Good luck to you too! By the way, it’s usually a good idea to let your opponent know that you’ve made the thread by mentioning them (@username). That way the forums will give them a notification.
Player 2 Turn 1
Starting Hand and Workers
STARTING HAND
Savior Monk
Fox Primus
Grappling Hook
Aged Sensei
Smoker
WORKERS
Fox Primus
Next Hand
Sensei’s Advice
Safe Attacking
Fox Viper
Morningstar Flagbearer
His codex is fairly similar to mono-black, but I don’t actually have that much experience against that… Decided that getting early pressure is probably more important than skipping a unit to get hand size back up. Thankfully, the lack of Disease means he can’t go for the full hand destruction strategy.
Oh thanks for the tip! I’ll do that next time. Rook and a healer on the first turn? That’s a scary combo that I think I need to get rid of quick, haha.
"P1T2
Tech StartingHand Workers
TECH
Bone Collector
Bone Collector
STARTING HAND
Jandra, the Negator
Summon Skeletons
Sacrifice the Weak
Skeleton Javelineer
Graveyard
WORKERS
Poisonblade Rogue
Summon Skeletons
NextHand
Pestering Haunt
Bone Collector
Jandra, the Negator
Sacrifice the Weak
Bone Collector
Alright, I’m dealing with a healing Rook. He’s gone down a card because of Imp, but I need to respond to his board presence. I would love to get graveyard out early (so I can keep Imp-spamming), but I think I need to sacrifice the weak early to get that monk out of the way. If I attack with my Imp, THEN StW, I think that does it, and I can still do damage. Then put Vandy out on defense duty. We’ll see how this goes.
Small nitpick, but you need to summon Vandy before casting Sacrifice the Weak. Nothing actually changes about your turn except the order, but it’s good to get in the habit so that more complex turns aren’t an issue. I actually make a point of writing it as “Hero casts Spell” so that I don’t forget.
Anyway, I think I’m going to wait until tomorrow before taking my next turn. It’s getting late here, and I’ve been thinking about Codex for a large portion of the day…
Sacrifice the Weak
Bone Collector
Bone Collector
Pestering Haunt
Discord
Discord
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($4)
Vandy casts Sacrifice the Weak (you lose Morningstar Flagbearer) - ($2)
Vandy +2 levels to midband - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Vandy Androse Lv.3 (3/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
I completely forgot about tech I last turn, which means the two wonderful bone collectors in my hand right now are completely wasted. I knew I was forgetting something! What now? I definitely need to worker and Tech 1. 4 gold left. (Man, I would have loved to play 2 bone collectors here…). Luckily I have StW in my hand again after the reshuffle. 2 gold for 3 gold seems like a good trade. Now, should I float, or upgrade Vandy? If I don’t upgrade Vandy to 4hp, I think he can use spells and Rook levels to knock her out, which would be quite bad. I will reshuffle after turn 4, which means my tech choices now could be in my hand by turn 5. My absolute best scenario on turn 5 is Tech II finished, Teras Q + Discord in hand. Drop 8 gold, and suddenly unshackled Teras is on the board. We’ll see how it goes in reality.
He didn’t notice that he had lethal against Rook! That hardly gets me out of the woods, though… I elected to use Snapback even with resist because Vandy just had too much ATK to deal with. Swapping her out for a hero with 1 ATK before leveling up seemed like a good idea, but who knows? Went with Inverse Power Ninja in case Rook dies (with only Birds, she’s a 4/4 for 3) and Fuzz Cuddles in case he lives (and also as a bit of a blocker).
I don’t actually mind him playing snapback. My whole plan revolves around surviving long enough to get tech II units in play. He opted to summon birds and snapback instead of going for higher tech, which I think works out in my favor. I have deteroriate, so I think it’s pretty clear I should use it to clear a bird. The question is, do I give him the gold, or pay 1 to kill his lookout bird? I don’t think I need the extra gold. I’m pretty sure Garth dies no matter what next turn, unless somehow he has no spells in his hand. A lot depends on my next turn’s hand. He could have a max level Rook, and myself with nothing to answer, if the draw goes poorly.
POST DRAW THOUGHTS: Ok, I think drawing both Discords now is the worst possible scenario. It means my Terras Q into Discord combo just isn’t going to work for a few turns.
Tech 2 card(s)
Get Paid + float - ($9)
Bird’s Nest resummons Pipi
Build Ninjutsu Tech II - ($5)
Recruit Sparring Partner - ($4)
Level Rook to Lv. 5 - ($0) Rook and Cucco kill Garth; Rook takes 1 damage and gains 2 free levels
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Pipi (1/1) (Flying)
[I]Technician[/I]: Sparring Partner (2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Bird’s Nest
Garus Rook Lv. 7 (3/4)
Cucco (1/1) (Flying)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
I’m pretty sure my worry about Vandy blinded me from the threat of a Terras Q combo for long enough that it’ll be hard to kill the thing if he gets it out. My best attempt is two bring in two Porcupines, though it looks like I didn’t draw one. I’ll have to take advantage of Rook’s Two Lives to block it long enough; it’s a good thing that I was able to get free levels from killing Garth. Only 1 gold needed to max him, so it shouldn’t stop me from getting anything else I need (like a Tower).
Tech 2 card(s)
Get Paid - ($8)
Skip Worker
Summon River - ($6)
River casts Discord (-2/-1 to all tech 0/1) (kills both birds) - ($4)
Skeleton kills Sparring Partner (takes no damage back)
Summon Bone Collector - ($2)
River levels up to 3 - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: River (2/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: Bone Collector (3/3)
[B]In Play:[/B]
Skeleton (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Demonology)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 2
Disc: 7
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Rook is going to be a problem very soon. Not drawing either Terras Q hurts. It hurts even more since when I DO draw him, my Discords will be in the discard. I think I just need some solid bodies on the table, so I’m teching some Tier II units. I could tech Garth spells, like Nether Drain for Rook, but I think I just need to get guys on the field that can stay for more than one turn.
Lookout: Fuzz Cuddles (2/3) (Healing 2, Resist 1) In Play:
Bird’s Nest
Garus Rook Lv. 1 (2/3)
Setsuki Hiruki Lv. 1 (1/3) (Costs 1 to attack)
Cucco (1/1) (Flying)
Pipi (1/1) (Flying) Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 6 Gold:
Gold: 1
Workers: 9
[details=Thoughts][spoiler]So! I got a Porcupine out, and if he wants to prevent Terras Q from being a waste of money, he’ll have to kill it immediately. Fuzz Cuddles will heal damage it takes, so he has to kill it, and that’s hard when it has 6 HP + 1 armor. Also, I have another in my hand.
Teched Glorious Ninja as essentially hard removal against 1 thing with 4 HP or less per turn and Hidden Ninja as a cantrip that might just let me snipe something important (like Terras Q if I can use it on a Porcupine)[spoiler][/details]
I think I’m hosed this game. Looking back, I think I should have made different tech choices to deal with Rook. This turn, assuming he doesn’t Earthquake away all my buildings or use spells to sideline all my patrollers, I think I can keep either River or Terras Q alive for next turn. I’m okay with trading Terras Q for a Porcupine, because it will keep River alive for one more turn, but we’ll see. It’s looking bleak.
Ah, I didn’t know that. In that case, I’ll discard deteriorate for the extra draw instead, and you’ll get the bird back. I’ll edit my post + draw the card when you confirm.
Unless you have an absolutely terrible hand this turn, I expect the game is close to over anyways.
Your starting deck spells are called “minor spells.” They are tied to a specific color rather than a specific spec. For example, the red minor spells say “Red Magic” at the bottom, rather than “Anarchy Magic”, etc. That means any red hero can cast them. If you only have a non-red hero in play, you can STILL cast a minor spell, but you have to pay 1 extra gold.
If you’re using the neutral faction’s starting deck from the Bashing vs. Finesse starter set, you don’t have to pay an extra gold because any hero can cast neutral spells without penalty.
Reading this literally, it indicates that using a neutral minor spell never costs an extra gold, but using a colored minor spell costs an extra gold if the hero casting it does not match the spell’s color. Thus, since a neutral hero never matches the color of a colored spell, they always have to pay 1 extra gold to cast one. Satisfied?
Fox Primus
Fox Viper
Smoker
Inverse Power Ninja
Morningstar Flagbearer
Next Hand
Sparring Partner
Glorious Ninja
Sensei’s Advice
Fox’s Den Students
Fox’s Den Students
Tech 2 card(s)
Get Paid + float - ($10)
Fuzz Cuddles heals 1 damage from Rook
Worker - ($9)
Level Setsuki to max - ($4) Pipi drops an egg full of tiny birds on Bone Collector! They remove its armor and do 1 damage before disappearing offscreen Setsuki swiftly finishes off Bone Collector Cucco and Fuzz Cuddles take out your Skeletons; Fuzz Cuddles takes 1 damage, you gain 1 gold and draw 1 card Porcupine hugs Terras Q, who crushes him in his arms before dying to prickles
Recruit another Porcupine - ($1)
Setsuki Hiruki Lv. 6 (3/4) (Costs 1 to attack, swift strike when attacking, Upkeep: draw 2)
Cucco (1/1) (Flying)
Pipi (1/1) (Flying)
Fuzz Cuddles (2/2) (Healing 2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 10
Thoughts
OK, so revising the turn meant that I couldn’t take out River… But I get max level Setsuki instead of Rook and drop a Porcupine alongside her. I’m quite OK with that trade, especially since having to reshuffle meant getting both copies of FDS in my new hand.