Jandra, the Negator
mythmaking
Deteriorate
soul stone
Tech 2 card(s)
Get Paid - ($6)
discard #1
dark pact, draw 2, base to 18
worker - ($5)
theiving imp, you discard #2 - ($2)
heroâs hall - ($0)
haunt runs into vandy
skeleton javlineer throws spear at vandy
my vandy kills yours, maxbands, heals, boosts your imp and mine
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Theiving Imp (4/4) doomed
Lookout:
In Play:
Vandy, lvl 5, (4/5)
sk jav (1/1)
Buildings:
Base HP: 18
Tech I HP: 5
Heroesâ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
weird turn without jandra, but we made it through. holding off on gravyard until later. also holding on soul stone for jandra.
Scavenger: Thieving Imp (4/4), doomed to give me gold
Technician: Zane (2/2)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
codexnewb canât afford a 2 hero Meta yet, so I feel ok delaying tower for a turn. Next turn Iâll definitely need it though, so Iâll tech cheap cards to hopefully play alongside it.
Zane comes in as a sacrifical lamb, just to keep my tech 2 up (assuming no Arg spells).
Sacrifice the Weak
galina glimmer
dark pact
Pestering Haunt
Discard
soul stone
mythmaking
bird's nest
Blooming Ancient
Tech 2 card(s)
Get Paid - ($7)
rook - ($5)
jandra - ($2)
vandy kills zane, rook to lvl 3
sk jav pings tech 2
worker ($1)
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Rook, lvl 3, (2/4+A)
Elite:
Scavenger:
Technician: Jandra (3/3)
Lookout:
In Play:
Vandy, lvl 5, (4/3)
sk jav (1/1)
Buildings:
Base HP: 18
Tech I HP: 5
Heroes' Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 4
Gold:
Gold: 1
Workers: 8
Thoughts
hmm, discipline huh? okay, teching bird's nest andâŚprobably Blooming Ancient. I think that vandy can help me to really drop enough units to get i going here.
You donât get a tech draw from your own doomed Imp IIRC, since by the time your upkeep comes, itâs no longer patrolling. Does that change your turn?
Woops, sorry for the confusion. I didnât actually draw it. I assumed the imp would die and out that down on my sheet, but I should have deleted it. I still only started my turn with 4. So no turn change.
blooming ancient
birdâs nest
shadowblade
thunderclap
shadowblade
Tech 2 card(s)
Get Paid - ($9)
Galina runs into monk for armor and damage
tap vandy, add demon spell to hand from codex - ($8)
Arg, wisp - ($6)
metamorphosis, kill wisp, summon water elemental - ($0)
Rook kills monk, takes 6
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Arg, lvl 5, (3/7+A)++
Elite:
Scavenger: Water Elemental (3/3)
Technician:
Lookout: Rook, lvl 8, (6/2)++ (6 dmg)
In Play:
Graveyard 3HP (Jandra, GG)
Vandy lvl 5, (6/4)++ (3 dmg)
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Growth)
Heroesâ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
well, i played out the blooming ancient route, and i dont like it that much. id rather meta while i can, and then wipe his board. i can break any of his tech buildings next turn, but if i tech earthquaes, i can really get at his stuff. putting WE to scav just in case i draw both.
Hooded Executioner
Skeleton Javelineer
Deteriorate
Versatile Style
Sacrifice the Weak
Pestering Haunt
Young Lightning Dragon
Tech 0 card(s)
Get Paid - ($11)
Rebuild tech 2.
Make and sac a skeleton, I draw - ($10)
Skeleton Javelineer, sac it, I draw - ($9)
Deteriorate Galina.
Grave readily kills Galina.
Sacrifice the Weak, kills a bird - ($7)
Garth runs into Vandy, levels fizzle.
Haunt trades with Vandy, Grave to lvl 5, you get 1 gold.
Grave to maxband - ($5)
Tower detects Rook.
Exhaust Grave to sword-kill Rook, levels fizzle, Birdsâ Nest to discard, you draw.
Versatile Style, disables remaining bird - ($4)
Gunpoint Taxman - ($2)
Float ($2)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Gunpoint Taxman (3/3)
Lookout:
In Play:
Grave lvl 7 (4/5), sword-less
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Discipline)
Tower HP: 4
Economy Info: Cards:
Hand: 3
Deck: 2
Disc: 7
Gold:
Gold: 2
Workers: 11
Thoughts
I can clear the patrol by maxbanding Grave and trading Garth, but letâs see if I canât dig for something useful first.
âŚ
StW, not especially useful atm. Letâs try again with Jav.
âŚ
Deteriorate, not bad. That lets me keep Grave healthy, and save $2 on maxbanding him. Iâll also Then I can StW one bird, disable the other, and stick GPT in the way of Blooming Ancient, to keep my tech 2 alive (unless Blooming Elm comes in).
mythmaking
Sacrifice the Weak
dark pact
soul stone
Tech 2 card(s)
Get Paid + float - ($12)
scav gold, tech draw - ($13)
blooming ancient #2 - ($9)
sk jav, 2 runes - ($8)
arg, wisp, 4 runes - ($6)
Tap graveyard, Galina, 2 runes - ($5)
Sacrifice the weak, wisp and taxman die - ($2)
Blooming ancient #1 breaks tech 2, your base to 15
1 rune to sk jav
Float ($2)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Arg, lvl 1, (1/3+A)
Elite:
Scavenger: sk jav (2/2)+
Technician: Galina (2/2)
Lookout:
In Play:
Graveyard 2HP (Jandra)
BA #1 (5/7)+3
BA #2 (6/8)+4
Bird (2/2)+
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Growth)
Heroes' Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 2
Workers: 10
Thoughts
lot of options. feeling better now. put arg in front, and he cant suicide grave to get a new hero. no tech 2, no hero's hall. he'll just have to wall up. hopefully i get an elm or thunderclap.