I welcome all criticism and suggestions! Itās just that - improving my play is not my only object in playing (this is not work after all), and so Iām pretty happy to play around. I know that many Sirlin fans are all about āplay to winā and such (a good book, for sure), and sometimes I like to play that way as well. but with Codex Iām still exploring the world, and looking for unusual plays that may work, honing my own instincts. The forums are fine and all but I feel like Iām running against the boundaries of the medium as I donāt really remember all the cards and continuously looking them up is very tedious when Iām trying to play even a bit more serious.
Autocard Anywhere definitely helps with that, but youāre right that it takes a lot of repetition to get a good handle on the particulars of everything youāre likely to run up against.
Iām all about playing around myself (not a strict playing to win disciple, though certainly I appreciate that mentality for tournament play). So like I said, I donāt mean to be hyper-critical. Goofing and experimenting is certainly welcome here
Autocard anywhere is awesome, but my problem is typically not necessarily with cards in play but with cards in hand (autocard doesnāt work for me in sheets, for some reason) and with considering cards in codex, or being aware of possibilities (in your deck, codex, or hand). Cards that have been played but are now goen (is it 2 gold? 3? how expensive is it exactly to max each hero. etc.) which just takes time to really sink in.
I never considered AA not working in the sheet lol! I suppose that I donāt notice it since I mostly take my turns via the forum, and really only use the spreadsheet to manage card draw and deck/discard state.
If I donāt remember what a card does, I usually just type it into my tech choices blank, and then use the preview window on the right here to hover over it and see the AA preview.
You have some other kind of template then?
I do
Wow, youāre playing super manually. Thatās impressive.
It sucks for mobile, but really isnāt hard at all for me personally on my laptop. I have a copy paste buffer on my Macbook, Flycut, that allows me to go back 40 copy pastes.
Iāve considered overriding the spreadsheet to just conform to my turn structure, but just havenāt taken the time. The script is a lot of string building that isnāt easy to write over
I finally understand why sometimes to have a copy paste a turn over an old one. I was very confused as to why that would ever happen. I do like how your version uses the split screen feature of writing draft posts for the forums.
To be honest, if anyone is putting any work into rewriting the script I would probably put it into making the spreadsheet on a website thatās more user-friendly. I donāt expect anyone to spend any time this way but just saying - if anyone were to spend time, thatās what I would think is best to spend time on.
Happy to play again whenever, just lmk what youād like to play!
Iāll play mono-red against whatever. I donāt know it very well so feel free to play around with whacky decks. I rolled 98 so I guess Iāll go first?
Iāll play mono green, I like the standard matchup
I know very little about either of these colors so good luck to me and have fun to you!
"P1T1
StartingHand Workers
STARTING HAND
Makeshift Rambaster
Mad Man
Charge
Pillage
Bombaster
WORKERS
Bombaster
NextHand
Scorch
Careless Musketeer
Bloodburn
Bloodrage Ogre
Discard
Pillage
Charge
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Mad man - ($2)
Makeshift Rambaster - ($0)
Mad man and Rmbaster hit your base for 4
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Mad Man 1/1
- Makeshift Rambaster 1/2
[B]Buildings:[/B] - Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 2
[B]Gold:[/B] - Gold: 0
- Workers: 5
"
GL HF looks like my base is already taking some flak!
Game 5, Player 2, Turn 1
[details=Starting Hand]
Forestās Favor
Rampant Growth
Playful Panda
Spore Shambler
Verdant Tree
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (5)
- Tech 2 cards (except turn 1)
[details=All Teched Cards][spoiler]
[/spoiler][/details]
###Main:
- Calamandra (3)
- Forestās Favor Cala (1)
- Worker (0)
[details=Workers]
Verdant Tree
[/details]
- Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
###Board Info:
####Buildings:
- Base HP: 16
####In Patrol:
- Squad Leader: Calamandra (3/4+1armor lvl 1)
- Elite:
- Scavenger:
- Technician:
- Lookout:
####In Play:
- nothin
###Economy Info:
####Cards:
- Hand: 5
- Deck: 0
- Disc: 4
####Gold:
- Gold: 0
- Workers: 6
[details=End of Turn Hand]
Young Treant
Ironbark Treant
Tiger Cub
Rich Earth
Merfolk Prospector
[/details]
[details=End of Turn Discard]
Forestās Favor
Spore Shambler
Playful Panda
Rampant Growth
[/details]
[details=My Thoughts]
Beefy Cala should give me good early game counter-pressure, next turn probably Ironbark + Prospector + tech 1?
[/details]
"P1T2
Tech StartingHand Workers
TECH
Crash Bomber
Lobber
STARTING HAND
Bloodburn
Careless Musketeer
Bloodrage Ogre
Scorch
WORKERS
Bombaster
Bloodburn
NextHand
Nautical Dog
Pillage
Charge
Crash Bomber
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Bloodrage Oger - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Mad Man 1/1A
- [I]Elite[/I]: Bloodrage Ogre 4/2
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Makeshift Rambaster 1/2
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 3
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 6
"
Game 5, Player 2, Turn 2
[details=Starting Hand]
Forestās Favor
Rampant Growth
Playful Panda
Spore Shambler
Verdant Tree
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (6)
- Tech 2 cards (except turn 1)
[details=All Teched Cards]
Tiny Basilisk, Centaur
[/details]
###Main:
- Cala kills mad man
- Ironbark Treant (3)
- Merfolk Prospector (2)
- Tech 1 (1)
- Worker (0)
[details=Workers]
Rich Earth, Verdant Tree
[/details]
- Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
###Board Info:
####Buildings:
- Base HP: 16
- Tech1 HP: 5
####In Patrol:
- Squad Leader: Ironbark Treant (1/2+3armor)
- Elite:
- Scavenger:
- Technician: Merfolk Prospector (1/1)
- Lookout:
####In Play:
- Calamandra (3/3 lvl 1)
###Economy Info:
####Cards:
- Hand: 4
- Deck: 4
- Disc: 0
####Gold:
- Gold: 0
- Workers: 7
[details=End of Turn Hand]
Young Treant
Centaur
Rampant Growth
Tiny Basilisk
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Yep, kill Mad Man lay some ground cover and potentially go early tech 2, weāll see!
[/details]
"P1T3
Tech StartingHand Workers
TECH
Crash Bomber
Fire Dart
STARTING HAND
Nautical Dog
Crash Bomber
Pillage
Charge
WORKERS
Bombaster
Bloodburn
Nautical Dog
NextHand
Careless Musketeer
Lobber
Scorch
Discard
Mad Man 1/1A
Crash Bomber
Charge
Pillage
Crash Bomber
Fire Dart
Tech 2 card(s)
Get Paid + float - ($7)
Zane - ($5)
BRO and Zane kill the Treant
Rambaster kill the prospector
Crash Bomber - ($4)
Chrage the Bomber - ($2)
Crash Bomber kills Cal, levels to Zane, 1 damage to your base
Midband Zane - ($1)
Worker - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Makeshift Rambaster 1/1[2]
- Bloodrage Ogre 3/1[2]
- L4 Zane 3/3
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 0
- Disc: 6
[B]Gold:[/B] - Gold: 0
- Workers: 7
"
Oops, Zane isnāt midband so I donāt draw. I didnāt use that card so let me just think how it affects my turn.
Edit: I redid my turn. Edited over the previous post. Should be good now.
No problem
Game 5, Player 2, Turn 3
[details=Starting Hand]
Young Treant
Centaur
Rampant Growth
Tiny Basilisk
Playful Panda (techn)
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (7)
- Technician draw
- Tech 2 cards (except turn 1)
[details=All Teched Cards]
Potent Basilisk, Wandering Mimic
Tiny Basilisk, Centaur
[/details]
###Main:
- Centaur (4)
- Tiny Basilisk (2)
- Worker (1)
[details=Workers]
Playful Panda, Rich Earth, Verdant Tree
[/details]
- Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
###Board Info:
####Buildings:
- Base HP: 16
- Tech1 HP: 5
####In Patrol:
- Squad Leader: Tiny Basilisk (1/2+1armor unattackable by tech 0)
- Elite:
- Scavenger:
- Technician: Centaur (3/4)
- Lookout:
####In Play:
- Nothing
###Economy Info:
####Cards:
- Hand: 4
- Deck: 5
- Disc: 0
####Gold:
- Gold: 1
- Workers: 8
[details=End of Turn Hand]
Spore Shambler
Tiger Cub
Forestās Favor
Young Treant
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Well he got a little too much pressure there, but it cost him cards. Putting Tiny B in SQL so no lobber kills, and Centaur in Techn so Zane is less likely to get a card off his death. If he were to move Tiny B with his maxband then attack centaur (and thus, break his units through for a tech building kill), that would really suck, but oh well. No other way for him to break through this defense so grabbing tech 2 units and hoping to tech up next turn
[/details]
Note that your base is at 15 because the Crash Bomber dealt it 1 damage while dying last turn (which is a shame, should have gone for your tech 1).
That Zane technician draw came out niceā¦
"P1T4
Tech StartingHand Workers
TECH
Lobber
Marauder
STARTING HAND
Lobber
Scorch
Careless Musketeer
Lobber
WORKERS
Bombaster
Bloodburn
Nautical Dog
NextHand
Crash Bomber
Fire Dart
Mad Man 1/1A
Discard
Scorch
Careless Musketeer
Tech 2 card(s)
Get Paid - ($7)
Lobber - ($6)
Max Zane, push Tiny to Elite - ($4)
Scorch Tiny - ($1)
Zane kills Centaur, we both draw
Another Lobber - ($0)
Lobber and Rambaster break your tech 1, base to 13
BRO and Lobber #2 attack your base, down to 8
Skip worker
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Makeshift Rambaster 1/1[2]
- Bloodrage Ogre 3/1[2]
- L6 Zane 4/1[4]
- Lobber 2/2
- Lobber 2/2
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 4
- Disc: 2
[B]Gold:[/B] - Gold: 0
- Workers: 7
"