Mate, sorry for the long delay, things have been hectic, to put it mildly. But I’m thankful we have Codex to keep us grounded during these troubled times.
P1T2
Tech StartingHand Workers
TECH
Tiny Basilisk
Huntress
STARTING HAND
Ironbark Treant
Verdant Tree
Spore Shambler
Rampant Growth
Merfolk Prospector
WORKERS
Rich Earth
Ironbark Treant
NextHand
Huntress
Rampant Growth
Spore Shambler
Forest’s Favor
Verdant Tree
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Begin constructing Tech I building - ($4)
Play Merfolk Prospector (1/1) - ($3)
Construct a Tower - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Merfolk Prospector (1/1+A)
Elite:
Scavenger: Playful Panda (2/1)
Technician: Wisp (0/1)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Well, I think maybe a tower is the go? It’ll counter Nullcraft, help with Plasmo, and generally beef up wisps etc.
Typically mid level Cal would be getting whipped out here, but Nullcraft can ping with impunity and there’s not too much point to reset to all units until next turn.
Potent Basilisk
Rampant Growth
Ferocity
Verdant Tree
Discard
Huntress (3/3, Anit-air, Sparkshot)
Merfolk Prospector (1/1+A)
Forest’s Favor
Playful Panda (2/1)
Tiny Basilisk
Young Treant
Galina Glimmer
Wandering Mimic
Tech 2 card(s)
Get Paid + Scavenger - ($7)
Worker - ($6)
Calamandra casts Forest’s Favor on herself - ($4)
Begin constructing Tech II building … BALANCE!! - ($0)
Playful (yet pretty productive) Panda trades with Seer.
Calamandra (now 3/4, +) kills Vir, midbands and heals. You gain a card.
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Wisp (0/1, Resist 1)
Lookout:
In Play:
:exhuast: L3 - Calamandra Moss (4/5, +)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 8
Gold:
Gold: 0
Workers: 8
Thoughts
Tempting to play a few more cards here, I could really start to dominate the board. But I think Tech II is the way forward.
Mmm, full force Present turn in coming - and codexnewb has the magic number of coins to spend on it over there. But I think this patrol essentially nullifies all options. Hyperions lose to swift detahtouches and Tricycloids are prohibitively expensive. They could shoot for a tech building, but I don’t think that’d slow me down too much. Probably just break the tower? We’ll see.
Well, I managed to clear your board, but you’ve got 11 gold and 6 cards not to mention Tech III online! Reckon you might have a couple of choice things to reply with!
Tech III AND Tech Lab gives me many choices of what to break here. I reckon Ebbflow Archon is the biggest threat, so breaking the Lab is what I’m going to put my money on I think. And conveniently that only has 4 hit points so it’s a bit easier to get at.
Tech 2 card(s)
Get Paid + float + Galina generates $2 - ($13)
Begin Constructing Tech III building - ($8)
Maxband Argagarg Garg (1/5), a Wisp (0/1) and Water Elemental (3/3, Anti-air) arrive - ($2)
Play Tiny Basilisk (1/2, Deathtouch, Un-stop/attack-able by T0) - ($0)
Potent Basilisk exhausts Immortal.
Wandering Mimic trades with Plasmodium.
Merfolk trades with Scav Seer. You gain $1
Galina trades with Tech Seer. You draw 1.
Calamandra breaks Tech II building, takes 1 damage from Tower. Your base to 16.
Technician: Water Elemental (3/3, Anti-air, Resist 1)
Lookout:
In Play:
L5 - Calamandra Moss (5/5, +, 1 damage)
Wisp (0/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech III HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 3
Deck: 12
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Immortal! And was Past just a feint? Is Octavian actually coming?! Surprises abound.
Teching in a Polymorph to counter both Immortal and Octavian.
I think clearing the board here works in my favour. It’s going to really fill up my discard pile, but there are some tasty cards in there to draw, so I’ll have to hope to get a bit lucky. Tech II break will (hopefully) limit codexnewb’s options significantly. Still really not really expecting to see Octavian…
Whoa - great catch! So I think (by taking some more damage) I can rearrange things for close to the same outcome.
Instead of:
Potent Basilisk deathtouches Fargo, takes 2 damage.
Calamandra slays Hyperion, takes 4 damage, you draw 1.
Mimic breaks the Tech Lab, your base to 18
We can do this:
Mimic hastily kills Fargo, takes 2 damage (mimicing Hyperion’s Haste).
Potent Basilisk deathtouches Hyperion, takes 4 damage, you draw 1.
Calamandra breaks the Tech Lab, your base to 18.
In fact, it looks like I started to go down that line as I have 2 damage against Mimic instead of against Basilisk (though the actual health values recorded were correct).
Which means the board state you’d be facing going into your T6 would have been the same, except Mimic would have been (4/42, Haste Untargetable, 2 damage) and Potent Basilisk (3/31, Deathtouch, Untargetable, 4 damage).
So the question is would those changes have been enough for you to play your turn differently? I’m happy to unwind and play from there, or scrub this game and start over, or just play on with current state - up to you.