“Worker x3”
“P1T1”
wat
(Yes, I know about the Map Cards, before anyone brings that up.)
“Worker x3”
“P1T1”
wat
(Yes, I know about the Map Cards, before anyone brings that up.)
Are you surprised by the choice, or questioning the legality of the move?
It just seems a bit extreme, you know? I know it’s the whole point of the Map, but with how much normal Codex I’ve played it’s weird to think that he could just… Worker 30% of his starting deck on the first turn and theoretically (or actually?) build Tech II next turn.
It’s obviously legal, I just was surprised not only to see someone hire three workers on the first turn of the game, but also to realize that it might be a good choice.
I think wit blue v black in particular, there is very little in the starting deck that falls into the must keep category. But it is noteworthy that black will have the chance to do basically the same thing but with likely more board presence to show for it.
P1T2
TECH
Flagstone Garrison
Overeager Cadet
STARTING HAND
Bluecoat Musketeer
Traffic Director
Spectral Aven
Lawful Search
WORKERS
Porkhand Magistrate
Jail
Manufactured Truth
Bluecoat Musketeer
Building Inspector
Arrest
Flagstone Garrison
Overeager Cadet
Spectral Aven
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 Peace - ($2)
Quince - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Buildings:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
Part of Black’s dominance in this matchup is Blue’s inability to properly defend a tech 2 with its 2 weak combat heroes (and one very expensive good combat hero) and tech 1 units, which all get eaten by Black early on.
I definitely think this “tech up-tempo” style that’s unlocked with the Mines map favors Blue somewhat, as it mitigates this primary weakness of the matchup (I can’t get enough board presence quickly enough, and matching his tech-up isn’t actually all that beneficial for me. Blue wins in a tech 2 or tech 3 slugfest that isn’t hero-focused).
Okay now to see if I can get enough pressure down!
Map: Flagstone Mines (Hire as many workers as you like each turn)
P1 Blue vs P2 Black
[details=Starting Hand]
Skeleton Javelineer
Poisonblade Rogue
Pestering Haunt
Sacrifice the Weak
Thieving Imp
[/details]
###Upkeep:
[details=All Teched Cards]
Sickness, Dark Pact
[/details]
###Main:
[details=Workers]
Poisonblade Rogue, Skeletal Archery, Jandra, The Negator
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Graveyard
Deteriorate
Sacrifice the Weak
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
P1T3
TECH
Overeager Cadet
Drill Sergeant
STARTING HAND
Building Inspector
Overeager Cadet
Arrest
Spectral Aven
Flagstone Garrison
Traffic Director
Reputable Newsman
Lawful Search
WORKERS
Porkhand Magistrate
Jail
Manufactured Truth
Bluecoat Musketeer
Spectral Aven
Overeager Cadet
Overeager Cadet
Lawful Search
Drill Sergeant
Tech 2 card(s)
Get Paid - ($8)
Flagstone Garrison, (it was #3, so close) - ($5)
Building Inspector, draw - ($4)
Traffic Director, draw - ($3)
Reputable Newsman, naming 2, draw last in deck - ($1)
Worker - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
I could kill Vandy or something with Quince and aven, but it costs 6, so that’s out. for 4, I can copy an imp or haunt, but that seems pretty lame He is probably going to break through and kill quince, but he might go for garrison. Sac, sickness are blocked, but maxband orpal and deteriorate are open. Imp on TD, skeleton on newsman, Det on newsman, sac skeleton to kill newsman, also hits mirror and inspector, leaves pestering and vandy to break things. Not enough to break Garrison, but plenty to kill quince.
Pressure successful XD
Map: Flagstone Mines (Hire as many workers as you like each turn)
P1 Blue vs P2 Black
[details=Starting Hand]
Graveyard
Deteriorate
Sacrifice the Weak
[/details]
###Upkeep:
[details=All Teched Cards]
Death and Decay x2
Sickness, Dark Pact
[/details]
###Main:
[details=Workers]
Graveyard, Poisonblade Rogue, Skeletal Archery, Jandra, The Negator
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Dark Pact
Sickness
Summon Skeletons
Sacrifice the Weak
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
"P1T4
TECH
Drill Sergeant
Spectral Hound
STARTING HAND
Overeager Cadet
Lawful Search
Overeager Cadet
Drill Sergeant
Arrest
Traffic Director
Drill Sergeant
Spectral Hound
Reputable Newsman
Building Inspector
WORKERS
Porkhand Magistrate
Jail
Manufactured Truth
Bluecoat Musketeer
Spectral Aven
Lawful Search
Spectral Hound
Building Inspector
Traffic Director
Arrest
Tech 2 card(s)
Get Paid - ($9)
Drill Sergeant, reshuffle, draw 1 - ($6)
Overeager Cadet, draw 1, +1 rune
Drill Sergeant, draw 1, +1 rune - ($3)
Overeager Cadet, draw 1, +2 rune
Reputable Newsman, naming Death and Decay (aka 8), draw last card, +2 rune - ($1)
move runes
Worker - ($0)
Float ($0)
Discard 4, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
ok, so now I need to block death and decay. everything else I should be able to deal with. wow, he is exactly 1 short of sac the weak and death and decay, seems pretty fortuitous.
"
Pfft like that’s gonna stop this train XD
Map: Flagstone Mines (Hire as many workers as you like each turn)
P1 Blue vs P2 Black
[details=Starting Hand]
Dark Pact
Sickness
Summon Skeletons
Sacrifice the Weak
Deteriorate
Skeleton Javelineer
[/details]
###Upkeep:
[details=All Teched Cards]
Hooded Executioner, Plague Spitter
Death and Decay x2
Sickness, Dark Pact
[/details]
###Main:
[details=Workers]
Graveyard, Poisonblade Rogue, Skeletal Archery, Jandra, The Negator
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Death and Decay
Death and Decay
Sickness
Skeleton Javelineer
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
Can’t sacrifice demons to Orpal.
Demon Impy, indeed… I will edit my turn then, it’ll end up similar but instead of the tech 2 and worker, I will Summon Skeletons, sac one for Orpal, sac the other for StW, and Maxband Vandy to get Imp to break your Garrison. Might have been a better play anyway I suppose Especially since given that I’ve seen 2x DS, 2x Cadet, and a Garrison, it seems reasonably unlikely you’re holding another garrison, eh?
Not completely lost, but I do see some mistakes I’ve made.
"P1T5
TECH
Free Speech
Judgment Day
STARTING HAND
Arrest
Building Inspector
Spectral Hound
Traffic Director
WORKERS
Porkhand Magistrate
Jail
Manufactured Truth
Bluecoat Musketeer
Spectral Aven
Lawful Search
Building Inspector
Overeager Cadet
Traffic Director
Spectral Hound
Free Speech
Arrest
Tech 2 card(s)
Get Paid + Scav - ($11)
Maxband Onimaru - ($2)
Worker - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Buildings:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
now I am severely regretting dropping lawful search over arrest. He can break either my tech 1 or 2, but not both that I can see.
"
Yeah, this isn’t over just yet as I’m one damage short of a double tech kill.
Definitely the mistake was in not spreading the buff love a bit more.
My mistake was in not spending my deteriorate on that Newsman last turn (instead of haunt attack), had I pinged a tech building here I could have gotten the double kill and been in prime shape to lock you down.
I think your deck should have more than 4, no? Unless you didn’t tech anything new last turn?
Map: Flagstone Mines (Hire as many workers as you like each turn)
P1 Blue vs P2 Black
[details=Starting Hand]
Death and Decay
Death and Decay
Sickness
Skeleton Javelineer
[/details]
###Upkeep:
[details=All Teched Cards]
Abomination x2
Hooded Executioner, Plague Spitter
Death and Decay x2
Sickness, Dark Pact
[/details]
###Main:
[details=Workers]
Graveyard, Poisonblade Rogue, Skeletal Archery, Jandra, The Negator
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Deteriorate
Dark Pact
Plague Spitter
Summon Skeletons
Sacrifice the Weak
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
You are correct, 2 cards were missing from my deck. Fixed and redrew.
"P1T6
TECH
Air Hammer
Community Service
STARTING HAND
Overeager Cadet
Traffic Director
Free Speech
Spectral Hound
Overeager Cadet
Judgment Day
WORKERS
Porkhand Magistrate
Jail
Manufactured Truth
Bluecoat Musketeer
Spectral Aven
Lawful Search
Building Inspector
Drill Sergeant
Drill Sergeant
Reputable Newsman
Flagstone Garrison
Arrest
Air Hammer
Community Service
Free Speech
Judgment Day
Traffic Director
Overeager Cadet
Tech 2 card(s)
Get Paid + float + scav - ($13)
Quince - ($11)
Free Speech - ($9)
Spectral Hound - ($8)
Tower - ($5)
Extra mirror - ($3)
rebuild tech 2
Overeager Cadet
Float ($3)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
how ridiculous would it be to use judgment day on pestering Haunt… but honestly saving my tech 1 is almost worth it, but not really. plus I can’t Free speech then, not enough money and no tech 2. with free speech, the only thing remotely concerning is hooded Executioner. I will have a lot of money next turn, and a decent chance to make a mirror copy. he is almost certainly making tech 2, but the rest of his money, I have no idea.
"
Yikes yea, this is probably over for me…
Map: Flagstone Mines (Hire as many workers as you like each turn)
P1 Blue vs P2 Black
[details=Starting Hand]
Deteriorate
Dark Pact
Plague Spitter
Summon Skeletons
Sacrifice the Weak
[/details]
###Upkeep:
[details=All Teched Cards]
Gorgon, Metamorphosis
Abomination x2
Hooded Executioner, Plague Spitter
Death and Decay x2
Sickness, Dark Pact
[/details]
###Main:
[details=Workers]
Summon Skeletons, Graveyard, Poisonblade Rogue, Skeletal Archery, Jandra, The Negator
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Hooded Executioner
Skeleton Javelineer
Sacrifice the Weak
Abomination
Metamorphosis
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
Really tough spot to be in, I needed that double tech kill. We’ll see if I can pull this off but I’m pretty doubtful…
P1T7
TECH
Spectral Hound
STARTING HAND
Drill Sergeant
Drill Sergeant
Flagstone Garrison
Arrest
Reputable Newsman
Free Speech
Spectral Hound
Spectral Hound
Traffic Director
Community Service
WORKERS
Porkhand Magistrate
Jail
Manufactured Truth
Bluecoat Musketeer
Spectral Aven
Lawful Search
Building Inspector
Arrest
Judgment Day
Overeager Cadet
Air Hammer
Overeager Cadet
Community Service
Free Speech
Reputable Newsman
Tech 1 card(s)
Get Paid + float - ($14)
Arrest Plague Spitter - ($12)
Cadet dies on Orpal, midband Quince, my mirror dies to orpal maxband
Flagstone Garrison - ($9)
Drill Sergeant, reshuffle, draw - ($6)
Drill Sergeant, +1 rune, draw - ($3)
Spectral Hound, +2 Runes, draw - ($2)
Spectral Hound, +2 Runes, draw - ($1)
Traffic Director, +2 Runes, draw - ($0)
Quince trades with Vandy
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
I can max quince for a 3rd DS, but money wise that at most gets me 8 runes, with 2 pretty lucky draws of a 1 drop and a cadet. Chances are decent for the 1 drop, but not for the cadet, so likely 6 runes. Alternate, I have 5g and 2 draws to see how far I can get, which seems much less risky. Given that, I can start with arrest and trading cadet for orpal. loss of my mirror isn’t that bad given I can trade quince for vandy and have basically a safe board for a turn.
I can get an Abom and Gorgon down here, but it’s not going to be enough in the long-term, you’ll build up enough runes to crush me.
GG WP, I think this map definitely favors blue since it allows for teching up early and thinning the deck without Black being able to lock it down easily
I dunno, the first game with all the card advantage would have been a win for you, but perhaps not as one sided as the standard match.
We can move on to the next map, which I have as…
BIG GAME HUNTERS: Each player gets an extra [2 gold] during each of their upkeeps.
AKA Show me the money! No Idea if this will help blue, but I am optimistic.
And looking ahead, Hard times mill appears to be the opposite of what we just played, and my suspicion is that it will not help blue at all.
P1T1
STARTING HAND
Jail
Building Inspector
Bluecoat Musketeer
Porkhand Magistrate
Manufactured Truth
WORKERS
x
x
Bluecoat Musketeer
Lawful Search
Reputable Newsman
Arrest
Spectral Aven
Manufactured Truth
Porkhand Magistrate
Tech 0 card(s)
Get Paid - ($6)
Worker - ($5)
Jail - ($2)
Onimaru - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
GL HF I suspect this favors Blue as well, helps offset Black’s early gold efficiency, but we shall see!
Map: Big Game Hunters (Each player gets an extra [2 gold] during each of their upkeeps.)
P1 Blue vs P2 Black
[details=Starting Hand]
Deteriorate
Thieving Imp
Skeletal Archery
Pestering Haunt
Jandra, the Negator
[/details]
###Upkeep:
[details=All Teched Cards][spoiler]
[/spoiler][/details]
###Main:
[details=Workers]
Jandra, The Negator
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Summon Skeletons
Graveyard
Poisonblade Rogue
Sacrifice the Weak
Skeleton Javelineer
[/details]
[details=End of Turn Discard]
Skeletal Archery
Thieving Imp
Deteriorate
[/details]