Game 3, Player 1, Turn 4
P1 White vs P2 Black w/ 1g Deteriorate
Starting Hand
Grappling Hook
Fox Primus
Sensei's Advice
Rambasa Twin
Training Grounds
Smoker (returned)
Events of Turn:
Upkeep:
Get Gold (7)
Tech 2 cards in (except for turn 1)
All Teched Cards
Young Lightning Dragon, Mind-Parry Monk
Training Grounds x2
Reversal, Rambasa Twins
Main:
Hook Jav to lookout, Grave kills him and takes 1
Smoker (6)
Worker (5)
Tech 2 Discipline (1)
Workers
Fox Primus, Aged Sensei, Safe Attacking, Fox Viper
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 DISCIPLINE
In Patrol:
Squad Leader:
Elite:
Scavenger: Grave (3/3 lvl 7)
Technician: Smoker (1/1)
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Reversal
Snapback
Morningstar Flagbearer
Savior Monk
Training Grounds
End of Turn Discard
Mind-Parry Monk
Young Lightning Dragon
Grappling Hook
Training Grounds
Rambasa Twin
Sensei's Advice
My Thoughts
He had the deteriorate, aw shucks. Okay then, just replay Smoker, probably he goes Plague Lab but we can manage that. Training Grounds should help provide enough value to work through it, grabbing MPM to help further along with YLD.
zhavier
November 21, 2018, 9:46pm
43
P2T4
Tech StartingHand Workers
TECH
Abomination
Abomination
STARTING HAND
Bone Collector
Bone Collector
Summon Skeletons
Skeletal Archery
WORKERS
Graveyard
Jandra, the Negator
Pestering Haunt
Summon Skeletons
NextHand
Skeleton Javelineer
Poisonblade Rogue
Skeletal Archery
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Bone Collector - ($6)
Bone Collector - ($4)
Vandy - ($2)
Float ($2)
Discard 1, draw 1, reshuffle, draw 2
Board Info:
In Patrol:
Squad Leader :
Elite :
Scavenger : Bone Collector 3/3
Technician : Bone Collector 3/3
Lookout :
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Disease)
Economy Info:
Cards:
Gold:
Game 3, Player 1, Turn 5
P1 White vs P2 Black w/ 1g Deteriorate
Starting Hand
Reversal
Snapback
Morningstar Flagbearer
Savior Monk
Training Grounds
Events of Turn:
Upkeep:
Get Gold (8+1float)
Tech 2 cards in (except for turn 1)
All Teched Cards
Speed of the Fox, Mind-Parry Monk
Young Lightning Dragon, Mind-Parry Monk
Training Grounds x2
Reversal, Rambasa Twins
Main:
Rook (7)
Training Grounds (6)
Reversal scav, you get a gold (3)
Grave hucks his sword at techn, you draw 1
Hero’s Hall (1)
Worker (0)
Workers
Morningstar Flagbearer, Fox Primus, Aged Sensei, Safe Attacking, Fox Viper
Patrol as below
Discard 2 rs Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 DISCIPLINE
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Rook (3/4+1armor lvl 1)
Elite:
Scavenger:
Technician: Smoker (1/1)
Lookout:
In Play:
Grave (4/3 lvl 7 no sword)
Training Grounds (4hp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Young Lightning Dragon
Reversal
Training Grounds
Mind-Parry Monk
End of Turn Discard
My Thoughts
Sickness does present a bit of an issue for me, but hopefully mind-parry monk can take care of that problem for me. We’ll see what he has planned!
zhavier
November 22, 2018, 2:09am
45
P2T5
Tech StartingHand Workers
TECH
Nether Drain
Cursed Ghoul
STARTING HAND
Poisonblade Rogue
Skeleton Javelineer
Skeletal Archery
Cursed Crow
WORKERS
Graveyard
Jandra, the Negator
Pestering Haunt
Summon Skeletons
Skeleton Javelineer
NextHand
Thieving Imp
Sacrifice the Weak
Plague Lab
Deteriorate
Discard
Bone Collector
Bone Collector
Nether Drain
Skeletal Archery
Poisonblade Rogue
Tech 2 card(s)
Get Paid + float + Scav - ($12)
Worker - ($11)
Cursed Crow - ($8)
Maxband Garth, Fetch Cursed Ghoul, bouncing smoker to hand - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader : Cursed Ghoul 4/5+A
Elite :
Scavenger : Vandy 2/3, lvl 1
Technician : Garth 3/4, lvl 7
Lookout :
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Disease)
Economy Info:
Cards:
Gold:
Game 3, Player 1, Turn 6
P1 White vs P2 Black w/ 1g Deteriorate
Starting Hand
Young Lightning Dragon
Reversal
Training Grounds
Mind-Parry Monk
Events of Turn:
Upkeep:
Get Gold (9)
Tech 2 cards in (except for turn 1)
All Teched Cards
Fox’s Den Students, Earthquake
Speed of the Fox, Mind-Parry Monk
Young Lightning Dragon, Mind-Parry Monk
Training Grounds x2
Reversal, Rambasa Twins
Main:
Training Grounds (8)
Tap training grounds to maxband Rook, kill Ghoul, take 4
Mind-Parry Monk (3)
Grave kills Vandy, takes 2, you get a gold
Young Lightning Dragon (0)
Workers
Morningstar Flagbearer, Fox Primus, Aged Sensei, Safe Attacking, Fox Viper
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 DISCIPLINE
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Young Lightning Dragon (3/3+1armor)
Elite:
Scavenger:
Technician: Grave (5/1 lvl 7, -1/1)
Lookout:
In Play:
Rook (6/2 lvl 8 two lives)
Mind-Parry Monk (5/4)
Training Grounds (4hp)
Training Grounds (4hp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Speed of the Fox
Sensei's Advice
Savior Monk
Grappling Hook
End of Turn Discard
My Thoughts
Hoping there is no plague lab, cuz then I’m in really great shape!
zhavier
November 22, 2018, 3:11am
47
P2T6
Tech StartingHand Workers
TECH
Plague Lab
Gorgon
STARTING HAND
Deteriorate
Plague Lab
Sacrifice the Weak
Thieving Imp
WORKERS
Graveyard
Jandra, the Negator
Pestering Haunt
Summon Skeletons
Skeleton Javelineer
NextHand
Abomination
Abomination
Plague Lab
Tech 2 card(s)
Get Paid + Scav - ($11)
Plague Lab, Mind Parry and Dragon get -1 runes - ($8)
Crow kills SQL
Make a skeleton - ($7)
Sac the weak, kills Mind Parry and skeleton - ($5)
Thieving Imp, discard 1 of 4 - ($2)
Orpal - ($0)
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader : Thiving Imp 2/2+A
Elite :
Scavenger : Garth 3/4
Technician : Orpal 1/3, lvl 1
Lookout :
In Play:
Plague Lab 4
Cursed Crow 3/1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Disease)
Economy Info:
Cards:
Gold:
Game 3, Player 1, Turn 7
P1 White vs P2 Black w/ 1g Deteriorate
Starting Hand
Speed of the Fox
Sensei's Advice
Savior Monk
Grappling Hook
Events of Turn:
Upkeep:
Get Gold (9)
Tech 2 cards in (except for turn 1)
All Teched Cards
Jade Fox, Den’s Headmistress, Glorious Ninja
Fox’s Den Students, Earthquake
Speed of the Fox, Mind-Parry Monk
Young Lightning Dragon, Mind-Parry Monk
Training Grounds x2
Reversal, Rambasa Twins
Main:
Rook kills Imp, crumbles
Grave kills Garth, you get a gold, Orpal to level 3
Setsuki, instamax by TG (7)
Worker (6)
Tech 3 (1)
Tech Lab Ninjutsu (0)
Workers
Grappling Hook, Morningstar Flagbearer, Fox Primus, Aged Sensei, Safe Attacking, Fox Viper
Patrol as below
Discard 2 Draw 3 rs Draw 1
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 DISCIPLINE
Tech Lab HP: 4 NINJUTSU
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Setsuki (5/4 lvl 6)
Rook (6/6 lvl 8 crumbled)
Training Grounds (4hp)
Training Grounds (4hp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Mind-Parry Monk
Snapback
Rambasa Twin
Mind-Parry Monk
End of Turn Discard
My Thoughts
Blah. Don’t give him cards and let’s see what he decides to kill between the tech 3, tech lab, and Sets (I’m guessing he’s killing Sets)
zhavier:
Maxband Vandy, doom Crow
Vandy can’t doom tech 2 units, (un)fortunately.
2 Likes
Dreamfire:
(un)fortunately.
I appreciate the added emphasis lmk what changed Zhav
zhavier
November 23, 2018, 2:27am
52
Haha, oh well… That will require some thought.
zhavier
November 23, 2018, 5:32pm
53
P2T7
StartingHand Workers
STARTING HAND
Abomination
Abomination
Plague Lab
WORKERS
Graveyard
Jandra, the Negator
Pestering Haunt
Summon Skeletons
Skeleton Javelineer
NextHand
Nether Drain
Bone Collector
Bone Collector
Cursed Ghoul
Discard
Thieving Imp
Cursed Crow
Abomination
Plague Lab
Tech 0 card(s)
Get Paid + Scav - ($11)
Vandy - ($9)
Crow and Orpal kill Setsuki, paying 2, vandy to lvl 3 - ($7)
Abomination, crow dies - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader : Abomination 6/6+A
Elite :
Scavenger :
Technician : Vandy 3/4, lvl 3
Lookout :
In Play:
Plague Lab 4
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Disease)
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Game 3, Player 1, Turn 8
P1 White vs P2 Black w/ 1g Deteriorate
Starting Hand
Mind-Parry Monk
Snapback
Rambasa Twin
Mind-Parry Monk
Events of Turn:
Upkeep:
All Teched Cards
Jade Fox, Den’s Headmistress, Glorious Ninja
Fox’s Den Students, Earthquake
Speed of the Fox, Mind-Parry Monk
Young Lightning Dragon, Mind-Parry Monk
Training Grounds x2
Reversal, Rambasa Twins
Main:
Snapback, swap Vandy out for Garth (6)
Mind-Parry Monk (1)
Rook walks past the Abom and kills Garth, levels fizzle
Workers
Grappling Hook, Morningstar Flagbearer, Fox Primus, Aged Sensei, Safe Attacking, Fox Viper
Patrol as below
Discard 2 Draw 3 rs Draw 1
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 DISCIPLINE
Tech3 HP: 5
Tech Lab HP: 4 NINJUTSU
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Mind-Parry Monk (4/3)
Lookout:
In Play:
Rook (6/5 lvl 8 crumbled)
Training Grounds (4hp)
Training Grounds (4hp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Speed of the Fox
Earthquake
Jade Fox, Den's Headmistress
Young Lightning Dragon
End of Turn Discard
My Thoughts
As expected. That’s fine though, I’ve locked him off heroes for a turn. Next turn we can bring the whole hero squad out, and we’ll see how he’s able to cope with that. Maybe even get lucky and get an Earthquake or SotF.
…
Nice!?? I drew the whole load, probably would have been good to space those out at least a touch, but no matter, we’ll work with what we got
zhavier
November 23, 2018, 11:28pm
55
I’ll scoop on that, i shoulda been in lookout for snapback, but that wouldn’t really have helped.
I’ll post my turn 1 shortly.
1 Like
zhavier
November 24, 2018, 12:05am
56
"P1T1
StartingHand Workers
STARTING HAND
Sacrifice the Weak
Skeleton Javelineer
Skeletal Archery
Poisonblade Rogue
Deteriorate
WORKERS
Deteriorate
NextHand
Pestering Haunt
Graveyard
Jandra, the Negator
Summon Skeletons
Thieving Imp
Discard
Skeletal Archery
Poisonblade Rogue
Sacrifice the Weak
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Skeleton Javelineer - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader :
Elite :
Scavenger :
Technician :
Lookout : Vandy 2/3
In Play:
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
1 Like
zhavier:
Lookout: Vandy 2/3
It’s hard to feel sorry for Vandy, but losing to Snapback may be the most salinating experience in codex. I think it gets my vote for most obnoxious single card outside of gunships.
Oh and great series so far guys, loving following it. Keep up the good work!
1 Like
Thanks @thehug0naut I only really feel bad about Snapback when you kill the snapped-in hero and completely lock the opponent off spells. It definitely feels awful to have even starter deck spells dead in hand.
Lucky me you didn’t also have Haunt for this opening, gl hf @zhavier !
Game 4, Player 2, Turn 1
P2 White vs P1 Black w/ 1g Deteriorate
Starting Hand
Aged Sensei
Morningstar Flagbearer
Snapback
Fox Viper
Smoker
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in (except for turn 1)
All Teched Cards
Main:
Rook (3)
Smoker (2)
Aged Sensei (1)
Worker (0)
Workers
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Rook (2/4+1armor lvl 1)
Elite:
Scavenger:
Technician: Aged Sensei (1/1)
Lookout: Smoker (1/1)
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Grappling Hook
Savior Monk
Safe Attacking
Fox Primus
End of Turn Discard
My Thoughts
Rook is Vandy’s Kryptonite, this should pay well (especially considering I’m drawing into combat spells!)
zhavier
November 24, 2018, 6:44pm
59
P1T2
Tech StartingHand Workers
TECH
Shadow Blade
Hooded Executioner
STARTING HAND
Graveyard
Jandra, the Negator
Pestering Haunt
Thieving Imp
Summon Skeletons
WORKERS
Deteriorate
Pestering Haunt
NextHand
Graveyard
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Thieving Imp, hits 1 fo 4 - ($1)
Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader : Skeleton Javelineer 1/1+A
Elite :
Scavenger :
Technician : Thieving Imp 2/2
Lookout :
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
Game 4, Player 2, Turn 2
P2 White vs P1 Black w/ 1g Deteriorate
Starting Hand
Aged Sensei
Morningstar Flagbearer
Snapback
Fox Viper
Smoker
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in (except for turn 1)
All Teched Cards
Inverse Power Ninja, Entangling Vines
Main:
Safe Attacking (5)
Smoker and Sensei safely kill Jav
Midband Rook, kill Vandy, Rook to level 7 (1)
Worker (0)
Workers
Patrol as below
Discard 1 Draw 1 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Safe Attacking
Smoker (1/1)
Aged Sensei (1/1)
Rook (3/3 lvl 7))
Economy Info:
Cards:
Gold:
End of Turn Hand
Sensei's Advice
Grappling Hook
Snapback
End of Turn Discard
My Thoughts
Even with the grappling hook discard (ugh) taking the kill still makes sense I think. Pray he didn’t tech Sickness
zhavier
November 25, 2018, 2:34am
61
P1T3
Tech StartingHand Workers
TECH
Nether Drain
Carrion Curse
STARTING HAND
Sacrifice the Weak
Poisonblade Rogue
Jandra, the Negator
Skeletal Archery
Graveyard
WORKERS
Deteriorate
Pestering Haunt
Skeletal Archery
NextHand
Hooded Executioner
Sacrifice the Weak
Nether Drain
Shadow Blade
Summon Skeletons
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Imp kills Sensei
Jandra, the Negator - ($2)
Float ($2)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
Squad Leader :
Elite :
Scavenger : Jandra, the Negator 3/3
Technician :
Lookout :
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Chances seem decent he breaks my tech 1 here, but that would leave him pretty open to counterattack
Game 4, Player 2, Turn 3
P2 White vs P1 Black w/ 1g Deteriorate
Starting Hand
Sensei's Advice
Grappling Hook
Snapback
Events of Turn:
Upkeep:
Get Gold (7)
Tech 2 cards in (except for turn 1)
All Teched Cards
Sparring Partner, Earthquake
Inverse Power Ninja, Entangling Vines
Main:
Maxband Rook (6)
Smoker trades with Imp
Tech 1 (5)
Hero’s Hall (3)
Worker (2)
Workers
Grappling Hook, Fox Primus, Fox Viper
Patrol as below
Discard 1 Draw 1 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Rook (4/6+1armor lvl 8)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Morningstar Flagbearer
Inverse Power Ninja
Entangling Vines
Savior Monk
End of Turn Discard
Aged Sensei
Earthquake
Sparring Partner
Smoker
Snapback
Sensei's Advice
My Thoughts
Safe enough! This seems a strong position for me. Grabbing SP, might be maxing Sets next turn? We shall see!