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

[b]P1T3[/b]
Tech StartingHand Workers

TECH
Two Step
Two Step


STARTING HAND
Seer
Fading Argonaut
Nullcraft
Neo Plexus
Time Spiral


WORKERS
Tinkerer
Forgotten Fighter
neo


NextHand

Battle Suits
Temporal Research
Seer
time spiral


Tech 2 card(s)
Get Paid + float - ($7)
plasmo forecasts to 1
Worker - ($6)
nullcraft, kill merfolk - ($4)
seer, plasmo arrives - ($3)
river - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Plasmodium (4/4+A)
  • :psfist: Elite: Hardened Mox (2/1)
  • :ps_: Scavenger:
  • :pschip: Technician: Seer (2/1)
  • :target: Lookout:

In Play:

  • River, lvl 1, (2/3)
  • Nullcraft (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

hmmm, rook could trade into plasmo i guess. maybe i should drop river for free levels? iā€™m pretty sure she is safe. i just dont want to lose my whole board here, but at the end of the day, i just want a two step and possible tech up.

seer to technician and bring in double two step.

im thinking slow time generator and second chances. try to keep this at the tech 1 level.

woops, looks like i forgot to move a worker over that i paid for. allow me to adjust

1 Like

fixed! 10 char

P2T3


Starting hand: 4

Rampant Growth
Birdā€™s Nest
Crash Bomber
Young Treant

Thoughts

Not looking great, but Seers are at least easy to kill off later.

Teched cards: 2

T2: Birdā€™s Nest, Crash Bomber
T3: Bloodlust, Dothram Horselord


Get paid + scavenger - ($8)
Worker - ($7)
Birdā€™s Nest, Birds arrive - ($5)
Crash Bomber - ($4)
Tech II Balance - ($0)
Discard 1, draw 3


:psblueshield: Squad Leader: Bird #1 1/1+1A (flying)
:psfist: Elite: Wisp 1+0/1
:ps_: Scavenger: Playful Panda 2/2
:exhaust: Technician: Crash Bomber 2/2 (1 to your base on death)
:target: Lookout: Bird #2 1/1 (resist 0+1, flying)

Rook L1 2/4

Birdā€™s Nest (respawns Birds at upkeep))
Rich Earth (my workers cost no gold)

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


Hand: 3

Spore Shambler
Tiger Cub
Forestā€™s Favor

Deck: 0
Discard: 4

Merfolk Prospector
Bloodlust
Dothram Horselord
Rampant Growth

Card count check (opponent-viewable)

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


Gold: 0
Workers: 8

5 x start
T1: Verdant Tree
T2: Ironbark Treant
T3: Young Treant

[b]P1T4[/b]
Tech StartingHand Workers

TECH
Nimble Fencer
Nimble Fencer


STARTING HAND
Battle Suits
Temporal Research
Seer
Two Step
Neo Plexus


WORKERS
Tinkerer
Forgotten Fighter
Neo Plexus
Time Spiral


NextHand

Temporal Research
Two Step
Two Step
Fading Argonaut


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
mid river, tap sideline crashbomber - ($4)
mox kills wisp
seer trades with panda, you get a gold
plasmodium kills rook, river maxbands
summon new seer - ($3)
tower - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nullcraft (1/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Seer (2/1)
  • :target: Lookout:

In Play:

  • River, lvl 5, (3/4)
  • Hardened Mox (1/1)
  • Plasmodium (4/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

okay, letā€™ts not kill crashbomber to make sure i dont see a hasted flying mimic next turn. best i can think of.

hopefully no mad manā€¦but not much i can do about it.

I should have floated a gold, because of Rich Earth. That change anything?

nope. all goo.

P2T4


Starting hand: 3

Spore Shambler
Tiger Cub
Forestā€™s Favor

Thoughts

Hmm, I should probably have midbanded Rook instead of building Tech II early. Hoping that going for Balance II has discouraged codexnewb from teching in Undo, so Dothram Horselords will have time to swing before Prynn shuts them down.

Is it worth bringing out Drakk to kill things? Heā€™d let a Bird kill Nullcraft, Crash Bomberā€™s ability would have to hit a building. If I have him and the other Bird kill the Seer and Plasmodium, thatā€™s 1 damage to a building, and I could also maxband Drakk and bring out the Tiger Cub with haste. Thatā€™s another 3 damage, not enough to kill River. The alternative is Forestā€™s Favor to let Crash Bomber trade with River, and still do 1 building damage. Then Iā€™ve only spent 8 gold due to the free levels, and can still play the Tiger Cub with haste too, although Iā€™m completely destroying my hand size. The Tiger Cub could either destroy the Tower, or trade with Plasmodium. I think I like the idea of leaving codexnewb with only Mox on the board to face down Drakk, so Iā€™ll do that and tech in Desperation and War Drums. Letā€™s live dangerously!

Putting Drakk in Technician instead of Squad Leader: Origin Story works the same for both, and if double Fencer or Fencer + Starlet comes out then heā€™s dead either way, due to the Mox, so I might as well get an extra card if he goes down.

Teched cards: 2

T2: Birdā€™s Nest, Crash Bomber
T3: Bloodlust, Dothram Horselord
T4: Desperation, War Drums


Get paid + scavenger + float - ($10)
Worker
Drakk Ramhorn - ($8)
Midband Drakk - ($5)
Expensive Forestā€™s Favor on Crash Bomber - ($2)
Bird #1 trades with Nullcraft
Bird #2 trades with Seer, you draw
Crash Bomber trades with River and pings Tech I, Drakk hits level 6 (maxband)
Tiger Cub, Drakk gives it haste - ($0)
Tiger Cub trades with Plasmodium
Discard 0, reshuffle, draw 2


:exhaust: Technician: Drakk L6 3/4 (1 to your base on death, units get frenzy 1, first unit played from hand gets haste)

Rich Earth (my workers cost no gold)

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


Hand: 2

Dothram Horselord
Tiger Cub

Deck: 9

Merfolk Prospector
Bloodlust
Rampant Growth
Playful Panda
Birdā€™s Nest
Desperation
War Drums
Forestā€™s Favor
Crash Bomber

Discard: 0
Card count check (opponent-viewable)

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


Gold: 0
Workers: 9

5 x start
T1: Verdant Tree
T2: Ironbark Treant
T3: Young Treant
T4: Spore Shambler

[b]P1T5[/b]
Tech StartingHand Workers

TECH
Ebbflow Archon
Ebbflow Archon


STARTING HAND
Two Step
Two Step
Fading Argonaut
Temporal Research
Seer


WORKERS
Tinkerer
Forgotten Fighter
Neo Plexus
Time Spiral
Temporal Research


NextHand

Nimble Fencer
Nimble Fencer
Seer (2/1)
Battle Suits


Tech 2 card(s)
Get Paid - ($8)
tech draw
worker - ($7)
fargo - ($5)
seer, rune to fargo - ($4)
tech 2 past - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Seer (2/1+A)
  • :psfist: Elite: Hardened Mox (2/1)
  • :ps_: Scavenger: Fargo (2/3)****
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

lol, green starterā€¦well, i think i need to rush tech 3 here.

Donā€™t forget that your Tech I building is at 4HP.

P2T5


Starting hand: 2

Dothram Horselord
Tiger Cub

Thoughts

This turn plays itself. Adding a Kidnapping to take anything that gets Remembered, and Nature Reclaims to deal with Slow-Time Generator and Second Chances. I think Iā€™m already fine to deal with Shimmer Ray and Yesterdayā€™s Golgort, Second Chances doesnā€™t do much except against an offensive Bloodlust.

Holding onto the Horselord might be a challenge if codexnewb has drawn into a Rememberer and time manipulation.

Teched cards: 2

T2: Birdā€™s Nest, Crash Bomber
T3: Bloodlust, Dothram Horselord
T4: Desperation, War Drums
T5: Kidnapping, Nature Reclaims


Get paid - ($9)
Worker
Dothram Horselord, Drakk gives it haste - ($6)
Dothram Horselord kills Seer and Fading Argonaut, you get a gold, takes 3 damage
Garus Rook - ($4)
Midband Rook - ($0)
Discard 0, draw 2


:psblueshield: Squad Leader: Rook L5 3/5+1A (ignores lone patrollers)
:exhaust: Technician: Drakk L6 3/4 (1 to your base on death, units get frenzy 1, first unit played from hand gets haste)

Dothram Horselord 6/2 (haste, overpower, defects to stronger opponent on upkeep, Drakk aura, 3 damage)

Rich Earth (my workers cost no gold)

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


Hand: 2

Birdā€™s Nest
War Drums

Deck: 7

Merfolk Prospector
Bloodlust
Rampant Growth
Playful Panda
Desperation
Forestā€™s Favor
Crash Bomber

Discard: 2

Kidnapping
Nature Reclaims

Card count check (opponent-viewable)

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


Gold: 0
Workers: 10

5 x start
T1: Verdant Tree
T2: Ironbark Treant
T3: Young Treant
T4: Spore Shambler
T5: Tiger Cub

[b]P1T6[/b]
Tech StartingHand Workers

TECH
Rewind
Origin Story


STARTING HAND
Nimble Fencer
Nimble Fencer
Battle Suits
Seer (2/1)


WORKERS
Tinkerer
Forgotten Fighter
Neo Plexus
Time Spiral
Temporal Research
Battle Suits


NextHand

Ebbflow Archon
Plasmodium (4/2)
Two Step


Discard

Seer
Fargo
Seer
Rewind
Origin Story


Tech 2 card(s)
Get Paid - ($9)
scav gold - ($10)
Worker - ($9)
tech 3 - ($4)
fencer - ($2)
fencer - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (1/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Nimble Fencer (2/3)
  • :pschip: Technician: Nimble Fencer (2)/3)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

well, letā€™s see if i can hold onā€¦the funny thing is that i have two steps in the deckā€¦but no way to use themā€¦throwing some heroā€™s out there since rook is already mid. hight also force him to attack with horselord first.

P2T6


Starting hand: 2

Birdā€™s Nest
War Drums

Thoughts

Going to be on self-playing turns for a while here, I canā€™t risk a Blademaster coming out. Teching in two Mimics, for if one does arrive.

Teched cards: 2

T2: Birdā€™s Nest, Crash Bomber
T3: Bloodlust, Dothram Horselord
T4: Desperation, War Drums
T5: Kidnapping, Nature Reclaims
T6: 2 x Wandering Mimic


Get paid - ($10)
Birdā€™s Nest, Birds arrive - ($8)
War Drums, level 3 - ($6)
Drakk scares away Hardened Mox, takes 2 damage
Rook kills scavenger Nimble Fencer, you get a gold, takes 3 damage
Dothram Horselord, currently 10/2, trades with Nimble Fencer, overpowers to destroy your Tech III, your base to 18, you draw, War Drums to level 2
Surplus - ($1)
Discard 0, draw 2


:psblueshield: Squad Leader: Bird #1 3/1+1A (flying, Drakk aura, War Drums 2)
:exhaust: Technician: Bird #2 3/1 (flying, Drakk aura, War Drums 2)

Rook L5 3/2 (ignores lone patrollers, 3 damage)
Drakk L6 3/2 (1 to your base on death, units get frenzy 1, first unit played from hand gets haste, 2 damage)

Birdā€™s Nest (channelled by Rook, respawns Birds at upkeep)
War Drums (channelled by Drakk, units get +(# units) attack)
Rich Earth (my workers cost no gold)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)
:heart: Surplus HP: 4 (draw 1 at upkeep)


Hand: 2

Bloodlust
Playful Panda

Deck: 5

Merfolk Prospector
Rampant Growth
Desperation
Forestā€™s Favor
Crash Bomber

Discard: 5

Kidnapping
Nature Reclaims
Wandering Mimic
Wandering Mimic
Dothram Horselord

Card count check (opponent-viewable)

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


Gold: 1
Workers: 10

5 x start
T1: Verdant Tree
T2: Ironbark Treant
T3: Young Treant
T4: Spore Shambler
T5: Tiger Cub

[b]P1T7[/b]
Tech StartingHand Workers

TECH
Discord


STARTING HAND
Ebbflow Archon
Two Step
Plasmodium (4/2)
Nullcraft


WORKERS
Tinkerer
Forgotten Fighter
Neo Plexus
Time Spiral
Temporal Research
Battle Suits
T7 - Plasmodium


NextHand

Two Step
Fargo
Two Step
Ebbflow Archon
Nimble Fencer (2/3)


Tech 1 card(s)
Get Paid - ($10)
scav gold, tech draw - ($11)
rebuild tech 3, base to 18
max prynn - ($3)
remove 2 runes, trash tech bird
geiger - ($1)
worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Prynn, lvl 7, (3/5+A)**
  • :psfist: Elite: Hardened Mox (2/1)
  • :ps_: Scavenger: Geiger lvl 1 (2/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • TRASH: Bird

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

hmmm, letā€™s just trash a single bird, and fingerā€™s crossed he has to make bad trades wo get at my tech three. bringing in discord to help with birds.

wow, one of those rare edge cases where one can have 3 birds at once :open_mouth:

That would be cool, but I think the Bird just disappears when it gets trashed, since itā€™s a token.

1 Like

P2T7


Starting hand: 2

Bloodlust
Playful Panda

Thoughts

Reshuffling soon if my Surplus stays up, so I need to tech any additional cards now. No point putting in Potent Basilisk, because it being untargetable means I canā€™t buff its health to do anything against Blademaster. I think I go for mass fliers.

Teched cards: 2

T2: Birdā€™s Nest, Crash Bomber
T3: Bloodlust, Dothram Horselord
T4: Desperation, War Drums
T5: Kidnapping, Nature Reclaims
T6: 2 x Wandering Mimic
T7: 2 x Faerie Dragon

Surplus draw

Rampant Growth

Thoughts

Hmm, Iā€™d have preferred to draw a unit, so Iā€™m not hasting a Playful Panda that canā€™t attack this turn. Iā€™ll have to Bloodlust the fresh Bird to deal with Prynn.

I could put Bloodlust and Rampant Growth on the Birds, then just hit codexnewbā€™s base to 2 HP. That leaves everything on his board alive, and if Origin Story takes Drakk away then doing that last 2 damage suddenly becomes harder. I go for killing Prynn and leaving him with just Tech I. Thereā€™s not too much Geiger can do in that case, right? Nimble Fencers + Two Step could be a problem, but if I stick Rook in Elite he can kill a dancing Fencer. Casting Rampant Growth to hold onto a Bird, since Iā€™ve got gold to burn, and Iā€™m likely to draw into Desperation next turn anyway. Still got plenty of gold to scare codexnewb with a Tech III building, if I want.


Get paid + float - ($11)
Bird #2 returns, War Drums to level 2
Playful Panda, Drakk gives it haste, Wisp arrives, War Drums to level 4 - ($9)
Bloodlust, Bird #2 and Wisp are hasted with +1 attack - ($7)
Wisp (6/1) trades with Prynn, Rook hits level 7, War Drums to level 3
Rampant Growth on Bird #1 - ($5)
Bird #1 (7/1+2A) destroys Tech III, your base to 16, takes 1A damage
Bird #2 (6/1) destroys Tech II, your base to 14, dies to Tower, War Drums to level 2
Maxband Rook - ($4)
Discard 0, draw 2


:psfist: Elite: Rook L8 1+4/6 (ignores lone patrollers, two lives)

Drakk L6 3/2 (1 to your base on death, units get frenzy 1, first unit played from hand gets haste, 2 damage)
Playful Panda 4/2 (haste, Drakk aura, War Drums 2)
Bird #1 3/1 (flying, Drakk aura, War Drums 2)

Birdā€™s Nest (channelled by Rook, respawns Birds at upkeep)
War Drums (channelled by Drakk, units get +(# units) attack)
Rich Earth (my workers cost no gold)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)
:heart: Surplus HP: 4 (draw 1 at upkeep)


Hand: 2

Forestā€™s Favor
Crash Bomber

Deck: 2

Merfolk Prospector
Desperation

Discard: 9

Kidnapping
Nature Reclaims
Wandering Mimic
Wandering Mimic
Dothram Horselord
Faerie Dragon
Faerie Dragon
Bloodlust
Rampant Growth

Card count check (opponent-viewable)

Expected: 10 + 12 teched = 22
4 on board
2 in hand
2 in deck
9 in discard
5 in workers
Total: 22


Gold: 4
Workers: 10

5 x start
T1: Verdant Tree
T2: Ironbark Treant
T3: Young Treant
T4: Spore Shambler
T5: Tiger Cub

and i think ill GG it there. i was justā€¦off that whole game.

GG, dude. Do you want a break?

letā€™s run it back! i dont think i did this codex serviceā€¦

1 Like

GLHF!

P1T1


Starting hand: 5

Rampant Growth
Playful Panda
Young Treant
Merfolk Prospector
Verdant Tree

Thoughts

I was lucky that codexnewb didnā€™t bring out Discord earlier last game. Iā€™ll guess that heā€™ll go for it early this turn, and go for a Boulder + Rickety Mine opening, see how much effort it takes to blast through to the latter. Opening with Midori, since Iā€™ll be playing Tiger cub and Ardraā€™s Boulder over the next few turns. Getting rid of the Panda, again on the theory that codexnewb will be getting Discord, plus if the Boulder works out I might go for Mythmaking into Strength II, and those units are beefy enough that Verdant Treeā€™s healing might be useful.


Get paid - ($4)
Worker - ($3)
Master Midori - ($1)
Merfolk Prospector - ($0)
Discard 3, draw 5


:psblueshield: Squad Leader: Merfolk Prospector 1/1+1A

Midori L1 2/3

:heart: Base HP: 20


Hand: 5

Spore Shambler
Ironbark Treant
Rich Earth
Forestā€™s Favor
Tiger Cub

Deck: 0
Discard: 0
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: Playful Panda