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Casual Codexnewb Mono-Blue vs Frozenstorm [Fire]/Past/Peace

Note Cala took tower damage, she’s on 3hp not 4.

Game 11, Player 2, Turn 4

P2 [Finesse]/Discipline/Disease vs P1 [Feral]/Discipline/Ninjutsu

Starting Hand

Tenderfoot
Brick Thief
Nimble Fencer
Granfalloon Flagbearer

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Plague Spitter, Gorgon
Carrion Curse, Gorgon
Sickness, Nimble Fencer


Main:

  • Nimble Fencer (6)
  • Tech 2 Disease (2)
  • Worker (1)
Workers

Brick Thief, Wither, Fruit Ninja, Spark

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Helpful Turtle (1/2)
  • :exhaust: Technician:
  • :target: Lookout: Older Brother (2/2)

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Bloom
Carrion Curse
Sickness
Gorgon

End of Turn Discard
My Thoughts

Teching up and laying fencer to block, next turn orpal stuff (probably, I spose rushing tech 3 might make sense). Hoping he doesn’t get feral strike here


P1T5


Tech StartingHand Workers

TECH
Young Lightning Dragon
Fox's Den Students


STARTING HAND
Rampant Growth
Verdant Tree
Fuzz Cuddles
Ironbark Treant


WORKERS
Rich Earth
Tiger Cub
Playful Panda
Forest's Favor
Ironbark Treant


NextHand

Training Grounds
Feral Strike
Merfolk Prospector (1/1)
Young Treant
Sparring Partner


Discard

stalking tiger
Verdant Tree
Rampant Growth
Fuzz Cuddles
Young Lightning Dragon
Fox's Den Students


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
max Sets - ($0)
Cal trades with Nimble Fencer
Grave kills helpful turtle
stalking tiger trades with older brother

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave, lvl 3, (3/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Sets, lvl 6, (3/4)

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

okay, that went well. bummer no good cards here, but can still bring the hero out. next turn just drop everything.

Game 11, Player 2, Turn 5

P2 [Finesse]/Discipline/Disease vs P1 [Feral]/Discipline/Ninjutsu

Starting Hand

Bloom
Carrion Curse
Sickness
Gorgon

Events of Turn:


Upkeep:

  • Get Gold (9+1float+1scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Spreading Plague, Abomination
Plague Spitter, Gorgon
Carrion Curse, Gorgon
Sickness, Nimble Fencer


Main:

  • Orpal (9)
  • Carrion Curse, let’s see what’s in that hand… Kindly discard the Feral Strike and Training Grounds please :slight_smile: (6)
  • Sickness, Grave and Sets fall ill (3)
  • Gorgon (0)
  • skip worker
Workers

Brick Thief, Wither, Fruit Ninja, Spark

  • :pspurpleshield: Patrol as below
  • Discard 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Gorgon (2/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Orpal (1/3 lvl 1)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Nimble Fencer
Timely Messenger
Gorgon

End of Turn Discard
My Thoughts

Ooof, max sets is not great… I think I better hit the sickness and carrion curse, so as to avoid a giant TG or FDS drop… Teching Abom and Spreading Plague for outs in the next cycle.

Ok well there’s one TG and a Feral Strike as well, possible he’s still drawing into more bad stuff with Sets max but we’ll see I spose.


edit:

grave is 3/4 with -1 rune
move card to worker since paid for it
reshuffle/redraw
3 in hand, 9 in deck, 1 float, 10 workers

P1T6


Tech StartingHand Workers

TECH
Reversal
Reversal


STARTING HAND
Young Treant
Merfolk Prospector (1/1)
Sparring Partner
Training Grounds
Feral Strike
Training Grounds
Sparring Partner


WORKERS
Rich Earth
Tiger Cub
Playful Panda
Forest's Favor
Ironbark Treant
merfolk


NextHand

training grounds
rampant growth
spore shambler


Tech 2 card(s)
Get Paid - ($9)
carion curse, discard 2 cards
upkeep, draw 2
Worker - ($8)
training grounds, hero's get +1 - ($7)
sparring partner - ($6)
sparring partner - ($5)
max grave, heals (3/4 with -1 rune) - ($1)
tap grave, sword rune gorgon
Sets swift strike kills Orpal, lvls fizzle

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


Board Info:
In Patrol:

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

In Play:

  • Training Grounds 4HP
  • Grave, lvl 7, (3/4) [-1r,]
  • Sets, lvl 6, (3/3) [-1r]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

teching MPM and YLD. tech 3 just wouldn't make sense. need to keep up the pressure.

leaving merfolk off the table since abomination is a legit threat.

teching 2 reversals since ill need them against the heavy disease units.

woops, looks like i made some mistakes. should have 10 workers, grave shold be maxed, etc… let me update for you.

NP I more or less had the gist. Think you should be on DC 1 Draw 3 also yea (5 cards, dc 2 to CC, draw 2, play 3 + worker)?

That’s probably gonna be game, spose we’ll see tho…

Game 11, Player 2, Turn 6

P2 [Finesse]/Discipline/Disease vs P1 [Feral]/Discipline/Ninjutsu

Starting Hand

Nimble Fencer
Timely Messenger
Gorgon
Carrion Curse (gorgon)
Older Brother (techn)

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Draw 1 Gorgon, Draw 1 techn
  • Tech 2 cards in (except turn 1)
All Teched Cards

Plague Lord x2
Spreading Plague, Abomination
Plague Spitter, Gorgon
Carrion Curse, Gorgon
Sickness, Nimble Fencer


Main:

  • Grave (7)
  • Nimble Fencer, kill scav, you get 1g (5)
  • Gorgon (2)
  • Worker (1)
Workers

Older Brother, Brick Thief, Wither, Fruit Ninja, Spark

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Gorgon (2/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Grave (2/3 lvl 1)
  • :target: Lookout:

In Play:

  • Nimble Fencer (2/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Spreading Plague
Helpful Turtle
Bloom
Tenderfoot

End of Turn Discard
My Thoughts

Well, Fencer is helpful for taking one of those SPs out, but he can make Sets much healthier with 1, and that’s a problem. I think my only hope is getting to tech 3 and having the Tower whittle things down…


P1T7


StartingHand Workers

STARTING HAND
Spore Shambler
Young Treant
Fuzz Cuddles
Young Lightning Dragon
Fox's Den Students
Feral Strike


WORKERS
Rich Earth
Tiger Cub
Playful Panda
Forest's Favor
Ironbark Treant
Merfolk Prospector (1/1)
Spore Shambler


NextHand

Fuzz Cuddles
Young Lightning Dragon
Young Treant
Verdant Tree
Reversal


Discard

Sparring Partner (2/2)
Feral Strike
Fox's Den Students
Rampant Growth


Tech 0 card(s)
Get Paid + float - ($11)
upkeep, draw 2
Scav gold - ($12)
Worker - ($11)
training grounds #2 - ($10)
Cal, tap TG, maxbands - ($8)
Spartner goes to work, play Rocky montage
…remove -1 runes from Sets and Grave - ($6)
…add +1 runes to all 3 heros - ($0)
Sets swift strike safely kills gorgon
Grave readily kills grave, lvls fizzle

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Cal, lvl 5, (7/6+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Grave, lvl 7 (7/3)+ [3dmg]

In Play:

  • Training Grounds 4HP
  • Training Grounds 4HP
  • Sets, lvl 6, (6/4)+ [1 dmg]
  • Sparring Partner (2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

i think this should be good. Sets and Spartner counter disease really well. i lucked out he elected to go that route.

ugh I edited over this turn, I teched up and patrolled 4… See edit history in top right if you wanna see it, I hate how Discourse software doesn’t let you revert edits with any ease whatsoever…

P1T8


Tech StartingHand Workers

TECH
Fox's Den Students
Feral Strike


STARTING HAND
Fuzz Cuddles
Young Treant
Reversal
Young Lightning Dragon
Verdant Tree
stalking tiger
Reversal


WORKERS
Rich Earth
Tiger Cub
Playful Panda
Forest's Favor
Ironbark Treant
Merfolk Prospector (1/1)
Spore Shambler
stalking tiger


NextHand

Feral Strike
Rampant Growth
Fox's Den Students
Fox's Den Students


Tech 2 card(s)
Get Paid - ($11)
upkeep, draw 2
Worker - ($10)
reversal plague spitter - ($7)
reversal river - ($4)
fuzz cuddles - ($2)
verdant tree - ($0)
Sets swift strikes fencer
Cal kill Tenderfoot
Grave readily breaks tech 3, your base to 18
Spartner runes fuzz cuddles

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fuzz Cuddles (3/4+A)+
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Grave, lvl 7 (7/2)+ [3dmg]

In Play:

  • Training Grounds 4HP
  • Training Grounds 4HP
  • Verdant Tree 3HP
  • Sparring Partner (2/2)
  • Cal, lvl 5, (7/3)+ [3 dmg]
  • Sets, lvl 6, (6/2)+ [3 dmg]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 12
Thoughts

hmmm, potential hurt coming my way. ill break the tech 3, but will need some maxbands to end this soon.

Game 11, Player 2, Turn 8

P2 [Finesse]/Discipline/Disease vs P1 [Feral]/Discipline/Ninjutsu

Starting Hand

Sickness
Abomination
Gorgon
Timely Messenger
Gorgon
Spreading Plague (techn)

Events of Turn:


Upkeep:

  • Get Gold (10+1scav)
  • Draw 1 techn
  • No techs just crossed fingers
All Teched Cards

Sickness, Spreading Plague
Plague Lord x2
Spreading Plague, Abomination
Plague Spitter, Gorgon
Carrion Curse, Gorgon
Sickness, Nimble Fencer


Main:

  • Gorgon (8)
  • Gorgon (5)
  • Orpal (3)
  • Grave (1)
  • Worker (0)
Workers

Abomination, Older Brother, Brick Thief, Wither, Fruit Ninja, Spark

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Orpal (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Gorgon (2/4)
  • :exhaust: Technician: Gorgon (2/4)
  • :target: Lookout: Grave (2/3 lvl 1)

In Play:

  • prayers

Economy Info:

Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Spreading Plague
Plague Lord
Bloom
Carrion Curse
Sickness

End of Turn Discard
My Thoughts

If I coulda drawn both Sickness, I woulda had a shot here. As it stands though, I think I’m sunk


GG!

P1T9


StartingHand Workers

STARTING HAND
Fox's Den Students
Rampant Growth
Fox's Den Students
Feral Strike
Reversal
Reversal


WORKERS
Rich Earth
Tiger Cub
Playful Panda
Forest's Favor
Ironbark Treant
Merfolk Prospector (1/1)
Spore Shambler
stalking tiger


NextHand

Sparring Partner (2/2)
Sparring Partner (2/2)
Young Treant
Feral Strike
Young Lightning Dragon


Tech 0 card(s)
Get Paid - ($12)
healing 3, all hero's at full power
feral strike, x2 glorious ninja from codex to field - ($4)
Fox's Den Students, all ninja unit get haste and stealth - ($0)
GN #2 kills Orpal, triggers tower
Ninja token and Fuzz Cuddles trade with scav Gorgon
GN #1 swift strike kills tech gorgon, no tower damage
sparring partner and ninja token trade with grave
3 hero's hit your base for 20 and game!

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Ninja Token (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Training Grounds 4HP
  • Training Grounds 4HP
  • Verdant Tree 3HP
  • Grave, lvl 7 (7/4)+
  • Cal, lvl 5, (7/5)+
  • Sets, lvl 6, (6/4)+
  • GN #1 (4/3)
  • GN #2 (4/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 12
Thoughts

phweew. glad i got that one.

GG WP! That was ruff.

If we’re goin again I got [Anarchy/Blood]/Feral for my next roll

sounds good. i got [truth]/bashing/discipline. P1 to you.

That’s an interesting combo you got… GL HF!

Game 12, Player 1, Turn 1

P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline

Starting Hand

Bloodburn
Nautical Dog
Mad Man
Bloodrage Ogre
Makeshift Rambaster

Events of Turn:


Upkeep:

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

Main:

  • Cala (2)
  • Nautical Dog (1)
  • Worker (0)
Workers

Bloodburn

  • :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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Cala (2/3 lvl 1)
  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Pillage
Careless Musketeer
Scorch
Charge
Bombaster

End of Turn Discard
My Thoughts

I think I’m probably favored Red vs Blue (and him having Bashing), we’ll see how this goes though!


i forget, if you kill my technician, and i tech 2 cards, do they get added to the discard before a reshuffle, or do they NOT get added until after the reshuffle at the start of my next turn?

ive heard that it’s active player choice.

just thinking through multiple options.

the 2nd. tech happens at the start of your turn

@Legion I’m 99% sure it’s players choice.

EDIT: I’m actually perhaps wrong? this suggests otherwise

that’s a lot of text. maybe just quote the relevant section here. it would be good to know this once and for all.

this part 10 chars

sounds good!

"P2T1


StartingHand Workers

STARTING HAND
Jail
Reputable Newsman
Bluecoat Musketeer
Lawful Search
Arrest


WORKERS
Jail


NextHand

Building Inspector
Manufactured Truth
Porkhand Magistrate
Spectral Aven
Traffic Director


Discard

Lawful Search
Arrest
Reputable Newsman (0/3)


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
bluecoat musketeer - ($2)
tech 1 - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Bluecoat Musketeer (1/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

hmm, anarchy, blood, feral. he’s got me beat on tech 2, tech 3, and hero’s. this will be a tough one. he also has those lobbers for value trading. ill have to just weather the storm and tech up.

double one drop next turn helps.

this opening hand sucks. ill just need to tech up for now to use that gold.

"