Casual: Emajor (Mono Green) vs Shadow_Night_Black (Mono Red)

I was trying to pull a Circle of Life, and I needed a cheap unit, and I picked Owl instead of Galina Glimmer since I mistakenly thought flying was a good enough defense.

I always get fixated on the starting hero’s spells, and Drakk immediately made me not want to tech Basilisks or Centaurs because of Kidnapping making it crash with 5/4 Ironbark. And because of what happened last game, though I was already losing by a lot.

T3 I went down on cards because I didn’t want to play Midori or float the gold. With only 2 patrollers you could easily kill him, and I’m too afraid to float gold against Red.

I don’t think going down on cards there was a bad thing, you know your gonna draw back up from me killing your tech, or you have units that you can now play with, either way, win win as green.

But say that you teched a huntress instead of that owl. You can play it instead of the panda and use the extra gold to give a rune from the spore shambled. You now have a 4/4 Sl with A, so I have to trade several units into it. The sporeshambler can go in Tech/Scav to recoup costs, and teh Young treant blocks as well. If I kidnap it, I cant kill the huntress just with your units (its the only big one) and so you end with a board you can attack with. because of this I have to defend, so can’t attack as much.

THis game is balanced on a knife end, so it feels really rewarding when you win, but also 1 decision can spell the end if your opponent capitalises on it.

If you want to play the heavy eco style, that fine, and I can change colours to purple/blue, who it works much better against, but against the agro of Red, your just trying to get a toe hold on the board.

In that case I would have to tech something other than Circle of Life, but yeah, at least I get a chance to counter.

I seriously think I’m not ready to move on from Red vs. Green. I haven’t even seen you use Fire yet! :sweat_smile:

1 Like

Umm, yeah… Fire’s a spec… I totally know how to use Fire…

On a more serious note, I’m unlikely to use Tech 2/3 Fire against Green, its a good spec, but it doesn’t capitalise on Green’s Weakness or bolsters Red’s weakness. I’m more likely to that against say black or blue. Remember the specs in a colour are made to give them options against all the different things they could face, so don’t expect every card/spec in the colour to be viable in every matchup. Green v Red is one of the better ones, so most of them are, but its always worth asking, what am I giving up to tech this, when would this give me a good outcome. And after each game, I find its useful to go back over my tech choices and look at the hands I had and think, would I prefer to have a different card in this position, and why?

A lot of the learning curve in this game I think is in teching. Your turns are good with the cards you have in hand, but knowing what cards your going to need is a big differentiator in Codex. I’ll post my T1 later this evening

2 Likes

Looking back, I think I already tripped up on turn 2.

If you’re going to midband Drakk, then for me there’s no difference between 5 and 6 HP, since BROgre has to attack and anything else you play will have at least 2 ATK. Thus I have to patrol in Elite to prevent Drakk’s own attack, which means you have to at least trade 2 for 1. I honestly thought I would never need the 3rd ATK against Red, but it’s clear I was wrong about this. The only thing 5 HP lets you do that 6 HP doesn’t is Charge BROgre, but that still uses a card. And if you have to use another card to kill Ironbark, if you don’t go down on cards, on T3 I can Rampant Growth Shambler and kill Drakk for free levels. So I guess opening with Shambler is OK.

Patrolling mistakes against Red are SO costly.

1 Like

P1T1


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Nautical Dog
Mad Man
Charge
Bloodrage Ogre


WORKERS
Nautical Dog


NextHand

Pillage
Scorch
Bombaster
Bloodburn
Careless Musketeer


Discard

Mad Man
Charge
Bloodrage Ogre


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Makeshift Rambaster - ($1)
Rambaster hits your base for 3

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Makeshift Rambaster (1/2, Haste)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

Hmm, Tech 2 Fire. thats mostly gonna be a similar drak opening. If he wants a taste of fire, lets see how well all out burn does…

Just a note. I have never played a burn deck before, so this is gonna be wierd for me.

P2T1


StartingHand Workers

STARTING HAND
Tiger Cub
Forest’s Favor
Rich Earth
Young Treant
Merfolk Prospector


WORKERS
Rich Earth


NextHand

Spore Shambler
Playful Panda
Ironbark Treant
Rampant Growth
Verdant Tree


Discard

Merfolk Prospector
Forest’s Favor
Young Treant


Tech 2 card(s) except for turn 1
Get Paid - ($5)
Worker - ($4)
Tiger Cub - ($2)
Calamandra - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub 2/2 + A
  • :psfist: Elite:
  • :ps_: Scavenger: Calamandra 2/3
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 17

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

SO tempting to Rich Earth + YT but there’s no way Red won’t midband Zane and deal 3 more base damage.

P1T2


Tech StartingHand Workers

TECH
Ember Sparks
Ember Sparks


STARTING HAND
Careless Musketeer
Bloodburn
Pillage
Bombaster
Scorch


WORKERS
Nautical Dog
Bloodburn


NextHand

Charge
Ember Sparks
Pillage
Mad Man
Bombaster


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Drak - ($3)
Scorch your base for 2, your base to 15 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drak (1/3, lvl 1, your base takes 1 on death)
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/2, Haste)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

As a non-burn player, this is where I immediately regret not playing Bro last turn. I’ve surrendered all board control for 3 points of damage to his base…

but I believe the philosophy here is all the damage I can point at base should go there, so lets go.

Makeshift rambaster can’t patrol, right?

2 Likes

That is true (this is how often I play with rambasters…) Ill edit it so that drak is in tech then

P2T2


Tech StartingHand Workers

TECH
Tiny Basilisk
Centaur


STARTING HAND
Playful Panda
Verdant Tree
Spore Shambler
Ironbark Treant
Rampant Growth


WORKERS
Rich Earth
Spore Shambler


NextHand

Tiny Basilisk
Rampant Growth
Centaur
Playful Panda
Forest’s Favor


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($4)
Ironbark Treant - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant 1/2 + 3A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tiger Cub 2/2
  • :target: Lookout:

In Play:

  • Calamandra L1 2/3

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

A full base race, didn’t even build Tech I. Decided not to kill Drakk since he probably wants that 1 damage and maybe more base damage from Jaina spells, and he has no way to suicide him. Hopefully can stall to Growth Tech II for Artisan Mantis’s healing.

P1T3


Tech StartingHand Workers

TECH
Crash Bomber
Crash Bomber


STARTING HAND
Bombaster
Mad Man
Charge
Pillage
Ember Sparks


WORKERS
Nautical Dog
Bloodburn
Mad Man


NextHand

Careless Musketeer
Bloodrage Ogre
Scorch
Ember Sparks


Discard

Pillage
Ember Sparks
Charge
Crash Bomber
Crash Bomber


Tech 2 card(s)
Get Paid - ($6)
Bombaster - ($4)
Pillage, that gold is mine, your base to 13
Tech 1 - ($3)
Hero’s Hall - ($1)
worker - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drak (1/3, lvl 1, your base takes 1 on death)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bombaster (2/2)
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/2, Haste)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech 1 HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Well if drak won’t die, then There are many things i can do, but for the time being, lets just keep hitting his base lower.

P2T3


Tech StartingHand Workers

TECH
Artisan Mantis
Artisan Mantis


STARTING HAND
Forest’s Favor
Playful Panda
Rampant Growth
Centaur
Tiny Basilisk


WORKERS
Rich Earth
Spore Shambler
Forest’s Favor


NextHand

Merfolk Prospector
Rampant Growth
Verdant Tree
Playful Panda
Young Treant


Tech 2 card(s)
Get Paid + float - ($8)
Pillage - ($7)
Worker - ($6)
Tiny Basilisk - ($4)
Build Growth Tech II - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Ironbark Treant 2/2 + 2A
  • :ps_: Scavenger:
  • :pschip: Technician: Tiger Cub 2/2
  • :target: Lookout:

In Play:

  • Calamandra 2/3
  • Tiny Basilisk 1/2

Buildings:

  • :heart: Base HP: 13
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Really. Making me guess between Flame Arrow and Ember Sparks. I don’t think he pre-teched Tech I units, and I don’t think he teched Kidnapping. Decided it wasn’t worth it putting Caly in LO. Need Ironbark to have 2 ATK to stop Bombaster abuse.

P1T4


Tech StartingHand Workers

TECH
Lobber
Fire Dart


STARTING HAND
Scorch
Careless Musketeer
Ember Sparks
Bloodrage Ogre


WORKERS
Nautical Dog
Bloodburn
Mad Man


NextHand

Bombaster (2/2)
Bloodrage Ogre
Lobber
Fire Dart
Scorch


Tech 2 card(s)
Get Paid - ($7)
Jaina - ($5)
Ember Sparks Ironbark - ($2)
Drak kills Ironbark
Bombaster trades with Tiger Cub
Rambaster hits your base for 3, your base to 10

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


Board Info:
In Patrol:

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

In Play:

  • Makeshift Rambaster (1/2, Haste)
  • Drak (1/1, lvl 1, your base takes 1 on death)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7

Where’s Brogre?
I suppose it matters less since i have basilisk

1 Like

Bro isn’t anywhere, ignore him, I wanted the extra card in the end, will just float accordingly

P2T4


Tech StartingHand Workers

TECH
Murkwood Allies
Blooming Ancient


STARTING HAND
Young Treant
Verdant Tree
Merfolk Prospector
Playful Panda
Rampant Growth
Artisan Mantis (technician draw)


WORKERS
Rich Earth
Spore Shambler
Forest’s Favor
Verdant Tree


NextHand

Artisan Mantis
Murkwood Allies
Centaur
Tiger Cub
Young Treant


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tiny Basilisk trades with Jaina, Caly midbands
Caly kills Drakk and maxbands, my base to 9
Merfolk Prospector - ($6)
Artisan Mantis, my base to 12 - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Artisan Mantis 4/5 + A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Merfolk Prospector 1/1
  • :target: Lookout:

In Play:

  • Calamandra L5 4/5

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

Feral Strike seems really bad because of Kidnapping possibility. Shame cause two Gigadons sounds really fun. Not sure if Growth Tech III is any good, since I probably won’t tech Growth spells, and my Tech II’s are too expensive already.

P1T5


Tech StartingHand Workers

TECH
Kidnapping
Chaos Mirror


STARTING HAND
Scorch
Bombaster (2/2)
Lobber
Bloodrage Ogre
Fire Dart
Ember Sparks


WORKERS
Nautical Dog
Bloodburn
Mad Man


NextHand

Ember Sparks
Crash Bomber
Pillage
Crash Bomber
Charge


Discard

Bloodrage Ogre
Ember Sparks
Fire Dart
Scorch
Kidnapping
Chaos Mirror


Tech 2 card(s)
Get Paid + Float - ($9)
Max Zane, Artisian Mantis to Scav - ($2)
Zane trades with mantis, we both get $1 - ($3)
Lobber - ($2)
Lobber kills Prospector
Makeshift Rambaster hits your base back to 9
Bombaster - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

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

In Play:

  • Makeshift Rambaster (1/2, Haste)
  • Lobber (2/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 7

P2T5


Tech StartingHand Workers

TECH
Feral Strike
Feral Strike


STARTING HAND
Artisan Mantis
Centaur
Tiger Cub
Murkwood Allies
Young Treant
Ironbark Treant (technician draw)


WORKERS
Rich Earth
Spore Shambler
Forest’s Favor
Verdant Tree
Ironbark Treant


NextHand

Playful Panda
Blooming Ancient
Rampant Growth
Tiny Basilisk
Murkwood Allies


Tech 2 card(s)
Get Paid + float - ($11)
Scav bonus - ($12)
Worker - ($11)
Artisan Mantis, my base to 12 - ($7)
Centaur - ($4)
Caly maxband fetches Predator Tiger - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Artisan Mantis 4/5 + A
  • :psfist: Elite:
  • :ps_: Scavenger: Centaur 3/4
  • :pschip: Technician:
  • :target: Lookout: Predator Tiger 4/4

In Play:

  • Calamandra L5 4/5

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

NVM what I said before, Feral Strike sounds great! I hope I get to fetch double T-Rex and destroy his econ. I don’t think he can kill Caly with 7 gold and still on Tech I. Wonder if there’s ever a point in playing non-boosted FS
Ooh! BA + MA combo! But then no Tech III…

P1T6


Tech StartingHand Workers

TECH
Kidnapping
Lobber


STARTING HAND
Charge
Crash Bomber
Crash Bomber
Ember Sparks
Pillage


WORKERS
Nautical Dog
Bloodburn
Mad Man


NextHand

Ember Sparks
Chaos Mirror
Ember Sparks
Careless Musketeer


Tech 2 card(s)
Get Paid - ($7)
Jaina - ($5)
Ember sparks your base, your base to 9 - ($2)
Crashbomber - ($1)
Pillage, your base to 7 - ($0)
Lobber deals 1 to your base, your base to 6

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Crash Bomber (2/2, Dies, deals 1 to your base)
  • :psfist: Elite:
  • :ps_: Scavenger: Bombaster (2/2)
  • :pschip: Technician: Jaina (2/3, lvl 1)
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/2, Haste)
  • Lobber (2/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7