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

Game 7, Player 2, Turn 4

P2 [Discipline]/Future/Growth vs P1 [Ninja]/Balance/Demonz

Starting Hand

Savior Monk
Sensei's Advice
Fox Primus
Grappling Hook
Void Star

Events of Turn:


Upkeep:

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

Nebula x2
Spirit of the Panda, Xenostalker
Void Star x2


Main:

  • Maxband Arg (6)
  • Void Star (1)
  • Worker (0)
Workers

Fox Primus, Morningstar Flagbearer, Safe Attacking, Fox Viper

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

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 4 FUTURE

In Patrol:

  • :psblueshield: Squad Leader: Water Elemental (3/3+1armor)
  • :psfist: Elite: Aged Sensei (1+1/1)
  • :pspig: Scavenger: Arg (1/5 lvl 5)
  • :exhaust: Technician: Void Star (5/4)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Grappling Hook
Savior Monk
Xenostalker
Sensei's Advice
Nebula

End of Turn Discard
My Thoughts

I’m obviously laying the Void Star, but on top of that I have two options, from what I see:

  1. Grave, Hook Sets to elite, Arg + Advice my Sensei to kill Sets, max Arg for WE. This is great for overall board control, but leaves me vulnerable to Fairie Dragon blessing Tiny B and losing my Void Star. That would be quite sad, but I could likely recover with Grave and WE at the ready.
  2. Maxband Arg, Hook sets to wherever, Sensei buffs Arg to trade with Tiny B. I give two levels to Sets, but I am certain to own the skies. This feels like the guaranteed high-floor plan, but lower ceiling than if he isn’t holding Fairies. I also make the SotP dead for next turn, which is a bummer.

I’d be about 99% sure he teched at least one Fairie, 70% he teched two of them. Perhaps the third option is to start aiming for tech 3? Then I can’t take either kill, but maybe that’s the right call? I’m now realizing the Dragons can also target my tech 2s, which is a pretty bad thing…

I think the more I look at it, the more 2x Nebula and rush tech 3 makes the most sense… Let’s do that

Nice, I got the Xenostalker, that’s the perfect accompanying drop for teching up.


P1T5


Tech StartingHand Workers

TECH
Moment's Peace
Moment's Peace


STARTING HAND
Aged Sensei
Safe Attacking
Tiny Basilisk
Gemscout Owl
Snapback


WORKERS
Fox Viper
Fox Primus
Sensei's Advice
Savior Monk
Safe Attacking


NextHand

Moment's Peace
Grappling Hook
Fairie Dragon
Snapback


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
gemscout owl - ($6)
tiny baslisk - ($4)
tower - ($1)
Tiny Basilisk kills Arg, takes 1 Sets to lvl 3
mid Sets - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk (1/2+A)
  • :psfist: Elite: Sets, lvl 4, (3/3)
  • :ps_: Scavenger: Smoker (1/1)
  • :pschip: Technician: Gemscout Owl (0/1)
  • :target: Lookout:

In Play:

  • Tiny Basilisk (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

well, im cooked. just tech in moment's peace and see if i can pull this off.

Game 7, Player 2, Turn 5

P2 [Discipline]/Future/Growth vs P1 [Ninja]/Balance/Demonz

Starting Hand

Grappling Hook
Savior Monk
Xenostalker
Sensei's Advice
Nebula

Events of Turn:


Upkeep:

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

Rambasa Twins, Reversal
Nebula x2
Spirit of the Panda, Xenostalker
Void Star x2


Main:

  • WE trades with Sets, levels fizzle
  • Aged Sensei buffs Void Star, who kills Gemscout and overpowerers down your tech 2, and armors the tower damage. Your base to 18, you get a card
  • Savior Monk (8)
  • Worker (7)
  • Tech 3 (2)
Workers

Fox Primus, Morningstar Flagbearer, Safe Attacking, Fox Viper

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

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 4 FUTURE
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Savior Monk (2/2)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Void Star (5/4)
  • Aged Sensei (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 10

End of Turn Hand

Spirit of the Panda
Snapback
Void Star
Smoker
Nebula

End of Turn Discard
My Thoughts

Woah no Dragons! But why do I always think Xenostalker costs 3 and not 4??? Ugh. Okay, no problem, I got scavenger gold… but he has two Tiny Bs at the ready, so whatever sits on the ground will be terminated. He also got a tower…? Well, I actually think the best lay here is Savior Monk, trade WE and Sets, buff Void to kill Gemscout and tech 2, and tech up. Puts me on tech 3 while he’s on tech 1. I spose I could throw Vir out as a sacrificial blocker / get rid of a Tiny B dude also… Does floating the gold help me significantly next turn? I guess I’m drawing into SotP + Nebula, and having 12 gives me just enough for that (provided I attack with VS / whatever I’m SotP-ing before laying nebula)… Also drawing into the other VS, so I’d want at least 12 for that also… Okay lets just float. Teching Twins and Reversal just to round the deck out, but I think I’m pretty set


lol, you’re just too good frozenstorm. but im learning a lot i guess.

P1T6


Tech StartingHand Workers

TECH
Tyrannosaurus Rex
Tyrannosaurus Rex


STARTING HAND
Snapback
Grappling Hook
Fairie Dragon
Moment's Peace
Speed of the Fox


WORKERS
Fox Viper
Fox Primus
Sensei's Advice
Savior Monk
Safe Attacking
Snapback


NextHand

Aged Sensei
Tyrannosaurus Rex
Fairie Dragon
Moment's Peace
Morningstar Flagbearer


Tech 2 card(s)
Get Paid - ($9)
tech draw
rebuild tech 2, base to 18
Worker - ($8)
midori - ($6)
moment's peace - ($4)
tiny basilisks and smoker hit your tech 2 down to 1

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Midori, lvl 1, (2/3)

In Play:

  • Tiny Basilisk (1/1)
  • Tiny Basilisk (1/2)
  • Smoker (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 4
  • Workers: 10
Thoughts

not much to do.

Hahaha that’s very flattering, thanks :slight_smile: I’ve logged quite a few games, so I hope I’ve learned a few things. I’d still bet on Eric or Zhav against me in a best of 5, and Dreamfire has certainly gotten my number more than a few times in tournaments so I think our match would be pretty even money.

I was a little curious why you would put Sets in Elite there, at least backline I have to pay for the pleasure of taking her out.

Game 7, Player 2, Turn 6

P2 [Discipline]/Future/Growth vs P1 [Ninja]/Balance/Demonz

Starting Hand

Spirit of the Panda
Snapback
Void Star
Smoker
Nebula

Events of Turn:


Upkeep:

  • Get Gold (10+2float)
  • No techs
All Teched Cards

Rambasa Twins, Reversal
Nebula x2
Spirit of the Panda, Xenostalker
Void Star x2


Main:

  • Vir (10)
  • very expensively snap out Midori for Sets (5)
  • Void Star (0)
Workers

Fox Primus, Morningstar Flagbearer, Safe Attacking, Fox Viper

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

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 1 FUTURE
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2+1a)
  • :psfist: Elite: Aged Sensei (1+1/1)
  • :pspig: Scavenger: Vir (2/3 lvl 1)
  • :exhaust: Technician: Void Star (5/4 flying)
  • :target: Lookout:

In Play:

  • Void Star (5/4)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Reversal
Rambasa Twin
Nebula
Nebula
Sensei's Advice

End of Turn Discard
My Thoughts

Well sad as it is to skip Nebula, I do not want to get chained down on Moment’s Peace. So we’ll wait a turn on that, get the other Void Star out, and let the tech 2 drop (not that important), so long as next turn we get to attack. If he’s unable to take down a Void Star (he has to have a Dragon by now right?), then I can just end woo

Hmph didn’t split the nebulas, that’s a bummer. If Vir goes down though I do get to Rambasa along with nebula, so that’s a plus I guess


P1T7


Tech StartingHand Workers

TECH
Wandering Mimic
Wandering Mimic


STARTING HAND
Fairie Dragon
Aged Sensei
Moment's Peace
Morningstar Flagbearer
Tyrannosaurus Rex


WORKERS
Fox Viper
Fox Primus
Sensei's Advice
Savior Monk
Safe Attacking
Snapback


NextHand

Moment's Peace
Tyrannosaurus Rex
Speed of the Fox
Grappling Hook
Fairie Dragon


Discard

Tiny Basilisk (1/2)
Tiny Basilisk (1/1)
Moment's Peace
Tyrannosaurus Rex
Aged Sensei
Wandering Mimic
Wandering Mimic


Tech 2 card(s)
Get Paid + float - ($14)
tech 3 - ($9)
morningstar flagbearer - ($6)
vandy - ($4)
fairie dragon, rune to healthy tiny b - ($0)
flying tiny b trades with tech void star
other tiny b trades with vir, vandy to lvl 3
smoker breaks tech 2, your base to 18

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:Vandy, lvl 3, (3/4)
  • :pschip: Technician: Fairie Dragon (4/2)
  • :target: Lookout:

In Play:

  • Sets, lvl 1 (1/3)
  • Morningstar Flagbearer (2/2)
  • Smoker (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

just a fool's hope…mimic's for potential haste flying.

Game 7, Player 2, Turn 7

P2 [Discipline]/Future/Growth vs P1 [Ninja]/Balance/Demonz

Starting Hand

Reversal
Rambasa Twin
Nebula
Nebula
Sensei's Advice
Snapback (techn)

Events of Turn:


Upkeep:

  • Get Gold (10+1scav)
  • Tech 2 cards in
All Teched Cards

Omegacron x2
Rambasa Twins, Reversal
Nebula x2
Spirit of the Panda, Xenostalker
Void Star x2


Main:

  • Nebula, destroy Flagbearer, cloaking devices on (4)
  • Aged Sensei suicides into Vandy, uses up tower detection
  • Savior Monk sneakily pings your tower to 2hp
  • Void Star destroys your tech 3, your base to 16
  • Arg (2)
Workers

Fox Primus, Morningstar Flagbearer, Safe Attacking, Fox Viper

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 3 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5
  • Tech2 HP: 5 FUTURE
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Nebula (7/6+1armor resist 3)
  • :psfist: Elite: Wisp (0+1/1 invisible)
  • :pspig: Scavenger:
  • :exhaust: Technician: Arg (1/3 lvl 1)
  • :target: Lookout:

In Play:

  • Void Star (5/4 invisible)
  • Savior Monk (2/2 invisible)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 10

End of Turn Hand

Spirit of the Panda
Xenostalker
Smoker
Omegacron
Snapback

End of Turn Discard
My Thoughts

Okay, time to fire up the laser cannons and cloaking devices. Pairing with Rambasas would be great, however that does leave an opening for sets to suicide… Arg would better almost just to pin Vandy and Sets to the board. Yea okay, Arg + float 2 I spose. Also going to tech Omegacrons to help finish this damn game…


at this point, im jsut trying to see how long i can draw this out. that’s my small little victory.

P1T8


StartingHand Workers

STARTING HAND
Tyrannosaurus Rex
Grappling Hook
Moment's Peace
Speed of the Fox
Fairie Dragon


WORKERS
Fox Viper
Fox Primus
Sensei's Advice
Savior Monk
Safe Attacking
Snapback
Smoker (1/1)


NextHand

Tyrannosaurus Rex
Morningstar Flagbearer (2/2)
Aged Sensei
Wandering Mimic
Moment's Peace


Tech 0 card(s)
Get Paid - ($10)
rebuild tech 3, base to 16
fairie dragon #2, choose to not drop a feather rune - ($6)
grapling hook arg to scav
vandy kills arg, sparkshot wisp, sets to lvl 3
max Sets - ($3)
tower detects savior monk
Sets kills savior monk
smoker pings your base to16
max vandy, heals, boost smoker back to my hand - ($1)
worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Fairie Dragon #2, (4/2)
  • :pschip: Technician: Fairie Dragon #1 (4/2)
  • :target: Lookout:

In Play:

  • Sets, lvl 6, (3/4)
  • Vandy, lvl 5, (4/5)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 2

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

feather rune deals with his leathal…but still…

No longer I’m afraid :wink: GG WP

Game 7, Player 2, Turn 8

P2 [Discipline]/Future/Growth vs P1 [Ninja]/Balance/Demonz

Starting Hand

Spirit of the Panda
Xenostalker
Smoker
Omegacron
Snapback

Events of Turn:


Upkeep:

  • Get Gold (10+2float+1scav)
  • no techs
All Teched Cards

Omegacron x2
Rambasa Twins, Reversal
Nebula x2
Spirit of the Panda, Xenostalker
Void Star x2


Main:

  • Omegacron, boom 6 workers, the future has arrived (11)
  • Omegacron uses up tower detection, hits your base to 7
  • Void Star powers up, sneaks destruction unto your base, GGWP (7)

hmmm, i dont think omegacron uses the tower detection because it doesnt actually need to stealth by anything.

Naw, afraid it does work that way. Same reason Meta Midori is so terrifying, he gets to fly over blockers and use up the tower.

Either way though, Nebula can blow up one Dragon and the other gets overpowed and I still have lethal that way

ahh, got it. ive definitely been overruled the other way at some point then. no worries either way though.

im down to keep going casually if you are?

randomed [necro]/balance/fire

yea I’m game. I got [Truth]/Feral/Past, lets go

1 Like

turn 1 to you whenever you’re ready.

Ok let’s see how this works, gl hf!

Game 8, Player 1, Turn 1

P1 [Truth]/Feral/Past vs P2 [Necro]/Balance/Fire

Starting Hand

Manufactured Truth
Building Inspector
Reputable Newsman
Lawful Search
Arrest

Events of Turn:


Upkeep:

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

Main:

  • Cala (2)
  • Building Inspector (1)
  • Worker (0)
Workers

Lawful Search

  • :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: Cala (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Building Inspector (1/1)

In Play:


Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Jail
Porkhand Magistrate
Bluecoat Musketeer
Traffic Director
Spectral Aven

End of Turn Discard
My Thoughts

Wow, Blue starter vs Black… but at least I have Cala to dissuade. Let’s see what happens


"P2T1


StartingHand Workers

STARTING HAND
Graveyard
Summon Skeletons
Skeleton Javelineer
Pestering Haunt
Deteriorate


WORKERS
Summon Skeletons


NextHand

Jandra, the Negator
Poisonblade Rogue
Thieving Imp
Sacrifice the Weak
Skeletal Archery


Discard

Skeleton Javelineer
Graveyard
Deteriorate


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth - ($2)
make a skeleton - ($1)
pestering haunt

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton, (1/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Garth, lvl 1, (1/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

necro balance fire was the first deck i ever played against on the forum. this deck can really swing some hasty flying power. feather runed lobbers for example. also BC’s, and mid-bandori are a thing as well.

as for him, past might make the most sense. but i think he’ll need tech three eventually.

"

Game 8, Player 1, Turn 2

P1 [Truth]/Feral/Past vs P2 [Necro]/Balance/Fire

Starting Hand

Jail
Porkhand Magistrate
Bluecoat Musketeer
Traffic Director
Spectral Aven

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Huntress, Stewardess of the Undone


Main:

  • Cala kills SQL
  • Traffic Director (4)
  • Worker (3)
  • Tech 1 (1)
Workers

Jail, Lawful Search

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Building Inspector (1/1)
  • :target: Lookout:

In Play:

  • Cala (2/2 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Spectral Aven
Arrest
Reputable Newsman
Bluecoat Musketeer
Stewardess of the Undone

End of Turn Discard
My Thoughts

Yea this is gonna be rough… we’ll see how this goes I guess


assuming you meant for TD to be SQl and Cal on backline.

1 Like

edit:

garth to stay at lvl 6
float gold
redraw hand with sk jav back in deck

"P2T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Poisonblade Rogue
Skeletal Archery
Jandra, the Negator
Thieving Imp
Sacrifice the Weak


WORKERS
Summon Skeletons
Jandra, the Negator


NextHand

TI
BC
BC
PBR
SKJ


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
haunt trades with BI, you draw
garth to lvl 4 - ($3)
sacrifice the weak, Traffic director dies - ($1)
Garth kills Cal, goes to lvl 6

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

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

In Play:

  • Garth, lvl 6, (2/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

if i were him, id go stewardess all day. no real downside other than cost. lobbers wont help much against them, being 3+A in SQL.

  1. PH kills BI, STW kills TD, mid Garth, kill Cal, Maxband Garth, skip tech 1. Probably tech in BC’s. Vulnerable to Origin story, not great baord position, wastes Garth maxband, skip tech 1

  2. archery, garth out front. he can either mid cal to kill garth, or drop double units, but not both. ill be dealing with max Cal and (most likely) stewardess after that.

As much as the trade-offs hurt, i think option 1 is better. regarding what to tech, id rather go with BC’s and just hope i dont draw them both. probably go with archery next turn, make a skeleton, etc… expecting him to drop a hero out front.

"

This is weird I know, but Garth’s maxband is for tech 1 or 2 only. Jav does not qualify, so you are effectively fizzling the maxband in this way.

You could alternatively float 1 and leave him on lvl 6, or make a regular old garden variety skeleton?

1 Like