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CodexNewb Feral Growth Necro vs Dreamfire Necro Discipline Peace


#41

"P1T4


Tech StartingHand Workers

TECH
huntress
ferocity


STARTING HAND
Centaur
Tiger Cub
Forest’s Favor
Verdant Tree
Young Treant
Playful Panda (2/2)
Huntress


WORKERS
Rich Earth
Ironbark Treant
Spore Shambler
Tiger Cub


NextHand

huntress
Merfolk Prospector
Behind the Ferns
ferocity
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($8)
scav gold - ($9)
tech draw
Worker - ($8)
Centaur - ($5)
young treant, draw 1 - ($3)
Huntress - ($1)

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


[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]: Centaur (3/4)
  • :pschip: [I]Technician[/I]: Huntress (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Arg, lvl 1, (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

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

uh oh…

"


#42

P2T4


Tech StartingHand Workers

TECH
Death Rites
Colossus


STARTING HAND
Birds’ Nest
Thieving Imp
Whitestar Grappler


WORKERS
Summon Skeletons
Jandra, the Negator
Skeletal Archery
Birds’ Nest


NextHand

Deteriorate
Poisonblade Rogue
Doubling Barbarbarian
Pestering Haunt


Discard

Whitestar Grappler
Thieving Imp
Death Rites
Colossus


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech 2 (Strength) - ($3)
Sparring Partner spars with Rook
Garth makes another skeleton - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook lvl 1 (3/4A), +1
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton #1 (1/1)
  • :pschip: Technician:
  • :target: Lookout: Skeleton #2 (1/1)

In Play:

  • Garth lvl 1 (1/3)
  • Sparring Partner (2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

Can’t afford to delay tech 2 any longer, and I wouldn’t want to start a fight anyway, with Tower and patrol bonuses on codexnewb’s side.
Birds’ Nest gets workered since Tower and Huntress are direct counters. Which also means Rook’s survival isn’t so critical, so he goes in SQL.
Sparkshot is a bit of an annoyance, especially in conjunction with Overpower+Green buffs, but I can always invest gold in heroes next turn.


#43

"P1T5


Tech StartingHand Workers

TECH
blooming ancient
feral strike


STARTING HAND
Rampant Growth
Behind the Ferns
ferocity
Merfolk Prospector
huntress


WORKERS
Rich Earth
Ironbark Treant
Spore Shambler
Tiger Cub
Merfolk Prospector


NextHand

Verdant Tree
Centuar (3/4)
Forest’s Favor


Discard

Rampant Growth
ferocity
blooming ancient
feral strike


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Cal - ($6)
Behind the Ferns - ($4)
rampant growth centaur - ($2)
Centaur kills rook, arg to lvl 3
huntress stealth kills garth, arg to max, water elemental
Huntress #2 - ($0)

Float ($0)
Discard 1, draw 3


[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]: Arg, lvl 5 (1/5)
  • :pschip: [I]Technician[/I]: Huntress #2 (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal, lvl 1, (2/3) behind the ferns
  • Centaur (3/3)
  • Huntress #1 (3/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 1
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

need to protect cal to get value out of this BTF. teching in

BTW forces hi to attack me, but i just cleared a lot of his stuff. but he can drop WSG or DDB.

not a lot of good tech 2 options. i think ill just need feral strike at this point. BA and feral strike to keep it balanced. probably will need tech 3.

"


#44

uhh, i see just tech I and tower. no HH or tech II. i do not think cala can come out to play :confused:


#45

ahh, good point. i actually have a little too much going on to work through rolling this back. so ill GG.


#46

the easiest way to not roll back would be to make arg suicide on rook’s armor, (rook and garth do not benefit from just 2 lvs) summon cala, turn stays as it is except overpower can kill a skele and cala maxb cuz rook and garth die
EDIT: just my 2 cents, mate