[b]P2T1[/b]
StartingHand Workers
STARTING HAND
Plasmodium
Neo Plexus
Time Spiral
Nullcraft
Temporal Research
WORKERS
Time Spiral
NextHand
Hardened Mox
Battle Suits
Fading Argonaut
Tinkerer
Discard
Plasmodium
Temporal Research
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
nullcraft, pings midori - ($2)
neo - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Neo Plexus (2/2)
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
okay, we’ll try and different route this time.
P1T2
Starting hand: 5
Spore Shambler
Ironbark Treant
Rich Earth
Forest’s Favor
Tiger Cub
Thoughts
Continuing thoughts from last turn, the absence of Vir makes Mythmaking viable, and if I keep getting income from Rickety Mine Colossi are easily affordable, but vulnerable to Prynn. If I play Tiger Cub, then a bounce lets the Neo Plexus kill Midori, so I’ll put Forest’s Favor on Midori instead.
Teched cards: 2
T2: Ardra’s Boulder, Rickety Mine
Get paid - ($5)
Worker - ($4)
Tech I - ($2)
Forest’s Favor, Midori gets a rune - ($0)
Merfolk Prospector exhausts for gold - ($1)
Discard 3, reshuffle, draw 5
Squad Leader: Midori 3/3+1A (+, 1 damage)
Merfolk Prospector 1/1
Base HP: 20
Tech I HP: 5
Hand: 5
Rampant Growth
Verdant Tree
Ardra’s Boulder
Rickety Mine
Tiger Cub
Deck: 4
Young Treant
Forest’s Favor
Spore Shambler
Ironbark Treant
Discard: 0
Card count check (opponent-viewable)
Expected: 10 + 2 teched = 12
1 on board
5 in hand
4 in deck
0 in discard
2 in workers
Total: 12
Gold: 1
Workers: 6
4 x start
T1: Playful Panda
T2: Rich Earth
[b]P2T2[/b]
Tech StartingHand Workers
TECH
Two Step
Two Step
STARTING HAND
Hardened Mox
Fading Argonaut
Battle Suits
Tinkerer
WORKERS
Time Spiral
Tinkerer
NextHand
Forgotten Fighter
Temporal Research
Fading Argonaut
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
mox - ($2)
battle suits - ($0)
nullcraft kills merfolk
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Hardened Mox (3/1)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Battle Suits
- Nullcraft (1/1)
- Neo Plexus (3/2)
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
hmmm, i kind fo like keeping midori out there. i could kill him i suppose, save mox for later, but i want to get rid of merfolk.
also, it costs him 4 gold to heal midori, so ill put mox in elite with battle suits.
damn. whiffed again. will i ever be able to have fun with this codex?
P1T3
Starting hand: 5
Rampant Growth
Verdant Tree
Ardra’s Boulder
Rickety Mine
Tiger Cub
Thoughts
Mythmaking only boosts the Boulder and DeGrey, practically, and DeGrey huts me more than codexnewb, so perhaps I just stick to Balance to make use of the extra income. Putting in Nature Reclaims to get rid of the Battle Suits, and Faerie Dragon to block the Nullcraft and feather things away.
Teched cards: 2
T2: Ardra’s Boulder, Rickety Mine
T3: Faerie Dragon, Nature Reclaims
Get paid + float - ($7)
Worker - ($6)
Ardra’s Boulder - ($4)
Rickety Mine - ($2)
Tiger Cub - ($0)
Discard 1, draw 3
Squad Leader: Ardra’s Boulder 0/6+1A
Technician: Tiger Cub 2/2
Lookout: Midori 3/3 (resist 0+1, +, 1 damage)
Rickety Mine HP: 3
Base HP: 20
Tech I HP: 5
Hand: 3
Young Treant
Forest’s Favor
Ironbark Treant
Deck: 1
Spore Shambler
Discard: 4
Merfolk Prospector
Faerie Dragon
Nature Reclaims
Rampant Growth
Card count check (opponent-viewable)
Expected: 10 + 4 teched = 14
3 on board
3 in hand
1 in deck
4 in discard
3 in workers
Total: 14
Gold: 0
Workers: 7
4 x start
T1: Playful Panda
T2: Rich Earth
T3: Verdant Tree
[b]P2T3[/b]
Tech StartingHand Workers
TECH
Seer
Seer
STARTING HAND
Forgotten Fighter
Temporal Research
Fading Argonaut
WORKERS
Time Spiral
Tinkerer
NextHand
Two Step
Two Step
Temporal Research
Plasmodium
Tech 2 card(s)
Get Paid - ($7)
geiger - ($5)
forgotten fighter, bounce boulder (4 cards in your hand) - ($3)
neo trades with midori, geiger to lvl 3
mox kills tiger, you draw (5 cards in and)
tech 1 - ($2)
hero’s hall - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Geiger, lvl 3, (2/4)
-
Lookout:
In Play:
- Battle Suits
- Mox (2/1)
- Nullcraft (1/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
okay, there are both tech’s, and no reshuffle. next turn is probably gg 7, rickety mine 10, max drak 3, green unit 1 worker 0
let’s just skipa worker and see what happens. this is all experimental anyways. any green tech 0 that comes out, NC can pick off next turn.
1 Like
P1T4
Starting hand: 3
Young Treant
Forest’s Favor
Ironbark Treant
Bounced: 1
Ardra’s Boulder
Technician draw: 1
Spore Shambler
Thoughts
Building a Tower to deal with that blasted Nullcraft. Even with it gone, Mimics should still be pretty good.
Teched cards: 2
T2: Ardra’s Boulder, Rickety Mine
T3: Faerie Dragon, Nature Reclaims
T4: 2 x Wandering Mimic
Get paid - ($7)
Worker - ($6)
Tech II Balance - ($2)
Ardra’s Boulder - ($0)
Rickety Mine exhausts for gold, survives - ($3)
Tower - ($0)
Discard 3, draw 5
Ardra’s Boulder 0/6+1A
Rickety Mine HP: 3
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tower HP: 4
Hand: 5
Merfolk Prospector
Rampant Growth
Tiger Cub
Young Treant
Spore Shambler
Deck: 5
Faerie Dragon
Nature Reclaims
Wandering Mimic
Wandering Mimic
Forest’s Favor
Discard: 0
Card count check (opponent-viewable)
Expected: 10 + 6 teched = 16
2 on board
5 in hand
5 in deck
0 in discard
4 in workers
Total: 16
Gold: 0
Workers: 8
4 x start
T1: Playful Panda
T2: Rich Earth
T3: Verdant Tree
T4: Ironbark Treant
you know, i think illGG it here. i really messed this one up. BUT, ill figure it out eventually. do you think i could switch to past/future/finesse?
Oh, really? I thought I was on the back foot still.
yeah, i just workered and teched incorrectly to do what i think this codex can do.
let’s try again. i think im finally learning how to run this one.
[b]P1T1[/b]
StartingHand Workers
STARTING HAND
Hardened Mox
Nullcraft
Battle Suits
Tinkerer
Temporal Research
WORKERS
Nullcraft
NextHand
Time Spiral
Neo Plexus
Fading Argonaut
Plasmodium
Forgotten Fighter
Discard
Battle Suits
Tinkerer
Temporal Research
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
hardened mox - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Mox (1/1+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
OK, GG. I’ll post on Monday. Is this with Present or Future?
Sorry for the delay, I spent Monday evening tinkering with the model. GLHF! Is this still with Present?
P2T1
Starting hand: 5
Tiger Cub
Playful Panda
Merfolk Prospector
Ironbark Treant
Forest’s Favor
Thoughts
Finally, an opening hand where I could set up for Rampant Growth.
Get paid - ($5)
Worker - ($4)
Master Midori - ($2)
Playful Panda, Wisp arrives - ($0)
Discard 3, draw 5
Squad Leader: Midori L1 2/3+1A
Scavenger: Wisp 0/1
Playful Panda 2/2
Base HP: 20
Hand: 5
Rich Earth
Spore Shambler
Verdant Tree
Rampant Growth
Young Treant
Deck: 0
Discard: 3
Tiger Cub
Merfolk Prospector
Forest’s Favor
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: Ironbark Treant
Ill be playing with future
[b]P1T2[/b]
Tech StartingHand Workers
TECH
Nimble Fencer
Nimble Fencer
STARTING HAND
Plasmodium
Time Spiral
Fading Argonaut
Neo Plexus
Forgotten Fighter
WORKERS
Nullcraft
Time Spiral
NextHand
Forgotten Fighter
Nimble Fencer
Battle Suits
Plasmodium
Nimble Fencer
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
fargo - ($2)
tech 1 - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Mox (1/1+A)
-
Elite:
-
Scavenger:
-
Technician: Fading Argonaut (2/3)***
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
so i’ll worker everything that can’t be played with two step…going with double fencers to start.
P2T2
Starting hand: 5
Rich Earth
Spore Shambler
Verdant Tree
Rampant Growth
Young Treant
Thoughts
No Nullcraft, so codexnewb might have it in hand. I need to bear that in mind for a reprisal if I attack, but since he can tech in Nimble Fencers I probably don’t want to anyway. I do need to worry about Battle Suits coming out for the Mox and the Fading Argonaut, though.
The most annoying units in Future II are probably Xenostalker (high health makes Crashbarrow / Kidnapping not great) and Hive (Again, Kidnapping isn’t so useful since stealing Hive only lets me temporarily get Stingers out of patrol, unless I get War Drums out). I also can’t cheese with the likes of Rickety Mine, due to the threat of Assimilate. On the other hand, with Now! no longer in the deck, Void Star isn’t nearly so scary. Maybe I can risk going for Strength II here, I’ll be behind on getting Birds out though. Then DeGrey can deal with Stingers, and Barbarbarians hold up against Xenostalkers OK. Morningstar Pass is out due to Assimilate, sadly. Finesse is more annoying, but I can threaten to kidnap Grounded Guides, pretty good if I’m using Barbarbarians.
If being aggressive with Midori this turn let me have more impact, I’d double-tech Kidnapping. For now, I think I put in a Crash Bomber and a Tiny Basilisk for cheap defence.
Teched cards: 2
T2: Crash Bomber, Tiny Basilisk
Get paid - ($6)
Worker - ($5)
Tech I - ($3)
Spore Shambler - ($0)
Discard 3, reshuffle, draw 5
Squad Leader: Spore Shambler 2/3+1A
Elite: Playful Panda 1+2/2
Scavenger: Wisp 0/1
Midori L1 2/3
Base HP: 20
Tech I HP: 5
Hand: 5
Tiger Cub
Merfolk Prospector
Forest’s Favor
Verdant Tree
Rampant Growth
Deck: 3
Crash Bomber
Tiny Basilisk
Young Treant
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: Ironbark Treant
T2: Rich Earth
[b]P1T3[/b]
Tech StartingHand Workers
TECH
Origin Story
Two Step
STARTING HAND
Nimble Fencer
Forgotten Fighter
Nimble Fencer
Plasmodium
Battle Suits
WORKERS
Nullcraft
Time Spiral
Plasmodium
NextHand
Neo Plexus
Temporal Research
Tinkerer
Discard
Forgotten Fighter
Origin Story
Two Step
Tech 2 card(s)
Get Paid + float - ($7)
fargo fades to 2
Worker - ($6)
battle suits - ($4)
nimble fencer - ($2)
nimble fencer - ($0)
fencer and fargo kill spore shambler
mox kills panda
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Nimble Fencer (2/3+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Battle Suits
- Mox (2/1)
- Fargo, (3/1)**
- Nimble Fencer (2/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
cant really trade with that efficiently…and i dont want to leave fargo out front with 3 attack for midori to trade into at no cost. let’s put fencer out there instead
teching an origin story and two step to have options.
P2T3
Starting hand: 5
Tiger Cub
Merfolk Prospector
Forest’s Favor
Verdant Tree
Rampant Growth
Thoughts
Ouch. I think I need to delay Tech II to keep up here. I see three ways to make use of Midori’s midband:
- Rampant Growth Midori, he kills Squad Leader, then midbands. Wisp trades with Fading Argonaut or Nimble Fencer, leaving 4/5 attack against Midori with 4 HP. The non-Mox unit left alive has to die to kill Midori, even with Two Step.
- Midband Midori, Tiger Cub. I have 5 unit HP plus 4 HP on Midori, against 9 attack. I could put Wisp in Squad Leader so that both Wisp and Tiger Cub effectively have 3 HP, making it difficult for codexnewb’s current board have to get through to kill Midori without assistance.
- Midband Midori, kill the Fencer with helped from a suiciding Wisp, Tiger Cub. Leaves 3 unit HP and 2 HP on Midori against 7 attack. Getting past Tiger Cub without help needs a sacrifice, but can be done with Mox and Fencer, leaving Fading Argonaut to trade with Midori.
The second option seems the best, but I think I still have to assume I’m getting wrecked with Two Step, and go for Kidnapping. If I tech up next turn I have 3 gold for Tiny Basilisk + Crash Bomber, so I think I’m OK for next turn, so maybe I could risk teching in Strength II units now instead, actually. I’ll put in two Doubling Barbarbarians, to maximise my chances of having one in hand on turn 5.
Teched cards: 2
T2: Crash Bomber, Tiny Basilisk
T3: 2 x Doubling Barbarbarian
Get paid - ($7)
Worker - ($6)
Tiger Cub - ($4)
Midband Midori - ($0)
Discard 3, draw 3, reshuffle, draw 5
Squad Leader: Wisp 1/2+1A (Midori aura)
Scavenger: Tiger Cub 3/3 (Midori aura)
Midori L5 3/4 (+1/+1 to units without abilities)
Base HP: 20
Tech I HP: 5
Hand: 5
Crash Bomber
Tiny Basilisk
Young Treant
Playful Panda
Merfolk Prospector
Deck: 5
Spore Shambler
Doubling Barbarbarian
Doubling Barbarbarian
Forest’s Favor
Rampant Growth
Discard: 0
Card count check (opponent-viewable)
Expected: 10 + 4 teched = 14
1 on board
5 in hand
5 in deck
0 in discard
3 in workers
Total: 14
Gold: 0
Workers: 8
5 x start
T1: Ironbark Treant
T2: Rich Earth
T3: Verdant Tree
[b]P1T4[/b]
Tech StartingHand Workers
TECH
Two Step
Star-Crossed Starlet
STARTING HAND
Tinkerer
Neo Plexus
Temporal Research
Two Step
Forgotten Fighter
WORKERS
Nullcraft
Time Spiral
Plasmodium
Tinkerer
NextHand
Star-Crossed Starlet
Origin Story
Temporal Research
Two Step
Tech 2 card(s)
Get Paid - ($7)
fargo fades to 1
prynn - ($5)
temporal research, reshuffle, draw 2 - ($3)
forgotten fighter wisp - ($1)
worker - ($0)
fargo trades with tiger cub
mox and injured fencer kill midori, prynn to lvl 3
remaining fencer hits your tech 1 down to 3
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: prynn, lvl 3, (1/3)****
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Battle Suits
- Mox (2/1)
- Nimble Fencer (2/3)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
P2T4
Starting hand: 5
Crash Bomber
Tiny Basilisk
Young Treant
Playful Panda
Merfolk Prospector
Thoughts
Gulp. Well, rather Forgotten Fighter than Two Step, I suppose. Bringing in two Kidnappings: it risks them doing nothing if codexnewb leaves the board small, but they deal with Two Step really well. Waiting on Nature Reclaims until I know what spec he’s going for. Patrolling with Crash Bomber instead of playing Rook, so the other Nimble Fencer returning doesn’t give away bounty levels. I really don’t want to make banishing Barbarbarians even easier than it already is.
Putting Tiny Basilisk in front, it lets Mox kill the Crash Bomber but the alternative is getting wiped without getting any trades.
Teched cards: 2
T2: Crash Bomber, Tiny Basilisk
T3: 2 x Doubling Barbarbarian
T4: Bloodlust, Kidnapping
Get paid + scavenger - ($9)
Worker - ($8)
Tech II Strength - ($4)
Tiny Basilisk - ($2)
Crash Bomber - ($1)
Discard 2, draw 4
Squad Leader: Tiny Basilisk 1/2+1A
Technician: Crash Bomber 2/2
Base HP: 20
Tech I HP: 3
Tech II HP: 5 (Strength)
Hand: 4
Spore Shambler
Doubling Barbarbarian
Forest’s Favor
Rampant Growth
Deck: 1
Doubling Barbarbarian
Discard: 5
Tiger Cub
Bloodlust
Kidnapping
Playful Panda
Merfolk Prospector
Card count check (opponent-viewable)
Expected: 10 + 6 teched = 16
2 on board
4 in hand
1 in deck
5 in discard
4 in workers
Total: 16
Gold: 1
Workers: 9
5 x start
T1: Ironbark Treant
T2: Rich Earth
T3: Verdant Tree
T4: Young Treant
[b]P1T5[/b]
Tech StartingHand Workers
TECH
Star-Crossed Starlet
Rewind
STARTING HAND
Star-Crossed Starlet
Origin Story
Two Step
Temporal Research
WORKERS
Nullcraft
Time Spiral
Plasmodium
Tinkerer
Origin Story
NextHand
Forgotten Fighter
Two Step
Fargo, (3/1)*
Neo Plexus
Nimble Fencer (2/1)
Discard
Temporal Research
Star-Crossed Starlet
Two Step
Star-Crossed Starlet
Rewind
Tech 2 card(s)
Get Paid - ($8)
prynn fades to 3
Worker - ($7)
hero’s hall - ($5)
max prynn - ($1)
remove two runes, prynn trash tiny basilisk
mox kills crashbomber, you draw
prynn and fencer break your tech 2, your base to 18, prynn gains a rune
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Trashed: Tiny Basilsik
- Battle Suits
- Prynn, lvl 7, (3/5)**
- Mox (2/1)
- Nimble Fencer (2/3)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
well, the opportunity is there, let’s go for it.