Hey Iso, I hope you don’t mind me saying but it looks like your still trying to work out how red fits together. I wanted to offer some food for thought.
I’ve noticed a couple of times you have brought in hasted units, but not attacked with them. Since haste only matters on the turn something arrives,
this represents you paying for something you are not using. Of course your opponent might put you in a position where you are forced to make
sub-optimal plays, or you might choose to do it to try and trick your opponent, but as a general rule (especially when working out a codex)
it is probably best to always try and make whatever play gives you maximum value.
Also, a bit of advice someone told me when I was learning red. Your goal / north star when playing red is to bring the opponents base
to 0 health while you have (1 health on your base, all your tech destroyed, 0 gold in your bank, 0 cards in your hand, and 0 cards on your board).
Basically start by thinking about your half of the board as consisting of a number of “value-centers” which over the course of the game
you are usually trying to build-up (board-state, techs, hand-quality, worker count) or protect (base-life, hand-size)
…and then realize that for red the ideal is to drain or trade any/every value-center you have in a race to make your opponent drops to zero health first.
P1T5
Tech StartingHand Workers
TECH
Abomination
Cursed Crow
STARTING HAND
Shadow Blade
Deteriorate
Poisonblade Rouge
Sacrifice the Week
Haunt
WORKERS
Graveyard
Skeletal Archery
Jandra, the Negator
Skeleton Javelineer
Haunt
NextHand
Abomination
Deteriorate
Sickness
Shadow Blade
Discard
Tech 2 card(s)
Get Paid + Float - ($9)
Worker - ($8)
Vandi casts Deteriorate on Madman(0/0+a), dies from 0 health
Skel atk drak (does 1dam, dies)
Vandi casts Shadow Blade on drak (3dam) - ($5)
Drak dies; you discard 1 from shadow blade (top card); my base takes 1dam; vandi gains 2 lvl, mid-bands, heals; you draw 1 from tech
Bone Collector atk your base for 3 (takes 1dam from tower, summons skel.A)
Vandi atk your base for 3 (take 1dam from tower)
Summon Garth - ($3)
Summon Skel.B (grath top-band) - ($2)
Build Heros hall - ($0)
Patrol skel.A (tech)
Patrol skel.B (scav)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Skel.a (1/1)
-
[I]Technician[/I]: Skel.b (1/1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Vandi (3/3 lvl.3)
- Garth (1/3; lvl.1)
- Bone Collector (3/2)
[B]Buildings:[/B]
-
Base HP: 19
-
Heros Hall HP: 4
-
Tech I HP: 5
-
Tech II HP: 5 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 8
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 9
Thoughts
Basically the same turn as I would have done last time. I drew an abomination (which is my prob my best play next turn)
but it means that garth is a bit of a waste. Originally the plan had been to mid-band him and farm skel for cards.
Also, it probably won’t come up in this game, but from the other side of the table it probably really looks like I am going for Metamorphosis…
…So that is a really interesting play. Disease T2 w/ heros hall, have all 3 heros then metamorph.
Max garth brings in a cursed ghoul who throws a rune. If it pops something max-orpal can split into 2 more runes, then garth can summon skel, who orpal can sac for another rune
It takes a bit of set-up, but that is pretty powerful play and is essentially just a “side-effect” of metamorph