Sorry @codexnewb, I’ve been on a work trip to Jerusalem so I haven’t really had the time to put this up until today. GLHF, Shalom, etc.
P2T1
StartingHand Workers
STARTING HAND
Ironbark Treant
Playful Panda
Forest’s Favor
Rich Earth
Merfolk Prospector
WORKERS
Rich Earth
NextHand
Spore Shambler
Verdant Tree
Rampant Growth
Tiger Cub
Young Treant
Discard
Forest’s Favor
Playful Panda
Ironbark Treant
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Arg and friendly Wisp - ($2)
Merfolk Prospector - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Wisp 0/1+A
Elite:
Scavenger: Merfolk Prospector 1/1
Technician:
Lookout:
In Play:
L1 Argagarg Garg 1/3
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 6
Thoughts
Fruit Ninja! And it might actually be a good play!!! In pretty much any other opener I play Calamandra without worry, but right now I’m worried about Hero+Spark+Messenger leaving a dead Calamandra and a big swing for him. Annoying I don’t have the Tiger Cub in hand to keep her safe. The two openings that make sense to me are Arg + Prospector or Ironbark + Prospector. The latter hits my hand more but gives me more swing next turn. I prefer keeping my hand up and forcing him to play 2 cards + 3 gold to get to Arg. A cost that would mean he has to go all in to play a hero so I doubt he’ll swing for it.
well, most of his tech’s are heavy. arg will be around fora qhile for him, so no immediate Cal (ferocity) threat. teching discord as River will most likely be the best hero to deal with his heavy units. also a bone collector because i can Skeleton spam for Molac later. teching older bother for now, cause spark MIGHT be useful on a redraw. for 1 more turn, but i expect to worker that as well.
I’ll do my best! Sorry again I’ve been so slow!
P2T2
Tech StartingHand Workers
TECH
Spirit of the Panda
Spirit of the Panda
STARTING HAND
Tiger Cub
Young Treant
Rampant Growth
Spore Shambler
Verdant Tree
Spirit of the Panda
WORKERS
Rich Earth
NextHand
Spirit of the Panda
Rampant Growth
Ironbark Treant
Playful Panda
Forest’s Favor
Tech 2 card(s)
Get Paid + float - ($7)
Young Treant, I draw a card - ($5)
Spirit of the Panda on Prospector - ($1)
Prospector kills Tenderfoot, takes 1, 1 gold for me - ($2)
Rampant Growth Arg - ($0)
Arg safely kills Ninja
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Young Treant 0/2A [Can’t Attack]
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L1 Argagarg Garg 1/3
Merfolk Prospector 3/2 [Spirit of the Panda]
Spirit of the Panda [Healing 1]
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
This board was getting rather uncomfortable, a two step would have been unbelievably deadly from his position, so I decided I needed to take a bit of a risk by double teching Spirit of the Panda and playing Young Treant. It worked out so I’m going all in and wipe everything he has to maximise the impact. The trick is going to be getting all my tech etc in order from now on. As green I at least have some advantages to help me out. Feel like it could be a pretty scrappy game on my end.
STARTING HAND
Spark
Granfalloon Flagbearer
Wither
Timely Messenger
Bone Collector
WORKERS
Brick Thief
Older Brother
Spark
NextHand
Fruit ninja
Bloom
Helpful Turtle
Timely Messenger
Discord
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
bone collector - ($4)
River - ($2)
Float ($2)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Bone Collector (3/3+A)
Elite:
Scavenger: River, lvl 1, (2/3)
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 2
Workers: 7
Thoughts
Well that was unexpected…okay, so need to kill that prospector to make sure he doesn’t get too much value. but with him healing, i cant wither then discord for the guarenteed kill next turn. ill just make him kill BC, then discord if he survives with 1 HP. Him skipping tech 1 is good. Just discord and tech up next turn, hopefully don’t draw molac right away, but im fine with molac or ancient. i for sure wont draw both.
tempted to not summon river, but i need to thraten more swing next turn. so ill brin her out. pretty sure he wont kill both BC and river, but it’s possible. unwise, but possible.
STARTING HAND
Forest’s Favor
Playful Panda
Ironbark Treant
Spirit of the Panda
Rampant Growth
WORKERS
Rich Earth
Playful Panda
NextHand
Spore Shambler
Tiger Cub
Ironbark Treant
Verdant Tree
Forest’s Favor
Tech 2 card(s)
Get Paid - ($6)
Heal everything by 1HP
Maxband Arg, a friendly Water Elemental appears - ($2)
Arg buffs Prospector
Prospector kills Bone Collector, takes 2, 1 gold for me - ($3)
Worker - ($2)
Tech I - ($0)
Float ($0)
Discard 4, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Young Treant 0/2A [Can’t Attack]
Elite:
Scavenger:
Technician:
Lookout: Water Elemental 3/3 [Anti Air, Resist 1]
In Play:
L5 Argagarg Garg 1/5
Merfolk Prospector 3/1 [Spirit of the Panda]
Spirit of the Panda [Healing 1]
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
This turn I mostly just need to keep his board from getting too strong while I try and get caught up on Tech. I want to try and keep the Elemental since Arg is much better when he has a board to work with. Making it more expensive to target the stronger unit should hopefully push him off some of his nastier possible plans.
hmmm, well, that worked out nicely. teching in liches bargain, annnnnnndddddddd a fencer…no, double LB! probably going the BA route. putting river in sql to guard against rampant growth arg. i would prefer to maintain my cycle. with his codex, no haste, withut NOW, and Arg isnt going anywhere to make room for that. hopefully i dont get wrecked by back to back Stampede’s or anything. BA’s for life it seems.
STARTING HAND
Verdant Tree
Tiger Cub
Spore Shambler
Ironbark Treant
Forest’s Favor
WORKERS
Rich Earth
Playful Panda
Verdant Tree
NextHand
Spirit of the Panda
Galina Glimmer
Rampant Growth
Ironbark Treant
Huntress
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II Present - ($2)
Tiger Cub - ($0)
Arg buffs elemental
Elemental kills River, takes 1, levels whiff
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Young Treant 0/2A [Can’t Attack]
Elite:
Scavenger:
Technician: Tiger Cub 2/2
Lookout:
In Play:
L5 Argagarg Garg 1/5
Water Elemental 3/2 [Anti Air]
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Hmmmmm. 10 gold gives him a lot of potential for runes, which makes Fencers an extra scary proposition next turn I’m assuming River isn’t key to his plan, since my killing her was obvious. The loss of the buffed prospector is annoying, since it kills my aggro off for the most part and makes it harder to draw what I need. I realise now I should have teched Tech II cards last turn so I had a deck with more dangerous options. At least Growth is usually slow. I probably expect BA + Liches Bargain here.
Tech 2 card(s)
Get Paid + float - ($10)
Blooming Ancient - ($6)
garth, 1 rune - ($4)
make a skeleton, 2 runes total - ($3)
Arg, wisp, 4 runes total - ($1)
tenderfoot, 5 runes total - ($0)
move 3 runes around
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Tenderfoot (2/3+A)+
Elite:
Scavenger: Wisp (1/2)+
Technician: SK (2/2)+
Lookout:
In Play:
BA (4/6)+2
Garth, lvl 1, (1/3)
Arg, lvl 1 (1/3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
okay, got the BA out. let's hope i dont get wrecked by Hyperion's and Tricycloids…putting tenderfoot out there as well since he skipped a worker too. and this codex is sort of designed to not need to worker everytime, and still put on the pressure. teching double fencers for haste (ideal is fencer + LB for hasty runed big body). Arg to Tech since my deck will be bloated moving forward…actually, max geiger would give him too much value if he got maxed somehow, so just leave arg on backline as well.
Apologies but I only just got back to wifi! I have a 7am flight home so I’ll be in the airport and awake 4am-6.30am Israel time if that helps finish this.
I don’t think you’ll need many turns from here though
P2T5
Tech StartingHand Workers
TECH
Temporal Distortion
Temporal Distortion
STARTING HAND
Rampant Growth
Spirit of the Panda
Galina Glimmer
Huntress
Ironbark Treant
WORKERS
Rich Earth
Playful Panda
Verdant Tree
Ironbark Treant
NextHand
Hyperion
Forest’s Favor
Tricycloid
Spirit of the Panda
Tech 2 card(s)
Get Paid - ($8)
Spirit of the Panda on Tiger Cub - ($4)
Cub kills Tenderfoot, takes 2, I gain 1 gold - ($5)
Water Elemental kills Wisp, takes 1, 1 gold for you
Rampant Growth on Arg - ($3)
Arg kills Skeleton, 1 card for you
Calamandra Moss - ($1)
Worker - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Young Treant 0/2A [Can’t Attack]
Elite:
Scavenger:
Technician: L1 Calamandra Moss 2/3
Lookout:
In Play:
L5 Argagarg Garg 1/5
Water Elemental 3/1 [Anti Air]
Tiger Cub 4/2 [Spirit of the Panda]
Spirit of the Panda [Healing 1]
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 3
Gold:
Gold: 0
Workers: 9
Thoughts
Doing everything I can here but the runes will keep coming and I can’t do much about it. Wish I had teched more aggressively, as this could have gone so differently.
I suspect the answer will be that you do have to reshuffle if there was any chance of having a different hand, if only to ensure that you couldn’t have used the exact contents of your next hand when making your tech choices.
Tech 1 card(s)
Get Paid - ($8)
scav gold, tech draw - ($9)
worker (9 total) - ($8)
garth to lvl 5 - ($4)
Garth and Arg kill Treant
BA kills Cal, takes 2, Garth to max, summon second BA from discard
make a skeleton, +2 runes, 4 runes total - ($3)
timely messenger, 6 runes total - ($2)
liches bargain, base to 16, workers to 8, summon Hoard, 12 runes total - ($0)
4 runes to Timely Messenger
Timely Mesenger breaks your tech 2, your base to 18
3 runes from BA #1 to SK, SK, and Zombie
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: SK (2/2+A)+
Elite:
Scavenger: Zombie (3/3)+
Technician: SK (2/2)+
Lookout:
In Play:
Garth, lvl 7, (3/4)
Arg, lvl 1 (1/3)
BA #1 (4/4)+2 [2 dmg]
BA #2 (5/7)+3
Timely Messenger (5/5)+4
Horror (3/3)
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 6
Gold:
Gold: 0
Workers: 8
Thoughts
okay. i think that should be locked up. even stampede wont stop me i think.
GG @codexnewb there is no way I can put up a fight against your horde from here, so I concede
I made a bad teching decision by not going straight to Tech II after the Panda gambit gave me board position. Really tense but enjoyable game. Very nice to see Fruit Ninja be a useful opening play! A deserved victory just for that!