I think this has too many conditionals for a basic tech plan. I prefer this for a Past strat:
T1: Stewardess, Seer
T2: Seer, Rememberer
T3: Rememberer, Origin Story
T4: Shimmer Ray, Golgort
T5: Shimmer Ray, Golgort
Note: Build your Tech III. If you start a turn with your Tech III complete, and a Remember in play (or Rememberer + Seer/Time Spiral in hand) tech in one or more Ebbflow Archons (instead of what you would have brought in, or as optional techs if after turn 5).
Flood the board with free units from Rememberer, and guarantee yourself an Ebbflow Archon as soon as possible. Use Hardened Mox, Stewardess, and sacrificial Heros to stall and protect the Tech II.
Hereās a nice Demonology tech order (slightly modified from Anemoneās
T1: Bone Collector, Bone Collector
T2: Plague Spitter, Sickness
T3: Blackhand Dozer, Voidblocker
T4: Shrine of Forbidden Knowledge, Death Grasp
T5: Zzarramode, Zzarramode
Note: if you are planning to put Garth to max-band on any particular turn, and donāt already have a legal target in the discard pile (youāre allowed to check) swap out the first tech card listed for an appropriate unit (Twilight Baron if you donāt have Tech II active, Blackhand Dozer if you do).
Worker Jandra, the Negator, Poisonblade Rogue, Skeletal Archery, Pestering Haunt
Strategy: build board presence with strong units, supported by removal spells and build to your Tech III.
This is a more āfor funā build order (Necromancy focus):
T1: Bone Collector, Bone Collector
T2: Lichās Bargain, Skeletal Lord
T3: Lord of Shadows, Dark Pact
T4: Lord of Shadows, Corpse Crawler
T5: Zzarramode, Dark Pact
Note: Try to max-band Garth once you have your tech II built. On the turn you do that, replace the second tech card with a Skeletal Lord, and fetch back the Skeletal Lord.
Strategy: Make as many skeletons as you can, then kill your opponent with enhanced Long Range attacks, or just cheat in a Lord of Shadows
Worker Jandra, Poisonblade Rogue, Graveyard, and Pestering Haunt
I think Iād tech Galina Glimmer instead of one of your T2 options if that were my plan. Even with that, your techs seem really expensive. Maybe a Gemscout Owl instead of the other one? Or swapping one of your MAs into T2?
T1: Dark Pact, Bone Collector
T2: Shadow Blade, Hooded Executioner
T3: Cursed Crow, Metamorphosis
T4: Cursed Crow, Cursed Ghoul
T5: Carrion Curse, Death and Decay
Strategy: Use Vandy and Garth as a tag team with an early heroās hall, create card advantage with Dark Pact, Thieving Imp and Shadow Blade. Aim to get a 3 hero Metamorph off around turn 5 or 6, fetching Cursed Crow with Garth maxband.
Galina instead of the Centaur is reasonable, Iāll change that. But 2x MA on T1 is intentional and I personally use it quite a bit. Itās not as expensive as you might think because the frogs patrol in the scav + tech slots across multiple turns.
Iām kind of surprised that the Notable Cards thread didnāt mention Rememberer for Past, because that is a Red Alert Card when it shows up, especially if that player has a Tech III building up and running. The nice thing is that if Rememberer survives until the next upkeep, the owner can just pick something with Fading to tech in just before upkeep and have their pick
I was reading this thread and I found it odd that all of the tech plans include tier 3 units. I asked in discord if it was typical to actually get to tier 3 since all of our games seem to stop at tier 2 with no room to pay the gold to go tier 3 (else fall behind on board and get your tech buildings smashed). This thread was kind of confusing to me as a newer player because of that
Of the 15 (non-starter) plans in the 2nd post, 8 of them use Tech III units, one of which actually has you cheat it in with Skeletal Lord. Thatās half of the plans that have been acknowledged by @Barrelfish, which does seem excessive. Iād say some of those plans would probably be improved by taking emphasis away from Tech III and moving it to other things, but some of them are specifically meant to stall until Tech III (the ones that stick out to me are Anarchy and Balance). Having Tech III in some plans is fine, but youāre right in thinking that this is misleading for new players.
The difficulty with Tech III is itās really dependent on matchup. Whether or not I want the game to go to Tech III really depends on whether I think I have enough of an advantage at that point. So if Iām up against Blood or Present, then the game going to Tech III is really good for me. If Iām up against Anarchy or Past, not so much. But the build orders presented here are general for use against any opposing deck, so yeah, theyāre less than perfect in this regardā¦
Maybe @Barrelfish could add a clearer disclaimer along the lines of āThese tech plans are just a springboard for new players to explore and understand Codex better. These plans can and should evolve against different opponents overtime.ā
Seems overkill to me but Iāve learned that any documents aimed at new players needs to ride a fine line between being abundantly clear and insultingly patronizing.
Law has no way of winning without actually using tech three. Double justice juggernaut is not the way to go, and their only other unit that can attack is a 2/3.
Truth has some of the cheapest tech two units in the game and has the cheapest tech three unit in the game, so going there wouldnāt be so hard compared to many others.
Iāve added the Feral and Disease plans, so now only Discipline is left!
Iām happy to modify plans to take out Tech IIIs, as long as someone gives me specifics for what to do. I think ideally, each color would have 1 plan that went to Tech III, 1 that used an Ultimate Spell, and 1 that just relied on Tech II. That may not make sense for some colors, but in general it would be a good balance and give new players a good variety of options. Here is where we stand on that so far:
Neutral: 2 Tech III (Bashing, Finesse), 0 Ultimates, 0 Tech II only Red: 1 Tech III (Anarchy), 1 Ultimate (Fire), 1 Tech II only (Blood) Green: 2 Tech III (Balance, Feral), 0 Ultimates, 1 Tech II only (Growth) Black: 2 Tech III (Demonology, Necromancy), 1 Ultimate (Disease), 0 Tech II only Blue: 2 Tech III (Law, Truth), 1 Ultimate (Law), 1 Tech II only (Peace) White: 2 Tech III (Ninjutsu, Strength), 2 Ultimates (Ninjutsu, Strength), 0 Tech II only, 1 TBD Purple: 1 Tech III (Past), 0 Ultimates, 2 Tech II only
Any of these stick out as ones that could be switched around?