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Casual Codexnewb [Balance]/Growth/Necro vs Shamusj [Growth]/Truth/Feral


#101

Your catapults don’t take -1/-1 runes from Plague Lab, they are not units.


#102

they are! unit and contraption


#103

Ha wow, ok!


#104

Shouldn’t Orpal’s maxband ability trigger off the skelly’s death here?


#105

yes but it won’t matter based on my upcoming turn


#106

"P2T9


StartingHand Workers

STARTING HAND
Plague Lord
Poisonblade Rogue
Death and Decay
Death and Decay


WORKERS
Skeletal Archery
Jandra, the Negator
Summon Skeletons
Thieving Imp
Deteriorate


NextHand

Sk Jav
Sickness
Sacrifice the Weak
Plague Lord


Tech 0 card(s)
Get Paid + float - ($11)
Death and Decay (clears your board apart from Midori who is now a 1/2), all buildings take 3 dmg - ($3)
Stash 1
Bigby Trades with your Tower (Base to 15)
Sparring Partner kills your Tech II (Base to 13)
Orpal kills Midori, takes 1
Injunction your Tech 1 - ($0)
Haunt pings your base to 12

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]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Plague Lab (0/4)
  • Pestering Haunt (1/1)
  • Sparring Partner (2/2)
  • Orpal Gloor L6 (3/4) (has +1/+1 rune)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Tech III HP: 5 (Disease)

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
    "

#107

It may not matter a whole lot, but note that since everything died simultaneously, the Necromancer just made a bunch of skeletons.


#108

So as active player, I don’t choose the order of deaths? It won’t matter to the outcome but I’m curious.


#109

no u do not. they all die at the same time, so necro creates a skelly per every non token unit that dies


#110

Cool. Including himself?


#111

says “Whenever another non-token unit of yours dies, summon a 1/1 black Skeleton token.” so no.


#112

corrected for additional base damage from add-on destruction


#113

edit, no garth, mid arg, then kill orpal, arg will max, end up floating 2 gold, build hero’s hall instead

"P1T10


Tech StartingHand Workers

TECH
dinosize
dinosize


STARTING HAND
Rampant Growth
Skeletal Lord
Bone Collector (3/3+A)
Playful Panda (2/1)


WORKERS
Rich Earth
Ironbark Treant
Tiger Cub
Merfolk Prospetor (1/1)
Verdant Tree (3HP)
Spore Shambler


NextHand

Young Treant (0/2)
Tiny Basilisk (1/2+A)
Forest’s Favor
Rampant Growth
necromancer


Tech 2 card(s)
Get Paid - ($10)
tech 1 disabled with 2 hp
necro leaves behind 5 skeletons
mid Arg, wisp - ($4)
Rampant Growth Sk #5 - ($2)
SK #5 and Sk #4 trades with Orpal, Arg maxbands, summon water elemental
Sk 1-3 hit your base to 13
hero’s hall ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Arg, lvl 5, (1/5)
    [B]In Play:[/B]
  • SK #1 (1/1)
  • SK #2 (1/1)
  • SK #3 (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 2
    hero’s hall: 4hp

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

  • Hand: 5
  • Deck: 10
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

hmmmm, well, i for sure wont make it to tech 3. dinosize to help clear his stuff.

"


#114

You can’t bring out your second hero. Let me know if this changes your play.


#115

updated. no garth, hero’s hall instead


#116

"P2T10


StartingHand Workers

STARTING HAND
Sacrifice the Weak
Plague Lord
Sk Jav
Sickness


WORKERS
Skeletal Archery
Jandra, the Negator
Summon Skeletons
Thieving Imp
Deteriorate


NextHand

Plague Lord
Rambasa Twin
Injunction
Poisonblade Rogue
sickness


Discard

Death and Decay
Sacrifice the Weak
Sickness
Skel Javelineer


Tech 0 card(s)
Get Paid - ($10)
Plague Lord (-1/-1 on your units and heroes) - ($4)
Grave Stormborne - ($2)
Sparring Partner -> +1/+1 to Grave
Activate Plague Lab -> (Grave gets another +1/+1, all your units and heroes get another -1/-1) - ($0)
Haunt pings your Tech 1 to 1 health

Float ($0)
Discard 4, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Grave L1 (4/5A) (2 x +1/+1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Plague Lord (4/7)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Plague Lab (0/4)
  • Pestering Haunt (1/1)
  • Sparring Partner (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Tech III HP: 5

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

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
    "

#117

"P1T11


StartingHand Workers

STARTING HAND
Tiny Basilisk (1/2+A)
Forest’s Favor
necromancer
Young Treant (0/2)
Rampant Growth
Corpse Catapault #1 (0/2) ** [1 damage, -1 rune] disabled


WORKERS
Rich Earth
Ironbark Treant
Tiger Cub
Merfolk Prospetor (1/1)
Verdant Tree (3HP)
Spore Shambler


NextHand

dinosize
Bone Collector (3/3+A)
dinosize
Necromancer (3/3)
Tiny Basilisk (2/2)


Discard

Forest’s Favor
necromancer
Corpse Catapault #1 (0/2) ** [1 damage, -1 rune] disabled
Rampant Growth


Tech 0 card(s)
Get Paid - ($10)
rebuild tech 2
all Sk’s die, wisp dies (get gold) - ($11)
young treant, draw 1 ($9)
Tiny Basilisk - ($7)
Arg suicides into Grave, midband Grave
water elemetnal suicides into Grave
MIdori - ($5)
Garth - ($3)
make a skeleton - ($2)
forest favor midori - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk (1/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Young Treant (0/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Midori, lvl , (3/4) +
  • Garth, lvl 1, (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 4
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

well, this game is over. fortunately, disease is a slow death, and that gives me a shot to draw into diosize.

"


#118

"P2T11


StartingHand Workers

STARTING HAND
Rambasa Twin
Poisonblade Rogue
Injunction
sickness
Plague Lord


WORKERS
Skeletal Archery
Jandra, the Negator
Summon Skeletons
Thieving Imp
Deteriorate


NextHand

Injunction
Death and Decay
Sacrifice the Weak
Poisonblade Rogue
Skel Javelineer


Tech 0 card(s)
Get Paid - ($10)
Plague Lord #2 (4/7) (-1/-1 on all units and heroes) - ($4)
Sparring Partner gives Plague Lord #1 (+1/+1)
Plague Lord #1 attacks and destroys Tech II (giving -1/-1 to all units and heroes and clearing out your patrollers)
Your base to 10
Grave attacks and kills Midori and levels to 5
Haunt attacks and destroys your Tech I (which should be at 1 health)
Your base to 8
Rambasa Twin - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Grave L5 (6/7A) (2 x +1/+1)
  • :psfist: [I]Elite[/I]: Rambasa Twin (4/2)
  • :ps_: [I]Scavenger[/I]: Rambasa Twin (3/2)
  • :pschip: [I]Technician[/I]: Plague Lord #2 (4/7)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Plague Lab (0/4)
  • Pestering Haunt (1/1)
  • Sparring Partner (2/2)
  • Plague Lord #1 (5/8)+
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Tech III HP: 5

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

  • Hand: 5
  • Deck: 2
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
    "

#119

and that will be it. GG man! plague lords are brutal.


#120

GG! Was fun!