Casual codexnewb [necro]/blood/truth vs charnel_mouse [balance]/blood/strength

Nah, Wildfire sounds good.

P2T1


Starting hand: 5

Rich Earth
Young Treant
Spore Shambler
Tiger Cub
Verdant Tree

Thoughts

Not sure exactly what codexnewb intends here, but Balance + Kidnapping seems like it covers most of his likely options. I have Rampant Growth next turn, and I think Midori is safe in Squad Leader – no Zane to worry with the Red starter, for a change. It leaves the option open to go for Moment’s Peace cheese too, let’s so what happens.


Get paid - ($5)
Worker - ($4)
Master Midori - ($2)
Tiger Cub - ($0)
Discard 3, draw 5


:psblueshield: Squad Leader: Midori L1 2/3+1A
:target: Lookout: Tiger Cub (resist 0+1)

:heart: Base HP: 20


Hand: 5

Playful Panda
Merfolk Prospector
Rampant Growth
Ironbark Treant
Forest’s Favor

Deck: 0
Discard: 3

Young Treant
Spore Shambler
Verdant Tree

Card count check (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers
Total: 10


Gold: 0
Workers: 6

5 x start
T1: Rich Earth

[b]P1T2[/b]
Tech StartingHand Workers

TECH
Argonaut
Argonaut


STARTING HAND
Charge
Bloodburn
Mad Man
Nautical Dog
Makeshift Rambaster


WORKERS
Scorch
Bloodburn


NextHand

Argonaut
Charge
Mad Man
Pillage
Careless Musketeer


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech 1 - ($3)
Nautical dog - ($2)

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bombaster (3/2)
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 6
Thoughts

hmmm, i thnk double argo is good here. between charge, and possibly two now’s, i can really claim board position.

P2T2


Starting hand: 5

Playful Panda
Merfolk Prospector
Rampant Growth
Ironbark Treant
Forest’s Favor

Thoughts

My guess is codexnewb is floating so much gold for an Argagarg spell, he’d have enough to put Spirit of the Panda on a Lobber. Nature Reclaims and Kidnapping are both good for dealing with that. Alternatively, he could be going for Jaina spells, he’d have enough for Flame Arrow. I think Kidnapping + Ironbark Treant should do reasonably well against both options.

Teched cards: 2

T2: 2 x Kidnapping


Get paid - ($6)
Worker - ($5)
Tech I - ($3)
Ironbark Treant - ($0)
Midori kills Nautical Dog, you draw, takes 1 damage
Discard 3, reshuffle, draw 5


:psblueshield: Squad Leader: Tiger Cub 2/2+1A
:target: Lookout: Ironbark Treant 1/2+2A (resist 0+1)

Midori L1 2/2 (1 damage)

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


Hand: 5

Spore Shambler
Kidnapping
Verdant Tree
Kidnapping
Merfolk Prospector

Deck: 3

Young Treant
Rampant Growth
Forest’s Favor

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 2 teched = 12
2 on board
5 in hand
3 in deck
0 in discard
2 in workers
Total: 12


Gold: 0
Workers: 7

5 x start
T1: Rich Earth
T2: Playful Panda

[b]P1T3[/b]
Tech StartingHand Workers

TECH
Now!
Now!


STARTING HAND
Pillage
Argonaut
Careless Musketeer
Charge
Mad Man
Makeshift Rambaster


WORKERS
Scorch
Bloodburn
Pillage


NextHand

Careless Musketeer (2/1)
Charge
Now!
Bloodrage Ogre
Argonaut


Tech 2 card(s)
Get Paid + float - ($8)
tech draw
worker - ($7)
argonaut - ($4)
mad man - ($3)
tower - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut (3/4+A)
  • :psfist: Elite: Mad Man (2/1)
  • :ps_: Scavenger: Bombaster (2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

hmmm, well, let’s turn that tech draw and my float into a tower. even with green spells, gives me good trades rest of game. ive got a lot to swing with if he doesnt attack me as well.

P2T3


Starting hand: 5

Spore Shambler
Kidnapping
Verdant Tree
Kidnapping
Merfolk Prospector

Thoughts

Hmm, I was hoping for a riskier play there. No matter, Kidnapping the Argonaut after running Midori into it lets me wipe his board, and hit a Tech building for 3 damage with the Ironbark Treant if I want. That’s if I want to trade off the Tiger Cub too, but that puts the tradeoff in codexnewb’s favour for gold. I think I’ll hold off, and threaten Rampant Growth on something next turn. Bringing in cheap units, since I can’t afford another Kidnapping if I tech up.

Teched cards: 2

T2: 2 x Kidnapping
T3: Crash Bomber, Tiny Basilisk


Get paid - ($7)
Worker - ($6)
Midori suicides into Argonaut for 1+1A damage, levels fizzle
Drakk Ramhorn - ($4)
Kidnapping, I take the Argonaut - ($0)
Argonaut trades with Bombaster, you get a gold
Discard 3, draw 3, reshuffle, draw 2


:psblueshield: Squad Leader: Tiger Cub 2/2+1A
:psfist: Elite: Ironbark Treant 1+1/2+2A
:ps_: Scavenger: Drakk L1 1/3 (1 to your base on death)

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


Hand: 5

Young Treant
Rampant Growth
Forest’s Favor
Kidnapping
Merfolk Prospector

Deck: 4

Crash Bomber
Tiny Basilisk
Spore Shambler
Kidnapping

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 4 teched = 14
2 on board
5 in hand
4 in deck
0 in discard
3 in workers
Total: 14


Gold: 0
Workers: 8

5 x start
T1: Rich Earth
T2: Playful Panda
T3: Verdant Tree

[b]P1T4[/b]
Tech StartingHand Workers

TECH
Immortal
Immortal


STARTING HAND
Bloodrage Ogre
Argonaut
Now!
Careless Musketeer (2/1)
Charge


WORKERS
Scorch
Bloodburn
Pillage
Careless Musketeer (2/1)


NextHand

Now!
Nautical Dog (1/1)
Bloodrage Ogre
bombaster
Makeshift Rambaster (1/2)


Tech 2 card(s)
Get Paid - ($7)
scav gold - ($8)
Worker - ($7)
tech 2 present - ($3)
arg, wisp - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mad Man (1/1+A)
  • :psfist: Elite: wisp (1/1)
  • :ps_: Scavenger:
  • :pschip: Technician: Arg (1/3)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

hmmm, kidnapping huh? i would probably do the same. need eto go immortal so i can at least keep my units…patrol to force some trades if i can.

patrol arg to tech since i can’t summon immortal, geiger, and NOW no matter what. just try adn drop immortal and dog next turn.

P2T4


Starting hand: 5

Young Treant
Rampant Growth
Forest’s Favor
Kidnapping
Merfolk Prospector

Thoughts

I’m confident about standing up to Hyperions and Tricycloids, but Immortals could be a problem. Can’t have that. Hopefully codexnewb hasn’t prepared for a Tech I fight. I need to be careful about Drakk just getting sniped by Jaina. Bring in more cheap options to help with keeping that Tech II down. Rickety Mine should help to Tech up while I’m applying pressure, or to quickly get an economic advantage if codexnewb takes the time to get an Immortal out.

Teched cards: 2

T2: 2 x Kidnapping
T3: Crash Bomber, Tiny Basilisk
T4: Crash Bomber, Rickety Mine


Get paid - ($8)
Worker - ($7)
Kidnapping, I take the Mad Man - ($3)
Drakk kills Wisp, takes 2 damage
Midband Drakk - ($0)
Tiger Cub trades with Argagarg, you draw, Drakk maxbands
Mad Man and Ironbark Treant destroy Tech II, your base to 18, former dies, latter takes 1 damage
Discard 3, draw 4, reshuffle, draw 1


:psblueshield: Squad Leader: Drakk L6 3/4+1A (1 to your base on death, units have frenzy 1, first unit from hand gets haste)

Ironbark Treant 3/1 (Drakk aura, 1 damage)

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


Hand: 5

Crash Bomber
Tiny Basilisk
Spore Shambler
Kidnapping
Forest’s Favor

Deck: 6

Crash Bomber
Rickety Mine
Kidnapping
Tiger Cub
Rampant Growth
Merfolk Prospector

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 6 teched = 16
1 on board
5 in hand
6 in deck
0 in discard
4 in workers
Total: 16


Gold: 0
Workers: 9

5 x start
T1: Rich Earth
T2: Playful Panda
T3: Verdant Tree
T4: Young Treant

hmmmmmm

[b]P1T5[/b]
Tech StartingHand Workers

TECH
Ready or Not
Hyperion


STARTING HAND
Now!
Makeshift Rambaster (1/2)
Nautical Dog (1/1)
bombaster
Bloodrage Ogre
Charge


WORKERS
Scorch
Bloodburn
Pillage
Careless Musketeer (2/1)


NextHand

Immortal
Now!
argonaut
argonaut
Immortal


Discard

Mad Man
Charge
Makeshift Rambaster (1/2)
Bloodrage Ogre (3/2)
bombaster
Nautical Dog (1/1)
Now!
Ready or Not
Hyperion


Tech 2 card(s)
Get Paid + float - ($9)
tech draw
rebuild tech 2, base to 18
geiger - ($7)
bloodrage ogre - ($5)
makeshift rambaster - ($3)
expensive charge on ogre - ($0)
ogre and rambaster kill drak, my abse to 17, geiger to mid

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

i think immortal’s pair well with ready or not can clear his board and/or break some tech buildings.

also need a hyperion to help my deck cycle.

P2T5


Starting hand: 5

Crash Bomber
Tiny Basilisk
Spore Shambler
Kidnapping
Forest’s Favor

Thoughts

The only way I can kill Geiger here is by playing the Spore Shambler, which requires me to delay Tech II, or skip a worker. I’m planning to tech in more cards, so maybe the latter isn’t so bad, but it does leave me with just a spent Spore Shambler on the board. I think I’d rather get a couple of units down on the board, in case there is a Hyperion incoming.

Going for Bird’s Nest and Faerie Dragon, the latter can finish off Hyperions, and feather Immortals so the Birds can block them.

Teched cards: 2

T2: 2 x Kidnapping
T3: Crash Bomber, Tiny Basilisk
T4: Crash Bomber, Rickety Mine
T5: Bird’s Nest, Faerie Dragon


Get paid - ($9)
Worker - ($8)
Tech II Balance - ($4)
Tiny Basilisk - ($2)
Crash Bomber - ($1)
Discard 2, draw 4


:psblueshield: Squad Leader: Ironbark Treant 1/1+3A (1 damage)
:ps_: Scavenger: Crash Bomber 2/2 (1 to your base on death)
:exhaust: Technician: Tiny Basilisk 1/2 (deathtouch, unattackable by Tech 0 units)

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


Hand: 4

Rickety Mine
Tiger Cub
Rampant Growth
Merfolk Prospector

Deck: 2

Crash Bomber
Kidnapping

Discard: 4

Bird’s Nest
Faerie Dragon
Spore Shambler
Kidnapping

Card count check (opponent-viewable)

Expected: 10 + 8 teched = 18
3 on board
4 in hand
2 in deck
4 in discard
5 in workers
Total: 18


Gold: 1
Workers: 10

5 x start
T1: Rich Earth
T2: Playful Panda
T3: Verdant Tree
T4: Young Treant
T5: Forest’s Favor

interesting game…

[b]P1T6[/b]
Tech StartingHand Workers

TECH
Temporal Distortion
Temporal Distortion


STARTING HAND
Immortal
argonaut
Immortal
argonaut
Now!


WORKERS
Scorch
Bloodburn
Pillage
Careless Musketeer (2/1)
argonaut


NextHand

Ready or Not
Immortal
Immortal
Bloodrage Ogre (3/2)


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
argonaut - ($4)
NOW argo - ($3)
geiger and argo kill ironbark treant, take 1 each
arg, wisp - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: arg (1/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger: wisp (0/1)
  • :pschip: Technician:
  • :target: Lookout: argonaut (3/3) resist 1

In Play:

  • Geiger, lvl 3, (2/3)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

hmmm, don’t feel good dropping immortal yet. lets stick to original plan of NOW’d argo’s

my bad, am used to see all patrollers listed, not only occupied positions :frowning:

1 Like

That’s fair. I took them out of the new format to try and make my turns less tall, especially in the early game.

Definitely. I think I’ll be linking this thread in the deck guide: there’s been several interesting ones, and the way I’ve been playing throws a lot of its recommendations in the trash.

P2T6


Starting hand: 4

Rickety Mine
Tiger Cub
Rampant Growth
Merfolk Prospector

Thoughts

Not an ideal draw, but Drakk still lets me kill everything pretty efficiently here. I could Rampant Growth the Cub to destroy the Tech II instead of trading it into Geiger and playing Rickety Mine, is that better? No, because the longer I’m not dealing with an Immortal the better. That should make it harder to kill Drakk immediately, I hope.

Teched cards: 2

T2: 2 x Kidnapping
T3: Crash Bomber, Tiny Basilisk
T4: Crash Bomber, Rickety Mine
T5: Bird’s Nest, Faerie Dragon
T6: Faerie Dragon, War Drums


Get paid + float - ($11)
Drakk Ramhorn - ($9)
Tiny Basilisk trades with Argagarg, Drakk hits level 3
Midband Drakk - ($8)
Crash Bomber trades with Argonaut, kills Wisp on death, you get a gold
Maxband Drakk - ($6)
Master Midori - ($4)
Tiger Cub, Drakk gives it haste - ($2)
Rampant Growth on Tiger Cub - ($0)
Tiger Cub destroys Tech II, your base to 15, takes 1A damage
Discard 2, draw 2, reshuffle, draw 2


:psblueshield: Squad Leader: Midori L1 2/3+1A
:exhaust: Technician: Drakk L6 3/4 (1 to your base on death, units have frenzy 1, first unit from hand gets haste)

Tiger Cub 2/2 (haste, Drakk aura)

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


Hand: 4

Crash Bomber
Kidnapping
Faerie Dragon
Rampant Growth

Deck: 10

Bird’s Nest
Faerie Dragon
Spore Shambler
Kidnapping
Ironbark Treant
War Drums
Crash Bomber
Tiny Basilisk
Tiger Cub
Merfolk Prospector

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 10 teched = 20
1 on board
4 in hand
10 in deck
0 in discard
5 in workers
Total: 20


Gold: 0
Workers: 10

5 x start
T1: Rich Earth
T2: Playful Panda
T3: Verdant Tree
T4: Young Treant
T5: Forest’s Favor

hmmm, you know, i think i’ll GG it there. wasn’t expecting to lost the tech 2, but i probably should have. Nicely played!

feel free to run it back. i feel like i did this codex a disservice.

1 Like

GG! I’m happy the early Kidnappings paid off, even if they weren’t on the units I was expecting. I’m happy to run it back, I’ll put up a turn tomorrow.

GLHF!

P1T1


Starting hand: 5

Spore Shambler
Ironbark Treant
Rampant Growth
Playful Panda
Rich Earth

Thoughts

Hmm, not an ideal first hand. I’m going to try opening with Spore Shambler, so I can cheaply buff Tiger Cub in patrol next turn. I think it’s relatively safe against the Red starter without Zane.


Get paid - ($4)
Worker - ($3)
Spore Shambler - ($0)
Discard 3, draw 5


:psblueshield: Squad Leader: Spore Shambler 2/3+1A

:heart: Base HP: 20


Hand: 5

Young Treant
Merfolk Prospector
Forest’s Favor
Verdant Tree
Tiger Cub

Deck: 0
Discard: 3

Ironbark Treant
Rampant Growth
Playful Panda

Card count check (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers
Total: 10


Gold: 0
Workers: 5

4 x start
T1: Rich Earth

[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Scorch
Charge
Careless Musketeer
Mad Man
Nautical Dog


WORKERS
Scorch


NextHand

Bloodrage Ogre
Pillage
Bloodburn
Makeshift Rambaster
Bombaster


Discard

Careless Musketeer
Mad Man
Charge


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
arg, wisp - ($2)
nautical dog - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: wisp (0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Arg, lvl 1, (1/3)
  • Nautical Dog (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

hmmm, let;s go the arg route this time.

P1T2


Starting hand: 5

Young Treant
Merfolk Prospector
Forest’s Favor
Verdant Tree
Tiger Cub

Thoughts

That’s a lot of gold. Maybe codexnewb is going for a quick Water Elemental? I think I’m going with Kidnapping again.

Teched cards: 2

T2: 2 x Kidnapping


Get paid - ($5)
Worker - ($4)
Tech I - ($2)
Tiger Cub - ($0)
Spore Shambler exhausts to put a rune on Tiger Cub
Discard 3, reshuffle, draw 5


:psblueshield: Squad Leader: Tiger Cub 3/3+1A (+)

Spore Shambler 1/2 (+)

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


Hand: 5

Kidnapping
Forest’s Favor
Ironbark Treant
Kidnapping
Young Treant

Deck: 3

Rampant Growth
Playful Panda
Merfolk Prospector

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 2 teched = 12
2 on board
5 in hand
3 in deck
0 in discard
2 in workers
Total: 12


Gold: 0
Workers: 6

4 x start
T1: Rich Earth
T2: Verdant Tree

[b]P2T2[/b]
Tech StartingHand Workers

TECH
Lobber
Ember Sparks


STARTING HAND
Makeshift Rambaster
Bloodrage Ogre
Bloodburn
Pillage
Bombaster


WORKERS
Scorch
Bloodburn


NextHand

Makeshift Rambaster
Ember Sparks
Lobber
Charge
Mad Man


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
tech 1 - ($4)
bombaster - ($2)
hero’s hall - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: wisp (0/1)
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Arg, lvl 1, (1/3)
  • Bombaster (2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

hmm, okay, just patrol for rewards. i doubt a kidnapping is coming for a wisp.

Hmm, I think I’ve mistimed things a bit. Screw it.

P1T3


Starting hand: 5

Kidnapping
Forest’s Favor
Ironbark Treant
Kidnapping
Young Treant

Thoughts

Welp. Let’s see how feasible this is.

Teched cards: 2

T2: 2 x Kidnapping
T3: 2 x Crash Bomber


Get paid - ($6)
Skipping worker
Drakk Ramhorn - ($4)
Kidnapping, I take Nautical Dog - ($0)
Spore Shambler kills Wisp, you get a gold
Nautical Dog trades with Bombaster
Tiger Cub kills Argagarg, takes 1 damage, Drakk hits level 3
Discard 4, draw 3, reshuffle, draw 2


:psblueshield: Squad Leader: Drakk L3 1/3+1A (1 to your base on death)

Tiger Cub 3/2 (+, 1 damage)
Spore Shambler 1/2 (+)

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


Hand: 5

Rampant Growth
Playful Panda
Merfolk Prospector
Forest’s Favor
Young Treant

Deck: 5

Crash Bomber
Crash Bomber
Kidnapping
Ironbark Treant
Kidnapping

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 4 teched = 14
2 on board
5 in hand
5 in deck
0 in discard
2 in workers
Total: 14


Gold: 0
Workers: 6

4 x start
T1: Rich Earth
T2: Verdant Tree