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

[b]P2T3[/b]
Tech StartingHand Workers

TECH
Spirit of the Panda
Dinosize


STARTING HAND
Lobber
Makeshift Rambaster
Charge
Ember Sparks
Mad Man


WORKERS
Scorch
Bloodburn
Makeshift Rambaster


NextHand

Careless Musketeer
Bloodrage Ogre
Pillage


Discard

Nautical Dog (1/1)
Bombaster (2/2)
Ember Sparks
Mad Man
Lobber
Charge
Spirit of the Panda
Dinosize


Tech 2 card(s)
Get Paid - ($7)
scav gold - ($8)
worker - ($7)
lobber - ($6)
jaina - ($4)
mad man - ($3)
ember sparks, hit drak to 1 - ($0)
mad man trades with drak, jaina to lvl 3, my base to 19
lobber trades with tiger cub

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

ugh, he had the kidnapping…oh well, just need to trade into his stuff and make sure i worker. play the gold advantage. next turn i can bring out arg. tech in SOTP and dinosize for a base race.

1 Like

P1T4


Starting hand: 5

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

Thoughts

Oof, that smarts. I can’t even kill Jaina with the Spore Shambler, since Forest’s Favor can’t give it a rune.

Teched cards: 2

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


Get paid - ($6)
Worker - ($5)
Merfolk Prospector - ($4)
Playful Panda, Wisp arrives - ($2)
Heroes’ Hall - ($0)
Spore Shambler exhausts to pass a rune to Wisp
Discard 2, draw 4


:psblueshield: Squad Leader: Wisp 1/2+1A
:exhaust: Technician: Merfolk Prospector 1/1

Spore Shambler 0/1
Playful Panda 2/2

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


Hand: 4

Crash Bomber
Kidnapping
Ironbark Treant
Kidnapping

Deck: 1

Crash Bomber

Discard: 5

Tiger Cub
Bloodlust
Rickety Mine
Rampant Growth
Young Treant

Card count check (opponent-viewable)

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


Gold: 0
Workers: 7

4 x start
T1: Rich Earth
T2: Verdant Tree
T4: Forest’s Favor

[b]P2T4[/b]
Tech StartingHand Workers

TECH
Lobber
Artisan Mantis


STARTING HAND
Bloodrage Ogre
Pillage
Careless Musketeer


WORKERS
Scorch
Bloodburn
Makeshift Rambaster
Bloodrage Ogre


NextHand

Careless Musketeer
Nautical Dog (1/1)
Artisan Mantis
Ember Sparks


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
max arg, wisp, water elemental - ($1)
mid jaina, kills wisp - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Arg, lvl 5, (1/5)
  • :target: Lookout: Water Elemental (3/3) resist 1

In Play:

  • Jaina, lvl 4, (3/2)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

hmm, not sure what direction to go. but i think max arg makes the most sense here.

i could see myself rushing tech 3 over the next two turns as well. teching a second lobber and… honestly i dont have a solida 3 gold cost tech 2 unit…lets just go with artisan mantis

P1T5


Starting hand: 4

Crash Bomber
Kidnapping
Ironbark Treant
Kidnapping

Thoughts

Not looking good. I could midband Drakk to clear out the units, is that worth it? I’d be skipping a turn of income from my Prospector, which isn’t ideal, but I should have the mine coming soon. Putting in a Faerie Dragon for once I reach Tech II, feathering Crash Bombers could be handy.

Teched cards: 2

T2: 2 x Kidnapping
T3: 2 x Crash Bomber
T4: Bloodlust, Rickety Mine
T5: Faerie Dragon, Tiny Basilisk


Get paid - ($7)
Worker - ($6)
Drakk Ramhorn - ($4)
Midband Drakk - ($1)
Crash Bomber - ($0)
Merfolk Prospector kills Wisp
Playful Panda trades with Water Elemental
Discard 2, draw 1, reshuffle, draw 3


:psblueshield: Squad Leader: Spore Shambler 0/1+1A (Drakk aura)
:exhaust: Technician: Crash Bomber 2/2 (1 to your base on death, Drakk aura)

Drakk L4 2/3 (1 to your base on death, units get frenzy 1)
Merfolk Prospector 1/1 (Drakk aura)

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


Hand: 4

Crash Bomber
Bloodlust
Rickety Mine
Faerie Dragon

Deck: 7

Tiger Cub
Rampant Growth
Young Treant
Tiny Basilisk
Playful Panda
Kidnapping
Kidnapping

Discard: 0
Card count check (opponent-viewable)

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


Gold: 0
Workers: 8

4 x start
T1: Rich Earth
T2: Verdant Tree
T4: Forest’s Favor
T5: Ironbark Treant

[b]P2T5[/b]
Tech StartingHand Workers

TECH
Guargum, Eternal Sentinel
Artisan Mantis


STARTING HAND
Careless Musketeer
Ember Sparks
Nautical Dog (1/1)
Artisan Mantis


WORKERS
Scorch
Bloodburn
Makeshift Rambaster
Bloodrage Ogre


NextHand

Pillage
Bombaster (2/2)
Spirit of the Panda
Lobber
Charge


Discard

Ember Sparks
Artisan Mantis
Nautical Dog (1/1)
Careless Musketeer
Guargum, Eternal Sentinel
Artisan Mantis


Tech 2 card(s)
Get Paid - ($9)
arg hits spore shambler
ember sparks, kill spore shambler and bombaster, my base to 18 - ($6)
jaina trades with drak, levels fizzle, my base to 17
summon geiger - ($4)
tech 2 growth - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Arg, lvl 5, (1/5)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

hmmm, i think since they are delaying tech 2, it might be time for me to go for it. skipping worker allows me to tech up, maybe put some pressure, and i also can recover hand size AND patrol something.

bringing in another mantis and a guargam.

P1T5


Starting hand: 4

Crash Bomber
Bloodlust
Rickety Mine
Faerie Dragon

Technician draw

Rampant Growth

Thoughts

At least codexnewb’s skipped a worker, so we’re roughly back to normal economically. With luck, the Mine should push me ahead, and let me put down lots of Balance II units. I don’t need to worry about Fire spells for a turn either. Teching in a replacement for the workered Bloodlust, and Potent Basilisk to destroy any copies of Might of Leaf and Claw. No kill on Geiger without Drakk, even after drawing Rampant Growth. I’ll just try to defend the Mine for now.

Teched cards: 2

T2: 2 x Kidnapping
T3: 2 x Crash Bomber
T4: Bloodlust, Rickety Mine
T5: Faerie Dragon, Tiny Basilisk
T6: Bloodlust, Potent Basilisk


Get paid - ($8)
Worker - ($7)
Rickety Mine - ($5)
Tech II Balance - ($1)
Crash Bomber - ($0)
Discard 2, draw 4


:psblueshield: Squad Leader: Merfolk Prospector 1/1+1A
:exhaust: Technician: Crash Bomber 2/2 (1 to your base on death)

:heart: Rickety Mine HP: 3

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)
:heart: Heroes’ Hall HP: 4


Hand: 4

Tiger Cub
Tiny Basilisk
Playful Panda
Kidnapping

Deck: 2

Young Treant
Kidnapping

Discard: 6

Spore Shambler
Crash Bomber
Bloodlust
Potent Basilisk
Faerie Dragon
Rampant Growth

Card count check (opponent-viewable)

Expected: 10 + 10 teched = 20
3 on board
4 in hand
2 in deck
6 in discard
5 in workers
Total: 20


Gold: 0
Workers: 9

4 x start
T1: Rich Earth
T2: Verdant Tree
T4: Forest’s Favor
T5: Ironbark Treant
T6: Bloodlust

[b]P2T6[/b]
Tech StartingHand Workers

TECH
Now!
Guargum, Eternal Sentinel


STARTING HAND
Charge
Pillage
Bombaster (2/2)
Lobber
Spirit of the Panda


WORKERS
Scorch
Bloodburn
Makeshift Rambaster
Bloodrage Ogre
Pillage


NextHand

Spirit of the Panda
Lobber
Dinosize
Artisan Mantis
Mad Man


Tech 2 card(s)
Get Paid - ($9)
worker - ($8)
tech 3 - ($3)
lobber - ($2)
geiger kills merfolk

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Arg, lvl 5, (1/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Lobber (2/2) resist 1

In Play:

  • Geiger, lvl 1, (2/2)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

hmmm, even though he has a lot on the board, i think i can make a run for tech 3. at least ill threaten it.

P1T7


Starting hand: 4

Tiger Cub
Tiny Basilisk
Playful Panda
Kidnapping

Thoughts

Not a great hand, there’s no point doing an expensive Kidnapping on the Lobber if I can’t get a trade. I’ll just tech up, to make use of the Mine if it survives this turn, and get the Tiny Basilisk out in case of Guargum. I’ve still got Young Treant for a change too, so my chances to draw one next turn aren’t too bad.

Teched cards: 2

T2: 2 x Kidnapping
T3: 2 x Crash Bomber
T4: Bloodlust, Rickety Mine
T5: Faerie Dragon, Tiny Basilisk
T6: Bloodlust, Potent Basilisk
T7: 2x Tyrannosaurus Rex


Get paid - ($9)
Rickety Mine exhausts for 3 gold, and survives - ($12)
Worker - ($11)
Tech III - ($6)
Tiny Basilisk - ($4)
Garus Rook - ($2)
Master Midori - ($0)
Discard 2, draw 2, reshuffle, draw 2


:psblueshield: Squad Leader: Rook L1 2/4+1A
:ps_: Scavenger: Crash Bomber 2/2 (1 to your base on death)
:exhaust: Technician: Tiny Basilisk 1/2 (deathtouch, unattackable by Tech 0 units)
:target: Lookout: Midori L1 2/3 (resist 0+1)

:heart: Rickety Mine HP: 3

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)
:heart: Tech III HP: 5
:heart: Heroes’ Hall HP: 4


Hand: 4

Young Treant
Kidnapping
Potent Basilisk
Kidnapping

Deck: 9

Spore Shambler
Crash Bomber
Bloodlust
Faerie Dragon
Rampant Growth
Merfolk Prospector
Tyrannosaurus Rex
Tyrannosaurus Rex
Tiger Cub

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 12 teched = 22
3 on board
4 in hand
9 in deck
0 in discard
6 in workers
Total: 22


Gold: 0
Workers: 10

4 x start
T1: Rich Earth
T2: Verdant Tree
T4: Forest’s Favor
T5: Ironbark Treant
T6: Bloodlust
T7: Playful Panda

[b]P2T7[/b]
StartingHand Workers

STARTING HAND
Lobber
Mad Man
Dinosize
Spirit of the Panda
Artisan Mantis


WORKERS
Scorch
Bloodburn
Makeshift Rambaster
Bloodrage Ogre
Pillage


NextHand

Now!
Nautical Dog (1/1)
Artisan Mantis


Discard

Dinosize
Artisan Mantis


Tech 0 card(s)
Get Paid + float - ($12)
lobber - ($11)
mad man - ($10)
dinosize lobber, kills rook, geiger to mid, heals - ($6)
geiger kills crashbomber, base to 16
arg boosts lobber, kills midori, geiger to max, heals, flikr lobber
spirit of the panda mad man - ($2)
mad man wals by tiny b, breaks rickety mine - ($3)
jaina - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Spirit of the Panda
  • Arg, lvl 5, (1/2)
  • Geiger, lvl 5, (3/4)
  • Lobber (2/2)
  • Mad Man (3/3) SOTP

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

hmmm, didnt quite get the hand i wanted. let’s get rid ofrickety mine and hope he doesnt have a tech 3.

fingers crossed for NOW Guargum…lol.

1 Like

P1T8


Starting hand: 4

Young Treant
Kidnapping
Potent Basilisk
Kidnapping

Thoughts

Ooh, time for a double Kidnapping. The main trade I want here is the Mad Man and Geiger, but I also need to trade the SQL Lobber with something to reach them, then Tiny Basilisk can trade with something else. I think I want to kill the Lobber over Argagarg, hopefully he’s played or discarded all his Growth spells already.

Teched cards: 0

T2: 2 x Kidnapping
T3: 2 x Crash Bomber
T4: Bloodlust, Rickety Mine
T5: Faerie Dragon, Tiny Basilisk
T6: Bloodlust, Potent Basilisk
T7: 2x Tyrannosaurus Rex


Get paid + scavenger - ($11)
Drakk Ramhorn - ($9)
Kidnapping, I take SQL Lobber - ($5)
Kidnapping, I take Mad Man - ($1)
Tiny Basilisk trades with Jaina, you draw, Drakk hits level 3
Midband Drakk - ($0)
Mad Man trades with Geiger, Spirit of the Panda disappears, Drakk hits level 6 (maxband) - ($1)
Lobber trades with other Lobber
Discard 2, draw 4


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

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)
:heart: Tech III HP: 5
:heart: Heroes’ Hall HP: 4


Hand: 4

Spore Shambler
Bloodlust
Tyrannosaurus Rex
Tyrannosaurus Rex

Deck: 5

Crash Bomber
Faerie Dragon
Rampant Growth
Merfolk Prospector
Tiger Cub

Discard: 7

Crash Bomber
Rickety Mine
Kidnapping
Kidnapping
Tiny Basilisk
Young Treant
Potent Basilisk

Card count check (opponent-viewable)

Expected: 10 + 12 teched = 22
0 on board
4 in hand
5 in deck
7 in discard
6 in workers
Total: 22


Gold: 1
Workers: 10

4 x start
T1: Rich Earth
T2: Verdant Tree
T4: Forest’s Favor
T5: Ironbark Treant
T6: Bloodlust
T7: Playful Panda

I think he gets the gold. The unit his yours, but the attached card is under his control.

you know, i think im cooked either way. GG!

The gold is an ability granted to the unit. It’s the healing that stays with the card’s controller.

GG! I got lucky with that last draw. Want to go again?

sure, im actually looking to try something new with purple. mind if i go past/present/finesse?

Sounds good!

[b]P1T1[/b]
StartingHand Workers

STARTING HAND
Plasmodium
Temporal Research
Fading Argonaut
Nullcraft
Tinkerer


WORKERS
Tinkerer


NextHand

Time Spiral
Neo Plexus
Forgotten Fighter
Hardened Mox
Battle Suits


Discard

Nullcraft
Fading Argonaut
Temporal Research


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:

In Play:

  • Plasmodium ***

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

looking to rush tech 1’s here. board flood. then two step stuff.

P2T1


Starting hand: 5

Rich Earth
Spore Shambler
Tiger Cub
Verdant Tree
Rampant Growth

Thoughts

I remember playing this matchup against Shadow_Night_Black in CAWS18, but I don’t remember what I did. I’ll go and have a look…

OK, I went for Strength II against Present II and won, but I spent a lot of the game on the back foot, until I got a lucky Kidnapping turn. I don’t want to be in that situation again, if I can help it. I want to keep the board small in case of Finesse II, and I’ll need some way to deal with Present II, which Balance II is good for, but I think it struggles against Finesse II, unless you go heavily into air. Prynn is also around to ruin things if I depend on a small number of units, such as Doubling Barbarbarians.

Maybe I try and do Dorthram Horselords + War Drums or something, they take less setup than the Barbarbarbarians and Balance II has lots of other good units. Or do I just try to win at Tech I? Fencers and Stewardesses make that pretty dicey. Maybe just set up for that Tech II plan with Crash Bombers, then Bloodlust or Kidnapping for picking off wounded Fencers. Gemscout Owl or Bird’s Nest would be nice against Nullcraft.

I’ll put down Rich Earth for now, while there’s only a forecasted Plasmodium on the board, plus Rook for delaying / Birds.


Get paid - ($5)
Rich Earth - ($2)
Worker
Garus Rook - ($0)


:psblueshield: Squad Leader: Rook L1 2/4+1A

Rich Earth (my workers cost no gold)

:heart: Base HP: 20


Hand: 5

Young Treant
Playful Panda
Merfolk Prospector
Ironbark Treant
Forest’s Favor

Deck: 0
Discard: 3

Spore Shambler
Tiger Cub
Rampant Growth

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: Verdant Tree

[b]P1T2[/b]
Tech StartingHand Workers

TECH
Seer
Seer


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


WORKERS
Tinkerer
Forgotten Fighter


NextHand

Seer
Fading Argonaut
Nullcraft
Neo Plexus
Time Spiral


Tech 2 card(s)
Get Paid + float - ($6)
plasmo forecasts 1
Worker - ($5)
hardened mox - ($2)
tech 1 - ($1)

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


Board Info:
In Patrol:

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

In Play:

  • Plasmodium **

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

seers and tower next turn?

P2T2


Starting hand: 5

Young Treant
Playful Panda
Merfolk Prospector
Ironbark Treant
Forest’s Favor

Thoughts

It’s pretty likely that the Plasmodium kills Rook here, unless codexnewb gets unlucky with draws. He just needs a way to get through my patrol, so Forgotten Fighter, Nullcraft + Battle Suits… maybe it’s not worth it if he’s playing a Seer as well, though. I’ll tech in a Bird’s Nest in that case, I might get to use it. Crash Bomber goes in for a cheap body.

Teched cards: 2

T2: Bird’s Nest, Crash Bomber


Get paid - ($6)
Worker
Tech I - ($4)
Playful Panda, Wisp arrives - ($2)
Merfolk Prospector - ($1)
Discard 2, reshuffle, draw 4


:psblueshield: Wisp 0/1+1A
:target: Lookout: Merfolk Prospector 1/1 (resist 0+1)

Rook L1 2/4
Playful Panda 2/2

Rich Earth (my workers cost no gold)

:heart: Base HP: 20


Hand: 4

Rampant Growth
Bird’s Nest
Crash Bomber
Young Treant

Deck: 3

Spore Shambler
Tiger Cub
Forest’s Favor

Discard: 0
Card count check (opponent-viewable)

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


Gold: 1
Workers: 7

5 x start
T1: Verdant Tree
T2: Ironbark Treant