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Casual Codexnewb Blood/Balance/Disease vs Nekoati Demon/Growth/Strength


#81

dang, that is freaking scary. glad it never came to fruition. feel free to post your T1 whenever you get a chance.

If it’s alright with you, ill be switching to [BALANCE] / Feral / Finesse.


#82

just a couple of things: blooming ancient can’t give runes to heroes and OS on midvandy requires paying for resist.
on post 35 @codexnewb missed the opportunity to summon careless musket instead of geiger (useless at the moment) careless would kill rook, bro woud take out jandra, imo turning the tables


#83

lol. how could i have possibly summoned and hasted bro AND Musketeer post 35? i worked musketeer post 33, and summon bro post 33.

@Legion


#84

my bad, i misread the hand/workers :frowning:
the rest still stands


#85

I had actually moved the runes to Jandra, but it ended up saying Vandy in my turn summary. I do have an unfortunate tendency to mix up their names, but usually I catch it before I submit the post.


#86

I don’t mind the change in build. GL HF

"P1T1


StartingHand Workers

STARTING HAND
Temporal Research
Plasmodium
Tinkerer
Nullcraft
Fading Argonaut


WORKERS
Nullcraft


NextHand

Battle Suits
Hardened Mox
Forgotten Fighter
Time Spiral
Neo Plexus


Discard

Temporal Research
Tinkerer
Fading Argonaut


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Plasmodium - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

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

Future:

  • Plasmodium [3 time]

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
    "

#87

"P2T1


StartingHand Workers

STARTING HAND
Spore Shambler
Ironbark Treant
Merfolk Prospector
Verdant Tree
Young Treant


WORKERS
Ironbark Treant (1/2+AAA)


NextHand

Rampant Growth
Tiger Cub
Rich Earth
Playful Panda
Forest’s Favor


Discard

Spore Shambler
Verdant Tree
Young Treant


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Merfolk Prospector - ($3)
Cal - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Merfolk Prospector (1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Cal (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

he’s delaying a little to get a strong turn 3. I guess i can do the same (especially if he doesnt have time sprial in his second hand.

cal and potentially handle his tech 1 with stealth.

plan is nimble fencers into wandering mimics.

"


#88

"P1T2


Tech StartingHand Workers

TECH
Knight of the Conclave
Knight of the Conclave


STARTING HAND
Hardened Mox
Neo Plexus
Forgotten Fighter
Battle Suits
Time Spiral


WORKERS
Nullcraft
Forgotten Fighter


NextHand

Neo Plexus
Hardened Mox
Time Spiral
Fading Argonaut
Knight of the Conclave


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech I - ($3)
Vir Garbarean - ($1)
Time Spiral: remove from Plasmodium - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Vir Garbarean (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Future:

  • Plasmodium [1 time]

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
    "

#89

"P2T2


Tech StartingHand Workers

TECH
wandering mimic
wandering mimc


STARTING HAND
Rich Earth
Playful Panda
Forest’s Favor
Tiger Cub
Rampant Growth


WORKERS
Ironbark Treant (1/2+AAA)
Rich Earth


NextHand

Verdant Tree
wandering mimc
Rampant Growth
Young Treant


Tech 2 card(s)
Get Paid + float - ($7)
tap merfolk for gold - ($8)
Worker - ($7)
tech 1 - ($6)
playful panda, wisp - ($4)
rampant growth Cal, kills Vir, midbands - ($2)
max cal - ($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]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Cal (4/5)
  • Playful Panda (2/2)
  • Merfolk Prospector (1/1)
    [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: 7
Thoughts

go down a card to get the gold advantage next turn

playing it riskey here…teching straight into wandering mimics. patrol wisp in scav to maximize my gold and making it easier to tech 2 on turn 3. playful panda should let me to patrol strong enough to protect tech 2. worst case, if cal survives, i can tap for a tiger.

"


#90

"P1T3


Tech StartingHand Workers

TECH
Seer
Seer


STARTING HAND
Neo Plexus
Hardened Mox
Time Spiral
Fading Argonaut
Knight of the Conclave


WORKERS
Nullcraft
Forgotten Fighter
Hardened Mox


NextHand

Temporal Research
Tinkerer
Battle Suits
Knight of the Conclave


Discard

Time Spiral
Neo Plexus
Seer
Seer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tower - ($2)
Fading Argonaut - ($0)
Knight of the Conclave

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Plasmodium (4/4A) Haste
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Fading Argonaut (2/3) [3 time]
  • :target: Lookout:

Future:

  • Knight of the Conclave [3 time]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

Against Feral, I have to rely on a Tower for a meager defense against stealth. Vortoss Emblem would be effective against Rampant Growth and Spore Shambler, but nothing else. I’m playing the Argonaut now to try and float him for time counters next turn, but if he dies I can’t get a full-powered Research off without a lucky draw, hence making him Technician.

"


#91

"P2T3


Tech StartingHand Workers

TECH
nimble fencer
nimble fencer


STARTING HAND
Young Treant
wandering mimc
Rampant Growth
Verdant Tree


WORKERS
Ironbark Treant (1/2+AAA)
Rich Earth
Verdant Tree


NextHand

Forest’s Favor
Spore Shambler
wandering mimic
Tiger Cub
nimble fencer


Tech 2 card(s)
Get Paid - ($7)
merfolk, get a gold - ($8)
Worker - ($7)
tech 2 balance - ($3)
tower - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Playful Panda (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: L5 Cal (4/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 3

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

well, perfect, i draw into only one WM, which means ill getone next turn guarenteed. now, he could drop a prynn origin story, but even if he get Cal out, ill bring out midori to prep for his flying on my turns

game winner…need a way to deal with his prynn rewind strategy. probably need nimble fencers to spread that haste around

"


#92

"P1T4


Tech StartingHand Workers

TECH
Origin Story
Origin Story


STARTING HAND
Knight of the Conclave
Temporal Research
Battle Suits
Tinkerer
Origin Story
Seer
Origin Story


WORKERS
Nullcraft
Forgotten Fighter
Hardened Mox


NextHand

Seer
Temporal Research
Neo Plexus
Time Spiral
Seer


Tech 2 card(s)
Get Paid - ($7)
Prynn Pasternaak - ($5)
Knight of the Conclave
Temporal Research - ($3)
Origin Story: Calamandra - ($0)
Pladmodium kills Panda
Argonaut kills Wisp, you get $1

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Prynn Pasternaak (1/3A) [4 time]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Plasmodium (4/1) Haste [3 dmg]
  • Fading Argonaut (2/2) [2 time, 1 dmg]

Future:

  • Knight of the Conclave [2 time]
  • Knight of the Conclave [3 time]

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

With an 80% chance of Researching a teched card, I’ll double up on Origin Story to dispose of that fed Calamandra before she starts summoning tech II threats.

"


#93

plasmodium and fargo each take one more damage from tower.


#94

"P2T4


Tech StartingHand Workers

TECH
T Rex
T Rex


STARTING HAND
Forest’s Favor
Tiger Cub
wandering mimic
Spore Shambler
nimble fencer


WORKERS
Ironbark Treant (1/2+AAA)
Rich Earth
Verdant Tree
W4 - Tiger Cub


NextHand

Rampant Growth
Young Treant
wandering mimc
T Rex
nimble fencer


Tech 2 card(s)
Get Paid - ($8)
scav gold - ($9)
Worker - ($8)
Wandering Mimic, haste from plasmodium - ($4)
Cal - ($2)
Wandering Mimic haste kills Prynn, Cal to lvl 3
Merfolk trades with Plasmodium

Float ($2)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: L3 Cal (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Wandering Mimic (4/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 3

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 9
Thoughts

sooo, rewind doesnt work on tech 3’s…just saying. t rex for the big win. i can even just patrol him and then bring nimble fencers and mimics out after for a huge swing turn.

hoping to deal with his KOTC with T Rex. im at least safe from origina story and rewind for a turn as well.

"


#95

"P1T5


Tech StartingHand Workers

TECH
Nether Drain
Nether Drain


STARTING HAND
Time Spiral
Seer
Neo Plexus
Temporal Research
Seer


WORKERS
Nullcraft
Forgotten Fighter
Hardened Mox
Neo Plexus


NextHand

Tinkerer
Origin Story
Origin Story
Battle Suits


Discard

Plasmodium
Time Spiral
Temporal Research
Nether Drain
Nether Drain


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Seer: remove from Knight - ($5)
Seer: remove from Knight - ($4)
Tech II - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/2A) [1 time, 1 dmg]
  • :psfist: Elite:
  • :ps_: Scavenger: Seer (2/1)
  • :pschip: Technician: Seer (2/1)
  • :target: Lookout:

In Play:

  • Knight of the Conclave (4/4) Resist 1

Future:

  • Knight of the Conclave [1 time]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
    "

#96

"P2T5


Tech StartingHand Workers

TECH
two step
two step


STARTING HAND
Rampant Growth
Young Treant
nimble fencer
wandering mimc
T Rex


WORKERS
Ironbark Treant (1/2+AAA)
Rich Earth
Verdant Tree
W4 - Tiger Cub
W5 - Young Treant


NextHand

nimble fencer
Forest’s Favor
Spore Shambler
Merfolk Prospector (1/1)
T Rex


Discard

wandering mimc
T Rex
Rampant Growth
two step
two step


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
tech 3 - ($5)
nimble fencer - ($3)

Float ($3)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: L3 Cal (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: nimble fencer (2/3)
  • :pschip: [I]Technician[/I]: Wandering Mimic (4/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 10
Thoughts

hmmm, nice play with the double seer’s. i think i might just bring out a fencer instead of a second wandering mimc, just to save the gold. then his fargo will just die intead of me trading a unit into it.

that leaves him with just 3 units to attack with, 4 if he NOWS his new KOTC. without NOW, he cant get through my wall at the moment. for my final tech’s this turn, i think it’s best to bring in double two step. it would be very value adding for mimics.

"


#97

"P1T6


Tech StartingHand Workers

TECH
Second Chances
Second Chances


STARTING HAND
Seer
Origin Story
Plasmodium
Tinkerer


WORKERS
Nullcraft
Forgotten Fighter
Hardened Mox
Neo Plexus
Origin Story


NextHand

Fading Argonaut
Seer
Origin Story


Tech 2 card(s)
Get Paid - ($8)
Battle Suits - ($6)
Prynn Pasternaak - ($4)
Origin Story: Calamandra - ($1)
Seers trade, you get $1 and draw 1
Knight breaks Tech III, your base to 18 HP
Worker - ($0)

Float ($0)
Discard 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Knight of the Conclave (5/4A) Resist 1
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Prynn Pasternaak (1/3) [4 time]
  • :target: Lookout:

In Play:

  • Battle Suits
  • Knight of the Conclave (5/3) Resist 1 [1 dmg]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

I’m sure he’ll have a Rex in hand for next turn, so that Tech III needs to go. I’m hoping to have more Fading casualties in the future, in which case Second chances will be useful, so I’ll tech them in now. Second Chances will also allow Doom Grasp to obsolete Origin Story (though in hindsight, I maybe should have just gone with Doom Graps initially? not sure, will have to give it some thought).

"


#98

edit - update wisp and nimble fencer stats

"P2T6


Tech StartingHand Workers

TECH
apple stomp
apple stomp


STARTING HAND
Merfolk Prospector (1/1)
nimble fencer
T Rex
Spore Shambler
Forest’s Favor
Playful Panda


WORKERS
Ironbark Treant (1/2+AAA)
Rich Earth
Verdant Tree
W4 - Tiger Cub
W5 - Young Treant


NextHand

apple stomp
apple stomp
Rampant Growth
two step


Tech 2 card(s)
Get Paid + float - ($13)
scav gold - ($14)
tech draw
rebuild tech 3, my base to 18
max river - ($8)
spore shambler for 1 cheaper - ($6)
playful panda for 1 cheaper - ($5)
merfolk prospector for free
nimble fencer - ($3)

Float ($3)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Spore Shambler (3/3+A)
  • :psfist: [I]Elite[/I]: Wisp (1/1)
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]: nimble fencer (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 River (3/4)
  • playful panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 10
Thoughts

final tech thought, bringing in river for potential apple stomp. patrolling an extra unit to be safe against his huge army now. nimble fencer to technician so either i get a haste unit, or i get a card.

"


#99

Your Wisp is 1/1 and your Fencer 2/3, yes? You swapped their patrol positions, I’m guessing?


#100

yeah. sorry. wisp is elite, nimble fencer is tech.