Codex Newb Finesse Discipline Ninjitsu vs FrozenStorm Mono-Red

Negative, Stash reads as follows:

You may keep a card during the draw/discard step. If you do, draw one card less.

You would DC 3 Draw 4

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okay, no turn changes then. ill just float 1 gold less. if it would trigger my reshuffle, then thereā€™s no point.

1 Like

Game 8 Player 1, Turn 5

P1 White vs P2 Blue

Starting Hand

Savior Monk
Senseiā€™s Advice
Smoker
Morningstar Flagbearer
Grappling Hook

Events of Turn:


Upkeep:

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

Training Grounds, Young Lightning Dragon
Rambasa Twin, Birdā€™s Nest
Birdā€™s Nest, Sparring Partner


Main:

  • Sets kills SQL
  • Grave kills Bigby, takes 2, Sets Maxbands
  • Worker (7)
  • Tech 2 Discipline (3)
  • Smoker pings your tech 2 to 4hp
Workers

Aged Sensei, Savior Monk, Birdā€™s Nest, Fox Viper, Fox Primus

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DISCIPLINE
  • Heroā€™s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Grave (4/1 lvl 7)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Smoker (1/1)
  • Setsuki Hiruki (3/4 lvl 6)
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 3
  • Workers: 9

End of Turn Hand

Rambasa Twin
Foxā€™s Den Students
Sparring Partner
Training Grounds
Senseiā€™s Advice

End of Turn Discard
My Thoughts

Make him choose between Sets or Grave (and thatā€™s if he still has MTruth), grab FDS and the other Training Grounds, hopefully get rolling before he does. Going to be tight!
ā€¦
Solid draw! Should have options regardless


"P2T5


Tech StartingHand Workers

TECH
Spectral Hound
Spectral Hound


STARTING HAND
flagstone garrison
Lawful Search
Traffic Director (1/1)
Building Inspector (1/1)
overeager cadet
Spectral Hound
Manufactured Truth
Overeager Cadet (2/2)
drill sergeant


WORKERS
Porkhand Magistrate
Bluecoat Musketeer
Arrest
W - Jail
W - Lawful Search


NextHand

Brave Knight (3/3)
Manufactured Truth
Spectral Hound (3/3)
free speech
Drill Sergeant


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Flagstone garrison - ($6)
overeager cadet, d1
spectral hound, d1 - ($5)
Traffic Director, d1, - ($4)
Overeager Cadet, d1,
Building Inspector, d1 - ($3)
tower - ($0)
Aven kills Grave

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


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

  • :psblueshield: [I]Squad Leader[/I]: Traffic Director (1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: overeager cadet (2/2)
  • :pschip: [I]Technician[/I]: Overeager Cadet (2/2)
  • :target: [I]Lookout[/I]: Spectral Hound (3/3)
    [B]In Play:[/B]
  • Flagstone Garrison (4HP)
  • Spectral Aven (2/2)
  • Reputable Newsman (0/3)
    Building Inspector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Peace)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 0
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

hmm, cant really get at sets, so next best thing is tower and wall up. probably bringing in dreamscape if i see a heavy disc unit at some point, but im more worried about double FDS, which, with all his gold, is very likely.

"

Where is the Building Inspector situated?

woops, forgot to put him on the board. heā€™ll be on my back line. only other change would be drawing an extra card to empty my deck at the moment.

Game 8 Player 1, Turn 6

P1 White vs P2 Blue

Starting Hand

Rambasa Twin
Foxā€™s Den Students
Sparring Partner
Training Grounds
Senseiā€™s Advice
Young Lightning Dragon + Grappling Hook (sets max)

Events of Turn:


Upkeep:

  • Get Gold (9+3float+1scav)
  • Sets draws 2
  • Tech 2 cards in (except turn 1)
All Teched Cards

Hidden Ninja, Young Lightning Dragon
Training Grounds, Foxā€™s Den Students
Training Grounds, Young Lightning Dragon
Rambasa Twin, Birdā€™s Nest
Birdā€™s Nest, Sparring Partner


Main:

  • Foxā€™s Den Students, 4 hasty ninjas arrive (9)
  • Senseiā€™s Advice to two hasty ninjas (8)
  • One boosted Ninja kills TD, survives from Safe Attacking, tower spots him
  • Other Boosted Ninja, two regular ninjas, and smoker break your tech 1, your base to 16
  • Grappling Hook Hound, it pops (7)
  • Sets swift strikes technician cadet, takes 1 from tower, you rs Draw 1 (with the Cadet and Hound in discard, trying to maximize dead draws here :wink: )
  • Young Lightning Dragon (4)
  • Training Grounds (pay extra for Inspector) (2)
  • Sparring Partner (1)
Workers

Aged Sensei, Savior Monk, Birdā€™s Nest, Fox Viper, Fox Primus

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DISCIPLINE
  • Heroā€™s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Young Lightning Dragon (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Sparring Partner (2/2)
  • :target: Lookout:

In Play:

  • Smoker (1/1)
  • 4x Ninja (1/1)
  • Setsuki Hiruki (4/3 lvl 6)
  • Training Grounds (4hp)
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Snapback
Training Grounds
Morningstar Flagbearer

End of Turn Discard

Foxā€™s Den Students
Hidden Ninja
Young Lightning Dragon
Senseiā€™s Advice
Grappling Hook
Rambasa Twin

My Thoughts

Iā€™m hoping this does enough to stop him from doing a lot of draws, I canā€™t keep up with Free Speech shutdown (he must have bottom-decked it? no t2 units?). Now that I have a TG sticking though, I should be able to outlast him) Teching Hidden Ninja as Iā€™ll need some way of evading to bust through sticky patrols. I could probably get Rook to stick but I donā€™t want to risk it, so better to sacrifice Sparring Partner and get Rook insta-maxed out next turn.


what an interesting game

edit: no TD, therefore no runes to either sergeant. adjusted patrol accordingly and updated deck, etcā€¦

"P2T6


Tech StartingHand Workers

TECH
Mind Control
Injunction


STARTING HAND
Spectral Hound (3/3)
Brave Knight (3/3)
free speech
Drill Sergeant
Manufactured Truth
Traffic Director (1/1+A)
Overeager Cadet (2/2)
Spectral Hound (3/3)


WORKERS
Porkhand Magistrate
Bluecoat Musketeer
Arrest
W - Jail
W - Lawful Search


NextHand

Brave Knight (3/3)
Manufactured Truth
overeager cadet (2/2)
Building Inspector (1/1)
Reputable Newsman (0/3)


Tech 2 card(s)
Get Paid - ($10)
rebuild tech 1, base to 16
tech draw (with cadet, hound, director)
Quince - ($8)
free speech - ($6)
manufactured truth newsman into cadet - ($5)
copy cadet trades with sparring partner
building inspector and real cadet trade with Sets, quince to lvl 3
max quince - ($3)
drill sergeant, illusion copies, draw 1 - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Spectral Aven (2/2)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Illusion Sergeant (3/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • flagstone garrison (4HP)
    Quince, lvl 5, (1/5)
    Drill Sergeant (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Peace)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

well, that went better than i expected. for sure dropping the free speech,

teching mind control and injuction just in case quince survives. unless if he gets the garrison, i think i should be able to draw through to one of those spells.

"

Costs 1 per attack on sets, FYI :wink:

not with free speech i think.

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Ah good call!

This however Iā€™m confused by

TD isnā€™t free yeah? I think your 1g short

ahh, even better call. just made the updates. no TD, therefore no runes to sergeants, adjusted patrol and edits accordingly.

sorry, so much going on with peace engine, it must be a nightmare on your end. ill try and do better.

2 Likes

Itā€™s definitely a challenge :wink: you sure thatā€™s the patrol you want though? Iā€™m under free speech, Iā€™m not sure how youā€™d be expecting I get through that illusion DS, whereas that patrol I get a two for one

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ohh, good point. mind if i pull the real one to backline? i didnt account for how free speech would protect my illusions.

2 Likes

No issue with it, I donā€™t want free comebacks

1 Like

Always a guessing game which building to break with Peace engineā€¦ looks like maybe Garrison would have been a better choice

Game 8 Player 1, Turn 7

P1 White vs P2 Blue

Starting Hand

Snapback
Training Grounds
Morningstar Flagbearer
Birdā€™s Nest (technician)

Events of Turn:


Upkeep:

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

Earthquake x2
Hidden Ninja, Young Lightning Dragon
Training Grounds, Foxā€™s Den Students
Training Grounds, Young Lightning Dragon
Rambasa Twin, Birdā€™s Nest
Birdā€™s Nest, Sparring Partner


Main:

  • Rook (8)
  • Grave (6)
  • Training Grounds maxbands Rook
  • Another Training Grounds (5)
  • Morningstar Flagbearer (2)
  • Three Ninjas trade with mirror DS, you get a gold
  • Last ninja ticks your tech1 to 4hp
  • Smoker ticks your Garrison to 3hp
Workers

Aged Sensei, Savior Monk, Birdā€™s Nest, Fox Viper, Fox Primus

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DISCIPLINE
  • Heroā€™s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Young Lightning Dragon (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Rook (6/6 two lives once your turn starts)
  • :target: Lookout:

In Play:

  • Smoker (1/1)
  • Ninja (1/1)
  • Grave (4/3 lvl 1)
  • Training Grounds (4hp)
  • Training Grounds (4hp)
  • Morningstar Flagbearer (2/2 magnet for all DS runes)
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9

End of Turn Hand

Earthquake
Snapback
Rambasa Twin
Birdā€™s Nest

End of Turn Discard
My Thoughts

I think my last hope here is an earthquake to reset, and thatā€™s assuming he canā€™t reach another Free Speech. Fingers crossed but Iā€™m not holding my breath, I think Iā€™m sunk


"P2T7


Tech StartingHand Workers

TECH
Patriot Gryphon
free speech


STARTING HAND
overeager cadet (2/2)
Building Inspector (1/1)
Manufactured Truth
Brave Knight (3/3)
Reputable Newsman (0/3)
Spectral Hound (3/3)
Injunction
Spectral Hound (3/3)
free speech


WORKERS
Porkhand Magistrate
Bluecoat Musketeer
Arrest
W - Jail
W - Lawful Search


NextHand

Overeager Cadet (2/2)
Manufactured Truth
Traffic Director (1/1)
Injunction
Mind Control


Tech 2 card(s)
Get Paid - ($10)
overeager cadet, d1, +1 rune
Spectral Hound, d1, +1 rune - ($9)
Building Inspector, d1, +1 rune - ($8)
Spectral hound, d1, +1 rune - ($7)
Free Speech - ($5)
tech 3 - ($0)
Drill Sergeant kills Rook, takes 6 back

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Spectral Aven (2/2)
  • :psfist: [I]Elite[/I]: overeager cadet (3/2)
  • :ps_: [I]Scavenger[/I]: Spectral Hound (3/3)
  • :pschip: [I]Technician[/I]: Spectral Hound (3/3)
  • :target: [I]Lookout[/I]: Building Inspector (1/1)
    [B]In Play:[/B]
  • flagstone garrison (3HP)
  • Quince, lvl 5 (1/5)
  • Drill Sergeant (7/1) +4
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4 (Peace)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

man, so stressful. just gotta make a decision and go with it. going ech 3 to get some end game on the board. mind contral can be helpful as well.

"

GG WP! I canā€™t keep up with Free Speech lockdown, Earthquake was my last out

I should have broken the Garrison and killed BI on turn 6 to improve the chances of Setsā€™ safety and minimize your card draw. My sense was you had another Garrison in hand and T1 units, not a DS. I didnā€™t properly consider that MTruth could get a kill on Sets.

The other major difficulty was not considering that you would go TD + Newsie on your turn 2 to prevent Birds. Aven got enormous value for you and white really lacks options to deal with it (Iā€™ve struggled a lot in the past with Aven as White, Primus seems the obvious choice but sheā€™s so easy to arrest and ignore for long enough that the gold investment sinks your momentum as white).

Want to run it back and take the P1 lead?

1 Like

i actually have gone double garrison in the past, but learned my lesson the hard way to make sure i get a drill sergeant in there. and yeah, MTruth was really helpful to have later on. Im finding it has so many uses i never even thought of.

"P1T1


StartingHand Workers

STARTING HAND
Spectral Aven
Traffic Director
Jail
Lawful Search
Porkhand Magistrate


WORKERS
Porkhand Magistrate


NextHand

Bluecoat Musketeer
Building Inspector
Reputable Newsman
Arrest


Discard

Lawful Search
Jail


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
traffic director - ($2)
spectral aven - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Traffic Director (1/1)
  • Spectral Aven (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

well, lessons learned from last gameā€¦use bigby to time my drawsā€¦ guarentee the garrison when i need it.

next turn, probably bigby and arrest, put TD into tech, let aven start causing mayhem.

"

GL HF! I think I may have found a solution to my Aven problem :slight_smile:

Game 9 Player 2, Turn 1

P2 White vs P1 Blue

Starting Hand

Safe Attacking
Snapback
Senseiā€™s Advice
Grappling Hook
Smoker

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Rook (3)
  • Safe Attacking (2)
  • Worker (1)
Workers

Smoker

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Fox Primus
Aged Sensei
Fox Viper
Savior Monk
Morningstar Flagbearer

End of Turn Discard

Grappling Hook
Senseiā€™s Advice
Snapback

My Thoughts

Versatile Style. Targets Fliers. Checkmate Aven XD Only problem is it is same cost as birds for Newsie to blockā€¦ Hmmm. Well anyway, probably will go Heroā€™s Hall + Midband Rook (if he needs it, otherwise just ground patrol) next turn and bring Grave out to party. Otherwise maybe Iā€™ll try to fast-tech Strength (WSG could shut down Aven!)


1 Like