Poisonblade Rogue
Summon Skeletons
Deteriorate
Sacrifice the Weak
Skeletal Archery
Next Hand
Thieving Imp
Skeleton Javelineer
Graveyard
Jandra, the Negator
Pestering Haunt
Discard
Skeletal Archery
Sacrifice the Weak
Summon Skeletons
Get Paid ($4)
Worker ($3)
Hire Poisonblade Rogue ($1)
Float $1
Discard 3, draw 5
Workers
Deteriorate
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger: Poisonblade Rogue
Technician:
Lookout:
In Play:
Buildings:
Base HP: 20
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 5
My Thoughts
Kind of an awkward opening as I get all of my spells but no way to cast them.
I . . . kind of really hate Black, actually, and fear that my subsequent lack of experience with it will show in this game. One particular thing I noticed about this particular matchup, which is why I implore the tournament organizer to shuffle the Codex matchups as much as possible, is that on my end, I have no answer to Might of Leaf and Claw, and on their end, they obviously want to get down the disgusting combination of that card and Orpal Gloor online as their primary gameplan, so I’m just kind of stuck here trying to play as stifling of a board control gameplan as I possibly can in a desperate attempt to stop that from happening, but even then, they have better answers to my tokens than I have to their tokens. I can pretty much only kill one thing at a time.
I guess my win-con by default is Present Tech II and III . . .
Pinging @FrozenStorm to look at My Thoughts vis-a-vis Codex matchups.
Get Paid + float ($6)
Worker ($5)
Hire Jandra, the Negator ($2)
Build Tech I ($0)
Poisonblade Rogue kills your Wisp.
Discard 3, reshuffle, draw 5
Workers
Deteriorate
Skeleton Javelineer
Board Info:
In Patrol:
Squad Leader: Jandra, the Negator (3/3+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Poisonblade Rogue (2/1)
Buildings:
Base HP: 20
Tech I: 5
Economy Info:
Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
My Thoughts
Originally I was going to build Graveyard, tech I, and hire Geiger and Pestering Haunt, but then I remembered that I wouldn’t have the gold left to hire a worker with. So instead I opted for the efficient body with Overpower to help me keep the board on lockdown. Speaking of efficient bodies, Crash Bomber is going to be fun.
I wonder when I’ll have the opportunity to drop the Graveyard? Presumably I would want to do this after trading Jandra off, to avoid having it instantly overflow on accident. Meanwhile, Skeletal Archery seems kind of pointless when I don’t even have Garth online yet; they don’t even have any fliers. All in all, I’ll probably spend next turn hiring Crash Bomber and a Hero and banking for an early Tech II.
Hooded Executioner
Crash Bomber
Sacrifice the Weak
Pestering Haunt
Discard
Get Paid ($6)
Worker ($5)
Hire Crash Bomber ($4)
Hire Drakk ($2)
Build Graveyard ($0)
Poisonblade Rogue does two damage to Water Elemental, reducing it to a 1/1 and going to the Graveyard.
Jandra kills the Water Elemental, taking one damage from it and doing one Overpower damage to Arg.
Discard 2, draw 3, reshuffle, draw 1
Workers
Deteriorate
Skeleton Javelineer
Summon Skeletons
Board Info:
In Patrol:
Squad Leader: Drakk (1/3+A, ping your base on death, level 1)
Elite:
Scavenger:
Technician: Crash Bomber (2/2, ping your base on death)
Lookout:
In Play:
Jandra, the Negator (3/2, kill my non-Demon units on death)
Graveyard (3, Poisonblade Rogue)
Buildings:
Base HP: 20
Tech I: 5
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
My Thoughts
Change of plans on the late Graveyard and early Tech II. Don’t think Jandra’s dying any time soon so I can slow roll my Graveyard all the same. Rich Earth + Prospector is always an unfortunate sight to face down, but I can either Hooded Executioner or Garth + Skeleton + Sac the Weak next turn to get rid of it, and still have enough for my worker and second Crash Bomber. Wisps aren’t a concern as they’ll be patrolling with those anyway, effectively making them fodder for Jandra, especially if they let Drakk live.
Hooded Executioner
Crash Bomber
Sacrifice the Weak
Pestering Haunt
Next Hand
Sacrifice the Weak
Skeletal Archery
Hooded Executioner
Thieving Imp
Discard
Get Paid ($7)
Worker ($6)
Midband Drakk ($3)
Crash Bomber rams into Centaur and goes to my Graveyard. I’ll send the 1 damage to your Base. Centaur has 2 HP remaining.
Jandra trades with Centaur and sends the two Overpower damage to Arg. Jandra goes to my Graveyard and I destroy all 0 of my non-Demon units.
Drakk finishes off Arg and maxbands. You draw a card.
Hire Crash Bomber the second from my hand ($2). He kills the Prospector.
Hire Crash Bomber the first from my Graveyard ($1)
Float $1
Technician: Crash Bomber (2/2, ping your base on death)
Lookout:
In Play:
Drakk (3/4, ping your base on death, max level)
Crash Bomber (2/1, ping your base on death)
Graveyard (3, Poisonblade Rogue, Jandra)
Buildings:
Base HP: 20
Tech I: 5
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 8
My Thoughts
First of all, they let Drakk live. Secondly, they committed their Tech II into Big Stompy Feral, quite possibly the worst possible gameplan against this Codex for all sorts of reasons, not least of which being the Kidnappings I just teched in. Do they want me to win???
Tech 2 card(s)
Get Paid + float - ($9)
Worker
Max level Orpal - ($2)
Sickness your pirates, 1 explodes max level ability put another rune -1/-1 on another pirate, it expodes, you draw, graveyard expodes, my base gets -2 to 17 - ($0)
Sacrifice the Weak
Skeletal Archery
Hooded Executioner
Thieving Imp
Kidnapping
Next Hand
Kidnapping
Hooded Executioner
Crash Bomber
Kidnapping
Land Octopus
Discard
Get Paid + float ($9)
Worker ($8)
Hire Thieving Imp ($5), you discard a card at random. I go to a d5 generator site and roll a 3, so discard the card third from the top in your next hand. Also, Thieving Imp crashes into Orpal, reducing him to 3 HP. I have no more units to put -1 runes on from Orpal’s maxband trigger.
Drakk finishes off Orpal and gains three -1 runes.
Build Tech II: Blood ($1)
Float $1
Orpal, being their only source of removal really, is not allowed to live under any circumstance whatsoever. Since they have no way to get rid of Drakk, I maintain the advantage here, particularly since I’m guaranteed both Kidnapping and Executioner next turn, even if the entire rest of my hand was the Tech 0 garbage from my Graveyard.
. . . remember when I said earlier that I wouldn’t be playing this Codex like my Land Octopus Codex? Yeah, change of plans, except I’m only teching it in as a one-of as drawing double-Land Octopus would be awkward; I’m in an awkward enough situation as it is with my double-Kidnapping hands!
Get Paid + float ($10)
Hire Geiger ($8)
Hire Land Octopus ($5)
Cast Kidnapping ($1), I gain control of Tiger Cub for this turn and it gains Haste.
Tiger Cub kills Arg; Geiger midbands and you get a gold.
Land Octopus kills the Wisp and does 8 Overpower damage to your base. You draw a card.
Hire Crash Bomber ($0)
Artisan Mantis
Barkcoat Bear
Barkcoat Bear
Moss Ancient
Murkwood Allies
Tech 2 card(s)
Get Paid+scav - ($11)
don’t Skip tech: add 2 cards, skip worker
Moss Ancient and 3 (haste/invi) squirrels - ($4)
Calamandra - ($2)
Rampant Growth tiger - ($0)
Tiger lows your geiger to 1 hp, still alive
squirrel kill geiger, cala to lvl 3
squrirrel kill drakk, cala to lvl 5, base to 8 hp
squrirrel deals 1 dmg to your T2
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Moss Ancient (8/9)A untargetable
Elite:
Scavenger: Calamandra(4/5), 5 lvl, units have resist 1
Poisonblade Rogue
Hooded Executioner
Graveyard
Jandra, the Negator
Next Hand
Thieving Imp
Bloodlust
Crash Bomber
Crashbarrow
Sacrifice the Weak
Discard
Get Paid ($9), trash two workers to Land Octopus
Worker ($8)
Crash Bomber rams into Moss Ancient, doing 1 to your base.
Land Octopus finishes off Moss Ancient.
Hire and maxband Garth, resurrecting Crashbarrow ($0)
Crashbarrow trades into Calamandra and Tiger Cub, you get a gold.
Discard 3, draw 4, reshuffle, draw 1.
Workers
Summon Skeletons
Pestering Haunt
Skeletal Archery
Jandra, the Negator
Board Info:
In Patrol:
Squad Leader: Garth (3/4+A, max level)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Buildings:
Base HP: 20
Tech I: 5
Tech II: 4 (Blood)
Economy Info:
Cards:
Hand: 5
Deck: 11
Disc: 0
Gold:
Gold: 0
Workers: 8
My Thoughts
Can’t believe that precocious luck-sack actually teched in the Moss Ancient before they could even build their Tech III, instead of the Tech III build being merely a bluff. They basically had to be praying it was specifically in the bottom half of their deck. And if this luck of theirs continues I’m probably facing down a second Moss Ancient and a broken Tech II next turn.
Tech 0 card(s)
Get Paid+scav - ($11)
Skip tech, worker
Moss Ancient, squirrels! - ($4)
4 squirrels destroy your T2, your base to 18
tech lab, Growth - ($3)
Arg and his wisp - ($1)
Yeah, I concede to @bolyarich’s obscene luck. I could kill the second Ancient, but my board would be wide open to them breaking my Tech II again (at the bare minimum), and every subsequent turn afterwards I would be under threat from their reshuffled Ancients. I don’t feel like playing that out; this game has been absurd enough as it is. @FrozenStorm
@Taz I would very much appreciate in the future that if you (or anyone else) suspect an intentional manipulation of the deck, that you first speak with a tournament judge (just myself right now, @zhavier@EricF@Legion if any of you are available to help out it’s greatly appreciated) privately to ensure the situation indeed looks fishy. Also do please understand, the longest of long odds have hit in this game and will continue to hit in the future: the deck sizes aren’t that huge and both the most fun and least fun draws will happen.
From what I can tell, the following sequence of events took place here:
@bolyarich teched both Ancients on turn 4. Boly then rs drew 3, leaving 6 in the deck. Neither Ancient was drawn in the 3 (perfectly probable)
On turn 5 @bolyarich built tech 3, then drew 4 of the 6, and bottom decked the ancients (a potential major bummer, but wisely Boly patrolled in techn to ensure an Ancient if the techn was killed).
On your turn 6, you killed the techn, thus Boly drew one of the Ancients, and had the other sitting ready for the rs draw on Boly’s turn 6.
Nothing here looks crazy. The chances of bottom-decking an ancient were 2 in 6 from the point after step 1 above, so it’s pretty reasonable that ended up happening to be split that way. It was almost rotten luck for Boly’s turn 6 hand, had you not killed the technician, and it was good foresight to tech the Ancients in on turn 4.