For some reason I’ve always though Arrive only triggers when played from the hand (Battlecry in Hearthstone). Good to know!
So, I guess I shouldn’t have played a hero turn 1 against Calamandra? Would you still use her ability on turn 1 if you had any other 2 mana creature? Is it usually worth the loss of cards?
"P2T2
Tech StartingHand Workers
TECH
Origin Story
Argonaut
STARTING HAND
Time Spiral
Hardened Mox
Tinkerer
Forgotten Fighter
Neo Plexus
WORKERS
Plasmodium
Tinkerer
NextHand
Nullcraft
Time Spiral
Temporal Research
Origin Story
Battle Suits
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($4)
Hardened Mox - ($1)
Fading Argonaut attacks Treant for 2 dmg (to pass the time…)
Float ($1)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Hardened Mox (1/1) indestructible
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Fading Argonaut (2/3) two time runes
[B]Buildings:[/B]
More importantly, you probably shouldn’t have played a purple hero against Calamandra. While they can be helpful in combat sometimes, they’re best used for their spells, so it’s often considered a good idea to wait until you want to cast a spell before summoning them. Especially against the hero who can sneak in, kill your hero and maxband at any time…
Yeah, the purple heroes aren’t really fighters. Vir may be the best body among the group, but even he isn’t much good at just being out there. Hobusu is right, their value is the spells, so it pays to be very choosy at to when you bring them into play.
I’m not sure if burning those cards will pay off for me in the long run, though. I like an early hero kill if I can get it, but now I’m in a strange position where I have few options for using my gold. Except for letting Calamandra play Mother of Tigers.
Also a word of advice, because I’ve made this mistake…it’s not useful to put the Hardened Mox into Scavenger, because it doesn’t die so you don’t get the bonus.
"P1T3
Tech StartingHand Workers
TECH
Feral Strike
Behind the Ferns
STARTING HAND
Huntress
Forest’s Favor
Ironbark Treant
Playful Panda
WORKERS
Verdant Tree
Spore Shambler
Playful Panda
NextHand
Tiger Cub
Rampant Growth
Behind the Ferns
Centaur
Rich Earth
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Calamandra exhausts to summon a Predator Tiger - ($1)
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Young Treant (0/1+1A can’t attack)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: Predator Tiger (4/4 unstoppable by Tech 0)
[B]In Play:[/B]
Damn, this game is actually over. I have Origin Story that I can cast on Calamandra this turn which would be huge for me, but then I don’t have a tech I unit to stop the Tiger.
It’s up to you if you want to play it out for a bit or not. Taking out Cala (which was inevitable) presents me with an interesting choice of what to do.
I guess you should just kill my hero again, I can’t protect her. Trashing a worker might be more valuable to you but I doubt it. Even if you’ve been teching Frogs so far (which is the first thing that comes to mind, my mind at least, when playing, Cala) it’s till going to be rough
"P2T3
Tech StartingHand Workers
TECH
Stewardess of the Undone
Argonaut
STARTING HAND
Origin Story
Battle Suits
Time Spiral
Nullcraft
Temporal Research
I had the very interesting choice of killing Prynn, destroying Tech I, or hitting the base. Prynn didn’t seem like the top target because she had used her best thing already. I figure by taking out the Tech building Mr. Tiger gets at least one more turn unimpeded.
"P1T4
Tech StartingHand Workers
TECH
Rampaging Elephant (Tech II Feral)
Dinosize (Growth Magic)
STARTING HAND
Centaur
Rampant Growth
Rich Earth
Behind the Ferns
Tiger Cub
WORKERS
Verdant Tree
Spore Shambler
Playful Panda
Rich Earth
Yeah, and there was a decent chance I’d be able to keep you on Tech lockdown. It was a gamble throwing those cards to let Cala get sneaky, looks like it paid off.
That game was actually very educational for me, on both Cala, and the Purple faction. My experience in Codex so far has almost always included an early hero, so against player 1 red, Vandy or in this case - Cala, I still have little idea how to play early on, as the second player (unless I’m playing white for Rook).
Funny you mention Red, I’m going to switch to them; very little experience with that faction, so I don’t have high hopes. My roll was 53, so you choose.
STARTING HAND
Scorch
Bombaster
Mad Man
Careless Musketeer
Makeshift Rambaster
WORKERS
Bloodburn
Careless Musketeer
NextHand
Nautical Dog
Scorch
Pillage
Bloodrage Ogre (3/2+1A)
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Mad Man - ($4)
Mad Man and Bloodrage Ogre trade with Fading Argonaut
Bombaster - ($2)
Tech I
Heroes Hall - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bombaster (2/2+1A)
[I]Elite[/I]:
[I]Scavenger[/I]: Drakk Lv. 1 (1/3 Damages base on death )
I feel lucky with draws this game. Way too many times in Codex, I’ve found myself in the early-turns situation of “draw your combat trick (like Forgotten Fighter here, Rampant Growth in green, Charge in red, etc.) and win”, or don’t draw it that turn, miss your window for a meaningful offense, and lose on the subsequent turn.
"P1T4
Tech StartingHand Workers
TECH
Hyperiod
Triciloid
STARTING HAND
Forgotten Fighter
Nullcraft
Seer
Temporal Research
WORKERS
Tinkerer
Neo Plexus
Battle Suits
Temporal Research
NextHand
Hardened Mox
Fading Argonaut
Time Spiral
Discard
Forgotten Fighter
Nullcraft
Hyperion
Trycicloid
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Cast Forgotten Fighter on Bombaster (returns to your hand) - ($4)
Geiger kills Ogre and takes 3 dmg (you draw a card)
Argonaut kills Drakk and takes 1 dmg (my base takes 1 dmg, too)
Geiger levels up 2 times and hits max band, heals and thrashes and returns the Argonaut
Build Heroes Hall - ($2)
Cast Seer which removes 1 time run from Plasmodium - ($1)