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

"P2T3


Tech StartingHand Workers

TECH
Stalking Tiger
rampaging elephant


STARTING HAND
Brick Thief
Granfalloon Flagbearer
Bloom


WORKERS
W1 - Fruit Ninja
W2 - Spark
W3 - Granfalloon Flagbearer


NextHand

barkcoat bear
Helpful Turtle
Timely Messenger
mirkwood allies


Discard

Brick Thief
Bloom
Stalking Tiger
rampaging elephant


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
tech 2 feral - ($5)
tap cal, summon Stalking Tiger - ($1)

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]: Stalking Tiger (4/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal, lvl 5, (4/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

  • Hand: 4
  • Deck: 2
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

nice. people dont realize that calā€™s max ability more than compensates for her using two cards to go stealth. that, and if i get mirkwood allies next turn, would be solid.

still not sure of what his strategy is, but at this point, strong bodies seems the best option - get value out of them, and put early pressure.

"

P1T4


Tech StartingHand DrawDeck Workers

TECH
anarchy
sharks


STARTING HAND
Spark
detonate
Brickthief (2/1; atk: 1dam to a building, heal.1 building)
lobba
Granfalloon Flagbearer (2/2; flagbearer)


DRAW DECK (bottom of turn, unordered)
anarchy
Brickthief (2/1; atk: 1dam to a building, heal.1 building)
lobba
Granfalloon Flagbearer (2/2; flagbearer)
Tenderfoot (1/2+a)
Messenger (1/1)


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


NextHand

lobba
Bloom
detonate
sharks


Discard

Tech 2 card(s)
Get Paid - ($7)
worker - ($6)

Summon Zane - ($4)
Zane casts detonate - ($1)
trash a worker

Summon Lobba - ($0)

Fruit Ninja ambushes tenderfoot
crack armor + 2dam, tenderfoot dies; 1dam back to ninja

(haste) Lobba makes a run for the tiger
2dam to tiger; 4dam to lobba, dies

Messenger discovers it wasnā€™t a dog that bit the mailman
1dam to tiger; 4dam to messenger, dies

Tenderfoot learns she is not a cat lady
1dam to tiger, dies, you draw; 4dam to tenderfoot, dies

Troq races Zane to your base
2dam

(haste) Zane is faster
2dam

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


[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]
  • Fruit Ninja (2/1; frenzy.1)
  • Troq (2/3; lvl.1)
  • Zane (2/2; lvl.1)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Heros Hall: 4

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

  • Hand: 4
  • Deck: 6
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

(tentative tech plan; subject to change)
X - detonate + detonate :: <- trying an early cheese, see how it goes
X - lobba + lobba
X - anarchy + sharks

  • monkey + boot
  • monkey + Burning Volley / lizzo

pushed back boot b/c I havenā€™t seen any centaurs yet, and with feral T2
I suspect I might not (thinking allies+gigadon, T3 feral strike,
maybe orange tiger or elephant). Anarchy I at least know I want.
Next turn, might change boot into intimidate or smash.

Again CN using Cali powers I normally walk by, although this looks a lot
more practiced and planned out to me.

  • T1 mid-band
  • T2 discard 2 to hero kill + pool gold (card expensive, gold cheap + 3 stealth dam kills most basic heros)
  • T3 max-band + Tech 2 (card cheap, gold expensive)

Also not sure if that as a play to add an extra tiger to the deckā€¦

This also seems like a perfect counter to my cheese. It takes 3 turns for
detonate to pay for itself since I was forced to miss the T2 block, and at
this point Iā€™m pretty locked into playing them just so they donā€™t bloat my
deck.

me-4
eco : arm : kil : kil/arm
$07 : $11 : $10 : 0.91

cn-3
eco : arm : kil : kil/arm
$08 : $09 : $05 : 0.56

edit - 8 workers end of turn.

just to clarify, you also trashed detonate after use?

"P2T4


Tech StartingHand Workers

TECH
two step
two step


STARTING HAND
Helpful Turtle
mirkwood allies
barkcoat bear
Timely Messenger
Wither


WORKERS
W1 - Fruit Ninja
W2 - Spark
W3 - Granfalloon Flagbearer
W4 - Wither


NextHand

Stalking Tiger (4/4)
mirkwood allies
Older Brother


Tech 2 card(s)
Get Paid + float + trash worker (reduce gold in upkeep by 1) + tech draw - ($8)
Worker (back to 8) - ($7)
Mirkwood allies - ($2)
timeli messenger - ($1)
Cal and Tm break your tech 1,your base to 18

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


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

  • :psblueshield: [I]Squad Leader[/I]: Frog (1/1+A)
  • :psfist: [I]Elite[/I]: Frog (2/1)
  • :ps_: [I]Scavenger[/I]: Frog (1/1)
  • :pschip: [I]Technician[/I]: Frog (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal, lvl 5, (4/5)
  • Timely Messenger (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

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

deck is loaded with good units, looking to bring out River or arg based on draw.

"

Yep, both my detonates are now trashed. Wide open to
that blooming elm play - grin

EDIT - removed error line-item wherein Troq also beats up leader frog (only so much one frog can take)

P1T5


Tech StartingHand DrawDeck Workers

TECH
Ocelot
Smash


STARTING HAND
lobba
Bloom
detonate
sharks


DRAW DECK (bottom of turn, unordered)
Brickthief (2/1; atk: 1dam to a building, heal.1 building)
Messenger (1/1)


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


NextHand

anarchy
Granfalloon Flagbearer (2/2; flagbearer)
lobba
Tenderfoot (1/2+a)


Discard

Ocelot
Smash
lobba
sharks


Tech 2 card(s)
Get Paid - ($8)

Worker - ($7)

Zane casts detonate - ($4)
trashed

Zane beats up leader frog
crack armor, 1dam to frog, dies; 1dam to zane

buy 4 lvl for troq (mid-band) - ($0)

Patrol Troq (SL)
Patrol Ninja (tech)

Rebuild T1

Float ($0)
Discard 2, Draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Troq (3/4+a; lvl.5)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Fruit Ninja (2/1; frenzy.1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (2/1; lvl.1)

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Heros Hall: 4

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

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

(tentative tech plan; subject to change)
X - detonate + detonate :: <- trying an early cheese, see how it goes
X - lobba + lobba
X - anarchy + sharks
X - Ocelot + Smash

  • ember + Burning Volley

At this point, Iā€™m thinking Iā€™m commiting to a T1 game-plan. Given
gigadon + lobba + allies, Smash is uniquiely well suited to the situation.

At this point, it is hard to judge how good the detonate play was. Prob
will need to look at CNā€™s thoughts to judge that.

me-5
eco : arm : kil : kil/arm
$08 : $16 : $11 : 0.69

cn-4
eco : arm : kil : kil/arm
$09 : $15 : $07 : 0.47

How does troq attack and patrol?

your too fast for me - grin

edit - 8 workers, -1 trashed, + 1 worker this turn = 8 end of turn. reduce gold by 1 (float) since i didnt delete worker T4.

edit: put abilities next to Cal and Tiger

"P2T5


Tech StartingHand Workers

TECH
feral strike
moss ancient


STARTING HAND
Older Brother
Stalking Tiger (4/4)
mirkwood allies


WORKERS
W1 - Fruit Ninja
W2 - Spark
W3 - Granfalloon Flagbearer
W4 - Older Brother


NextHand

two step
Tenderfoot (1/2+A)
two step


Discard

mirkwood allies
feral strike
moss ancient


Tech 2 card(s)
Get Paid + float + trash worker, reduce upkeep by 1 - ($8)
Worker (back to 8 again) - ($7)
tap Cal, put Predator Tiger from coex into play - ($3)
summon Stalking Tiger from hand - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Timely Messenger (1/1+A)
  • :psfist: [I]Elite[/I]: Frog (2/1)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Frog (1/1)
  • :target: [I]Lookout[/I]: Frog (1/1)
    [B]In Play:[/B]
  • Cal, lvl 5, (4/5) - resist 1 to all my units
  • Predator Tiger (4/4) -
  • Stalking Tiger (4/4) - invisible with Cal on field
    [B]Buildings:[/B]
  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

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

hmmm, putting out wekalings as fodder to preserve tigers. hopefully draw a two step next turn.

"

As a heads up, this will be my last turn for the night. I still
have to get some work done.

TY for the reminder on abilities, a couple turns ago I had a really cool
play w/ Zanes max-band until I remembered all your frogs have resist.1
and I had to completely redo my turn.

EDIT - whoops, forgot to draw my next hand

P1T6


Tech StartingHand DrawDeck Workers

TECH
Marauder
Ember Sparks


STARTING HAND
anarchy
Granfalloon Flagbearer (2/2; flagbearer)
lobba
Tenderfoot (1/2+a)


DRAW DECK (bottom of turn, unordered)
Ocelot
lobba
sharks
Ember Sparks
Marauder
Tenderfoot (1/2+a)


WORKERS
turtle (1/2; healing.1)
Wither
Big Brother (2/2+a)
Spark
Bloom
Granfalloon Flagbearer (2/2; flagbearer)


NextHand

Brickthief (2/1; atk: 1dam to a building, heal.1 building)
Messenger (1/1)
anarchy
Smash


Discard

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

Hire Lobba - ($7)

buy 3.lvl for Troq (max-band) - ($4)

(readiness) Troq stomp leading messenger
crack armor + 3dam, messenger dies; 1dam back to Troq
atk: 1 dam to your base

build T2 (anarchy) - ($0)

Patrol Lobba (SL)
Patrol Fruit Ninja (scav)
Patrol Zane (tech)
Patrol Troq (lookout)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Lobba (2/2+a; exh: 1 dam to a building)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Fruit Ninja (2/1; frenzy.1)
  • :pschip: [I]Technician[/I]: Zane (2/1; lvl.1)
  • :target: [I]Lookout[/I]: Troq (4/4; lvl.8) (resist.1)
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 4
  • Deck: 6
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

(tentative tech plan; subject to change)
X - detonate + detonate :: <- trying an early cheese, see how it goes
X - lobba + lobba
X - anarchy + sharks
X - Ocelot + Smash
X - marauder + ember

  • monkey + Burning Volley (expecting tiger to make it through at some point)

So the original plan had been T2 ~ worker 10, but I really felt locked down
a turn or two ago and abandoned it. Normally monkeys are my default, but
given the worker damage Iā€™ve been doing marauderā€™s boost might be a thing to
force continued teching. also, w/ all the tigers, 4dam is lots better than 3.

me-6
eco : arm : kil : kil/arm
$13 : $20 : $13 : 0.65

cn-5
eco : arm : kil : kil/arm
$10 : $22 : $07 : 0.32

Hey, I just noticed on turn 4 you adjusted your income from 9 to 8, but your ending worker count still read. I am a bit distracted right now --but does that look right?

youā€™re right. T4 threw it off. adjusted. basically, eliminated the float 1 i had T4 and T5.

"P2T6


Tech StartingHand Workers

TECH
between the ferns
rampaging elephant


STARTING HAND
Tenderfoot (1/2+A)
two step
two step


WORKERS
W1 - Fruit Ninja
W2 - Spark
W3 - Granfalloon Flagbearer
W4 - Tenderfoot


NextHand

Bloom
Stalking Tiger


Discard

mirkwood allies
feral strike
moss ancient
Timely Messenger (1/1+A)
between the ferns
rampaging elephant


Tech 2 card(s)
Get Paid (no float after corections) + my base takes 1 - ($8)
Worker - ($7)
River - ($5)
Two Step on Frog #1 and Frog #2 - ($3)
Two Step on Frog #3 and Stalking Tiger - ($1)
Frog #1 kills lobber, takes 2 back.
Frog #2 kills Fruit Ninja, takes 2 back
Frog #3 kills Zane, takes 2 back, river to lvl 3
Calamandra kills Troq, takes 4 back, river to max
Stalking Tiger kills your tech 2, your base to 16.
Predator Tiger hits your base to 12, you trash a worker

Float ($1)
Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: River, lvl 5, (3/4+A) - Two Step, Two Step
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal, lvl 5, (4/1), units get resist 1
  • Predator Tiger (4/4)
  • Stalking Tiger (6/6) invisible with Cal on field
  • Frog #1 (3/1)
  • Frog #2 (3/1)
  • Frog #3 (3/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 13
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

  • Hand: 2
  • Deck: 3
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

after gold correction, still doing fine. i think i have this since i can bring out s heavy hitter next turn.

"

That was a pretty good turn.

P1T7


Tech StartingHand DrawDeck Workers

TECH
monkey
arrow


STARTING HAND
.Brickthief (2/1; atk: 1dam to a building, heal.1 building)
Messenger (1/1)
anarchy
.Smash
.Ocelot (tech draw)


DRAW DECK (bottom of turn, unordered)
Ember Sparks


WORKERS
turtle (1/2; healing.1)
Wither
Big Brother (2/2+a)
Spark
Bloom
Granfalloon Flagbearer (2/2; flagbearer)
Smash


NextHand

lobba
sharks
Marauder
Tenderfoot (1/2+a)


Discard

Lobba (2/2+a; exh: 1 dam to a building)
Fruit Ninja (2/1; frenzy.1)
monkey
arrow
Messenger (1/1)
anarchy


Tech 2 card(s)
Get Paid - ($9)
Scav - ($10)
tech draw

Worker - ($9)

Summon Jaina - ($7)
Hire Ocelot - ($5)
Hire Brickthief - ($3)
arv: 1 dam to your base, my base heals 1

Trash Heros hall
2 self-dam

Build Tower - ($0)

Rebuild T2

Patrol Ocelot (SL)
Patrol Jana (scav)
Patrol Brickthief (tech)

Float ($0)
Discard 2, Draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Ocelot (3/3+a; sparkshot)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Jaina (2/3; sparkshot)
  • :pschip: [I]Technician[/I]: Brickthief (2/1; atk: steal bricks)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 11
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (anarchy)
  • :heart: Tower: 4

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

  • Hand: 4
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

(tentative tech plan; subject to change)
X - detonate + detonate :: <- trying an early cheese, see how it goes
X - lobba + lobba
X - anarchy + sharks
X - Ocelot + Smash
X - marauder + ember
X - monkey + arrow (expecting tiger to make it through at some point)

That was a pretty good turn. 18pts of ā€œkillā€ by my math.
Not sure I can recover. sad panda ā€“ I had smash in hand too, workered b/c
the moment is now passed.

My long shot is to max zane next turn, anarchy turn after. But a long shot.

me-7
eco : arm : kil : kil/arm
$14 : $29 : $14 : 0.48

cn-6
eco : arm : kil : kil/arm
$11 : $24 : $26 : 1.04

dude, yeah, double two step is a first for me in my entire codex life. i needed this one after that brutal loss last time. these games are awesome.

"P2T7


Tech StartingHand Workers

TECH
moss ancient
apple stomp


STARTING HAND
Stalking Tiger
Bloom


WORKERS
W1 - Fruit Ninja
W2 - Spark
W3 - Granfalloon Flagbearer
W4 - Tenderfoot
W5 - bloom - final


NextHand

barkcoat bear
Brick Thief
rampaging elephant


Discard

mirkwood allies
feral strike
moss ancient
Timely Messenger (1/1+A)
between the ferns
rampaging elephant
Stalking Tiger #2 (4/4)
moss ancient
apple stomp


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Tap River, sideline Ocelot
Cal trades with jaina, lvls fizzle
Predator Tiger unstoppable by tech 0ā€™s breaks your tower, your base to 9
Stalking Tiger #1 kills brick theif
Frogs #1, 2 & 3 hits your base for 9, breaking it. GG!

Float ($10)
Discard 1, draw 3


[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]
  • River, lvl 5, (3/4+A) - Two Step, Two Step
  • Predator Tiger (4/3)
  • Stalking Tiger (6/5
  • Frog #1 (3/1)
  • Frog #2 (3/1)
  • Frog #3 (3/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

  • Hand: 3
  • Deck: 0
  • Disc: 9
    [B]Gold:[/B]
  • Gold: 10
  • Workers: 10
Thoughts

i didnt think i had enough to get his base, but after killing teh tower, my other frogs survive after two step would normally die, so i did have enough.

"

smile - Iā€™m glad you liked it, I also had a blast. I have to say you have a style of play that I have never encountered before (Iā€™m new to the forums, before I used to play IRL vs one opponent and we would play all different codexs).

If you donā€™t mind letting me into your thought process, how much did the detonates trip you up? I come from a SC-II background, so that was very much me trying to pull an early game cheese. Your killing zane T2 took a lot of the bite out of my play (not sure sure if I did something to telegraph my plan, but in retrospect up through your first tiger looked like a practiced / ā€œstandard-openingā€ for you) --but I still want to judge how good the strategy was.

Yeah, i donā€™t mind sharing.

T1 I didnt have a good hand, so i just put out mid cal to guarantee if you came at me hard, you would at least trade expensively. I view this game in turns of gold exchange, and then bring the card exchange into it after.

T2 i wasnt planning on doing that, but youā€™re heroā€™s hall scared me. and with just Tenderfoot and Timely messenger out, i know you wouldnt be able to respond with TOO much offence if i went down on cards.

T3 and moving forward, i was pretty much committed to using Calā€™s maxband to gain back the cards i went down on. I think itā€™s intentional to help compensate for the expensive two card cost of stealth.

As for teh Detonatesā€¦I have tried those a couple times, and my friends as well - and itā€™s never worked. the only time i have seen ti work, is when you use it simultaneously with breaking a tech 2 or 3, and it derails being able to rebuild that tech building because you no longer have enough workers.

It actually worked out for me, because even though i had to keep workering, i kept thinning my deck out too. so the last two turns, i have like all strong cards in my deck.

i think i got really lucky getting the double two steps. i was hoping for just 1, and then dropping like a Barkcoat Bear or a Rampaging Elephant (that was my real end game plan).

For the detonates were my first 2 techs, my thinking was that (on T3) it isnā€™t uncommon to draw both your techs (b/c your deck is so small) --especially if you are able to keep cards on the board from T1 & T2.

And, while expensive in terms of early game gold / lost board presence, those 2 lost workers would essentially give P1 the P2 eco advantage for the rest of the game.

ā€¦in retrospect though, maybe this needs to be a P2 strat as a way of really kneecapping P1 economically.

EDIT - also, not sure about the etiquette on forums, but if you want another game Iā€™m looking to play mono-white next. If you want to get some variety in opponents thats cool too.

Im down for another =, and totally, you can play white. do you mind if i give this deck some variety, im thinking [Feral]/Growth/Finesse. Iā€™d like to see how the green starter does.