News Shop
Events Forums

Codex Newb Finesse Discipline Ninjitsu vs FrozenStorm Mono-Red


#81

"P2T9


StartingHand Workers

STARTING HAND
Sensei’s Advice
Doubling Barbarian
Versatile Style
Morningstar Pass
earthquake


WORKERS
Fox Viper
Savior Monk
Fox Primus
Smoker
Aged Sensei
earthquake


NextHand

Snapback
Kor Oathkeeper
Whitestar Grappler


Discard

Morning Star Pass (6HP)
Boulder (2/8+A)
Doubling Barbarian (5/5)
Sensei’s Advice


Tech 0 card(s)
Get Paid + float - ($11)
stolen gold - ($10)
grave - ($8)
versatyile style, destroy bloodburn ($6)
morningstar pass #2 - ($2)
mid grave ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Grave, lvl 3, (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Mythmaking
  • MSP (6HP)
    [B]Buildings:[/B]
  • :heart: Base HP: 11
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
    "

#82

I think this card costs money :wink:


#83

really? darn it… okay, updated.


#84

GG WP!

Game 4 Player 1, Turn 10

P2 White vs P1 Red

Starting Hand

Bombaster
Molting Firebird
Hotter Fire
Lobber
Lobber

Events of Turn:


Upkeep:

  • Get Gold (10+1float)
  • No techs
All Teched Cards

Fire Dart, Crash Bomber
Fire Dart, Molting Firebird
Bloodlust, Molting Firebird
Ember Sparks x2
Lobber, Bamstamper Lizzo
Hotter Fire x2
Gunpoint Taxman, Lobber


Main:

  • Lobber (10)
  • Lobber (9)
  • Hotter Fire (6)
  • Lobbers destroy Pass
  • Drakk + midband (1)
  • Firebird hits your base to 6, 3 damage to Grave
  • Taxman kills Grave, Drakk maxbands
  • Lizzo Destroys your Base, Jaina high-fives him, GG WP!

I totally forgot you went vanilla White this game when I banked hard on Hotter Fire, as Snapback and Versatile Style really throw a wrench in that! Still, Bloodburn just got insane value this game. Want to go again?


#85

yeah! i think i made a teching choice that really killed my momentum turn 5. ill live and learn for next time, hopefully this is the game!

"P1T1


StartingHand Workers

STARTING HAND
Sensei’s Advice
Savior Monk
Snapback
Fox Primus
Grappling Hook


WORKERS
Savior Monk


NextHand

Aged Sensei
Safe Attacking
Fox Viper
Smoker
Morningstar Flagbearer


Discard

Snapback
Sensei’s Advice
Grappling Hook


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Fox Primus - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Fox Primus (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

weird opening hand. that’s for sure. probably try and just wall up and then rune primus. OR, use her to get at a hero turn 3.

"


#86

GL HF!

Game 5 Player 2, Turn 1

P1 White vs P2 Red

Starting Hand

Bloodrage Ogre
Bombaster
Pillage
Charge
Nautical Dog

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Bloodrage Ogre (3)
  • Nautical Dog (2)
  • Worker (1)
Workers

Pillage

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Nautical Dog (1+1/1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Bloodrage Ogre (3/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Makeshift Rambaster
Mad Man
Bloodburn
Careless Musketeer

End of Turn Discard

Charge
Bombaster

My Thoughts

El Classico red opening again, Elite Dog provides the best trade value against Primus. He could hook or Safe Attacking to avoid, but either of those are okay for me I think.



#87

"P1T2


Tech StartingHand Workers

TECH
Sparring Partner
Rambasa Twin


STARTING HAND
Aged Sensei
Morningstar Flagbearer
Safe Attacking
Fox Viper
Smoker


WORKERS
Savior Monk
Smoker


NextHand

Sensei’s Advice
Sparring Partner
Fox Viper
Rambasa Twin
Grappling Hook


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($3)
Rook - ($1)
safe attacking - ($0)
Fox Primus safe attacks dog, takes 1 back

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook (2/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Fox Primus (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

going the classic sparring partner rambasa twin combo. rook is to wall up and get good trades, safe attacking since im more offensiv this game with lower tech units.

"


#88

Game 5 Player 2, Turn 2

P1 White vs P2 Red

Starting Hand

Makeshift Rambaster
Mad Man
Bloodburn
Careless Musketeer

Events of Turn:


Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Gunpoint Taxman, Crash Bomber


Main:

  • Zane, smack into Rook and die, Rook to Level 3 (5)
  • Drakk (3)
  • BROgre kills Rook, Drakk to level 3
  • Mad Man, kill Primus (2)
  • Tech 1 (1)
  • Worker (0)
Workers

Bloodburn, Pillage

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Drakk (1/3 lvl 3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Scorch
Careless Musketeer
Bombaster
Bloodrage Ogre

End of Turn Discard
My Thoughts

I don’t really want to deal with Birds, so fuck it, let’s kill Rook :wink: And Primus while we’re at it. Make that Safe Attacking not really worth it



#89

"P1T3


Tech StartingHand Workers

TECH
hidden ninja
Sparring Partner


STARTING HAND
Sensei’s Advice
Grappling Hook
Fox Viper
Sparring Partner
Rambasa Twin


WORKERS
Savior Monk
Smoker
Fox Viper


NextHand

Aged Sensei
Fox Primus (2/1)
Snapback
Morningstar Flagbearer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Rambasa Twin, brings his little friend from codex - ($1)
sparring partner - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Twin #1 (3/2)
  • :pschip: [I]Technician[/I]: Twin #2 (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Sparring Partner (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

hmm, traded 6 gold for 5, and he spent an extra card and hero. not ideal, but not that bad i guess.

twins and partner are a good redraw - and it’s about time.

teching hidden ninja to get the hero kill, plus another sparring partner to flood heros and units with runes later. I cant decide on my tech 2 just yet. id be surprised if he built his this turn since i have a pretty good board presence.

"


#90

Game 5 Player 2, Turn 3

P1 White vs P2 Red

Starting Hand

Scorch
Careless Musketeer
Bombaster
Bloodrage Ogre

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Steam Tank x2
Gunpoint Taxman, Crash Bomber


Main:

  • Mid Drakk, suicide into Scavenger Rambasa Twin, you get 1g, your base to 19 (6)
  • Worker (5)
  • Tech 2 Anarchy (1)
Workers

Careless Musketeer, Bloodburn, Pillage

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Charge
Nautical Dog
Mad Man
Makeshift Rambaster
Gunpoint Taxman

End of Turn Discard
My Thoughts

No really good ways out of this situation, he didn’t go birds like I thought and what’s more he drew double techs while I drew none. I’m going to tech up in the hopes he buys that I first-teched and takes the bait to kill my tech 2. If he kills the tech 1, bummer, but I can probably find a way to work it in my favor.



#91

"P1T4


Tech StartingHand Workers

TECH
Glorious Ninja
Glorious Ninja


STARTING HAND
Aged Sensei
Snapback
Morningstar Flagbearer
Fox Primus (2/1)


WORKERS
Savior Monk
Smoker
Fox Viper
Aged Sensei


NextHand

Grappling Hook
hidden ninja
Snapback
Sensei’s Advice
Sparring Partner


Tech 2 card(s)
Get Paid - ($7)
scav gold - ($8)
twin #1 returns to codex
Worker - ($7)
Grave - ($5)
partner and twin break your tech 1, your base to 18
tech 2 ninjitsu - ($1)
lvl to grave to guard against a potential pillage - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Grave, lvl 2, (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Sparring Partner (2/2)
  • Twin #2 (3/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

well well well…did he actaully tehc in his tech 2 units. i feel like that’s something that frozenstorm might actually do, however…it’s so…odd.

how about this, would i be more ebarassed if he didnt tech in his tech 2 units, and drops all his tech 1’s next turn, or would i be more embarrased if he plays a tech 2 unit next turn…i think teh former.

so if i break his tech 1 building, delay building

"


#92

Called my bluff, nice :wink: Do note your base at 19 from Drakk death

Game 5 Player 2, Turn 4

P1 White vs P2 Red

Starting Hand

Charge
Nautical Dog
Mad Man
Makeshift Rambaster
Gunpoint Taxman

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Pirate Gunship, Kidnapping
Steam Tank x2
Gunpoint Taxman, Crash Bomber


Main:

  • Midband Zane, charge Grave (4)
  • Jaina (2)
  • Mad Man, trades with Grave, Zane maxbands and heals (1)
  • Worker (0)
Workers

Nautical Dog, Careless Musketeer, Bloodburn, Pillage

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Jaina (2/3 lvl 1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Zane (4/4 lvl 6)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Crash Bomber
Gunpoint Taxman
Steam Tank
Bloodrage Ogre
Scorch

End of Turn Discard
My Thoughts

Bad draw luck for me, smart play for him. I have to offer Jaina as a sacrificial lamb now, sadly, but at least things are looking up for the future. I’m teching a Gunship in the hopes that I get a good split (steam tank in next hand, Gunship in turn 6 hand). If not, though, no biggie, I’ll also tech a kidnapping to try and punish any Glorious Ninja play.

Success! Steam tank in tow, now let’s just hope he doesn’t have a ninja in this next hand.



#93

"P1T5


Tech StartingHand Workers

TECH
earthquake
earthquake


STARTING HAND
Sparring Partner
Grappling Hook
Sensei’s Advice
hidden ninja
Snapback


WORKERS
Savior Monk
Smoker
Fox Viper
Aged Sensei
Grappling Hook


NextHand

earthquake
Glorious Ninja
Glorious Ninja
Morningstar Flagbearer
Fox Primus (2/2)


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Rook - ($5)
sensei’s advice - ($4)
Sparring Partner kills Jaina, survives with 1, Rook to lvl 3
Twin trades with Zane, Rook to lvl 5
max Rook - ($1)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook, lvl 8, (4/6+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Sparring Partner (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

tempted to tech double earthquake, but i think ill need a fox den’s school as well, teching teh school to help against obliterate… rook will likely last 2 turns. those free levels help a lot.

if he goes tech 3, which he most likely will, then i’ll need to get rook through to break his tech 3. can i do it with double glorious ninja?

screw it! im going double earthquake. probably max sets next turn to redraw quicky.

"


#94

Game 5 Player 2, Turn 5

P1 White vs P2 Red

Starting Hand

Crash Bomber
Gunpoint Taxman
Steam Tank
Bloodrage Ogre
Scorch

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Pirate Gunship, Kidnapping
Pirate Gunship, Kidnapping
Steam Tank x2
Gunpoint Taxman, Crash Bomber


Main:

  • Steam Tank (6)
  • Bloodrage Ogre (4)
  • Gunpoint Taxman (2)
  • Crash Bomber (1)
  • Worker (0)
Workers

Nautical Dog, Careless Musketeer, Bloodburn, Pillage

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Steam Tank (3/6+1armor)
  • :psfist: Elite: Crash Bomber (2+1/2)
  • :pspig: Scavenger: Bloodrage Ogre (3/2)
  • :exhaust: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 2
  • Deck: 5
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Makeshift Rambaster
Mad Man

End of Turn Discard

Pirate Gunship
Kidnapping

My Thoughts

Hmm, well I can’t just lay the Steam Tank and call it good, Partner will buff Rook and walk past to kill the tech 3. He’s probably got a Ninja in hand now, so that’s gonna be rough. I think the play here is flood the board to try and get a counter-attack off, as well as serve to minimize the chances I draw Gunship (so I can tech up next turn to draw it) I’m in bad shape though, that’s for sure!

Phew, missed, so Mid Drakk / Zane + Tech 3 might work next turn!



#95

"P1T6


Tech StartingHand Workers

TECH
Fox Den’s School
Fox Den’s School


STARTING HAND
Glorious Ninja
Fox Primus (2/2)
Morningstar Flagbearer
Glorious Ninja
earthquake


WORKERS
Savior Monk
Smoker
Fox Viper
Aged Sensei
Grappling Hook
Fox Primus (2/2)


NextHand

hidden ninja
earthquake
Snapback
Sensei’s Advice


Discard

Glorious Ninja
earthquake
Fox Den’s School
Fox Den’s School


Tech 2 card(s)
Get Paid + float - ($10)
Glorious Ninja - ($5)
Morningstar Flagbearer - ($2)
partner spars with Glorious Ninja
worker - ($1)

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Glorious Ninja (5/4+A)+
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Rook, lvl 8, (4/6)
  • :pschip: [I]Technician[/I]: Morningstar Flagbearer (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Sparring Partner (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

and there it is, got lucky on the redraw with the 40% to draw one of the earthquakes. good redraw for me this game.

however, i dont think iw ant to play that right now. what is important is to break his tech 3 when he builds it, and if i dont protect rook, i dont think ill be able to do that.

so for the meantime, i BELIEVE i have acconted for all options on his side. i think the only play that will destroy me is if he kills flagbearer with a jaina spell.

i dont thinkit’s possible for him to kill flagbearer AND kidnap GN, maybe chaos mirror, but i havent seen him sue that at all so far…sooooooooo ill take a chance and guard against the tech 3 next turn. all i need is one turn to break through, so walling up for now sounds good to me.

"


#96

Game 5 Player 2, Turn 6

P1 White vs P2 Red

Starting Hand

Makeshift Rambaster
Mad Man

Events of Turn:


Upkeep:

  • Get Gold (10)
  • No techs
All Teched Cards

Pirate Gunship, Kidnapping
Pirate Gunship, Kidnapping
Steam Tank x2
Gunpoint Taxman, Crash Bomber


Main:

  • Mad Man (9)
  • Tower (6)
  • Tech 3 (1)
Workers

Nautical Dog, Careless Musketeer, Bloodburn, Pillage

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3, then BROgre up to my hand
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Steam Tank (3/6+1armor)
  • :psfist: Elite: Mad Man (1+1/1)
  • :pspig: Scavenger: Crash Bomber (2/2)
  • :exhaust: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout:

In Play:

  • nothing

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Kidnapping
Pirate Gunship
Steam Tank
Bloodrage Ogre

End of Turn Discard

Pirate Gunship
Kidnapping
Makeshift Rambaster

My Thoughts

This is going to be reaaaaally tight!



#97

i think croashbomber would need to target flagbearer.


#98

Damnit you’re right. I’ll need to rethink my turn then…


#99

In addition to the Flagbearer problem…

The Ninja had 4 HP and an armor, so it should end up at 2 HP if a 3 ATK Steam Tank hits it.


#100

That was what the frenzy from Drakk was for :wink: