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[Balance Changes] Green v Red (FrozenStorm & bansa)

P1T1


StartingHand Workers

STARTING HAND
Spore Shambler
Tiger Cub
Verdant Tree
Forest’s Favor
Rich Earth


WORKERS
Spore Shambler


NextHand

Ironbark Treant
Merfolk Prospector
Young Treant
Playful Panda
Rampant Growth


Discard

Tiger Cub
Verdant Tree
Forest’s Favor


Tech 0 card(s)
Get Paid - ($4)
Rich Earth - ($2)
Worker
Argagarg and Wisp - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Rich Earth
  • L1 Argg (1/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

You are right. Why didn’t I think of Kidnapping…

1 Like

Kidnapping is nasty, I played into it though thinking it was pretty unlikely you teched it given the levels on Jaina.

GL HF!

Balance Trial - Game 3 Player 2, Turn 1

P1 [Green]http://codexcarddb.com/color/green) vs P2 Red

Starting Hand

Makeshift Rambaster
Charge
Mad Man
Bombaster
Scorch

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Drakk (3)
  • Makeshift Rambaster, kill wisp, you rs draw 1 (1)
  • Worker (0)
Workers

Bombaster

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Drakk (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Careless Musketeer
Bloodburn
Bloodrage Ogre
Nautical Dog
Pillage

End of Turn Discard
My Thoughts

So Scorch and the Fire spells are the obviously enticing buffs here… but I think to start out, just getting some base damage and a Drakk down proves more threatening. He did go Arg and not Cala though… so the resist 1 is less of a concern for what looks like a now super good Ember Sparks. Idk, let’s feel it out here a bit. Next turn probably Brogre + Dog


Wisp is patrolling

Ahh hmmm. Okay then, kill that, you rs draw 1 then tech XD or take 1g if you meant to scav, sall good either way

1 Like

P1T2


Tech StartingHand Workers

TECH
Giant Panda
Giant Panda


STARTING HAND
Merfolk Prospector
Playful Panda
Ironbark Treant
Young Treant
Rampant Growth
Forest’s Favor


WORKERS
Spore Shambler
Forest’s Favor


NextHand

Rampant Growth
Verdant Tree
Giant Panda
Tiger Cub
Giant Panda


Tech 2 card(s)
Get Paid - ($5)
Worker
Ironbark Treant - ($2)
Merfolk Prospector - ($1)
Tech I - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (2/2AAA)
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Argg (1/3)
  • :pschip: Technician: Merfolk Prospector (1/1)
  • :target: Lookout:

In Play:

  • Rich Earth

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Balance Trial - Game 3 Player 2, Turn 2

P1 [Green]http://codexcarddb.com/color/green) vs P2 Red

Starting Hand

Careless Musketeer
Bloodburn
Bloodrage Ogre
Nautical Dog
Pillage

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Gunpoint Taxman, Kidnapping


Main:

  • Bloodrage Ogre (4)
  • Nautical Dog (3)
  • Worker (2)
  • Tech 1 (1)
Workers

Bloodburn, Bombaster

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/2)
  • Drakk (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Gunpoint Taxman
Scorch
Careless Musketeer
Charge

End of Turn Discard
My Thoughts

Hmm I guess I can’t really punish that just yet and I’m open to get put down by buffs (or double buffs if I SQL dog), but I think that’s okay; I have haste, I have Zane, I’ll grab a Kidnapping and GPT


P1T3


Tech StartingHand Workers

TECH
Galina Glimmer
Spirit of the Panda


STARTING HAND
Tiger Cub
Verdant Tree
Giant Panda
Rampant Growth
Giant Panda


WORKERS
Spore Shambler
Forest’s Favor
Verdant Tree


NextHand

Merfolk Prospector
Rampant Growth
Playful Panda
Young Treant


Tech 2 card(s)
Get Paid - ($6)
Worker
Rampant Growth Argg kills Ogre - ($4)
Merfolk Prospector trades with Dog
Ironbark Treant kills Drakk, Argg to L3
Giant Panda and Wisp - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Rich Earth
  • L3 Argg (1/4)
  • Ironbark Treant (3/1), 1 dmg
  • Giant Panda (3/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

Balance Trial - Game 3 Player 2, Turn 3

P1 [Green]http://codexcarddb.com/color/green) vs P2 Red

Starting Hand

Gunpoint Taxman
Scorch
Careless Musketeer
Charge

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Bloodlust, Molting Firebird
Gunpoint Taxman, Kidnapping


Main:

  • Gunpoint Taxman (6)
  • Worker (5)
  • Tech 2 Fire (1)
Workers

Careless Musketeer, Bloodburn, Bombaster

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 2 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Gunpoint Taxman (3/3)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Kidnapping
Mad Man
Scorch
Bloodlust
Bloodrage Ogre

End of Turn Discard
My Thoughts

We’ll see what this leads to!


P1T4


Tech StartingHand Workers

TECH
Stampede
Stampede


STARTING HAND
Playful Panda
Young Treant
Rampant Growth
Merfolk Prospector
Spirit of the Panda


WORKERS
Spore Shambler
Forest’s Favor
Verdant Tree
Merfolk Prospector


NextHand

Rampant Growth
Tiger Cub
Giant Panda
Galina Glimmer


Tech 2 card(s)
Get Paid + float - ($8)
Young Treant, draw 1 - ($6)
Argg buffs Giant Panda and Panda kills Taxman
Spirit of the Panda Treant - ($2)
Treant destroys Tech II - ($3)
Worker
Max Argg and Water Elemental - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Water Elemental (3/3)
  • :pschip: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Rich Earth
  • L5 Argg (1/5)
  • Ironbark Treant (5/3), Spirit of the Panda, 1 dmg
  • Giant Panda (3/2), 2 dmg

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

Do note, your base is on 19 from the previous drakk kill

Balance Trial - Game 3 Player 2, Turn 4

P1 [Green]http://codexcarddb.com/color/green) vs P2 Red

Starting Hand

Kidnapping
Mad Man
Scorch
Bloodlust
Bloodrage Ogre

Events of Turn:


Upkeep:

  • Get Gold (8+1float+1scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Ember Sparks, Hotter Fire
Bloodlust, Molting Firebird
Gunpoint Taxman, Kidnapping


Main:

  • Drakk (8)
  • Bloodrage Ogre (6)
  • Bloodlust Drakk and Arg (4)
  • Drakk and Rambaster kill YT
  • Kidnapping, I’ll take that Panda-riffic Ironbark tyvm (0)
  • Ironbark trades with WE, you get 1g, Ironbark and SotP to your discard, I get a gold for attacking; Panda Power! (1)
  • Mad Man, kill wisp, you draw 1 (0)
Workers

Careless Musketeer, Bloodburn, Bombaster

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 2 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bloodrage Ogre (3/2)
  • :target: Lookout:

In Play:

  • Drakk (1/2 lvl 1)
  • Mad Man (1/1)
  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Nautical Dog
Molting Firebird
Charge

End of Turn Discard
My Thoughts

Nice, he does take the bait on the tech2, and I drew lust not firebird. I get a big swing here, nearly clear the board, stay relatively safe, and I have a Charge + Firebird lineup coming XD Teching Hotter Fire and Ember Sparks, probably will go desperation and another ember sparks or maybe fire dart to keep things cheap


What is your thought on the question I posted on the balance change thread regarding Drill Sergeant?

P1T5


Tech StartingHand Workers

TECH
Moment’s Peace
Moment’s Peace


STARTING HAND
Giant Panda
Galina Glimmer
Tiger Cub
Rampant Growth
Stampede


WORKERS
Spore Shambler
Forest’s Favor
Verdant Tree
Merfolk Prospector


NextHand

Playful Panda
Spirit of the Panda
Stampede


Tech 2 card(s)
Get Paid + float + scav + tech - ($10)
Giant Panda - ($7)
Rampant Growth Argg kills Orge - ($5)
Tiger Cub - ($3)
Galina Glimmer - ($2)
Giant Panda kills Drakk
Heroes’ Hall - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Galina Glimmer (2/2)
  • :pschip: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Rich Earth
  • L5 Argg (1/3), 2 dmg
  • Giant Panda (3/1), 3 dmg
  • Giant Panda (3/4)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Edit: base 18

What do you mean? I think it means it doesn’t target, and I don’t think that’s particularly problematic; it doesn’t really affect a lot outside of like TD and illusions. Makes mono blue kinda better but also kinda not since it’s a nerf to DS overall

Balance Trial - Game 3 Player 2, Turn 5

P1 [Green]http://codexcarddb.com/color/green) vs P2 Red

Starting Hand

Nautical Dog
Molting Firebird
Charge
Pillage

Events of Turn:


Upkeep:

  • Get Gold (8)
  • draw 1 techn
  • Tech 2 cards in (except turn 1)
All Teched Cards

Hotter Fire, Ember Sparks
Ember Sparks, Hotter Fire
Bloodlust, Molting Firebird
Gunpoint Taxman, Kidnapping


Main:

  • Zane (6)
  • Molting Firebird (2)
  • Charge firebird (0)
  • Firebird breaks HH, your base to 16, panda and wisp die, everything else takes 1 damage
  • Zane trades with SQL, you get 3g
  • mad man trades with scav, you get 1g
  • Rambaster hits your tech 1 to 2hp
Workers

Careless Musketeer, Bloodburn, Bombaster

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Molting Firebird (4/3)
  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Kidnapping
Ember Sparks
Mad Man
Charge

End of Turn Discard
My Thoughts

First turn from my phone in awhile! Keep breaking stuff, tech more fire


Ok, thanks

P1T6


Tech StartingHand Workers

TECH
Fairie Dragon
Fairie Dragon


STARTING HAND
Stampede
Playful Panda
Spirit of the Panda
Moment’s Peace


WORKERS
Spore Shambler
Forest’s Favor
Verdant Tree
Merfolk Prospector
Stampede


NextHand

Young Treant
Stampede
Rampant Growth


Discard

Giant Panda
Tiger Cub
Galina Glimmer
Moment’s Peace
Fairie Dragon
Fairie Dragon


Tech 2 card(s)
Get Paid + scav + tech + zane - ($12)
Worker
Playful Panda - ($10)
Spirit of the Panda Giant Panda - ($6)
Giant Panda destroys Tech II - ($7)
Heroes’ Hall - ($5)
Tech II (Balance) - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L5 Argg (1/3), 2 dmg
  • :target: Lookout:

In Play:

  • Rich Earth
  • Giant Panda (5/6), Spirit of the Panda
  • Playful Panda (2/2)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 9

Do note arg is on 2hp from firebird and giant panda is on 5 that change your patrol at all?

1 Like

Oh oops no go ahead

Mmmk cool

Balance Trial - Game 3 Player 2, Turn 6

P1 [Green]http://codexcarddb.com/color/green) vs P2 Red

Starting Hand

Kidnapping
Ember Sparks
Mad Man
Charge

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Hotter Fire, Ember Sparks
Ember Sparks, Hotter Fire
Bloodlust, Molting Firebird
Gunpoint Taxman, Kidnapping


Main:

  • Jaina + lvl 2 (5)
  • Ember Sparks, ping the tech 2 and hit each patroller (3)
  • Molting Firebird breaks tech 2, kills patrollers, Jaina to level 4 injures pandas, you draw 1, your base to 14
  • Rambaster breaks your tech1, your base to 12
  • Mad Man, trades with Playful (2)
Workers

Careless Musketeer, Bloodburn, Bombaster

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Jaina (3/3 lvl 4)
  • :target: Lookout:

In Play:

  • Molting Firebird (4/3)
  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 6

Gold:

  • Gold: 2
  • Workers: 8

End of Turn Hand

Ember Sparks
Nautical Dog
Scorch
Bloodlust

End of Turn Discard
My Thoughts

Set it up perfectly, the double tech break w/ ember sparks, bansa really should have killed this rambaster already


P1T7


Tech StartingHand Workers

TECH
Dinosize
Dinosize


STARTING HAND
Stampede
Rampant Growth
Young Treant
Moment’s Peace


WORKERS
Spore Shambler
Forest’s Favor
Verdant Tree
Merfolk Prospector
Stampede
Stampede


NextHand

Moment’s Peace
Playful Panda
Rampant Growth


Tech 2 card(s)
Get Paid + float + healing - ($10)
Rebuild Tech I
Midori - ($8)
Calamandra - ($6)
Giant Panda kills Jaina, Cala to L3 - ($7)
Young Treant, draw 1 - ($5)
Ironbark Treant - ($2)
Moment’s Peace - ($0)
Worker

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Cala (3/4A), units resist 1
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • Giant Panda (5/2), Spirit of the Panda, 4 dmg
  • Ironbark Treant (3/2)
  • Young Treant (0/2)
  • L1 Midori (2/3)

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Your Giant Panda:
Took one damage on my P2T5, bringing it to 3hp
Up to 5 from SotP on your T6
Down to 4 from my T6 attack
Healed up to 5 start your t7
Took 3 from Jaina

So now should be 2hp, not 3, correct?

1 Like

Yes! you are correct, edited