[XCAPS19] codexnewb vs charnel_mouse

Greetings @codexnewb! I’ll start with Law/Black.

GLHF!

I’ll go with white starter, Demon/Feral

GLHF!

I’ll take Orpal and Grave for [Disease]/Discipline/Law, back to you!

details

Early Vandy spell rush can be handled with Carrion Curse. I’m not as sure how to deal with an early Calamandra but Grave’s cheap midband and retaliatory Sword might do OK, maybe backed up by Poisonblade Rogue if I draw her early.

Sounds good! GLHF!

P1T1


StartingHand Workers

STARTING HAND
Bombaster
Scorch
Makeshift Rambaster
Nautical Dog
Charge


WORKERS
Sensei's Advice


NextHand

Grappling Hook
Safe Attacking
Fox Primus
Savior Monk
Fox Viper


Discard

Morningstar Flagbearer
Smoker
Snapback


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
vandy - ($1)
aged sensei - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy, lvl 1, (2/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

okay, before i rush into this, lets think:

  1. insurance agents, heavy tech 2's, etc… hero's with orpal maxband.

  2. me staying away from heavy units seems good all around.

  3. black starter could hurt my hand size, hero's hall helps with that too

  4. grappling hook next hand is good, if he doesnt have deteriorate hand 1 is even better.

What’s your third spec

2 Likes

woops, Anarchy!

white starter, demon/feral/anarchy

sorry about that!

1 Like

P2T1


StartingHand Workers

STARTING HAND
Skeletal Archery
Poisonblade Rogue
Sacrifice the Weak
Skeleton Javelineer
Summon Skeletons


WORKERS
Skeletal Archery


NextHand

Graveyard
Thieving Imp
Pestering Haunt
Jandra, the Negator
Deteriorate


Discard

Poisonblade Rogue
Sacrifice the Weak
Summon Skeletons


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Orpal Gloor - ($2)
Skeleton Javelineer - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer 1/1+1A (javelin rune)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Orpal L1 1/3 (deals damage in - runes)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Eek, everything I’d want is in my Turn 2 hand – no Deteriorate, no Haunt, no 2 HP units to block against Aged Sensei. If codexnewb workers and techs up, a Sensei’d Vandy would be hitting with 4 attack at most, which is enough to kill a midband Grave if he’s Hooked out of SQL. Oh, but codexnewb couldn’t afford to Hook. In that case stick out midband Grave, and if he does die somehow I switch to Orpal for Carrion Curse. No, if I were codexnewb in that situation I’d delay Tech I to Hook and kill him, that would leave me with an empty board against Sensei and a maxband Vandy. I’ll just set up behind the Javelineer with Orpal, and keep Orpal in the back in case of Hook. Then killing Orpal is Hook + trade Sensei + midband Vandy for 4 gold and 2 cards, plus a - rune on Vandy, to kill Javelineer and Orpal for 5 gold and 1 card. I don’t think that’s a good trade for codexnewb, but if he goes for it I could block with Imp or Jandra and tech in Carrion Curse.

P1T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Gunpoint Taxman


STARTING HAND
Grappling Hook
Safe Attacking
Fox Primus
Fox Viper
Savior Monk


WORKERS
Sensei's Advice
Fox Primus


NextHand

Gunpoint Taxman
Grappling Hook
Fox Viper
Safe Attacking
Gunpoint Taxman


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($2)
savior monk - ($0)
vandy kills sk jav

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy, lvl 1, (2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

going with taxmen in case i need anti-flying for crows/YLD's.

just drop SM and see what he goes for. he could deteriorate, STW, but what good does it do? he'll probably just drop imp or something.

P2T2


Tech StartingHand Workers

TECH
Sickness
Sparring Partner


STARTING HAND
Jandra, the Negator
Pestering Haunt
Graveyard
Thieving Imp
Deteriorate


WORKERS
Skeletal Archery
Thieving Imp


NextHand

Poisonblade Rogue
Sacrifice the Weak
Graveyard
Pestering Haunt


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech I - ($4)
Deteriorate, Aged Sensei dies, you get a gold
Jandra, the Negator - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator 3/3+1A (overpower)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Orpal L1 1/3 (deals damage in - runes)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Still not happy with this split. All I can do here is kill the Sensei and block up with Jandra or the Imp. Jandra doesn’t die to the Monk if codexnewb has Hook, so I’ll play her. Teching in Sickness as standard for when I think Orpal will survive, outside of Shadow Blade, and Sparring Partner, so I can play both teched cards and tech up if I need to. Partner also allows for some nice Plague Lab plays, if I take Disease.

What do I expect codexnewb to go for? Demonology and Feral have nasty units, but Disease could rune them down, Soul Stone don’t help much with keeping plagued units alive, and Abomination makes Murkwood Allies nigh-on useless. I think Anarchy is the bigger problem. Gorgon and Cursed Ghoul have enough health that Anarchy II might be manageable, but the real problem is Gunships. Not sure what I’d want to do in that case. I’d probably be hoping to hit it with Sacrifice the Weak, and I might want the Tax Collector to stop codexnewb hoarding gold for Tech III. An early Injunction could be useful too if he’s trying to rush Tech III.

Vandy killed your Javelineer…

1 Like

Thanks, fixed.

"P1T3


Tech StartingHand Workers

TECH
Chaos Mirror
Dark Pact


STARTING HAND
Safe Attacking
Fox Viper
Grappling Hook
Gunpoint Taxman
Gunpoint Taxman


WORKERS
Sensei’s Advice
Fox Primus
Fox Viper


NextHand

Morningstar Flagbearer
Chaos Mirror
Smoker
Snapback


Tech 2 card(s)
Get Paid - ($6)
healing 1 for vandy
scav gold - ($7)
Worker - ($6)
hero’s hall - ($4)
Gunpoint Taxman #1 - ($2)
Gunpoint Taxman #2 - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: GPT #2 (3/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Savior Monk (2/2)
  • :pschip: Technician: GPT #1 (3/3)
  • :target: Lookout:

In Play:

  • Vandy, lvl 1, (2/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts
  1. okay, i see two decent options

-HH, mid Vandy, GPT, GH jandra. Leaves vandy at 1, vulnerable to sickness and might wreck my whole board with a maxband orpal moving forward. high risk high reward

-HH, GPT, GPT, leave jandra on the board, see what he does. sets me up pretty well still…lot of value from GPT probably.

the latter seems like a more sure bet.

  1. he has some strong tech 1 options (which he doesnt want to drop until jandra is gone).

  2. game plan is looking like 2-3 hero meta if i can. lets see if vandy stays around long enough. ideal win condition is probably Meta followed up by Feral Strike. Backup can be tech 2 anarchy just in case i need the option to go tech 3.

  3. teching chaos mirror and dark pact. might be able to get the smoker tech snipe later on using CM.

"

Situation excellent, I shall attack.

P2T3


Tech StartingHand Workers

TECH
Martial Mastery
Gorgon


STARTING HAND
Pestering Haunt
Sacrifice the Weak
Graveyard
Poisonblade Rogue


WORKERS
Skeletal Archery
Thieving Imp
Graveyard


NextHand

Deteriorate
Sickness
Sparring Partner


Discard

Poisonblade Rogue
Sacrifice the Weak
Martial Mastery
Gorgon


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Midband Orpal - ($4)
Poisonblade Rogue - ($2)
Orpal sacrifices Poisonblade Rogue to put a - rune on SQL Gunpoint Taxman (2/2+1A)
Orpal hits SQL Gunpoint Taxman for 1A damage and a - rune (down to 1/1), takes 2 damage
Maxband Orpal - ($0)
Jandra kills SQL Gunpoint Taxman, overpowers to Technician Gunpoint Taxman for 2 damage, - runes spread to Savior Monk and Technician Gunpoint Taxman, the latter dies, you get a card, takes 1 damage
Pestering Haunt

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Orpal L6 2/5 (deals damage in - runes, first - runed unit killed spreads runes to two allied units)
  • Jandra, the Negator 3/2 (overpower)
  • Pestering Haunt

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Double Taxman can easily tear through my defences, and I can’t put any more down in a way that will help. It’s risky, but I think I’m better off making an expensive pre-emptive strike.

Worker (7), midband Orpal (4), play Rogue (2), sac Rogue to put a - rune on SQL Taxman (2/2+1A), hit with Orpal (1/1), maxband Orpal (0), kill SQL with Jandra and overpower to Technician Taxman for 2, Orpal spreads runes to Monk and Taxman, second Taxman dies. That leaves codexnewb with Vandy, a 1/1 monk, and Zane to attack with. I lose the Rogue (2g+1c) to kill both Taxmen and give away a card bonus (4g+1c). Orpal will get hit with Snapback, or just killed by Vandy and Zane, but I’m not sure of a better way to go here, I don’t have the bodies for defence. Maybe play the Haunt too to tempt a Jandra kill instead? I think so, it puts me down on cards but can threaten to trade with at least the Monk.

Should be safe to bring in Tech II cards. I’ll hedge my bets with and a Gorgon, and Martial Mastery for cycling once Orpal is killed or hit with Snapback.

… Good, drew into more useful cards this turn.

that’s a tough one. rule 1 of codex, default aggressive…

P1T4


Tech StartingHand Workers

TECH
Metamorphosis
Steam Tank


STARTING HAND
Morningstar Flagbearer
Snapback
Smoker
Chaos Mirror


WORKERS
Sensei's Advice
Fox Primus
Fox Viper
Morningstar Flagbearer


NextHand

Safe Attacking
Aged Sensei (1/1)
Grappling Hook
Dark Pact


Discard

GPT
GPT
Snapback
Savior Monk
Smoker
Chaos Mirror
Metamorphosis
Steam Tank


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
zane - ($4)
expensive snapback orpal for grave - ($0)
monk runs into grave
vandy kills grave, midbands and heals
zane trades with jandra, who explodes, taking haunt with it. Levels fizzle

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy, lvl 3, (3/4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 8
Thoughts
  1. hmmm, break tech 1 or remove orpal from board? orpal is too scary…he's got to go.

  2. with no hero's, low hand, he'll need ot tech up to sink gold somewhere.

  3. next hand for me is gg 8, worker 7, tech two 3, cal 1, aged senei, dark pact. Hopefully dont draw meta.

  4. teching meta and Steamtank (backup in case he gets vandy, will tech 3 from there if needed

P2T4


Tech StartingHand Workers

TECH
Injunction
Abomination


STARTING HAND
Sparring Partner
Deteriorate
Sickness


WORKERS
Skeletal Archery
Thieving Imp
Graveyard
Deteriorate


NextHand

Skeleton Javelineer
Jandra, the Negator
Summon Skeletons


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech II Disease - ($3)
Bigby Hayes - ($1)
Sparring Partner - ($0)

Float ($0)
Discard 1, draw 2, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sparring Partner 2/2
  • :target: Lookout:

In Play:

  • Bigby L1 2/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

OK, codexnewb is definitely ahead, but not as much as I was afraid of. He spent an expensive Snapback, Zane, and the Monk (8g+2c) to kill Orpal, Jandra, and the Haunt (12g+2c), plus put Grave out of action. At least Tech I is still standing.

Going to have to worker Deteriorate or Sickness, which isn’t great. I can afford to play Sparring Partner in Technician and have Bigby hide behind him. Bigby in front could easily be killed by Vandy and let her hit maxband, whereas this way codexnewb would need a Shadow Blade to kill him.

I definitely want to tech an Abomination in case of Anarchy, to offset any Soul Stones. What else? I could go straight for Injunction, even though Bigby could die I think it’s worth the risk to try to prevent fast Gunships.

… Hmm, no luck, let’s see what I get on the Technician draw.

edit: aged senseit o discard, redraw new hand (discard 3, draw 5)

P1T5


Tech StartingHand Workers

TECH
Metamorphosis
Pirate Gunship


STARTING HAND
Safe Attacking
Grappling Hook
Dark Pact
Aged Sensei (1/1)
GPT
GPT


WORKERS
Sensei's Advice
Fox Primus
Fox Viper
Morningstar Flagbearer
Safe Attacking


NextHand

Savior Monk
Pirate Gunship
Chaos Mirror
Metamorphosis
snapback


Discard

Dark Pact
GPT
GPT


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
tech 2 anarchy - ($3)
Cal - ($1)
expensive grappling hook sparring partner to lookout ($0)
Vandy kills sparring partner
dark pact, base to 18, reshuffle, draw 2

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Cal, lvl 1, (2/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy, lvl 3, (3/2)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

hmmm, teching a gunship as backup. his patrol game has been spot on.

probably delay max vandy and get Cal out to block. that setup should be safe against most his tech 2's. some risks are sickness and reversal. but worst case i just tech 3…

P2T5


Tech StartingHand Workers

TECH
Versatile Style
Gorgon


STARTING HAND
Skeleton Javelineer
Summon Skeletons
Jandra, the Negator


WORKERS
Skeletal Archery
Thieving Imp
Graveyard
Deteriorate
Jandra, the Negator


NextHand

Gorgon
Martial Mastery


Discard

Sparring Partner
Summon Skeletons
Versatile Style
Gorgon


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tower - ($5)
Expensive Summon Skeletons - ($1)
Skeleton Javelineer - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton #1 1/1+1A
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton #2 1/1
  • :pschip: Technician: Skeleton Javelineer 1/1 (javelin rune)
  • :target: Lookout:

In Play:

  • Bigby L1 2/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 6
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Ugh, looks like a hasted Ferocity play. Not much I can do about that apart from build a Tower, put chump blockers down, and hope I draw into something better. Teching another Gorgon for more blocking power or getting through Steam Tanks, and Versatile Style for repairing buildings from Monkey attacks, or disabling Gunships if things get really bad.

hmmm, looks like i forgot to pay for grappling hook multicolor penalty. my turn change would be to not summon aged sensei and then discard 3 draw 5 instead of 2/4.

just updated. sorry about that.

1 Like

That’s fine, no change for me.

edit:

no savior monk
update gold mistake
discard 4, draw 4, reshuffle, draw 1

P1T6


Tech StartingHand Workers

TECH
Pirate Gunship
Feral Strike


STARTING HAND
Snapback
Smoker
Steam Tank
Metamorphosis


WORKERS
Sensei's Advice
Fox Primus
Fox Viper
Morningstar Flagbearer
Safe Attacking
Metamorphosis


NextHand

Grappling Hook
Steam Tank
Metamorphosis
Smoker
Pirate Gunship


Tech 2 card(s)
Get Paid - ($9)
worker - ($8)
Cal kills sql, takes 2
mid zane - ($3)
zane kills scav, takes 2, we both get gold - ($4)
max zane, heals - ($2)
…zane maxband shoves tech skeleton to scav, dies, we both get gold again ($3)
max vandy, - ($1)
vandy kills bigby, Cal midbands and heals

Float ($1)
Discard 4, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy, lvl 5, (3/2) resist
  • Cal, lvl 1, (3/4)
  • Zane, lvl 6, (4/4)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

teching gunship and feral strike, just for options.