GL HF @hardy83 !
Game 1 Player 1, Turn 1
P1 Necro/Blood/Fire vs P2 Balance/Discipline/Necro
Starting Hand
Jandra, the Negator
Poisonblade Rogue
Graveyard
Summon Skeletons
Sacrifice the Weak
Events of Turn:
Upkeep:
Get Gold (4)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Workers
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Skeletal Archery
Deteriorate
Thieving Imp
Pestering Haunt
Skeleton Javelineer
End of Turn Discard
My Thoughts
Haven’t played this Bob199 special in awhile, should be fun! Not the best P1T1 hand, I know I want the graveyard though, so we’ll work with that. Next turn probably Imp + Haunt, maybe Jav and skip tech1, depends on what Hardy does
glhf
P2T1
StartingHand Workers
STARTING HAND
Merfolk Prospector
Rich Earth
Ironbark Treant
Playful Panda
Young Treant
WORKERS
Merfolk Prospector
NextHand
Verdant Tree
Rampant Growth
Forest’s Favor
Spore Shambler
Tiger Cub
Discard
Playful Panda
Young Treant
Ironbark Treant
Tech 0 card(s)
Get Paid - ($5)
search for rich earth to set up my base - ($2)
summon Grave - ($0)
Worker
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader :
Elite :
Scavenger : Grave Stormborne, L1 (2/3) - sparkshot
Technician :
Lookout :
In Play:
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
just to be sure:
FrozenStorm:
Main:
FrozenStorm:
Gold:
you paid 3 for graveyard, because of multicolor penalty, and are floating 0 gold, right? i assume the amount in parantheses after graveyard and Worker shows your remaining gold and should be (1) and (0)? or do you use it to indicate the cost of a card and it should be (3) and (1)?
Mmmm I’m 99% sure multicolor penalty doesn’t apply to building cards , but FWIW it’s not going to matter as I’m going to pay the penalty on my tech1 on my next turn right now. I’ll check the rules thread and edit in.
EDIT: @hardy83 it wasn’t already in the rules thread b/c it’s in the rulebook! Posted a reminder in the rules thread to help anyone else who is confused JIC other people go searching there!
Game 1 Player 1, Turn 2
P1 Necro/Blood/Fire vs P2 Balance/Discipline/Necro
Starting Hand
Skeletal Archery
Deteriorate
Thieving Imp
Pestering Haunt
Skeleton Javelineer
Events of Turn:
Upkeep:
Get Gold (5+1float)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Thieving Imp, discard #4 of 5 (3)
Pestering Haunt
Worker (2)
Tech 1 (0)
Workers
Skeleton Javelineer, Poisonblade Rogue
Patrol as below
Discard 2 rs Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Thieving Imp (2/2)
Lookout:
In Play:
Pestering Haunt (1/1)
Graveyard (3hp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Deteriorate
Sacrifice the Weak
Summon Skeletons
Skeletal Archery
End of Turn Discard
My Thoughts
Lobber is the MVP of this combo, as is LB, so we’re teching those for sure.
thx for double checking…
P2T2
Tech StartingHand Workers
TECH
Martial Mastery
Rambasa Twin
STARTING HAND
Spore Shambler
Tiger Cub
Rampant Growth
Verdant Tree
Forest’s Favor
WORKERS
Merfolk Prospector
Forest’s Favor
NextHand
Rampant Growth
Playful Panda
Rambasa Twin
Tech 2 card(s)
Get Paid - ($6)
Worker
Verdant Tree - ($4)
Tech I - ($2)
Tiger Cub - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
Squad Leader : Tiger Cub (2/2a)
Elite :
Scavenger :
Technician : Grave Stormborne, L1 (2/3) - sparkshot
Lookout :
In Play:
Verdant Tree HP: 3
Rich Earth
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
No problemo!
Game 1 Player 1, Turn 3
P1 Necro/Blood/Fire vs P2 Balance/Discipline/Necro
Starting Hand
Deteriorate
Sacrifice the Weak
Summon Skeletons
Skeletal Archery
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in (except turn 1)
All Teched Cards
Crashbarrow, Shoddy Glider
Lobber, Lich’s Bargain
Main:
Garth (4)
Make a skeleton (3)
Sacrifice the Weak, skeleton and Cub die (1)
Imp and Haunt kill Grave, you draw 1, Garth to level 3
Replay haunt from graveyard
Worker (0)
Workers
Skeletal Archery, Skeleton Javelineer, Poisonblade Rogue
Patrol as below
Discard 2 Draw 3 rs Draw 1
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Garth (1/3 lvl 3)
Pestering Haunt (1/1)
Graveyard (3hp, holding Thieving Imp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Lich’s Bargain
Jandra, the Negator
Lobber
Shoddy Glider
End of Turn Discard
My Thoughts
I take it back, Blood T2 is the MVP of this combo XD I have a straight shot to it w/ Lich’s Bargain next turn. Easy.
ouch… I somehow convinced myself that you’d have to sac imp for stw. didn’t occurto me that you could just play something weaker…
"P2T3
Tech StartingHand Workers
TECH
Nature Reclaims
Hooded Executioner
STARTING HAND
Rampant Growth
Playful Panda
Rambasa Twin
Martial Mastery
WORKERS
Merfolk Prospector
Forest’s Favor
Rampant Growth
NextHand
Tiger Cub (2/2a)
Young Treant
Spore Shambler
Ironbark Treant
Tech 2 card(s)
Get Paid - ($7)
Worker
hire Rambasa Twins - ($3)
summon Garth and a skeleton - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader : Skeleton (1/1a)
Elite :
Scavenger : Rambasa Twin Rick (3/2)
Technician : Rambasa Twin Morty (3/2)
Lookout :
In Play:
Verdant Tree HP: 3
Rich Earth
Garth Torken, L1 (1/3)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
oh… didn’t factor in that he could sac something cheaper than imp to get to grave…
"
Indeed, Garth always has bones to spare in ritual sacrifice
Game 1 Player 1, Turn 4
P1 Necro/Blood/Fire vs P2 Balance/Discipline/Necro
Starting Hand
Lich’s Bargain
Jandra, the Negator
Lobber
Shoddy Glider
Events of Turn:
Upkeep:
Get Gold (7)
Tech 2 cards in (except turn 1)
All Teched Cards
Kidnapping, Nether Drain
Crashbarrow, Shoddy Glider
Lobber, Lich’s Bargain
Main:
Garth and Haunt kill Skele, replay haunt from the grave
Worker (6)
Tech 2 Blood (2)
Lich’s Bargain, army arrives (0)
Workers
Skeletal Archery, Skeleton Javelineer, Poisonblade Rogue
Patrol as below
Discard 2 Draw 3 rs Draw 1
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 16
Tech1 HP: 5
Tech2 HP: 5 Blood
In Patrol:
Squad Leader: Horror (3/3+1armor, deathtouch)
Elite:
Scavenger: Zombie (2/2)
Technician: Skeleton (1/1)
Lookout:
In Play:
Garth (1/2 lvl 3)
Pestering Haunt (1/1)
Graveyard (3hp, holding Thieving Imp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Deteriorate
Crashbarrow
Sacrifice the Weak
Summon Skeletons
End of Turn Discard
My Thoughts
Rambasa bros; that’s more aggro than I was hoping, but we can work with it. LB should still be enough to block against Green starter + 3 attackers. Doom Grasp would be the only worry but even that would be a rough trade, and unlikely, and I almost certainly still keep the tech2. That should be all I need
"P2T4
Tech StartingHand Workers
TECH
Vigor Adept
Training Grounds
STARTING HAND
Ironbark Treant
Young Treant
Spore Shambler
Tiger Cub (2/2a)
Hooded Executioner
WORKERS
Merfolk Prospector
Forest’s Favor
Rampant Growth
Tiger Cub (2/2a)
NextHand
Nature Reclaims
Martial Mastery
Playful Panda
Training Grounds
Tech 2 card(s)
Get Paid - ($8)
Worker
hire young Treant, draw - ($6)
hooded executioner - ($4)
build tech 2, discipline - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader : Rambasa Twin Morty (3/2)
Elite : Young Treant (0/2)
Scavenger : Hooded Executioner (3/3)
Technician : Garth Torken, L1 (1/3)
Lookout : Rambasa Twin Rick (3/2)
In Play:
Verdant Tree HP: 3
Rich Earth
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
let’s see how long I can survive crashbarrows
"
Afraid this isn’t going to be a great time
Game 1 Player 1, Turn 5
P1 Necro/Blood/Fire vs P2 Balance/Discipline/Necro
Starting Hand
Deteriorate
Crashbarrow
Sacrifice the Weak
Summon Skeletons
Events of Turn:
Upkeep:
Get Gold (7)
Tech 2 cards in (except turn 1)
All Teched Cards
Captured Bugblatter x2
Kidnapping, Nether Drain
Crashbarrow, Shoddy Glider
Lobber, Lich’s Bargain
Main:
Crashbarrow, trades with SQL and overpowers Garth, my Garth to level 5, you draw 1 (4)
Garth kills Lookout, takes 3
Deteriorate Treant, Haunt kills it
Replay Crashbarrow, it trades with Scav and overpower kills your Verdant Tree, you get 1g (1)
Horror and Zombie break your tech2, your base to 18
Skeleton pokes your tech1
Worker (0)
Workers
Summon Skeletons, Jandra, the Negator, Skeletal Archery, Skeleton Javelineer, Poisonblade Rogue
Patrol as below
Discard 1 rs Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 16
Tech1 HP: 5
Tech2 HP: 5 Blood
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Garth (2/1 lvl 5)
Pestering Haunt (1/1)
Skeleton (1/1)
Zombie (2/2)
Horror (3/3, deathtouch)
Graveyard (3hp, holding Thieving Imp and Crashbarrow)
Economy Info:
Cards:
Gold:
End of Turn Hand
Kidnapping
Deteriorate
Sacrifice the Weak
End of Turn Discard
My Thoughts
that turn 2 of mine still haunts me. could have skipped on the useless tree, kill your imp with grave, lvl to 3 and heal… maybe that would have lead to a different dynamic (?)
anyway, still wanna see your graveyard disappear
P2T5
Tech StartingHand Workers
TECH
Mind-Parry Monk
Moment’s Peace
STARTING HAND
Playful Panda
Nature Reclaims
Martial Mastery
Training Grounds
Vigor Adept
WORKERS
Merfolk Prospector
Forest’s Favor
Rampant Growth
Tiger Cub (2/2a)
Training Grounds
NextHand
Ironbark Treant
Rambasa Twin Rick (3/2)
Spore Shambler
Young Treant (0/2)
Tech 2 card(s)
Get Paid + scav - ($10)
Worker
summon Midori - ($8)
magical vines overgrow those tombstones as Nature Reclaims your Graveyard - ($6)
hire Playful Panda - ($4)
build a Tower - ($1)
rebuild Tech 2
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
Squad Leader :
Elite :
Scavenger : Whisp (0/1)
Technician : Master Midori, L1 (2/3)
Lookout :
In Play:
Rich Earth
Playful Panda (2/2)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Discipline)
Tower HP: 4
Economy Info:
Cards:
Gold:
well… actually, you need not bother with another turn gg, wp!
you care for a rematch?
Nature Reclaims??? Oh no! I totally forgot about that Good move
I like “whisp” too btw, I’m just hearing it in Stewie Griffin’s voice.
I am just one shy of lethal, so I think safe to call it as you said, GG WP!
Happy to rematch, why don’t you kick us off?
1 Like
ah… it thought wisps whisper under verdant trees and are therefore called whisps!
P1T1
StartingHand Workers
STARTING HAND
Rampant Growth
Forest’s Favor
Spore Shambler
Tiger Cub
Rich Earth
WORKERS
Forest’s Favor
NextHand
Verdant Tree
Merfolk Prospector
Young Treant
Playful Panda
Ironbark Treant
Discard
Tiger Cub
Rampant Growth
Spore Shambler
Tech 0 card(s)
Get Paid - ($4)
Rich Earth again - ($1)
Worker
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader :
Elite :
Scavenger :
Technician :
Lookout :
In Play:
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
Arright runnin it back, GL HF @hardy83 !
Game 2 Player 2, Turn 1
P1 Necro/Blood/Fire vs P2 Balance/Discipline/Necro
Starting Hand
Thieving Imp
Sacrifice the Weak
Skeletal Archery
Pestering Haunt
Skeleton Javelineer
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Thieving Imp, discard #5 of 5 (2)
Pestering Haunt
Worker (1)
Workers
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Thieving Imp (2/2)
Pestering Haunt (1/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Deteriorate
Summon Skeletons
Graveyard
Jandra, the Negator
End of Turn Discard
My Thoughts
Well now maybe I should index a little less towards Graveyard w/ Nature Reclaims
"P1T2
Tech StartingHand Workers
TECH
Tiny Basilisk
Rambasa Twin
STARTING HAND
Merfolk Prospector
Verdant Tree
Young Treant
Playful Panda
Ironbark Treant
WORKERS
Forest’s Favor
Playful Panda
NextHand
Tiger Cub
Verdant Tree
Tiny Basilisk
Spore Shambler
Tech 2 card(s)
Get Paid + float - ($6)
Worker
Tech 1 - ($4)
Merfolk Prospector - ($3)
Garth and a skeleton - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
Squad Leader : Skeleton (1/1a)
Elite :
Scavenger :
Technician : Merfolk Prospector (1/1)
Lookout :
In Play:
Rich Earth
Garth Torken, L1 (1/3)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
Game 2 Player 2, Turn 2
P1 Necro/Blood/Fire vs P2 Balance/Discipline/Necro
Starting Hand
Deteriorate
Summon Skeletons
Graveyard
Jandra, the Negator
Events of Turn:
Upkeep:
Get Gold (6+1float)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Thieving Imp kills SQL
Garth (5)
Deteriorate Techn, you draw 1
Haunt pings your tech1 to 4
Graveyard (3)
Tech 1 (1)
Worker (0)
Workers
Jandra, the Negator, Skeletal Archery
Patrol as below
Discard 1 Draw 1 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Garth (1/3+1armor lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Thieving Imp (2/1)
Pestering Haunt (1/1)
Graveyard (3hp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Poisonblade Rogue
Summon Skeletons
Skeleton Javelineer
End of Turn Discard
My Thoughts
Well with Garth out here, not going to worry about Nature Reclaims as much b/c I still get great value on the Graveyard regardless
how come i already feel helpless again? codex is really kinda tough against better players…
P1T3
Tech StartingHand Workers
TECH
Nature Reclaims
Lich’s Bargain
STARTING HAND
Tiger Cub
Spore Shambler
Tiny Basilisk
Verdant Tree
Rambasa Twin
WORKERS
Forest’s Favor
Playful Panda
Tiger Cub
NextHand
Rampant Growth
Ironbark Treant
Verdant Tree
Young Treant
Tech 2 card(s)
Get Paid - ($6)
Worker
Rambasa Twins - ($2)
Tiny Basilisk - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader : Rambasa Twin Abe (3/2)
Elite :
Scavenger : Rambasa Twin Bert (3/2)
Technician : Tiny Basilisk (1/2)
Lookout :
In Play:
Rich Earth
Garth Torken, L1 (1/3)
Buildings:
Base HP: 20
Tech I HP: 4
Economy Info:
Cards:
Gold:
Idk dogg I whiffed and you hit x2, I’m feeling on the back foot right now lol
Game 2 Player 2, Turn 3
P1 Necro/Blood/Fire vs P2 Balance/Discipline/Necro
Starting Hand
Poisonblade Rogue
Summon Skeletons
Skeleton Javelineer
Events of Turn:
Upkeep:
Get Gold (7)
Tech 2 cards in (except turn 1)
All Teched Cards
Kidnapping, Bone Collector
Lobber, Lich’s Bargain
Main:
Imp and Haunt trade with SQL
Replay Imp from Grave, you discard #1 of 4 (4)
Tower (1)
Worker (0)
Workers
Jandra, the Negator, Skeletal Archery
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tower HP: 4
In Patrol:
Squad Leader: Thieving Imp (2/2+1armor)
Elite:
Scavenger:
Technician: Garth (1/3 lvl 1)
Lookout:
In Play:
Graveyard (3hp, holding Pestering Haunt)
Economy Info:
Cards:
Gold:
End of Turn Hand
Deteriorate
Sacrifice the Weak
Lich’s Bargain
Lobber
End of Turn Discard
My Thoughts
Oooof! Rambasa + Tiny B, and I’m out here naked of any tech1 blockers… Best I can do I think is bleed some more cards with Imp and Tower up.
yeah, I got lucky here that you ended up without Tech I and StW in hand… but I can assure you that your imp hit me hard this turn
[b]P1T4[/b]
Tech StartingHand Workers
TECH
Vigor Adept
Training Grounds
STARTING HAND
Rampant Growth
Young Treant
Ironbark Treant
Verdant Tree
Spore Shambler
WORKERS
Forest’s Favor
Playful Panda
Tiger Cub
Ironbark Treant
NextHand
Vigor Adept
Nature Reclaims
Lich’s Bargain
Merfolk Prospector (1/1)
Tech 2 card(s)
Get Paid - ($7)
Worker
Tech 2 - Discipline - ($3)
Young Treant - ($1)
make a Skeleton - ($0)
Basilisk trades with Garth, you draw, I lvl up
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader : Young Treant (0/2a)
Elite :
Scavenger : Skeleton
Technician : Rambasa Twin Bert (3/2)
Lookout :
In Play:
Rich Earth
Garth Torken, L3 (1/3)
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 5 (Discipline)
Economy Info:
Cards:
Gold:
Thoughts
…that Rampant Growth would have been so nice to steal Tech I - but then it probably would have been too much luck here on my side
I’ll try again with Discipline. Get in a Mindparry Monk with Garth’s maxband and hopefully be safe from kidnapping and flame arrows. Then Vigor Adepts and max band heroes via training grounds would be my sweet dream.