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[Balance Changes] Green v Red (FrozenStorm & bansa)

@bansa I’m totally down to play a couple games then swap decks! I’m posting the balance changes we’re playing with for reference, then I’ll start us off in a bit!

Red Starter:
Scorch can target any unit, hero, or building

Anarchy:
Zane Level 1 add “Dies: instead of Hero Levels, opponent gains 3 gold”
Detonate costs 2 (instead of 3)
Pirate Gunship loses Obliterate

Blood:
Rickety Mine gains Haste
Crashbarrow reduced to 5/2 (instead of 6/2)

Fire:
Fire Dart costs 1 (instead of 2)
Ember Sparks costs 2 (instead of 3)
Flame Arrow costs 3 (instead of 4)

Green Starter:
Ironbark Treant ability becomes “-1 ATK/+2 :psblueshield: while patrolling” (rather than -2 ATK)
Rich Earth costs 2 (instead of 3)

Balance:
Midori Midband becomes “Your units with no printed abilities get +2/+1”
Circle of Life becomes “Sacrifice a Tech 0 or Tech I unit. If you do, put a unit one tech level higher with cost 4 or less into play from your Codex” (instead of a green unit with cost 5 or less)
Gemscout Owl is 1/1 (instead of 0/1. It still can’t attack)
Chameleon costs 0 (instead of 2)

Feral:
Predator Tiger gets +1 HP (5 HP instead of 4)

Growth:
Giant Panda is a 3/4 (instead of 2/4)
Might of Leaf and Claw grants +2/+2 (instead of +5/+5). Also, Might of Leaf and Claw gains the Healing 1 keyword (even when not yet active)
Blooming Ancient gains “limit twice per turn” on it’s second ability (can only move 2 runes off of the Ancient each turn)
Oversized Rhinoceros costs 4 (instead of 5, for Circle of Life synergy)

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Man i dunno about this new Zane… you may not see him :slight_smile:

Okay, gotta remember all the changes as we play here! GL HF @bansa!

Balance Trial - Game 1 Player 1, Turn 1

P1 [Green]http://codexcarddb.com/color/green) vs P2 Red

Starting Hand

Merfolk Prospector
Spore Shambler
Rich Earth
Young Treant
Tiger Cub

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Rich Earth (2)
  • Calamandra (0)
  • Worker
Workers

Spore Shambler

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • Rich Earth

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Forest’s Favor
Rampant Growth
Playful Panda
Verdant Tree
Ironbark Treant

End of Turn Discard
My Thoughts

I’m not sure which of us is buffed more in this changeset, it’s going to be interesting to see! I’d be remiss if I didn’t test Bomber’s theory that this version of Rich earth.


P2T1


StartingHand Workers

STARTING HAND
Scorch
Bloodburn
Charge
Pillage
Bombaster


WORKERS
Bloodburn


NextHand

Bloodrage Ogre
Mad Man
Makeshift Rambaster
Careless Musketeer
Nautical Dog


Discard

Charge
Pillage
Scorch


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bombaster - ($2)

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bombaster (3/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 6

It’s gonna get weird isn’t it? XD

Balance Trial - Game 1 Player 1, Turn 2

P1 [Green]http://codexcarddb.com/color/green) vs P2 Red

Starting Hand

Forest’s Favor
Rampant Growth
Playful Panda
Verdant Tree
Ironbark Treant

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Murkwood Allies, Galina Glimmer


Main:

  • Ironbark Treant (2)
  • worker
  • Tech 1 (1)
Workers

Verdant Tree, Spore Shambler

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (2/2+3armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Calamandra (2/3 lvl 1)
  • Rich Earth

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Tiger Cub
Galina Glimmer
Forest’s Favor
Young Treant
Merfolk Prospector

End of Turn Discard
My Thoughts

I need to be mindful of Scorch being able to snipe heroes, that’s a nasty one. I think I’m fairly safe here with Cala, I spose max Zane + Mad Man could kill her but that’s a heavy investment to make. Murkwood can really muck things up too, so let’s go for that, try to keep things jammed as much as possible. Ember sparks gets crazy value but IDK that Bansa’s looking that direction. Maybe so, in which case this’ll be a rough game


P2T2


Tech StartingHand Workers

TECH
Rickety Mine
Rickety Mine


STARTING HAND
Bloodrage Ogre
Mad Man
Careless Musketeer
Nautical Dog
Makeshift Rambaster


WORKERS
Bloodburn
Careless Musketeer


NextHand

Rickety Mine
Pillage
Charge
Mad Man
Rickety Mine


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech I - ($6)
Nautical Dog - ($5)
Tower - ($2)

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bombaster (3/2)
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

going to vegas

how do I roll for rickety mine?

I’d just flip a coin on random.org I trust ya :slight_smile:

Balance Trial - Game 1 Player 1, Turn 3

P1 [Green]http://codexcarddb.com/color/green) vs P2 Red

Starting Hand

Tiger Cub
Galina Glimmer
Forest’s Favor
Young Treant
Merfolk Prospector

Events of Turn:


Upkeep:

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

Giant Panda, Murkwood Allies
Murkwood Allies, Galina Glimmer


Main:

  • Cala kills Dog, takes 2 you draw 1
  • Tiger Cub (5)
  • Young Treant, draw 1 (3)
  • Mid Cala (1)
  • Galina Glimmer (0)
  • Worker
Workers

Forest’s Favor, Verdant Tree, Spore Shambler

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Tiger Cub (2/2)
  • :target: Lookout: Ironbark Treant (2/2+1armor)

In Play:

  • Calamandra (3/4 lvl 3 granting resist 1 to everything)
  • Galina Glimmer (2/2)
  • Rich Earth

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Rampant Growth
Murkwood Allies
Playful Panda
Giant Panda

End of Turn Discard
My Thoughts

Okay, mid cala is still super good, granting resist 1 all around. I’ll do some flood, why I’m getting a free kill on the dog I’m not sure though…


P2T3


Tech StartingHand Workers

TECH
Molting Firebird
Molting Firebird


STARTING HAND
Charge
Rickety Mine
Mad Man
Pillage
Rickety Mine
Bloodrage Ogre


WORKERS
Bloodburn
Careless Musketeer
Pillage


NextHand

Scorch
Makeshift Rambaster
Nautical Dog
Rickety Mine


Tech 2 card(s)
Get Paid + float + tech - ($9)
Worker - ($8)
Rickety Mine, Boom! - ($9)
Rickety Mine, Phew! - ($10)
Tech II (Fire) - ($6)
Bloodrage Ogre - ($4)
Jaina - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Jaina (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Bloodrage Ogre (3/2)
  • :pschip: Technician: Bombaster (2/2)
  • :target: Lookout:

In Play:

  • Rickety Mine (3)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8

vegas vs solid investment

vegas vs dividend

Man you really shoved all in there huh lol…

Balance Trial - Game 1 Player 1, Turn 4

P1 [Green]http://codexcarddb.com/color/green) vs P2 Red

Starting Hand

Rampant Growth
Murkwood Allies
Playful Panda
Giant Panda

Events of Turn:


Upkeep:

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

Nature Reclaims, Behind the Ferns
Giant Panda, Murkwood Allies
Murkwood Allies, Galina Glimmer


Main:

  • Rampant Growth, Cala kills Jaina, maxbands and heals (7)
  • Murkwood Allies (2)
  • Hero’s Hall (0)
  • worker
Workers

Playful Panda, Forest’s Favor, Verdant Tree, Spore Shambler

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 2 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (2/2+3armor)
  • :psfist: Elite: Frog (1+1/1)
  • :pspig: Scavenger: Young Treant (0/2)
  • :exhaust: Technician: Tiger Cub (2/2)
  • :target: Lookout: Frog (1/1)

In Play:

  • Calamandra (4/5 lvl 5 granting resist 1 to everything)
  • Galina Glimmer (2/2)
  • Frog (1/1)
  • Frog (1/1)
  • Rich Earth

Economy Info:

Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Merfolk Prospector
Murkwood Allies
Nature Reclaims

End of Turn Discard
My Thoughts

I guess the card draw was just worth to put the mines down? So little board presence though… I like where this is going for me. Going to get a hero’s hall and plan to mid Midori I think, I’ll grab a nature reclaims in case of Hotter Fire or Firehouse, and a Behind the Ferns b/c a bunch of buff stealthy frogs sounds pretty scary to me XD


1 Like

GG WP! I got too excited with the mines. I will go first this time.

1 Like

P1T1


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Bloodrage Ogre
Scorch
Nautical Dog
Pillage


WORKERS
Pillage


NextHand

Careless Musketeer
Charge
Bombaster
Bloodburn
Mad Man


Discard

Bloodrage Ogre
Makeshift Rambaster
Scorch


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Nautical Dog - ($2)
Jaina - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nautical Dog (1/1)
  • L1 Jaina (2/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Actually, if you haven’t started already can I drop Jaina too. Please see above edit.

1 Like

Indeed, I think the double mine drop was a little hasty. Not what I was expecting

Balance Trial - Game 2 Player 2, Turn 1

P1 [Green]http://codexcarddb.com/color/green) vs P2 Red

Starting Hand

Verdant Tree
Rich Earth
Spore Shambler
Playful Panda
Merfolk Prospector

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Rich Earth (3)
  • Arg (1)
  • Merfolk Prospector (0)
Workers

Verdant Tree

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Wisp (0+1/1)
  • :pspig: Scavenger:
  • :exhaust: Technician: Merfolk Prospector (1/1)
  • :target: Lookout:

In Play:

  • Argagarg (1/3 lvl 1)
  • Rich Earth

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Ironbark Treant
Tiger Cub
Young Treant
Rampant Growth

End of Turn Discard
My Thoughts

Going to stress test Rich Earth as much as possible. Is it P2 viable? guess we’ll see!


P1T2


Tech StartingHand Workers

TECH
Burning Volley
Burning Volley


STARTING HAND
Charge
Careless Musketeer
Bombaster
Bloodburn
Mad Man


WORKERS
Pillage
Careless Musketeer


NextHand

Burning Volley
Nautical Dog
Bloodburn
Mad Man
Charge


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Mad Man trades with Wisp - ($3)
Dog trades with Prospector
Mid Jaina kills Arg - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L6 Jaina (3/2), 1 dmg

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Balance Trial - Game 2 Player 2, Turn 2

P1 [Green]http://codexcarddb.com/color/green) vs P2 Red

Starting Hand

Ironbark Treant
Tiger Cub
Young Treant
Rampant Growth
Forest’s Favor (techn)

Events of Turn:


Upkeep:

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

Centaur, Giant Panda


Main:

  • Cala (4)
  • Ironbark Treant (1)
  • Tech 1 (0)
  • Worker
Workers

Tiger Cub, Verdant Tree

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (2/2+3armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Calamandra (2/3 lvl 1)

In Play:

  • Rich Earth

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Forest’s Favor
Giant Panda
Centaur
Playful Panda
Spore Shambler

End of Turn Discard
My Thoughts

Interesting that he skips the tech1 for that, I feel pretty okay about it though.


P1T3


Tech StartingHand Workers

TECH
Flame Arrow
Ember Sparks


STARTING HAND
Nautical Dog
Charge
Burning Volley
Mad Man
Bloodburn


WORKERS
Pillage
Careless Musketeer
Bloodburn


NextHand

Scorch
Bombaster
Burning Volley
Bloodrage Ogre


Discard

Charge
Burning Volley
Flame Arrow
Ember Sparks


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Nautical Dog - ($4)
Mad Man - ($3)
Max Jaina deals 3 to Base - ($2)
Heroes’ Hall - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Mad Man (1/1)
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • L7 Jaina (4/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7

Okay THIS is the correct spot… Do note your hero’s hall on your board summary

Balance Trial - Game 2 Player 2, Turn 3

P1 [Green]http://codexcarddb.com/color/green) vs P2 Red

Starting Hand

Forest’s Favor
Giant Panda
Centaur
Playful Panda
Spore Shambler

Events of Turn:


Upkeep:

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

Blooming Ancient, Murkwood Allies
Centaur, Giant Panda


Main:

  • Forest’s Favor Cala (5)
  • Midband Cala (3)
  • Discard two to give Cala stealth
  • Cala kills Jaina, maxbands and heals
  • Centaur (0)
  • Worker
Workers

Playful Panda, Tiger Cub, Verdant Tree

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (2/2+3armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Centaur (3/4)
  • :target: Lookout:

In Play:

  • Calamandra (5/6 lvl 5)
  • Rich Earth

Economy Info:

Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Merfolk Prospector
Rampant Growth

End of Turn Discard
My Thoughts

Next turn I tiger + tech up probably, and I want Jaina dead, so FF + stealth to kill her, then centaur to beef up the patrol more? Seems reasonable, kidnapping would be bad but not awful, sharks would be okay


GG. Man I suck. I can’t even put up a fight. Can you take red and show me how it should be done?

I don’t think you suck at all; this is weird and new and I think Green Starter got a little more of a buff than Red did (Ironbark and Rich Earth do both feel like strong options now whereas before they were situational and usually workered).

I think you have the right idea that the Fire buffs are enticing, but going for the quick-max on Jaina was a bit hyphee. Standard red stuff like Kidnapping and Lobber and Zane in general also felt pretty scary on my side still, and I think that’s where I’d start.

So yea let’s swap and see what we find out :slight_smile: You go ahead on P1 Green

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