GLHF!
P1T1
StartingHand Workers
STARTING HAND
Bloodburn
Charge
Scorch
Mad Man
Nautical Dog
WORKERS
Bloodburn
NextHand
Makeshift Rambaster
Pillage
Bombaster
Bloodrage Ogre
Careless Musketeer
Discard
Charge
Scorch
Mad Man
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon the Nautical Dog, the Nautical Dog! - ($2)
Summon Zane, he bops your base for 2 (to 18) - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Nautical Dog (frenzy) 1/1
- Captain Zane (haste) 2/2
Buildings:
-
Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
Thoughts
Okay, purple/peace I know. I suspect Balance is there to stall via Moment’s Peace and to provide board control with Faerie dragon
My goal is to apply so much pressure that CN has to tech in defensive options over building to the combo or Future endgame
Purple has the following anti aggro: plasmodium + rune removal, Mox, fargo. I use Zane and naughty dog to deal with patrol zone mox. Maxing Zane next turn plus naughty dog deals with fargo, or Zane attack into fargo and play another card
Nice thing is, starter purple has no 1 damage ping, so my attackers are safe without SQL armor
2 Likes
thanks for setting this up. ill try and turn these around quickly so we can catch up to everyone else.
"P2T1
StartingHand Workers
STARTING HAND
Neo Plexus
Tinkerer
Battle Suits
Fading Argonaut
Time Spiral
WORKERS
Tinkerer
NextHand
Nullcraft
Temporal Research
Forgotten Fighter
Hardened Mox
Discard
Neo Plexus
Time Spiral
Tech 0 card(s)
Get Paid - ($5)
base to 18
Worker - ($4)
fargo - ($2)
battle suits - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Fargo (3/3+A)***
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 18
Economy Info:
Cards:
Gold:
Thoughts
Okay, on the matchup, obviously i will lose a tech 3 race, and also dont like crashbarrows running me over. him emptying his hand to break my garrisons is worse for me than it is for him. playing against red is all about making them trade expensively i guess, so we’ll go with that to start.
fargo and suits sounds good to me, he might trade zane, but im fine with that, no need for a hero at this point. then i can bring in mox, and double boot camp. i wont rush garrisons unless if it’s a free opportunity. not even sure if i’ll go garrisons yet since he has detonate. although, all you need with garrisons is one big turn…soo, maybe i will. who knows.
working all the time rune cards.
"
1 Like
"P1T2
Tech StartingHand Workers
TECH
Fire Dart
Fire Dart
STARTING HAND
Bombaster
Bloodrage Ogre
Pillage
Careless Musketeer
Makeshift Rambaster
WORKERS
Bloodburn
Bloodrage Ogre
NextHand
Pillage
Scorch
Charge
Bombaster
Nautical Dog
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Naughty Dog and Zane trade with the Fading Argonaut
Summon Makeshift Rambaster - ($2)
Bonk your base down to 15
Summon Jaina - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Jaina Stormborne L1 (sparkshot) 2/3+a
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Makeshift Rambaster (haste, can’t patrol) 1/2
Buildings:
-
Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Thoughts
Tech thoughts: I’m closing this game out with Fire burn. For now, I need to build damage and protect my units from Nullcraft, so Gunpoint Taxman. Fire Dart to cheaply kill anything but Fargo and Plasmodium
Hey, look who forgot about sql armor! I can still deal with fargo, via a few lines of play:
• max Zane and trade doggo and hit base to 14, skip worker
• Trade max Zane into scavenger fargo (1 health remaining, vulnerable to nullcraft which IS a 1 damage ping, oops to my last notes) and hit base to 16, Pillage their scavenger gold, base to 15, worker
• trade Zane into fargo, finish with doggo, spend 4 gold on bloodrage (which trades with anything else) + drakk or rambaster base to 15 + tech1, worker
2 and 3 are reasonable. Vs nullcraft, 2 loses hard, leaving me with a 2/1 on offense. It also doesn’t let me build tech 1… So it’s a worse version of 3.
With that plan, I think I switch to double flame dart to keep giving rambaster targets
"P2T2
Tech StartingHand Workers
TECH
bootcamp
bootcamp
STARTING HAND
Nullcraft
Hardened Mox
Temporal Research
Forgotten Fighter
WORKERS
Tinkerer
Temporal Research
NextHand
Nullcraft
Neo Plexus
Fargo (3/3+A)***
Plasmodium
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Vir - ($3)
hardened mox - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Mox (2/1+A)
-
Elite: Vir, lvl 1 (3/3)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 15
Economy Info:
Cards:
Gold:
Thoughts
game plan is just to be patient, have efficient trades, which last turn definitely was. however, i wasnt expecting jaina. i think oni might be better than mox for now
jaina coming out, plus the possibility of lobbers, means maybe jaina, lobber, lobber, rambaster next turn, and all i have is a hero, and mox. i think im going to be taking this on the chin for now, and losing lots of base health. that means that i should be expecting some fire coming in for direct damage, maybe jaina spells (makes sense with her being out there), or maybe tech 2 blood to suicide into my base.
i think that ill need to just wall up with Vir for now, and hope that he runs jaina/lobbs into him, that way i can bring oni next turn.
"
1 Like
P1T3
Tech StartingHand Workers
TECH
Crash Bomber
Desperation
STARTING HAND
Pillage
Scorch
Bombaster
Nautical Dog
Charge
WORKERS
Bloodburn
Bloodrage Ogre
Bombaster
NextHand
Mad Man
Fire Dart
Careless Musketeer
Fire Dart
Discard
Scorch
Charge
Pillage
Crash Bomber
Desperation
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Jaina deactivates Hardened Mox, taking 2 damage and sparking Vir for 1
Cast Scorch on Vir, killing him (Jaina to L3) - ($2)
Rambaster bops your base to 12
Summon the Nautical Dog, the Nautical Dog! - ($1)
Level Jaina to 4, midbanding her and healing - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Nautical Dog (frenzy) 1/1+a
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Makeshift Rambaster (haste, can’t patrol) 1/2
- Jaina Stormborne L4 (sparkshot) 3/3
Buildings:
-
Base HP: 20
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 5
Gold:
- Gold: 0
- Workers: 7
Thoughts
Lucky draw of scorch here! That lets me clean up the patrol zone with scorch on Vir, then trade into mox with Jaina and almost level up from sparking Vir. I get a L3 Jaina if I dump in 1 money. Probably worth to set up a strong patrol zone and not lose Jaina to Mox
Tech notes: Taxman might be too slow by now. Lobber lets me accelerate the pace of the game (since enemy base is at 12 going into next turn, Lobber represents a base at 11, or 10 if 2x; combine with Jaina tapping at max for 3, potentially 7 life, which 2x Fire Dart mostly accounts for) while Firebat deals more damage over time. Eventually, Doubleshot Archer with Charge helps me finish, threatening 6 damage to base. Crash Bomber can’t do sustained damage like Lobber, but can help me take tempo better.
I’m going to slot in a Desperation, just to dig through my deck if I need a final burst of damage from Scorch or something. I’m thinking of Tech I + Heroes’ Hall next turn, to let me pull out Drakk + Jaina and burn the whole place down from Tech I.
1 Like
weird game. definitely going to running thin here.
"P2T3
Tech StartingHand Workers
TECH
Overeager Cadet
Overeager Cadet
STARTING HAND
Plasmodium
Nullcraft
Neo Plexus
Fargo (3/3+A)***
WORKERS
W1 - Tinkerer
W2 - Temporal Research
W3 - Plasmodium
NextHand
bootcamp
Time Spiral
Forgotten Fighter
Discard
Nullcraft
Overeager Cadet
Overeager Cadet
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
fargo - ($4)
expensive tech 1 - ($2)
Neo - ($0)
mox kills dog
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Neo (3/2+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Fargo (3/3)***
In Play:
Buildings:
-
Base HP: 12
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
well frick, darn sparkshot, i always forget that. going to play neo instead of midori/oni playing her in tech to even the cards.
no reshuffle for him, so expecting the lobbers next turn. going to take another hit to my base.
"
1 Like
"P1T4
Tech StartingHand Workers
TECH
Burning Volley
Burning Volley
STARTING HAND
Mad Man
Fire Dart
Careless Musketeer
Fire Dart
WORKERS
Bloodburn
Bloodrage Ogre
Bombaster
Mad Man
NextHand
Burning Volley
Crash Bomber
Fire Dart
Charge
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Maxband Jaina - ($3)
Exhaust Jaina and pay (1) to deal 3 damage to your Fargo, killing it - ($2)
Cast Fire Dart on Neo Plexus, killing it - ($0)
Rambaster boops your base for 3, down to 9
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Makeshift Rambaster (haste, can’t patrol) 1/2
- Jaina Stormborne L7 MAX (sparkshot) 4/3
Buildings:
-
Base HP: 20
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
Getting real close to being able to close out the game! Teching Jaina’s ultimate so I can have strong odds of threatening Jaina + ult for 8 damage onto base, which locks in a win with Drakk.
Maxbanding Jaina was the big impetus here, as well as not wanting to go down in hand size. It’s a good investment, although it probably isn’t too hard to handle a 3-health Jaina. If CN can’t handle Jaina, I win this turn, with what I drew (exhaust Jaina + 5 base damage from Volley + Charge onto the Crash Bomber for the final point of damage)
1 Like
"P2T4
Tech StartingHand Workers
TECH
elite training
elite training
STARTING HAND
bootcamp
Forgotten Fighter
Time Spiral
Overeager Cadet
WORKERS
W1 - Tinkerer
W2 - Temporal Research
W3 - Plasmodium
W4 - Time Spiral
NextHand
elite training
elite training
Neo (3/2+A)
Discard
bootcamp
Forgotten Fighter
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Oni - ($5)
mox hits jaina for 2
bootcamp mox, draw - ($4)
bootcamp mox, reshuffle, draw - ($3)
overeager cadet
Float ($3)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: OEC (3/2+A)
-
Elite:
-
Scavenger:
-
Technician: Oni, lvl 1 (2/3)
-
Lookout:
In Play:
- Battle Suits
- Mox (4/3) ++
Buildings:
-
Base HP: 9
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
well, i fell for it. nicely played on their part. suits was was too slow to stop his cycle.
"
1 Like
P1T5
StartingHand Workers
STARTING HAND
Charge
Burning Volley
Crash Bomber
Fire Dart
WORKERS
Bloodburn
Bloodrage Ogre
Bombaster
Mad Man
NextHand
Desperation
Burning Volley
Careless Musketeer
Pillage
Discard
Burning Volley
Fire Dart
Charge
Crash Bomber
Tech 0 card(s)
Get Paid - ($8)
Exhaust Jaina to deal 3 to your base (now 6)
Cast Ultimate: Burning Volley to deal 5 to your base (now 1) - ($5)
Cast Fire Dart to deal 2 to your base (now -1), gg! - ($3)
Float ($3)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Makeshift Rambaster (haste, can’t patrol) 1/2
- Jaina Stormborne L7 MAX (sparkshot) 4/3
Buildings:
-
Base HP: 20
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 4
Gold:
- Gold: 3
- Workers: 8
Gg! Lemme know if you want any postmortem.
1 Like
nah man, i know. suits was way too slow a response to zane and dog. i banked on the 2 for 1 trade value getting me more than it did. and obviously, putting vir in elite to scorch was the turning point, cause i had no swing response from then on. nicely played on your part. base rush is awesome.
2 Likes
i honestly wasnt expecting the fire dart of all things. i dont think ive ever seen that card teched, ever. goes to show codex has lots of options.
1 Like
Yeah, I knew I had to keep pressure on you so that you didn’t get the garrison engine going, or Future tech 2. Fire Dart was my way of making sure Rambaster got clean shots on base. Early on, around t2, I did the math and realized I could probably get you to 0 before you overwhelmed me, ergo direct damage.
I also realized after submitting t4 that you could kill Jaina with nullcraft ping. At which point I got super nervous…
1 Like
right. nicely done man. mono red is always a scary beast. good luck the rest of the tourney. if you’re looking to kill time, im down to run it back before the next round starts for kicks. no worries if not.
1 Like
That could be fun! I’m game for that.
What I found really interesting was the way you approached the game vs the way I started out thinking. Pivoting to Jaina came out of left field for you, while I never considered gunning to tech 3.
@zhavier
CarpeGuitarrem wins over codexnewb
1 Like
well, this was a very weird opening hand. lets see how it goes.
"P1T1
StartingHand Workers
STARTING HAND
Battle Suits
Nullcraft
Plasmodium
Temporal Research
Time Spiral
WORKERS
Time Spiral
NextHand
Neo Plexus
Forgotten Fighter
Fading Argonaut
Tinkerer
Hardened Mox
Discard
Temporal Research
Nullcraft
Battle Suits
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
plasmodium - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
1 Like
This was one of my favorite games to spectate ever, never seen such a fast straight face kill
Awesome use of Rambaster and Jaina to just completely burn the base down
GG WP both of you!
6 Likes
Casual runback game!
"P2T1
StartingHand Workers
STARTING HAND
Careless Musketeer
Scorch
Pillage
Bombaster
Nautical Dog
WORKERS
Pillage
NextHand
Bloodrage Ogre
Bloodburn
Makeshift Rambaster
Mad Man
Charge
Discard
Scorch
Careless Musketeer
Bombaster
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Drakk - ($2)
Summon the Nautical Dog, the Nautical Dog! - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Nautical Dog 1/1+a
-
Elite: Drakk Ramhorn L1 2/3
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
-
Buildings:
-
Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 6
Thoughts
Plasmodium comes down in two turns at the earliest. That’s a distressingly scary board swing, and I need to be able to answer a 4/4. Probably set up a tower next turn. As player 2, I don’t need to become beatdown unless cn rushes to peace.
Doggo plus hero lets me put out 4 damage against a unit, unless that’s Drakk. I need 4 damage for fargo (3 gold trade for 2 gold) but maybe I can survive fargo + plas. Drakk lets me hang on to Jaina if I want to use removal, or Zane if I need haste
Defensive Fire Dart may be necessary, as cheap removal. Kidnapping when I’m at t2 deals with mox. No sign of mox yet, and I’m more worried about beatdown these next two turns
My best plan is probably to use Anarchy to swing in the midgame with steam tanks while stuff is getting forecasted.
Kidnapping, Charge, steam tanks, calypso, lizzo, bombaster, scorch as a goal for the deck. Possible detonate tech
"P1T2
Tech StartingHand Workers
TECH
brave knight
brave knight
STARTING HAND
Fading Argonaut
Neo Plexus
Forgotten Fighter
Hardened Mox
Tinkerer
WORKERS
Time Spiral
Tinkerer
NextHand
Temporal Research
Neo Plexus
brave knight
brave knight
Battle Suits
Tech 2 card(s)
Get Paid + float - ($6)
plasmo to 2 runes
Worker - ($5)
fargo - ($3)
tech 1 - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Fargo (2/3+A)***
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
red doesnt have a lot of flying blocking, so void stars it is. cadets and BK to block
"