk Drak for 1dam (and dies)
Executioner atk Drak for 3dam (both die)
(drak dies :: my base take 1dam; Vandi gains 2-lvl, mid-bands, heals)
Build T.2 (disease) -4
Discard 3, draw 3, reshuffle, draw 2

Yeah, that’s what I get for setting up a turn at 5:30 in the morning.

"P2T4


Tech StartingHand Workers

TECH
Chaos Mirror (Chaos Magic Cost 2)
Molting Firebird (Tech II Fire Cost 4)


STARTING HAND
Charge
Bloodburn
Mad Man
Scorch


WORKERS
Careless Musketeer
Pillage
Makeshift Rambaster
Scorch


NextHand

Molting Firebird (Tech II Fire Cost 4)
Firebat (3/3)
Crash Bomber (Cost 1)
Chaos Mirror (Chaos Magic Cost 2)


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech 2 (Fire) - ($3)
Mad Man - ($2)

Float ($2)
Discard 2, draw 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Mad Man (1/1+1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Drakk Lv. 6 (3/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 9
Thoughts

"

Hey Iso, I hope you don’t mind me saying but it looks like your still trying to work out how red fits together. I wanted to offer some food for thought.

I’ve noticed a couple of times you have brought in hasted units, but not attacked with them. Since haste only matters on the turn something arrives,
this represents you paying for something you are not using. Of course your opponent might put you in a position where you are forced to make
sub-optimal plays, or you might choose to do it to try and trick your opponent, but as a general rule (especially when working out a codex)
it is probably best to always try and make whatever play gives you maximum value.

Also, a bit of advice someone told me when I was learning red. Your goal / north star when playing red is to bring the opponents base
to 0 health while you have (1 health on your base, all your tech destroyed, 0 gold in your bank, 0 cards in your hand, and 0 cards on your board).
Basically start by thinking about your half of the board as consisting of a number of “value-centers” which over the course of the game
you are usually trying to build-up (board-state, techs, hand-quality, worker count) or protect (base-life, hand-size)
…and then realize that for red the ideal is to drain or trade any/every value-center you have in a race to make your opponent drops to zero health first.

P1T5


Tech StartingHand Workers

TECH
Abomination
Cursed Crow


STARTING HAND
Shadow Blade
Deteriorate
Poisonblade Rouge
Sacrifice the Week
Haunt


WORKERS
Graveyard
Skeletal Archery
Jandra, the Negator
Skeleton Javelineer
Haunt


NextHand

Abomination
Deteriorate
Sickness
Shadow Blade


Discard

Tech 2 card(s)
Get Paid + Float - ($9)
Worker - ($8)
Vandi casts Deteriorate on Madman(0/0+a), dies from 0 health
Skel atk drak (does 1dam, dies)
Vandi casts Shadow Blade on drak (3dam) - ($5)
Drak dies; you discard 1 from shadow blade (top card); my base takes 1dam; vandi gains 2 lvl, mid-bands, heals; you draw 1 from tech
Bone Collector atk your base for 3 (takes 1dam from tower, summons skel.A)
Vandi atk your base for 3 (take 1dam from tower)
Summon Garth - ($3)
Summon Skel.B (grath top-band) - ($2)
Build Heros hall - ($0)

Patrol skel.A (tech)
Patrol skel.B (scav)

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skel.a (1/1)
  • :pschip: [I]Technician[/I]: Skel.b (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandi (3/3 lvl.3)
  • Garth (1/3; lvl.1)
  • Bone Collector (3/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Heros Hall HP: 4
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Basically the same turn as I would have done last time. I drew an abomination (which is my prob my best play next turn)
but it means that garth is a bit of a waste. Originally the plan had been to mid-band him and farm skel for cards.
Also, it probably won’t come up in this game, but from the other side of the table it probably really looks like I am going for Metamorphosis…
…So that is a really interesting play. Disease T2 w/ heros hall, have all 3 heros then metamorph.
Max garth brings in a cursed ghoul who throws a rune. If it pops something max-orpal can split into 2 more runes, then garth can summon skel, who orpal can sac for another rune
It takes a bit of set-up, but that is pretty powerful play and is essentially just a “side-effect” of metamorph

Yeah, I have no comeback here. I’ve tried the Anarchs a few times, but I just don’t like their playstyle. Good game!

Hey Iso,

I’m sorry if I over stepped myself with my comments. One idea if you want to explore red but don’t want to go full arsonist, try [Bashing / blood / fire]. The neutral starter has a little of everything , plus an early Iron Man as blocker can give you lots of space to put a game-plan together.

No worries, you were right. They just don’t fit for me…it’s the same for Red in Magic, which I know is not the same thing but basically.