Codexnewb Necro/Blood/Feral vs Frozenstorm Necro/Anarchy/Growth

Game 3, Player 1, Turn 4

P2 [Necro]/Blood/Feral vs P1 [Necro]/Anarchy/Growth

Starting Hand

Jandra, the Negator
Skeletal Archery
Bone Collector
Summon Skeletons

Events of Turn:


Upkeep:

  • Get Gold (7+1scav)
  • Tech 2 cards in
All Teched Cards

Steam Tank, Nether Drain
Disguised Monkey x2
Bone Collector x2


Main:

  • Make a skeleton (7)
  • Bone Collector and Garth trade with Horror, your Garth to level 4, I get a skeleton
  • Replay Bone Collector from the Grave (5)
  • Worker (4)
  • Tech 2 Anarchy (0)
Workers

Jandra, the Negator, Skeleton Javelineer, Pestering Haunt, Poisonblade Rogue

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician: Bone Collector (3/3)
  • :target: Lookout:

In Play:

  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Thieving Imp
Sacrifice the Weak
Disguised Monkey
Deteriorate
Disguised Monkey

End of Turn Discard
My Thoughts

I don’t need Garth right now, and he’s way down on cards. Bring on the maxband Blood stuff, let’s get that Horror out of the way. I can tech a surprise attack for the technician if I need it.


"P2T4


Tech StartingHand Workers

TECH
crashbarrow
ogre recruiter


STARTING HAND
Poisonblade Rogue
Graveyard
Sacrifice the Weak


WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue


NextHand

Graveyard
Pestering Haunt
Centaur


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
make a skeleton - ($5)
Zombie kills sql
garth kills scav
sacrifice the weak, kills BC and skeleton - ($3)
3 skeletons break your graveyard
max garth, heals, summon ogre recruiter from discard - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ogre Recruiter (5/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Garth, lvl 7, (3/4)
  • Sk (1/1)
  • Sk (1/1)
  • Sk (1/1)
  • Zombie (2/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

okay. leaving teh tech 2 up. im teching land oct in case he has surprise attack again. need to wall up. i can decide to trash him next turn based on his response.

"

Land Octopus can’t patrol, it seems (I actually read the card this time!)

1 Like

hahahaha. oh yeah, that’s a thing. okay, ill swap him out for ogre recruiter since it was a recent tech.

Game 3, Player 1, Turn 5

P2 [Necro]/Blood/Feral vs P1 [Necro]/Anarchy/Growth

Starting Hand

Thieving Imp
Sacrifice the Weak
Disguised Monkey
Deteriorate
Disguised Monkey
Spirit of the Panda (techn, nice!)

Events of Turn:


Upkeep:

  • Get Gold (8+1scav)
  • Tech 2 cards in
  • rs Draw 1 Techn
All Teched Cards

Spirit of the Panda, Marauder
Steam Tank, Nether Drain
Disguised Monkey x2
Bone Collector x2


Main:

  • Arg (7)
  • Disguised Monkey (5)
  • Spirit of the Panda the Monkey, kill your Garth, Arg to level 3 (2)
  • Disguised Monkey, kills a skelton (0)
Workers

Jandra, the Negator, Skeleton Javelineer, Pestering Haunt, Poisonblade Rogue

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Arg (1/4 lvl 1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Disguised Monkey (5/2, spirit of the panda attached)
  • Disguised Monkey (3/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Nether Drain
Bone Collector
Skeletal Archery
Summon Skeletons
Bone Collector

End of Turn Discard

Deteriorate
Sacrifice the Weak
Thieving Imp

My Thoughts

Teching a Spirit of the Panda and a Maruader, both things that can hopefully help me make a big move. Hopefully killing Garth or that Ogre!

SUCCESS! What a pull. So we kill Garth, but what else? Deteriorate + Worker? Maxband Arg for WE? No, I think the other monkey killing a skeleton means we limit Garth’s horde of free cards. Could kill Zombie, as that ensures Wisp in SQL + Arg behind keeps the tech 2 safe to non-barrows, but I’m willing to risk the deteriorate. Probably will end up losing SotP monkey, but so be it. We’ll see where this goes!


For FrozenStorm

I was under the impression that technician draws happen before teching cards at the beginning of your turn.

two thoughts.

  1. i think you reshuffle, then tech in your cards.

  2. for ogre recruiter, if i take control of disguised monkey with spirit of the panda, do i get the gold effect and the healing 1 as well? I feel like I saw a ruling one time where that wasnt teh case. LMK your thoughts.

1 Like

I was under the impression the choice of ordering technician and teching cards in was up to the player on a reshuffle.

If that’s not right I might be conceding lol

As for the monkey, recruiter doesn’t persuade tech 2 units so not relevant in this case, but I think I keep the 1g and you get the healing? I remember it being a question also

lol, you’re totally right on teh recruiter. don’t know how i misread that.

Rulebook says

• Ready — Ready (straighten) all your cards.
• Upkeep — Get 1 gold for each of your workers.
• Main phase — Do most of your stuff!
• Discard/Draw Phase — Discard your hand, draw
that many cards + 2, but capped at 5.
• Tech Phase — Put 2 cards from your codex into
your discard pile, face down. You don’t have to
finish this until the start of your next turn. "

I honestly dont know on this one. it seems to make sense to me that if you can adjust your tech up until the sart of your turn, then it’s essentially the start of your turn. so if you need a draw from technician dying during my turn, does that trigger before? my head hurts.

i say based on that, you probably do have the choice. ill play on assuming that, so no need to concede just yet.

"P2T5


Tech StartingHand Workers

TECH
captured bugbladder
shoddy glider


STARTING HAND
Pestering Haunt
Centaur
Graveyard


WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Pestering Haunt


NextHand

captured bugbladder
Crashbarrow
crashbarrow
LB


Discard

Centaur (3/4+A)
Graveyard
captured bugbladder
shoddy glider


Tech 2 card(s)
Get Paid - ($8)
worker - ($7)
drak, lvl 2 - ($4)
Zombie safely kills wisp
ogre recruiter kils arg, takes 1, drak to midband
skeletons frenzy trade with your monkey’s.
mid cal - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Cal, lvl 3 (3/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drak, lvl 4, (2/3)
  • :target: Lookout:

In Play:

  • Ogre Recruiter (5/3)
  • Zombie (2/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

okay, bummer that i misread ogre. oh well. ill just have to try and use it as a tech breaker or as a threat to ward off tech 1/0’s.

not much else to do this turn. just clear his stuff and patrol. ex[ecting surprise attack at some point, but fortunately, he cant max zane AND drop that. so lets see what happens.

"

Idk, might still be worth conceding lol…

Game 3, Player 1, Turn 6

P2 [Necro]/Blood/Feral vs P1 [Necro]/Anarchy/Growth

Starting Hand

Nether Drain
Bone Collector
Skeletal Archery
Summon Skeletons
Bone Collector

Events of Turn:


Upkeep:

  • Get Gold (8+1scav)
  • Tech 2 cards in
All Teched Cards

Marauder, Chaos Mirror
Spirit of the Panda, Marauder
Steam Tank, Nether Drain
Disguised Monkey x2
Bone Collector x2


Main:

  • Garth + lvl 5 (3)
  • Nether Drain Cala, Garth Maxbands and fetches a Marauder (2)
  • Marauder aces Cala, takes 2, levels fizzle
  • Bone Collector (0)
Workers

Jandra, the Negator, Skeleton Javelineer, Pestering Haunt, Poisonblade Rogue

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Bone Collector (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Garth (3/4 lvl 7)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Marauder (4/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Graveyard
Marauder
Steam Tank
Thieving Imp
Deteriorate

End of Turn Discard
My Thoughts

Well probably best to take a kill and hope I can survive it all, we’ll see but doesn’t seem to be going well!


"P2T6


Tech StartingHand Workers

TECH
LB
Shoddy Glider


STARTING HAND
crashbarrow
Crashbarrow
LB
captured bugbladder


WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Pestering Haunt
LB


NextHand

Skeleton Javelineer (1/1)
Sacrifice the Weak
Thieving Imp


Discard

Centaur (3/4+A)
Graveyard
captured bugbladder
shoddy glider
Crashbarrow
crashbarrow
LB
Shoddy Glider


Tech 2 card(s)
Get Paid - ($9)
max drak - ($7)
caputered bugbladder, hasted - ($4)
crashbarrow - ($1)
Crashbarrow kills BC, OP 3 to Garth, your base to 18
zombie trades with garth, your base to 17
Ogre breaks tech 2, your base to 15
Bugbladder breaks tech 1, your base to 13
worker - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drak, lvl 6, (3/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Ogre Recruiter (5/3)
  • captured bugbladder (4/2)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

a few short of lethal…okay, time to to go big. first turn where im feeling the lack of gold. lets hope he doesnt swing too hard back. next turn, max garth and skeleton.

"

GG, that’s not working for me lol :wink: I don’t think Anarchy is a good route at tech 2, at least against what you’re bringing :wink:

alright, lets give you as P2 one more try. i think the strength of your codex is rushing molac of BA’s, so im walling up here to get ready for the worst.

"P1T1


StartingHand Workers

STARTING HAND
Graveyard
Skeletal Archery
Summon Skeletons
Pestering Haunt
Poisonblade Rogue


WORKERS
Poisonblade Rogue


NextHand

Deteriorate
Sacrifice the Weak
Jandra, the Negator
Skeleton Javelineer
Thieving Imp


Discard

Skeletal Archery
Summon Skeletons
Graveyard


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Cal - ($1)
pestering haunt

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Pestering Haunt

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

im going to try BC’s and skeletons with archery and frenzy.

"

100% agree, better off with slow-playing a horde. The Anarchy plan just doesn’t work that great in this matchup. Maybe a different matchup would go better.

Game 4, Player 2, Turn 1

P1 [Necro]/Blood/Feral vs P2 [Necro]/Anarchy/Growth

Starting Hand

Summon Skeletons
Skeleton Javelineer
Graveyard
Pestering Haunt
Deteriorate

Events of Turn:


Upkeep:

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

Main:

  • Garth (3)
  • Deteriorate Haunt
  • Skeleton Javelineer (2)
  • Make a Skeleton (1)
  • Worker (0)
Workers

Graveyard

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Garth (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Skeletal Archery
Sacrifice the Weak
Thieving Imp

End of Turn Discard

Graveyard
Skeletal Archery
Sacrifice the Weak

My Thoughts

Going max pressure and tech 2 rush, think it’ll work out just fine but we shall see :slight_smile:


P1T2


Tech StartingHand Workers

TECH
mirkwood allies
huntress


STARTING HAND
Jandra, the Negator
Deteriorate
Thieving Imp
Sacrifice the Weak
Skeleton Javelineer


WORKERS
Poisonblade Rogue
Jandra, the Negator


NextHand

Thieving Imp
mirkwood allies
Summon Skeletons
huntress
Deteriorate


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
tech 1 - ($3)
sk jav - ($2)
mid cal - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Cal, lvl 3, (3/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sk Jav (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

okay…with haunt off the table i cant get the garth kill right now. he's going to just keep bringing the units with bc's and lb's i assume. a turn 3 teh 2 and :LB would be pretty ideal for him. and not much i can do for the time being.

lets try some spam of my own. mirkwood allies. ill just mid cal for now. also teching in huntress for sparkshot.

Game 4, Player 2, Turn 2

P1 [Necro]/Blood/Feral vs P2 [Necro]/Anarchy/Growth

Starting Hand

Skeletal Archery
Sacrifice the Weak
Thieving Imp

Events of Turn:


Upkeep:

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

Hooded Executioner, Lich’s Bargain


Main:

  • Haunt trades with Jav, you get a card
  • Thieving Imp, you discard #5 of 6 (3)
  • Tech 1 (1)
  • Worker (0)
Workers

Skeletal Archery, Graveyard

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Garth (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Thieving Imp (2/2)
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

In Play:

  • Skeleton (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Jandra, the Negator
Poisonblade Rogue
Sacrifice the Weak

End of Turn Discard
My Thoughts

Plan will be to tech up asap, Cala will be able to get a kill but so be it.


"P1T3


Tech StartingHand Workers

TECH
centaur
bloodlust


STARTING HAND
huntress
mirkwood allies
Summon Skeletons
Deteriorate
Thieving Imp
Skeletal Archery


WORKERS
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons


NextHand

bloodlust
Pestering Haunt
Sacrifice the Weak
Sk Jav (1/1)
Graveyard


Tech 2 card(s)
Get Paid - ($6)
discard #5
tech draw
Worker - ($5)
max Cal - ($3)
huntress - ($1)
cal kills garth, takes 1, lvls fizzle

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: huntress (3/3)
  • :target: Lookout:

In Play:

  • Cal, lvl 5, (4/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

hmmm, losing deteriorate is tough. sort of expected him to go for the Cal kill. wel, now that she is around still, ill just max her and take the garth kill. fingers crossed no STW

"

Game 4, Player 2, Turn 3

P1 [Necro]/Blood/Feral vs P2 [Necro]/Anarchy/Growth

Starting Hand

Jandra, the Negator
Poisonblade Rogue
Sacrifice the Weak

Events of Turn:


Upkeep:

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

Nether Drain, Blooming Ancient
Hooded Executioner, Lich’s Bargain


Main:

  • Javelineer snipes huntress to 2hp
  • Arg (5)
  • Worker (4)
  • Tech 2 Growth (0)
Workers

Skeletal Archery, Graveyard

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Arg (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Thieving Imp (2/2)
  • :target: Lookout:

In Play:

  • Wisp (0/1)
  • Skeleton Javelineer (1/1)
  • Skeleton (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Lich's Bargain
Pestering Haunt
Deteriorate
Summon Skeletons

End of Turn Discard

Nether Drain
Blooming Ancient
Sacrifice the Weak
Jandra, the Negator

My Thoughts

There’s the kill, this is fine


"P1T4


Tech StartingHand Workers

TECH
Crashbarrow
land octopus


STARTING HAND
Sacrifice the Weak
Pestering Haunt
Graveyard
bloodlust
Sk Jav (1/1)


WORKERS
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons
Sk Jav (1/1)


NextHand

Deteriorate
Thieving Imp
centaur
mirkwood allies
Skeletal Archery


Discard

Graveyard
Sacrifice the Weak
bloodlust
Crashbarrow
land octopus


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
tech 2 blood - ($3)
pestering haunt

Float ($3)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Cal, lvl 5, (4/4)
  • :pschip: Technician: huntress (3/2)
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 3
  • Workers: 8
Thoughts

okay, im NOT hitting that Imp. question is, should i let arg stay around. i lean towards yes.

im just going to flat that gold kto try and max garth for CB. im even okay with him taking out tech 2 bacause max drak into centaur next turn. teching land octo and CB since max drak is a high probability next turn.

"