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

P2T6


StartingHand Workers

STARTING HAND
Playful Panda
Blooming Ancient
Tiny Basilisk
Rampant Growth
Murkwood Allies


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


NextHand

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:

  • :psblueshield: Squad Leader: Water Elemental 3/3 + A
  • :psfist: Elite: Argargarg L5 2/5
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Wisp 0/1
  • :target: 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:

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

1 Like

I think the Water Elemental arriving gets you another rune on the Ancient to play with.

2 Likes

hmm, I either need Jania to come off cooldown, and not to lose that worker, or Arg not to be patrolling to have a chance at this game, GG! well played :slight_smile:

At last!

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 :slight_smile:

1 Like

Yeah, aside from Mantis, isn’t there only Brick Thief that can heal a building?

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

I’m fine sticking to Red vs. Green.

P1T1


StartingHand Workers

STARTING HAND
Forest’s Favor
Verdant Tree
Rich Earth
Young Treant
Ironbark Treant


WORKERS
Rich Earth


NextHand

Tiger Cub
Rampant Growth
Playful Panda
Spore Shambler
Merfolk Prospector


Discard

Verdant Tree
Young Treant
Forest’s Favor


Tech 2 card(s) except turn 1
Get Paid - ($4)
Worker - ($3)
Ironbark Treant - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

I have yet to come across a situation where Rich Earth is playable. Ironbark would have to be in the 2nd hand, and probably YT as well.

P2T1


StartingHand Workers

STARTING HAND
Scorch
Nautical Dog
Makeshift Rambaster
Bombaster
Bloodrage Ogre


WORKERS
Makeshift Rambaster


NextHand

Pillage
Careless Musketeer
Bloodburn
Mad Man
Charge


Discard

Nautical Dog
Bombaster
Scorch


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodrage Ogre - ($2)
Drak - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bloodrage Ogre (3+1/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Drak (1/3, lvl 1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

P1T2


Tech StartingHand Workers

TECH
Huntress
Huntress


STARTING HAND
Merfolk Prospector
Tiger Cub
Spore Shambler
Rampant Growth
Playful Panda


WORKERS
Rich Earth
Spore Shambler


NextHand

Huntress
Playful Panda
Young Treant
Rampant Growth
Tiger Cub


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech I - ($3)
Merfolk Prospector - ($2)
Argargarg - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Ironbark Treant 2/2 + 2A
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp 0/1
  • :target: Lookout:

In Play:

  • Merfolk Prospector 1/1
  • Argargarg L1 1/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

As long as he can’t kill Arg, I might try for an SoTP. This is playing out similar to that last game, only I’m NOT teching Gemscout this time. :smile:

P2T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Gunpoint Taxman


STARTING HAND
Charge
Pillage
Careless Musketeer
Bloodburn
Mad Man


WORKERS
Makeshift Rambaster
Careless Musketeer


NextHand

Bombaster
Gunpoint Taxman
Gunpoint Taxman
Bloodrage Ogre (3+1/2)
Nautical Dog


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Midband Drak - ($1)
Bro trades with Ironbark
Madman - ($0)
Madman kills Wisp, you draw
Drak kills Merfolk

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


Board Info:
In Patrol:

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

In Play:

  • Drak (2/2, lvl 4)
  • Mad Man (1/1, Haste)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Well, it was nice knowing drak, but he did good work, and I’ll have space then for a zane if I want

EDIT: forgot to add the worker

P1T3


Tech StartingHand Workers

TECH
Moment’s Peace
Wandering Mimic


STARTING HAND
Playful Panda
Young Treant
Huntress
Rampant Growth
Tiger Cub
Verdant Tree (technician draw)


WORKERS
Rich Earth
Spore Shambler
Verdant Tree


NextHand

Huntress
Ironbark Treant
Rampant Growth
Moment’s Peace
Forest’s Favor


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Arg kills Mad Man, takes 1
Huntress - ($3)
Playful Panda - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress 3/3 + A
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Argargarg L1 1/2
  • Playful Panda 2/2

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

That’s quite a rush! Not going with SoTP since probably can’t get anything to stick, so I’m praying I can make it to Tech II vs maxband Drakk.

P2T3


Tech StartingHand Workers

TECH
Crashbarrow
Crashbarrow


STARTING HAND
Bloodrage Ogre (3+1/2)
Nautical Dog
Gunpoint Taxman
Gunpoint Taxman
Bombaster


WORKERS
Makeshift Rambaster
Careless Musketeer
Nautical Dog


NextHand

Bloodburn
Pillage
Scorch
Charge


Discard

Mad Man (1/1, Haste)
Gunpoint Taxman
Bloodrage Ogre (3+1/2)
Bombaster
Crashbarrow
Crashbarrow


Tech 2 card(s)
Get Paid - ($7)
Max Drak - ($5)
Hasty Gunpoint Taxman - ($3)
Taxman kills Huntress, I steal your float - ($4)
Gunpoint Taxman - ($2)
Drak kills Wisp, you get 1g

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout:

In Play:

  • Drak (3/4, lvl 6)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

Well, Drak lived, that was a suprise and very lucky on my part, now I can inflict lots of pain with him…

P1T4


Tech StartingHand Workers

TECH
Moment’s Peace
Wandering Mimic


STARTING HAND
Huntress
Forest’s Favor
Rampant Growth
Moment’s Peace
Ironbark Treant


WORKERS
Rich Earth
Spore Shambler
Verdant Tree
Ironbark Treant


NextHand

Rampant Growth
Wandering Mimic
Tiger Cub
Young Treant
Merfolk Prospector


Tech 2 card(s)
Get Paid + float - ($8)
GPT - ($7)
Scav Bonus - ($8)
Worker - ($7)
Build Balance Tech II - ($3)
Huntress - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress 3/3 + A
  • :psfist: Elite:
  • :ps_: Scavenger: Argargarg L1 1/2
  • :pschip: Technician: Playful Panda 2/2
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

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.

P2T4


Tech StartingHand Workers

TECH
Pirate-Gang Commander
Pirate-Gang Commander


STARTING HAND
Bloodburn
Pillage
Scorch
Charge


WORKERS
Makeshift Rambaster
Careless Musketeer
Nautical Dog
Pillage


NextHand

Scorch
Crashbarrow
Gunpoint Taxman
Charge


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tech 2 (Blood) - ($5)
Taxman Trades with Huntress, I steal your float - ($6)
Drak kills Arg, you get 1g
Sorch Playful Panda - ($3)

Float ($3)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

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

In Play:

  • Drak (3/3, lvl 6)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 9
Thoughts

Keep his board down, and I don’t have to worry about any nasty suprises, will have to be wary of Mimic while I have hasty units out though…

P1T5


Tech StartingHand Workers

TECH
Ferocity
Fairie Dragon


STARTING HAND
Merfolk Prospector
Tiger Cub
Young Treant
Wandering Mimic
Rampant Growth
Huntress (technician draw)
Moment’s Peace (YT draw)


WORKERS
Rich Earth
Spore Shambler
Verdant Tree
Ironbark Treant
Tiger Cub


NextHand

Fairie Dragon
Moment’s Peace
Wandering Mimic
Forest’s Favor
Wandering Mimic


Tech 2 card(s)
Get Paid + float - ($9)
GPT - ($8)
Scav Bonus - ($9)
Worker - ($8)
Young Treant, I draw - ($6)
Huntress - ($4)
Midori - ($2)
Cast Moment’s Peace - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Midori L1 3/3
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Young Treant 0/2
  • Huntress 3/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

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.

P2T5


Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Crashbarrow
Scorch
Charge
Gunpoint Taxman


WORKERS
Makeshift Rambaster
Careless Musketeer
Nautical Dog
Pillage
Scorch


NextHand

Pirate-Gang Commander
Bloodburn
Gunpoint Taxman (3/3 + A)
Bombaster


Discard

Charge
Crashbarrow
Pirate Gunship
Pirate Gunship


Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
Tech 3 - ($6)
Drak trades with Midori, your base to 19
Gunpoint Taxman - ($4)
Jaina - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

I could keep Drak around here, killing Midori with zane etc, but then the Taxman has haste, which it can give to mimics, happy to let him go for a bit

P1T6


Tech StartingHand Workers

TECH
Ferocity
Centaur


STARTING HAND
Wandering Mimic
Forest’s Favor
Moment’s Peace
Fairie Dragon
Wandering Mimic


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


NextHand

Ferocity
Moment’s Peace
Playful Panda
Rampant Growth


Discard

Huntress
Wandering Mimic
Moment’s Peace
Ferocity
Centaur


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Wandering Mimic - ($4)
Fairie Dragon, puts a feather rune on GPT - ($0)
Huntress trades with GPT

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Young Treant 0/2
  • :pschip: Technician: Wandering Mimic 4/4 Flying
  • :target: Lookout:

In Play:

  • Fairie Dragon 4/2 Flying

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Ouch, tech III rush. Can’t really tech good win cons, so trying to stall again.

P2T6


StartingHand Workers

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:

  • :psblueshield: Squad Leader: Pirate #1 (2/2)
  • :psfist: Elite:
  • :ps_: Scavenger: Pirate #2 (2/2)
  • :pschip: Technician: Pirate #3 (2/2)
  • :target: Lookout:

In Play:

  • Pirate-Gang Commander (6/6, My units dying deal 1 to your base)
  • Jaina (4/3, lvl 7)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: 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.

P1T7


Tech StartingHand Workers

TECH
Tyrannosaurus Rex
Tyrannosaurus Rex


STARTING HAND
Rampant Growth
Playful Panda
Moment’s Peace
Ferocity


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


NextHand

Tyrannosaurus Rex
Merfolk Prospector
Huntress
Fairie Dragon
Ferocity


Tech 2 card(s)
Get Paid - ($10)
Skip Worker
Midori - ($8)
Cast Moment’s Peace - ($6)
Build Tech III - ($1)
Build Tech Lab - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Midori L1 2/3
  • :target: Lookout:

In Play:

  • Young Treant 0/2
  • Wandering Mimic 4/4

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

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.