Casual: Codex Newb Finesse/Feral/Growth vs Ascending Prime [Bashing]/Fire/Anarchy

@ascendingPrime GLHF!
"P1T1


StartingHand Workers

STARTING HAND
Wither
Timely Messenger
Brick Thief
Spark
Fruit Ninja


WORKERS
Fruit Ninja


NextHand

Helpful Turtle
Granfalloon Flagbearer
Bloom
Tenderfoot
Older Brother


Discard

Brick Thief
Spark
Wither


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Cal - ($1)
Timely Messenger, hits your base for 1 - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Cal (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Timely Messenger (1/1)
    [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
    "

Modified Red vs Modified Green, I’m excited. @codexnewb - GLHF.

EDIT - realized codex might not be tagged.

P2T1


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
Granfalloon Flagbearer
Spark
Older Brother
Bloom
Tenderfoot


DRAW DECK (bottom of turn, unordered)


WORKERS
Tenderfoot


NextHand

Timely Messenger
Brick Thief
Helpful Turtle
Fruit Ninja
Wither


Discard

Granfalloon Flagbearer
Spark
Bloom


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

Hire Big Brother - ($2)
Summon Troq - ($0)

Patrol Big Brother (SL)
Patrol Troq (lookout)

Float ($0)
Discard 3, Draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Big Brother (2/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Troq (2/3; lvl.1) (resist.1)
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 19

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

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

CN

So when I seen modified green in the past, it is usually to bring in finness
w/ T2 Balance to give mimics haste. Since balance isn’t in the mix, that
can’t happen here. At a guess, I’m thinking a 2-step strat on feral-T1,
maybe with a allies+stamped closer. Alt maybe a neutral-starter, w/ blooming?

Me

So the thought process here is that this combo can swing real fast
or real slow and there is also an interesting magic angle.

Fast
Zane(+troq), lobba+boot+wrecking-ball+chaos-mirror+calypso, a heros-hall
branch into T2 (maurder+monkey+lizzo), or spell-gold-sinks (smash+sharks)

Slow
Troq, ironman, branch into rhino or steam tank
followed by (lizzo+sanitorium), or (eggship+reaper), or T3 (both duck and gunhsip are solid)

Magic
Open-hero, ironman+calypso, boot/wrecking-ball/fire-spells/(?)chaos-mirror,
roll into fire T2 w/ bamstamper

I think I’d like to see if sanitorium can work, so game plan is…

  1. start w/ troq, ironmen, tower, into tank (prioritize gold into blocking health)
  2. behind wall of health set-up sanatorium (prob take a dbl or triple drop)
    3.a) use card efficiency of sanitorium + lizzo to recover hand
    3.b) use gold efficiency of sanitorium to pour money into expensive heros / spells
  3. calypso + spells to clear patrolers (b/c of course there will be a tower)

(tentative tech plan; subject to change)
ironman + calypso
ironman + tank
lizzo + sharks / boot / arrow / wrecking-b / ember / mirror
lizzo + sanitorium
~reaper + ~bampstamper/firebird

CN-t.1
eco : army : kill : (k/a)
$01 : $03 :: $00 :: 0.00

Me-t.1
eco : army : kill : (k/a)
$01 : $04 :: $00 :: 0.00

"P1T2


Tech StartingHand Workers

TECH
centaur
centaur


STARTING HAND
Granfalloon Flagbearer
Bloom
Helpful Turtle
Older Brother
Tenderfoot


WORKERS
Fruit Ninja
Older Brother


NextHand

Wither
Granfalloon Flagbearer
Helpful Turtle
Bloom


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($3)
Tenderfoot - ($2)
Bloom Cal, kill older brother - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Timely Messenger (1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Tenderfoot (1/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal, lvl 1, (3/2) +
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

well, green vs red is all about getting red to trade 2 for 1 against green. imagine it is similar here. ill tech in centaurs for now, and see if two step is a good options moving forward after that.

great split with 1 cost units in turn 1 and 2 hands. can use that to clear his board and patrol cheaply, whille maybe healing Cal turn by turn.

blooming cal instead of hero’s hall, using her as a main body,and threat of

"

P2T2


Tech StartingHand DrawDeck Workers

TECH
ironman
ironman


STARTING HAND
Timely Messenger
Brick Thief
Helpful Turtle
Fruit Ninja
Wither


DRAW DECK (bottom of turn, unordered)
Spark
Bloom
Helpful Turtle
Fruit Ninja


WORKERS
Tenderfoot
Wither


NextHand

Big Brother (2/2+a)
Granfalloon Flagbearer
Brick Thief
ironman
ironman


Discard

Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)

Build T1 - ($4)

Hire Messenger - ($3)

Build Tower - ($0)

Patrol Messenger (SL)
Patrol Troq (scav)

Float ($0)
Discard 3, Reshuffle, Draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Messenger (1/1+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Troq (2/3; lvl.1)
  • :pschip: [I]Technician[/I]:
  • :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: 5
  • Deck: 4
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

(tentative tech plan; subject to change)
X - ironman + ironman
calypso + tank
lizzo + sharks / boot / arrow / wrecking-b / ember / mirror
lizzo + sanitorium
~reaper + ~bampstamper/firebird

Hmm, original plan had been a helpful turtle but I wasn’t expecting a dbl. drop
w/ a T0 hand. The best I can figure is this means CN plans to skip T1 and rush T2?

The tower ensures anyone atk messenger dies. Wither is still an option, but seems
a waste. Either way, I don’t think my T1 is in danger w/ Troq as backup. W/ 2
ironmen in hand, plan on a dbl drop next turn and T2 turn after.

CN-t.2
eco : army : kill : (k/a)
$03 : $06 :: $02 :: 0.33

Me-t.2
eco : army : kill : (k/a)
$03 : $08 :: $00 :: 0.00

"P1T3


Tech StartingHand Workers

TECH
ferocity
behind the ferns


STARTING HAND
Granfalloon Flagbearer
Bloom
Wither
Helpful Turtle


WORKERS
Fruit Ninja
Older Brother
Granfalloon Flagbearer


NextHand

centaur
Spark
Brick Thief
centaur


Discard

Wither
Helpful Turtle
Bloom
ferocity
behind the ferns


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
mid cal , heals - ($3)
wither your timely messenger to death - ($1)
Cal kills Troq, maxbands and heals

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Tenderfoot (1/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Timely Messenger (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal, lvl 3, (5/6) +
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

probably delaying tech 2, especially if he unloads on my right now. cal’s stealth not an option anymore, but my strong tech 1’s should do the trick for a while.

"

P2T3


Tech StartingHand DrawDeck Workers

TECH
calypso
tank


STARTING HAND
Big Brother (2/2+a)
Granfalloon Flagbearer
Brick Thief
ironman
ironman


DRAW DECK (bottom of turn, unordered)


WORKERS
Tenderfoot
Wither
Big Brother (2/2+a)


NextHand

Spark
Bloom
Helpful Turtle
Fruit Ninja


Discard

Messenger (1/1+a)
calypso
tank
Granfalloon Flagbearer
Brick Thief


Tech 2 card(s)
Get Paid - ($7)
Scav payout - ($8)
Worker - ($7)

Hire Ironman.a - ($4)
Hire Ironman.b - ($1)

Patrol Ironman.a (tech)
Patrol Ironman.b (SL)

Float ($1)
Discard 2, Draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Ironman.b (3/4+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Ironman.a (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: -
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

(tentative tech plan; subject to change)
X - ironman + ironman
X - calypso + tank
lizzo + sharks / arrow / mirror
lizzo + sanitorium
~reaper + ~bampstamper/firebird

Hmm, early play focused on cali. Tower blocks her top-band. Going to need
to be mindful of feral-strike, but at T1 that isn’t really an issue yet.

Still not clear what my spell-tech should be next turn…

CN-t.3
eco : army : kill : (k/a)
$04 : $08 :: $05 :: 0.63

Me-t.3
eco : army : kill : (k/a)
$04 : $14 :: $00 :: 0.00

"P1T4


Tech StartingHand Workers

TECH
two step
nimble fencer


STARTING HAND
Brick Thief
centaur
centaur
Spark


WORKERS
Fruit Ninja
Older Brother
Granfalloon Flagbearer
Spark


NextHand

behind the ferns
Wither
ferocity


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Centaur - ($4)
Centaur - ($1)
Cal, kill SQL ironman, takes 4 back

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


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

  • :psblueshield: [I]Squad Leader[/I]: Tenderfoot (1/2+A)
  • :psfist: [I]Elite[/I]: Centaur #1 (4/4)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Timely Messenger (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal, lvl 3, (5/2) +
  • Centaur #2 (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

based on draw can go several different ways, suicide Cal to swap in river two step would be ideal, then bring cal back later.

need to be aggressive at this point given he’ll build tech 2 next turn. centaur should help to clear through though. lets see what i draw.

looks like im going with ferocity. need to get value out of centaurs to win this. multiple attacks and turns.

"

P2T4


Tech StartingHand DrawDeck Workers

TECH
lizzo
arrow


STARTING HAND
Spark
Bloom
Helpful Turtle
Fruit Ninja


DRAW DECK (bottom of turn, unordered)
Granfalloon Flagbearer
Brick Thief
Ironman.b (3/4+a)
lizzo
Bloom
Fruit Ninja


WORKERS
Tenderfoot
Wither
Big Brother (2/2+a)
Spark


NextHand

arrow
Messenger (1/1+a)
tank
calypso


Discard

Tech 2 card(s)
Get Paid + Float - ($9)
Worker - ($8)

Hire helpful turtle - ($6)
Summon Troq - ($4)

Build T2 (anarchy) - ($0)

Patrol Ironman.a (SL)
Patrol turtle (scav)
Patrol Troq (tech)

Float ($0)
Discard 2, Reshuffle, Draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Ironman.a (3/4+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: turtle (1/2; healing.1)
  • :pschip: [I]Technician[/I]: troq (2/3; lvl.1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (anarchy)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 6
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

(tentative tech plan; subject to change)
X - ironman + ironman
X - calypso + tank
X - lizzo + arrow
lizzo + sanitorium
~reaper + ~bampstamper/firebird

given the centuars, boot is technically more efficient as a spell,
however arrow is much more flexible. Not doing sharks b/c I want to
be able to shoot over the patrol.

I’m feeling the preasure right now, but I keep telling myself that
CN has done two dbl. drops so far. 13dam showing, I have 10 health blocking;
tower blocks ferns.

  • Technically any 2 of bloom/spark/wither could break through,
    but that would mean a skipped worker or 0 discard which is prob an over extension(?)
  • Another play would be sacrifice cali into ironman, summon arg, dino-size

For me, assuming turtle dies (10g) and T2 lives, I can jana + tank + arrow + worker

CN-t.4
eco : army : kill : (k/a)
$05 : $14 :: $08 :: 0.57

Me-t.4
eco : army : kill : (k/a)
$09 : $18 :: $00 :: 0.00

"P1T5


StartingHand Workers

STARTING HAND
Wither
ferocity
behind the ferns


WORKERS
Fruit Ninja
Older Brother
Granfalloon Flagbearer
Spark
behind the ferns


NextHand

two step
Helpful Turtle
teching cards (forgot to add them before i hit discard/draw. adding them in manually. no reshuffle or draw, so no turn change.


Discard

Wither
ferocity
Timely Messenger (1/1)


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
wither iron man - ($6)
ferocity - ($4)
centaur 1 swift striles iron man, takes 1 from tower
Centaur 2 swift strike kills troq, takes 1 from tower, lvls fizzle
timely messenger runs into helpful turtle
tenderfoot swift strike kills helpful turtle, takes 1 from tower
tap cal, summon predator tiger - ($0)

Float ($0)
Discard 0, draw 2


[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]: Predator tiger (4/4) swift strike, resist 2
    [B]In Play:[/B]
  • Cal, lvl 3, (5/2) +
  • Tenderfoot (1/1)
  • Centaur #1 (3/3)
  • Centaur #2 (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 2
  • Deck: 3
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

continue to go down on cards to build my board against his tech 2 onslaught coming.

bringing out tiger to try and trash a worker. i can afford him taking out my tech 1 at this point. not much for him to trade for at the moment.

"

P2T5


Tech StartingHand DrawDeck Workers

TECH
lizzo
sanitorium


STARTING HAND
arrow
Messenger (1/1+a)
tank
calypso
Ironman.b (3/4+a) (tech draw)


DRAW DECK (bottom of turn, unordered)
Bloom


WORKERS
Tenderfoot
Wither
Big Brother (2/2+a)
Spark
Messenger (1/1+a)


NextHand

Brick Thief
Granfalloon Flagbearer
Fruit Ninja
lizzo


Discard

Ironman.a (3/4+a)
turtle (1/2; healing.1)
lizzo
sanitorium
arrow
calypso
Ironman.b (3/4+a)


Tech 2 card(s)
Get Paid - ($9)
tech draw
scav payout - ($10)
Worker - ($9)

Hire tank - ($6)
Summon Jana - ($4)
Jana casts flame arrow @ cali - ($0)
4dam to cali, dies, 2-lvl to jana

Patrol tank (SL)
Patrol Jana (scav)

Float ($0)
Discard 2, Draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Steamtank (3/6+a; +4atk vs buildings)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Jana (2/3; lvl.3; sparkshot)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (anarchy)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 1
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

(tentative tech plan; subject to change)
X - ironman + ironman
X - calypso + tank
X - lizzo + arrow
X - lizzo + sanitorium
~reaper + ~bampstamper/firebird

So there was a choice flamearrow on cali (only one w/out resist) or ironman.
In the end, I figured taking 5atk off the board was better than adding 4 health
to it.

Clearly going against a hard T1 build. W/ CN having a zero discard last turn
I think I’ve basically weathered the storm at this point.

My board can be cleared w/ a couple damage sneaking through, but my T2 should
only be at risk from squirel (on tank) or dinosize. But if we ever get to a
reset board state I have zane loaded and ready.

Next turn I start to preassure w/ lizzo, and see if we can get a sanitorium up.

CN-t.5
eco : army : kill : (k/a)
$05 : $18 :: $15 :: 0.83

Me-t.5
eco : army : kill : (k/a)
$10 : $23 :: $09 :: 0.39

edit: drop hero’s hall and pay for 2 step.

"P1T6


Tech StartingHand Workers

TECH
nimble fencer
star crossed starlet


STARTING HAND
two step
Helpful Turtle


WORKERS
Fruit Ninja
Older Brother
Granfalloon Flagbearer
Spark
behind the ferns
Helpful Turtle


NextHand

nimble fencer
Bloom


Discard

Wither
ferocity
Timely Messenger (1/1)
blooming elm
blooming ancient
Tenderfoot (1/1)
nimble fencer
star crossed starlet


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
River - ($6)
two step, channeling spell, centaurs dance. ($4)
Centaur 1 hits Steamtank for 5, takes 4 back.
Centaur 2 finishes steamtank, overpowers 4 to kill Jaina, lvls to River
Predator tiger and Tenderfoot kill your tech 2, your base to 18, tenderfoot dies from tower
tech 2 growth - ($0)

Float ($0)
Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: River, lvl 3, (2/4+A) - two step
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Predator tiger (4/3)
  • Centaur #1 (5/1)
  • Centaur #2 (5/1)
    [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: 2
  • Deck: 1
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

win condition is getting at his techs. although i have a lead it is very slim.

hero’s hall is for when he withers and kills both my centaurs.

"

Hey @codexnewb, can you double ck your gold count. I have 1 + 2 + 2 + 4 + 2 = 11 (worker, river, 2-step, T2, h-h). Easy fix is to drop the heros-hall.

1 Like

yeah, he forgot to pay 2 step.

Sorry! edited and fixed it.

@ascendingPrime

No worries codex, it happens to everyone. Last game I miss
counted my gold b/c of building-inspector. Ended
up needing to take a card back and it really threw me.
Just shake it off -your fine.

P2T6


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
Brick Thief
Granfalloon Flagbearer
Fruit Ninja
lizzo


DRAW DECK (bottom of turn, unordered)
Ironman.a (3/4+a)
lizzo
sanitorium
arrow
calypso
Ironman.b (3/4+a)
lizzo


WORKERS
Tenderfoot
Wither
Big Brother (2/2+a)
Spark
Messenger (1/1+a)


NextHand

Bloom
turtle (1/2; healing.1)
Steamtank (3/6+a; +4atk vs buildings)
Granfalloon Flagbearer(2/2; flagbearer)


Discard

Tech 0 card(s)
Get Paid - ($10)
scav payout - ($11)

Summon Zane - ($9)
buy 5.lvl for zane (max) - ($4)
max: shove river to scav, 1dam

(haste) Zane atk river
zane deals 4dam, river dies; river deals 2dam
river dies: we both get 1g, 2step stops channeling, both centaurs die -($5)

hire Brickthief - ($3)
arrives: 1dam to your base, my base heals 1dam

hire fruit ninja - ($0)

Patrol fruit ninja (scav)
Patrol brickthief (tech)

Rebuild T2

Float ($0)
Discard 2, Draw 1, Reshuffle, Draw 3


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Fruit Ninja (2/2; frenzy.1)
  • :pschip: [I]Technician[/I]: Brickthief (2/1; atk: 1dam to a building, heal.1 building)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (4/2; benefits from scav & tech kills)

[B]Buildings:[/B]

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

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

  • Hand: 4
  • Deck: 7
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

(tentative tech plan; subject to change)
X - ironman + ironman
X - calypso + tank
X - lizzo + arrow
X - lizzo + sanitorium
~reaper + ~bampstamper/firebird

well that was unexpected. Hope I can make it an over-extension though.

Kind of funny I didn’t actually notice the gold missing though until I was doing these stats -lol.

CN-t.6
eco : army : kill : (k/a)
$10 : $22 :: $24 :: 1.09

Me-t.6
eco : army : kill : (k/a)
$10 : $35 :: $23 :: 0.66

"P1T7


Tech StartingHand Workers

TECH
gargum the eternal sentinal
gargum the eternal sentinal


STARTING HAND
Bloom
nimble fencer


WORKERS
Fruit Ninja
Older Brother
Granfalloon Flagbearer
Spark
behind the ferns
Helpful Turtle


NextHand

blooming ancient
Brick Thief


Tech 2 card(s)
Get Paid + scav gold - ($11)
nimble fencer - ($9)
Max Arg - ($3)
Bloom (no penalty because neutral spell) Predator Tiger - ($1)
Predator Tiger unstoppable by tech 0’s hits your base for 5, takes 1 from tower, your base to 13, you trash a worker.

Float ($1)
Discard 0, draw 1, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3+A)
  • :psfist: [I]Elite[/I]: Nimble Fencer (3/3)
  • :ps_: [I]Scavenger[/I]: Wisp (1/1)
  • :pschip: [I]Technician[/I]: Arg, lvl 5, (1/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Predator tiger (5/3) +
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

  • Hand: 2
  • Deck: 11
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

hmmmm, need a good draw this next turn. he can trade into me, but this is not looking good. i delayed tech 2 too long. and growth was a bad choice.

"

@Legion - ck me if I’m wrong, but I believe I don’t need to tech b/c
at the end of my turn I had 10 workers. This is true even if one of my
workers is trashed on my opponents turn.

EDIT - added tech due to uncertainty of rules.

P2T7


Tech StartingHand DrawDeck Workers

TECH
boot
gunship


STARTING HAND
Bloom
turtle (1/2; healing.1)
Steamtank (3/6+a; +4atk vs buildings)
Granfalloon Flagbearer(2/2; flagbearer)


DRAW DECK (bottom of turn, unordered)
Ironman.a (3/4+a)
lizzo
calypso
Ironman.b (3/4+a)


WORKERS
Tenderfoot
Wither
Big Brother (2/2+a)
Spark
Messenger (1/1+a)
turtle (1/2; healing.1)


NextHand

arrow
sanitorium
lizzo


Discard

Fruit Ninja (2/2; frenzy.1)
Bloom
boot
gunship


Tech 2 card(s)
Get Paid - ($9)

Worker - ($8)

Hire Steamtank - ($5)
Hire Granfalloon Flagbearer - ($2)

Summon Troq - ($0)

Zane atk Elemental
crack armor + 3dam, elemental dies; 3dam back to zane, zane dies
no valid tgt for zane’s lvls

(frenzy.1) fruit ninja atk nimble fencer
3dam to fencer, dies; 3dam to ninja, dies

brickthief atk wisp
2dam to wisp, dies, 1.g to you; @codexNewb - normally wisps have 0atk, let me know where this atk from and I’ll kill brickthief
brickthief atk: your base takes 1dam, mine heals 1dam

patrol steamtank (SL)
patrol troq (scav)
patrol Granfalloon Flagbearer (tech)

Float ($0)
Discard 1, Draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: (3/6+a; +4atk vs buildings)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Troq (2/3; lvl.1)
  • :pschip: [I]Technician[/I]: Granfalloon Flagbearer (2/2; flagbearer)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Brickthief (2/1; atk: 1dam to a building, heal.1 building)

[B]Buildings:[/B]

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (anarchy)
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 4
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

(tentative tech plan; subject to change)
X - ironman + ironman
X - calypso + tank
X - lizzo + arrow
X - lizzo + sanitorium
~reaper + ~bampstamper/firebird
~boot + ~gunship

CN-t.7
eco : army : kill : (k/a)
$10 : $30 :: $38 :: 1.27

Me-t.7
eco : army : kill : (k/a)
$11 : $43 :: $29* : 0.67

*counting wisp as 1g, elemental as 2g, and arg as 3g

wisp should have 0, you’re good there.

as for teching, i believe you do need to tech, because you tech cards in the beginning of your turn. if you dont have 10 workers at the beginning of your turn, you must tech 2 cards.

edit: since i cant move runes due to flagbearer, left runes with BA, and updated patrol.

"P1T8


StartingHand Workers

STARTING HAND
Brick Thief
blooming ancient


WORKERS
Fruit Ninja
Older Brother
Granfalloon Flagbearer
Spark
behind the ferns
Helpful Turtle


NextHand

blooming elm
nimble fencer


Discard

Nimble Fencer (3/3)


Tech 0 card(s)
Get Paid + float + scav - ($12)
Blooming Ancient - ($8)
Brick Theif, your base back down to 13, my base heals back to 19. one rune to BA - ($6)
Cal, rune to BA - ($4)
tower - ($1)

Float ($1)
Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Brick Thief (2/1+A)
  • :psfist: [I]Elite[/I]: Blooming Ancient (6/6) ++
  • :ps_: [I]Scavenger[/I]: Arg, lvl 5, (1/5)
  • :pschip: [I]Technician[/I]: Predator tiger (5/3) +
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
    Cal, lvl 1, (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 2
  • Deck: 9
  • Disc: 1
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

well, if i can get a card from technician, maybe ill have a shot at this. otherwise, ill bleed out here.

"

Hey Codex,

I’m happy to tech to keep the game moving, but can you tell me where you found this ruling? I couldn’t find anything about this in the QA, and in the main rule book (pg.6) it says,

Tech
Pick two cards from your codex to set aside. They’ll go face down into your discard pile just before your next turn starts.

You can either choose two copies of the same card or two different cards. Your opponent doesn’t need to wait for you to decide; they can start taking their turn as soon as you end your main phase. You don’t have to commit to your teching decision until the start of your following turn, but your game will go faster if you figure out your plan while the opponent takes their turn.

Teching two cards per turn is mandatory until you have 10 workers. At that point, you can tech 0, 1, or 2 cards. (Usually 0 is a good idea so you don’t bloat your deck.)

I’m curious to hear what the official ruling is, the way I parse it

  • The determination of whether a tech is mandatory or optional is at the end of my turn
  • The determination of the specific cards added (and how many if it is optional) is done before the start of my following turn.

Also, I believe my my flagbearer is the only valid target for the runes from your Blooming Ancient. Another one of those open questions is whether each “remove rune” counts as a separate event (in which case all runes would need to target flagbearer), or if multiple runes can be removed as a single event (in which case only one rune needs to target flagbearer). I lean towards the former position b/c the card reads

Remove a +1/+1 rune

as the “trigger”, but I’m curious to hear the official ruling.

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