Merfolk Prospector
Tiger Cub
Young Treant
Feral Strike
Feral Strike
Discard
Murkwood Allies
Tiny Basilisk
Rampant Growth
Tech 0 card(s)
Get Paid - ($10)
Skip Worker
Blooming Ancient - ($6)
Playful Panda, BA +2 runes - ($4)
Argargarg, BA +2 runes - ($2) Caly kills Crash Bomber, takes 2, my base to 5 Artisan Mantis kills Jaina, takes 2, Arg midbands Centaur kills Bombaster, takes 2, overpowers to Lobber
BA transfers all 4 runes to Predator Tiger Predator Tiger swings for 8, trashes a worker
Maxband Arg - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Water Elemental 3/3 + A
Elite: Argargarg L5 2/5
Scavenger: Wisp 0/1
Technician: Wisp 0/1
Lookout:
In Play:
Calamandra L5 4/3
Artisan Mantis 4/3
Centaur 3/2
Predator Tiger 8/8
Blooming Ancient 2/4
Playful Panda 2/2
Buildings:
Base HP: 5
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 3
Gold:
Gold: 0
Workers: 10
Thoughts
Was going to MA, but Panda + Arg is the same thing for only 4 gold plus bonus levels. Also thought of breaking Tech I at first, but I really need to win before Jaina comes back. I’m guaranteed to have Mantis next turn, and I don’t think he can deal 5 damage this turn … we’ll see.
Oh, I forgot about Drakk Kidnapping! But that will cost all his gold, and I have a non-Tech 0 patroller, so I’m OK?
That was a really intense game! I wasn’t sure if I made the right choice immediately going with double Mantis, but it turned out I really needed the +6 HP to save my base from burning down.
When I said I haven’t seen you use Fire yet, I meant that for games 1~3 you didn’t use Jaina or her spells, nor did you tech any Fire units (not even Lobbers!) which of course includes Fire Tech II.
It’s really interesting, because you usually don’t play all out burn, and it’s harder against Green because of Mantis. Is aggro inherently hard in Codex? It seems like there has to be a really good reason to directly attack the base instead of a hero or unit or tech building.
Its better against some specs/colours then others. I know from experiance that purple can really struggle to stabilise quickly enough. i made some poor decisions with tech orders and when to skip workers etc, but then burn is completely the opposite to my normal play style.
But as demonstrated, without those Mantis, you would have been dead, burn is a perfectly viable strat (Blood Fire Bashing is one Codex I know of that is basically all burn, though there are others as well). With the limited healing in Codex, 20 damage can be done very quickly, esp if you really commit to it (I possibly should have skipped a worker T1 to get zane out with rambasa to immediately hit you down to 15, but hey its hard
Versatile style from Grave can also do it, but yes that is the extent of healing in this game. Im up for another game if you are, just say if you want to change matchup at any point, but its your turn to go first
Whoops, miscounted my gold. But patrolling in Technician would’ve been just as useless because to use the extra card I’d need to skip Tech II. Kidnapping Huntress and sparking Scav-Tech would be really nasty, but without Bloodlust there’s no difference between 1 and 2 HP. Stalling against maxband Drakk is really hard.
Those are some really good draws, but not sure if that is enough to mount a counterattack. Ferocity strangely seems to be a competent defensive spell, and I’m still trying to stall. The problem with MP is he can recover some hand size or straight up build Tech III, but surely that’s better than getting wrecked by Crashbarrows? Elite Midori can’t give away levels without him trading away Drakk, but he can still do Zane shenanigans with all of his gold.
That is a really precarious draw. Bloodlusting Zane will break Tech II and I’ll have 4 dead draws in hand.
STARTING HAND
Gunpoint Taxman (3/3 + A)
Bloodburn
Bombaster
Pirate-Gang Commander
WORKERS
Makeshift Rambaster
Careless Musketeer
Nautical Dog
Pillage
Scorch
NextHand
Pirate-Gang Commander
Mad Man (1/1, Haste)
Bloodrage Ogre (3+1/2)
Gunpoint Taxman (3/3 + A)
Crashbarrow
Tech 0 card(s)
Get Paid + float - ($12)
Pirate-Gang Commander - ($6)
Max Jaina - ($0)
Jaina deals 3 to your Dragon
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Pirate #1 (2/2)
Elite:
Scavenger: Pirate #2 (2/2)
Technician: Pirate #3 (2/2)
Lookout:
In Play:
Pirate-Gang Commander (6/6, My units dying deal 1 to your base)
Jaina (4/3, lvl 7)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Kill the Dragon, and he can either invest a lot of gold in midori to kill Jaina, or Jaina can start whittling down his units, and Pirate gangs are here to stay.
Big mistake, I was too chicken to tech any copies of T-Rex last turn. That way I might have a better chance for Tech III after Moment’s Peace. Now I just have a bloated deck. Ferocity is fine until Red actually plays something with 4+ HP. Bluffing Tech Lab so as to not float gold, but he really doesn’t have a reason to destroy that instead of Tech III.