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CodexNewb Feral Growth Necro vs Dreamfire Necro Discipline Peace


#1

GLHF!

@Dreamfire

"P1T1


StartingHand Workers

STARTING HAND
Spore Shambler
Tiger Cub
Young Treant
Rampant Growth
Merfolk Prospector


WORKERS
Spore Shambler


NextHand

Rich Earth
Ironbark Treant
Playful Panda
Verdant Tree
Forest’s Favor


Discard

Tiger Cub
Young Treant
Rampant Growth


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Cal - ($1)
merfolk prospector - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal (2/3)
    [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

no YT in hand 2. try and patrol wisp in tech next turn.

if he jandra’s, ill put cal on patrol, if he imps, ill buff cal and patrol her in tech.

"


#2

Have fun!

P2T1


StartingHand Workers

STARTING HAND
Poisonblade Rogue
Skeleton Javelineer
Sacrifice the Weak
Jandra, the Negator
Deteriorate


WORKERS
Poisonblade Rogue


NextHand

Skeletal Archery
Summon Skeletons
Graveyard
Thieving Imp


Discard

Deteriorate
Sacrifice the Weak
Jandra, the Negator


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth - ($2)
Deteriorate Prospector, you get 1 gold
Skeleton Javelineer - ($1)
Garth makes a skeleton - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton Javelineer (1/1), rune
  • :pschip: Technician: Garth lvl 1 (1/3)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Cal is always tough to face in the early game. I considered Grave in SQL and PBR behind him to gimp her, but I want to gank that Merfolk and I need Garth for that.
If CodexNewb goes for a stealth-kill, he’s giving me a significant card advantage - which I can take even further next turn with Imp.


#3

"P1T2


Tech StartingHand Workers

TECH
bone collector
bone collector


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


WORKERS
Spore Shambler
Rich Earth


NextHand

Merfolk (1/1)
Young Treant
bone collector
Forest’s Favor


Tech 2 card(s)
Get Paid - ($5)
scav gold - ($6)
Worker - ($5)
playful panda - ($3)
ironbark treant - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (1/2+AAA)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: wisp
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal, lvl 1, (2/3)
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

so two options,

  1. tower, or panda/wisp, play it safe, let him come to me - He will either drop imp and play it safe in return, or level garth to trade into me.
  2. trade into a skeleton, then he could level garth and killls cal, ending with lvl 6 garth and i have no way to stop max garth turn 3.

Either way, i dont think i can BOTH save Cal/prevent the garth mid, AND not go down on cards. I might as well skip tech 1, hope to not draw the tech 1 units next hand, and then let him drop Imp instead of jandra.

wisp to guard against STW. At least I should have a strogn board to hit him wit next turn.

"


#4

P2T2


Tech StartingHand Workers

TECH
Overeager Cadet
Rambasa Twin


STARTING HAND
Thieving Imp
Graveyard
Skeletal Archery
Summon Skeletons


WORKERS
Poisonblade Rogue
Summon Skeletons


NextHand

Skeletal Archery
Sacrifice the Weak
Graveyard
Pestering Haunt


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Thieving Imp, random.org says discard #1 - ($2)
Tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: Skeleton Javelineer (1/1), rune
  • :target: Lookout:

In Play:

  • Garth lvl 1 (1/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

If it was anyone but Cal, I would tech up + Heroes’ Hall + skeleton. But since I can’t count on Garth surviving, there’s little incentive to invest in HH so early.
Instead, I’ll drop Imp and hope I hit a Cal spell. I can’t patrol in a way that’ll beat both Ferocity and BtF, so I’ll just try to get some goodies.
Teching Cadet and Rambasa for gold and card efficiency, respectively.

After the draw: yeah… with that hand, I’m probably rushing to tech 2.


#5

"P1T3


Tech StartingHand Workers

TECH
blooming ancient
blooming ancient


STARTING HAND
Merfolk (1/1)
Young Treant
Forest’s Favor
bone collector
Rampant Growth


WORKERS
Spore Shambler
Rich Earth
Forest’s Favor


NextHand

blooming ancient
Tiger Cub
bone collector
Verdant Tree


Tech 2 card(s)
Get Paid - ($6)
discard #1
Worker - ($5)
tech 1 - ($3)
young treant, draw 1 - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (1/2+AAA)
  • :psfist: [I]Elite[/I]: Young Treant (1/2)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: wisp (0/1)
  • :target: [I]Lookout[/I]: Playful Panda (2/2)
    [B]In Play:[/B]
  • Cal, lvl 1, (2/3)
    [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: 1
  • Workers: 7
Thoughts

playing teh young treant to force the reshuffle and get BA’s into my deck. i should be able to build tech 2 and maybe drop a BC next turn. ideally keep cal alive and midband her for a heavier body.

"


#6

P2T3


Tech StartingHand Workers

TECH
Training Grounds
Young Lightning Dragon


STARTING HAND
Pestering Haunt
Graveyard
Skeletal Archery
Sacrifice the Weak


WORKERS
Poisonblade Rogue
Summon Skeletons
Pestering Haunt


NextHand

Overeager Cadet
Jandra, the Negator
Deteriorate
Skeletal Archery
Rambasa Twin


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Discipline) - ($2)
Garth makes a skeleton - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2A)
  • :psfist: Elite: Skeleton (2/1)
  • :ps_: Scavenger: Skeleton Javelineer (1/1), rune
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Garth lvl 1 (1/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

My hardest choice this turn was what to worker. I’m not planning to keep spamming skeletons, but I don’t really see what good the Haunt would do me this game either. I don’t want to play him right now, because I want to refill me hand. Skeletal Archery can at least thin my deck, somewhere down the road, so I’ll keep it.


#7

"P1T4


Tech StartingHand Workers

TECH
liches bargain
liches bargain


STARTING HAND
bone collector
Verdant Tree
Tiger Cub
blooming ancient


WORKERS
Spore Shambler
Rich Earth
Forest’s Favor
Tiger Cub


NextHand

blooming ancient
bone collector
Rampant Growth
bone collector
Merfolk (1/1)


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
tech 2 growth - ($3)
mid Cal - ($1)
Cal kills Theiving Imp, takes 2 back
Panda kills Skeleton Javlineer, takes 1 back

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


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (1/2+AAA)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Young Treant (0/2)
  • :pschip: [I]Technician[/I]: wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal, lvl 3, (3/2)
  • Playful Panda (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

not playing the Bone Collector in order to generate the reshuffle, get liches bargain in my deck.

ill mid cal to attack to provide some resist, and kill that Imp

tech 2 discipline is interesting. if he goes with lighting dragons, which he probably will, i dont actually have a way to deal with them. however, his discipline wont have a direct way to deal with my BA’s either. i can drop verdant tree to delay him getting at my tech’s, but ill need to tech in something to deal with those next.

"


#8

P2T4


Tech StartingHand Workers

TECH
Death Rites
Art of War


STARTING HAND
Jandra, the Negator
Deteriorate
Rambasa Twin
Overeager Cadet
Skeletal Archery


WORKERS
Poisonblade Rogue
Summon Skeletons
Pestering Haunt
Jandra, the Negator


NextHand

Sacrifice the Weak
Young Lightning Dragon
Training Grounds


Discard

Thieving Imp
Skeleton Javelineer
Deteriorate
Skeletal Archery
Death Rites
Art of War


Tech 2 card(s)
Get Paid + float - ($9)
Scav gold - ($10)
Worker - ($9)
Deteriorate Playful Panda
Rambasa Twins - ($5)
Overeager Cadet
Oni - ($3)
Tower - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rambasa Twin #1 (3/2A)
  • :psfist: Elite: Skeleton (2/1)
  • :ps_: Scavenger: Overeager Cadet (2/2)
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout: Rambasa Twin #2 (3/2)

In Play:

  • Garth lvl 1 (1/3)
  • Oni lvl 1 (2/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Growth probably means Blooming Ancients rather than MoLaC, since codexnewb knows I have Versatile Style.
By flooding the board, I can ensure my heroes survive anything but BtF, even if a BA drops. That’s good enough odds for me to tech a couple of Ultimate spells
Next turn I’ll probably maxband Garth, sac a skelly or two, and play Training Grounds.


#9

"P1T5


Tech StartingHand Workers

TECH
mirkwood allies
mirkwood allies


STARTING HAND
Merfolk (1/1)
bone collector
blooming ancient
Rampant Growth
bone collector


WORKERS
Spore Shambler
Rich Earth
Forest’s Favor
Tiger Cub
Merfolk (1/1)


NextHand

liches bargain
liches bargain
Verdant Tree
bone collector
blooming ancient


Tech 2 card(s)
Get Paid + float - ($9)
worker - ($8)
Blooming Ancient - ($4)
Arg, wisp, 2 runes to BA - ($2)
max Cal - ($0)
Cal kills SQl Rambasa, takes 4 back
Ironbark trades with Lookout Rambasa, goes to discard

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


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

  • :psblueshield: [I]Squad Leader[/I]: BA (4/6+A)++
  • :psfist: [I]Elite[/I]: Young Treant (1/2)
  • :ps_: [I]Scavenger[/I]: Arg, lvl 1 (1/3)
  • :pschip: [I]Technician[/I]: wisp (0/1)
  • :target: [I]Lookout[/I]: wisp (0/1)
    [B]In Play:[/B]
  • Cal, lvl 5, (4/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

well, here it is. i think this is the best i can do this game. lets see what happens.

"


#10

P2T5


Tech StartingHand Workers

TECH
Nether Drain
Mind-Parry Monk


STARTING HAND
Sacrifice the Weak
Training Grounds
Young Lightning Dragon


WORKERS
Poisonblade Rogue
Summon Skeletons
Pestering Haunt
Jandra, the Negator
Sacrifice the Weak


NextHand

Nether Drain
Death Rites
Graveyard


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Maxband Oni, summon 3 soldiers - ($1)
Training Grounds - ($0)
Oni readily hits Blooming Ancient for 6 damage
Skeleton #1 trades with Blooming Ancient
Garth hits Arg for 2 damage
Skeleton #2 trades with Arg, Garth to lvl 3, you get 1 gold

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2A)
  • :psfist: Elite: Soldier (2/1)
  • :ps_: Scavenger: Soldier (1/1)
  • :pschip: Technician: Soldier (1/1)
  • :target: Lookout: Oni lvl 8 (5/1)

In Play:

  • Garth lvl 3 (2/2)
  • Training Grounds (4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

#11

why does oni hit BA for 6 damage? he has 4 attack, and frenzy 1 for a total of 5.

I also see that he has 5 attack listed on your patrol, when he should have 4.

let me know your updates. dang, this game is heating up!


#12

Training Grounds gives my heroes +1 ATK


#13

ahhh, i see. that’s right. okay, here’s comes my responsess.


#14

"P1T6


StartingHand Workers

STARTING HAND
liches bargain
liches bargain
blooming ancient
Verdant Tree
bone collector


WORKERS
Spore Shambler
Rich Earth
Forest’s Favor


NextHand

Ironbark Treant (3/2)
Rampant Growth
Playful Panda (2/1)
mirkwood allies


Discard

BA (4/6+A)++
liches bargain
liches bargain
bone collector
Verdant Tree


Tech 0 card(s)
Get Paid - ($9)
scav gold - ($10)
Blooming Ancient - ($6)
Garth, rune to BA - ($4)
Double Liches Bargain, Trash 2 workers (down to 7), my base to 12, summon Sk#1, Sk #2, Zombie #1, Zombie #2, Horror #1, Horror #2, 6 runes to BA - ($0)
3 runes to wisp #1 kills Over eager cadet, takes 3 back
1 rune to wisp #2, trades with Oni, Garth to lvl 3
3 runes to Zombie #2

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: SK #2 (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Zombie #2 (5/5)+++
    [B]In Play:[/B]
  • Cal, lvl 5, (4/1)
  • Garth, lvl 3, (1/3)
  • SK #1 (1/1)
  • Zombie #1 (2/2)
  • Horror #1 (3/3)
  • Horror #2 (3/3)
  • Wisp #1 (3/1)+++
  • BA (2/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 4
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

well, i got it off. now can i get a round 2 in time? Oni dying in one turn is a hard gold loss, but so is double liches bargain if i cant win in the net two turns.

"


#15

That was one hell of a play! This is probably over no matter what happens next.

P2T6


Tech StartingHand Workers

TECH
Young Lightning Dragon
General’s Hammer


STARTING HAND
Graveyard
Death Rites
Nether Drain
Skeleton Javelineer (Garth draw)
Skeletal Archery (Garth draw)


WORKERS
Poisonblade Rogue
Summon Skeletons
Pestering Haunt
Jandra, the Negator
Sacrifice the Weak


NextHand

Mind-Parry Monk
Rambasa Twin
Young Lightning Dragon
Thieving Imp
Deteriorate


Discard

Overeager Cadet
Nether Drain
General’s Hammer
Skeleton Javelineer
Graveyard
Skeletal Archery
Death Rites


Tech 2 card(s)
Get Paid - ($10)
Skip worker
Nether Drain Cal to level 3, Garth to level 5 - ($9)
Cal dies from her wounds, Garth to maxband, fetch Young Lightning Dragon from discard
Garth makes and sacs a skeleton, I draw - ($8)
Skeleton Javelineer - ($7)
Garth sacs Javelineer, I draw
Garth kills Treant
Grave - ($5)
Exhaust Training Grounds to maxband Grave
Tech 3 - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Soldier (1/1A)
  • :psfist: Elite: Soldier (2/1)
  • :ps_: Scavenger: Soldier (1/1)
  • :pschip: Technician: Grave lvl 7 (5/5), Sword rune
  • :target: Lookout: Young Lightning Dragon (3/3)

In Play:

  • Garth lvl 7 (4/4)
  • Training Grounds (4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10

#16

"P1T7


Tech StartingHand Workers

TECH
artisan mantis
artisan mantis


STARTING HAND
mirkwood allies
Ironbark Treant (3/2)
Rampant Growth
Playful Panda (2/1)


WORKERS
Spore Shambler
Rich Earth
Forest’s Favor
W - Ironbark Treant (3/2)


NextHand

mirkwood allies
Young Treant (0/2+A)
bone collector
artisan mantis


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
playful panda, wisp #2, 2 runes to BA - ($4)
Garth makes a skeleton, rune to BA - ($3)
Zombie #1 trades with SQl Soldier
SK #1 trades with Elite Soldier
SK #2 trades with Scav Soldier
Horror #2 trades with Grave, Garth to lvl 5
max Garth, summon Artisan Mantis, my base to 15, rune to BA - ($1)
BA hits your base for 6, your base to 14
Garth hits your base for 3, your base to 11
Wisp #1 hits your base for 3, dies, your base to 8
Zombie #2 hits your base for 5, your base to 3
Horror #1 hits your base for 3, for the game. GG!

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


[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]
  • BA (6/7)++++
  • Garth, lvl 7, (3/3)
  • Zombie #2 (5/4)+++
  • Horror #1 (3/2)
  • Artisan Mantis (4/5)
  • Wisp #2 (0/1)
  • PLayful Panda (2/2)
  • SK #3 (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
    "

#17

Thank God that worked out. I would have been up a creek.


#18

GG! My game plan was way too slow for dealing with your Bargain Bloomers.

To be honest, I find Discipline as a tech choice a bit underwhelming - it seems mostly geared towards stalling/attrition, but you only have YLDs as a win condition, which aren’t nearly as explosive as other specs’ options. And Ultimate spells, I guess, but that’s even slower.


#19

yeah. ive found discipline is a little slower, like disease. its geared at breaking tech buildings with YLD, and having strong patrollers with Vigor Adepts.

sometimes tech labbing into YLD is better than just going straight for Discipline tech 2.

GG all around though. i really lucked out getting both Bargains off same turn. I was nervouse with you taking out my first Ancient.


#20

I wouldn’t chalk it all up to luck, you handled your draws really well throughout the game.

You up for a rematch, switching P1?