post coming shortly.
GLHF!!!
GLHF, ready when you are
here we go!
[b]P1T1[/b]STARTING HAND
Scorch
Pillage
Bloodburn
Mad Man
Bombaster
WORKERS
Bloodburn
Careless Musketeer
Makeshift Rambaster
Nautical Dog
Bloodrage Ogre
Charge
Bombaster (2/2)
Pillage
Scorch
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
rook - ($1)
mad man - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
that’s a scary codex combo there. clearly im going to need a standard gameplan against necro with this codex.
it’s nice to float gold!! been playing so many games against red that i forgot it’s even possible.
they can either go garth, sk, skj, haunt OR Imp.
so, is there an opening that gives me flexibility regarding either of these two options?
i think rook / mad man is best.
P1T1 - rook/mm, scav: mm
Option 1: Imp/Skjav
gg 5, worker 4, imp 1, sk jav 0
P1T2 - discard one, gg 5, worker 4, tech one 2, dog if possible, otherwise, float. maybe hero’s hall.
P2T2 - gg 6, worker 5, tech one 3, garth/sk | jandra | pbr - something like that.
the point is, my response to imp can simply be double vines, thunderclap/vines, etc…
Option 2: garth, sk, skj, haunt
P1T2 - gg 5, worker 4, dog 3, tech one 1, mm.dog out front.
P2T1
Jandra, the Negator
Graveyard
Skeletal Archery
Deteriorate
Sacrifice the Weak
Pretty standard opening here, with Mad Man already gone Garth should be safe. Probably looking at Imp + Haunt + Skeleton next turn.
Get paid - ($5)
Worker - ($4)
Garth Torken - ($2)
Deteriorate, Mad Man dies, you get a gold
Garth summons a Skeleton - ($1)
Discard 3, draw 5
Garth L1 1/3+1A
Skeleton 1/1
Base HP: 20
Pestering Haunt
Skeleton Javelineer
Poisonblade Rogue
Thieving Imp
Summon Skeletons
Deteriorate
Graveyard
Skeletal Archery
Sacrifice the Weak
Expected: 10
0 on board
5 in hand
0 in deck
4 in discard
1 in workers
5 x start
T1: Jandra, the Negator
TECH
Entangling Vines
Gunpoint Taxman
STARTING HAND
Charge
Careless Musketeer
Makeshift Rambaster
Bloodrage Ogre
Nautical Dog
WORKERS
Bloodburn
Careless Musketeer
Scorch
Mad Man (1/1)
Charge
Bloodrage Ogre (3/2)
Makeshift Rambaster
Tech 2 card(s)
Get Paid - ($5)
scav gold - ($6)
Worker - ($5)
tech 1 - ($3)
nautical dog - ($2)
Float ($2)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
well that’s not so bad. next turn expecting gg 6, float 7, worker 6, tech one 4, imp 1, make skeleton 0
sql: imp
scav: sk
tech, sk
backline: garth
based on previous games, i suspect double BC. but i wouldnt put it past to for early LB as well.
millino dollar question, do i kill garth and open myself to a T3 cycle with 3 hards in hand and 6 in deck?
i think a t3 garth kill is way better than a turn 2. he can just bring garth out t3 if i kill him right now.
what about a hero’s halll. gg 5, scav 6, worker 5, tech one 3, hero’s hall 1, dog 0.
rook still blocks everything. and i get to threaten zane.
BUT, honestly, i NEED tower to down these skeletons. so HH sounds good for a turn, but what do i do when there are 4 or 5 skeletons out there with archery?
HH is bad idea.
yuck, the whiff. well, looks like ti will be an interesting turn 3.
P2T2
Pestering Haunt
Skeleton Javelineer
Poisonblade Rogue
Thieving Imp
Summon Skeletons
Is it worth going for Taxmen over Collectors, in case of Birds? Maybe, but I could also just hold out for Skeletal Archery. Bone Collector’s ability is better for keeping pressure on, I think, which delays both Gunships and MoLaC.
T2: 2 x Bone Collector
Get paid + float - ($7)
Worker - ($6)
Tech I - ($4)
Thieving Imp, you discard card #5 of 5 - ($1)
Garth summons Skeleton #2 - ($0)
Pestering Haunt
Discard 2, reshuffle, draw 4
Thieving Imp 2/2+1A
Skeleton #1 1/1
Skeleton #2 1/1
Garth L1 1/3
Pestering Haunt 1/1 (unstoppable, can’t patrol or be sacrificed, attack capped at 1)
Base HP: 20
Tech I HP: 5
Deteriorate
Skeletal Archery
Bone Collector
Bone Collector
Graveyard
Sacrifice the Weak
Skeleton Javelineer
Summon Skeletons
Expected: 10 + 2 teched = 12
2 on board
4 in hand
4 in deck
0 in discard
2 in workers
Total: 12
5 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue
TECH
Blooming Ancient
Surprise Attack
STARTING HAND
Charge
Scorch
Mad Man (1/1)
Makeshift Rambaster
Bloodrage Ogre (3/2)
WORKERS
Bloodburn
Careless Musketeer
Scorch
Bombaster (2/2)
Entangling Vines
Gunpoint Taxman
Makeshift Rambaster
Mad Man (1/1)
Charge
Blooming Ancient
Surprise Attack
Tech 2 card(s)
Get Paid + float - ($8)
discard #5
Worker - ($7)
rook/mad man kill imp - ($6)
tower - ($3)
brogre - ($1)
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
whiff makes this turn easy.
tower, kill imp as efficiently as i can, force deteriorate and stw if they want to get the rook kill.
teching ancient and surprise attack to have options if rook dies.
P2T3
Deteriorate
Skeletal Archery
Bone Collector
Bone Collector
I think getting the board wipe is worth only playing one Collector, and fetching the Imp too keeps codexnewb’s hand size as small as mine. I don’t need to worry about Bird’s Nest, either.
T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
Get paid - ($7)
Worker - ($6)
Deteriorate, Nautical Dog dies, you draw
Skeletons and Pestering Haunt trade with Bloodrage Ogre
Midband Garth - ($3)
Garth kills Rook, takes 3 damage, hits level 6
Bone Collector - ($1)
Garth summons a Skeleton - ($0)
Discard 1, draw 3
Bone Collector 3/3+1A
Skeleton 1/1
Garth L6 2/1 (3 damage)
Base HP: 20
Tech I HP: 5
Graveyard
Skeleton Javelineer
Summon Skeletons
Sacrifice the Weak
Thieving Imp
Crash Barrow
Shoddy Glider
Deteriorate
Pestering Haunt
Bone Collector
Expected: 10 + 4 teched = 14
1 on board
3 in hand
1 in deck
6 in discard
3 in workers
Total: 14
5 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue
T3: Skeletal Archery
ah, unfortunately, garth can’t pull tech 0’s.
@charnel_mouse let me know when you’ve had a chance tp update.
Fixed, Garth summons a Skeleton instead.
TECH
Blooming Ancient
Surprise Attack
STARTING HAND
Bombaster (2/2)
Entangling Vines
Gunpoint Taxman
Pillage
WORKERS
Bloodburn
Careless Musketeer
Scorch
Pillage
Blooming Ancient
Surprise Attack
Nautical Dog (1/1)
Entangling Vines
Tech 2 card(s)
Get Paid + float - ($8)
tech draw
Worker - ($7)
gunpoint taxman - ($5)
tech 2 growth - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
yep, well at least the board cleared.
i can expect bc to trade, max garth, revive bc.
assuming their next turn is something like gg 8, worker 7, bc 5, tech two blood/necro 1, bc/sk->gpt, make sk, max garth, revive bc, garth hits tech 2 to 2
sql BC
tech sk
assuming the stw it’s gg 8, worker 7, stw, skeleton and taxman 5, max garth 4, summom BC, tech 2 necro/blood 0, garth/bc->tech 2, make sk
sql: bc
tech: sk
that’s honestly not that bad. better than GPT, BB, Arg, Wisp.
P2T4
Graveyard
Skeleton Javelineer
Summon Skeletons
Growth instead of Anarchy means that I can attack with Garth here, since there are no Monkeys to fear.
T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
Get paid - ($8)
Worker - ($7)
Tech II Blood - ($3)
Graveyard - ($1)
Bone Collector and Skeleton trade with Gunpoint Taxman, Skeleton arrives
Garth maxbands, Bone Collector arrives from discard - ($0)
Garth hits Tech II down to 2, takes 1 damage
Discard 1, draw 1, reshuffle, draw 2
Bone Collector 3/3+1A
Skeleton 1/1
Garth L7 3/3 (1 damage)
Graveyard HP: 3 (Bone Collector)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Sacrifice the Weak
Crashbarrow
Shoddy Glider
Thieving Imp
Crash Barrow
Shoddy Glider
Deteriorate
Pestering Haunt
Skeleton Javelineer
Expected: 10 + 6 teched = 16
2 on board
1 in Graveyard
3 in hand
6 in deck
0 in discard
4 in workers
Total: 16
5 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue
T3: Skeletal Archery
T4: Summon Skeletons
TECH
Blooming Elm
Bird’s Nest
STARTING HAND
Blooming Ancient
Entangling Vines
Nautical Dog (1/1)
Surprise Attack
WORKERS
Bloodburn
Careless Musketeer
Scorch
Pillage
Nautical Dog (1/1)
Bombaster (2/2)
Surprise Attack
Mad Man (1/1)
Blooming Ancient
Gunpoint Taxman
Entangling Vines
Surprise Attack
Blooming Elm
Bird’s Nest
Tech 2 card(s)
Get Paid + float - ($9)
worker - ($8)
blooming ancient - ($4)
arg, wisp, 2 runes - ($2)
rook, rune - ($0)
rune to wisp
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
not looking good. odds are pretty high for a tech 2 over there. ill just wall up best i can and force some trades.
P2T5
Sacrifice the Weak
Crashbarrow
Shoddy Glider
Interesting hand. Glider killing the Wisp lets me use Sacrifice the Weak on the Ancient and the Skeleton, definitely want to do that. Bone Collector trades with Argagarg, Crashbarrow kills Rook and destroys Tech II. That’s all for 6 gold, with Garth still available to attack. Options for the remaining 3 gold:
Given I don’t want to draw for a worker, and I want a Collector on patrol, I need to either replay a Collector from Graveyard, or replay Shoddy Glider to kill Argagarg. That leaves the following options:
Option 3 is tempting, but Sharks let codexnewb kill Garth while having my Graveyard collapse, Mad Man lets him also kill Zane and still worker. How much of a problem is Garth dying? The only card I need him for next turn is Deteriorate. I really need him to help recover my hand size, though. Option 1 it is, with both Skeletons patrolling just in case of Mad Man. Garth can still die to Sharks + Mad Man + Rambaster, fingers crossed I don’t see that.
Bloodlust should be fine for punching through to Ancients, if I can keep up the pressure.
T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: 2 x Bloodlust
Get paid - ($9)
Garth summons Skeleton #2 - ($8)
Shoddy Glider - ($7)
Shoddy Glider trades with Wisp, you get a gold
Sacrifice the Weak, Skeleton #2 dies, Blooming Ancient dies - ($5)
Bone Collector trades with Argagarg, levels fizzle, Skeleton #2 arrives
Bone Collector returns from Graveyard - ($3)
Crashbarrow - ($0)
Crashbarrow, trades with Rook, destroys Tech II, you draw, your base to 18
Garth hits Tech I down to 2, takes 1 damage
Skip worker!
Discard 0, draw 2
Bone Collector 3/3+1A
Skeleton #1 1/1
Skeleton #2 1/1
Garth L7 3/2 (2 damage)
Graveyard HP: 3 (Bone Collector, Crashbarrow, Shoddy Glider)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Crashbarrow
Skeleton Javelineer
Thieving Imp
Shoddy Glider
Deteriorate
Pestering Haunt
Bloodlust
Bloodlust
Sacrifice the Weak
Expected: 10 + 8 teched = 18
2 on board
3 in Graveyard
2 in hand
4 in deck
3 in discard
4 in workers
Total: 18
5 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue
T3: Skeletal Archery
T4: Summon Skeletons
TECH
Artisan Mantis
Artisan Mantis
STARTING HAND
Blooming Ancient
Bombaster (2/2)
Surprise Attack
Mad Man (1/1)
WORKERS
Bloodburn
Careless Musketeer
Scorch
Pillage
Nautical Dog (1/1)
Bloodrage Ogre
Makeshift Rambaster
Charge
Gunpoint Taxman
Entangling Vines
Surprise Attack
Blooming Elm
Bird’s Nest
BA
Mad Man (1/1)
Surprise Attack
Blooming Ancient
Artisan Mantis
Artisan Mantis
Tech 2 card(s)
Get Paid - ($9)
tech draw, scav gold - ($10)
zane - ($8)
surprise attack - ($3)
mad man, shark, kill BC, topple graveyard - ($2)
shark kills scav skeleton, you get a gold
bombaster - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
hmm, hard choice here. i THINK that i need as much patrol as I can muster, while wiping that graveyard out.
do what i can to not give them cards.
teching in double mantis to deal with this blood tech 2.
if i can get garth out of here, i might get a max rook next turn.
P2T6
Crashbarrow
Skeleton Javelineer
Phew, no hasted Red units.
3g for Crashbarrow, 1g for worker, Garth destroys Tech II if no one better’s available, everything else is icing. So I’ll draw a bunch see what I get. Teching Death Rites to see if I can get one off, and because it might be my best crowd control option if a ton of Wisps turn up. Also teching Kidnapping, in case I can’t kill of an Ancient via combat.
T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: 2 x Bloodlust
T6: Death Rites, Kidnapping
Get paid + Scavenger - ($10)
Deteriorate
Meh. I’ll raise a Skeleton and try again.
Pestering Haunt
Meh. I’ll play Javelineer and try one more time.
Thieving Imp
Not as good as the Glider, but I can work with it. Worker + Imp + Haunt + Barrow for 7g, or I can swap the worker/Imp for Zane.
Crashbarrow - ($5)
Worker - ($4)
Captain Zane - ($2)
Crashbarrow trades with patrollers, you get a gold, my Zane hits level 3
Garth and Zane destroy Tech II, your base to 16, take 1 damage each
Midband Zane - ($1)
Discard 2, draw 1, reshuffle, draw 3
Garth L7 3/1 (3 damage)
Zane L4 3/3 (haste, shares patrol bonus on kill)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Shoddy Glider
Bloodlust
Bloodlust
Sacrifice the Weak
Graveyard
Bone Collector
Crashbarrow
Shoddy Glider
Bone Collector
Death Rites
Kidnapping
Skeleton Javelineer
Crashbarrow
Deteriorate
Thieving Imp
Expected: 10 + 10 teched = 20
0 on board
4 in hand
11 in deck
0 in discard
5 in workers
Total: 20
5 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue
T3: Skeletal Archery
T4: Summon Skeletons
T6: Pestering Haunt
TECH
Bird’s Nest
Chaos Mirror
STARTING HAND
Makeshift Rambaster
Charge
Bloodrage Ogre
WORKERS
Bloodburn
Careless Musketeer
Scorch
Pillage
Nautical Dog (1/1)
Blooming Elm
Bird’s Nest
Tech 2 card(s)
Get Paid - ($9)
scav gold - ($10)
Worker - ($9)
arg, wisp - ($7)
brogre - ($5)
rambaster - ($3)
charge brogre - ($0)
rambaster and brogre break tech 2, your base to 18
Float ($0)
Discard 0, reshuffle, draw 2
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
P2T7
Shoddy Glider
Bloodlust
Bloodlust
Sacrifice the Weak
Getting another Tech II destruction here requires bringing in Drakk, but I’d have to get Garth and Zane killed first, and get Drakk to maxband while also playing double Bloodlust. Not going to happen. I’ll just kill what I can, and see if I can keep Garth alive for Death Rites.
T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: 2 x Bloodlust
T6: Death Rites, Kidnapping
Get paid + float - ($11)
Rebuild Tech II
Maxband Zane, he shoves Wisp to Elite and kills it - ($9)
Zane kills Argagarg, levels fizzle, takes 2 damage
Sacrifice the Weak, Makeshift Rambaster dies - ($7)
Garth raises a Skeleton - ($6)
Heroes’ Hall - ($4)
Discard 3, draw 5
Skeleton 1/1+1A
Garth L7 3/1 (3 damage)
Zane L6 4/2 (haste, shares patrol bonus on kill, 2 damage)
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Blood)
Heroes’ Hall HP: 4
Bone Collector
Crashbarrow
Skeleton Javelineer
Crashbarrow
Deteriorate
Graveyard
Shoddy Glider
Bone Collector
Death Rites
Kidnapping
Thieving Imp
Sacrifice the Weak
Shoddy Glider
Bloodlust
Bloodlust
Expected: 10 + 10 teched = 20
0 on board
5 in hand
6 in deck
4 in discard
5 in workers
Total: 20
5 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue
T3: Skeletal Archery
T4: Summon Skeletons
T6: Pestering Haunt
TECH
Chaos Mirror
Detonate
STARTING HAND
Blooming Elm
Bird’s Nest
WORKERS
Bloodburn
Careless Musketeer
Scorch
Pillage
Nautical Dog (1/1)
BA
Chaos Mirror
Bird’s Nest
Surprise Attack
MSR (1/2)
Bird’s Nest
Blooming Elm
Chaos Mirror
Detonate
Tech 2 card(s)
Get Paid - ($9)
max rook - ($0)
bro kills skeleton, takes 1
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
P2T8
Bone Collector
Crashbarrow
Skeleton Javelineer
Crashbarrow
Deteriorate
Yikes. Double Crashbarrows to the rescue here, I don’t think I could have dealt with Rook otherwise. Midband Drakk + Crashbarrows kills Rook, and either kills Ogre or hits a building for 1. Not quite enough to destroy both Tech II and the Tower. Maxband Drakk + Javelineer + Crashbarrows loses the free levels, but the Javelineer can help Garth destroy the Tech II after Zane takes the Tower down. That leaves Drakk to defend on his own, but the Crashbarrow can overpower to kill the Ogre, so I think it’s worth it.
If the hero deaths start racking up by my next turn, I’ll think about teching in Resurrectors. If not, I might want Nether Drain / Wraith for dealing with Rook.
T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: 2 x Bloodlust
T6: Death Rites, Kidnapping
Get paid + float - ($14)
Drakk Ramhorn - ($12)
Maxband Drakk - ($7)
Skeleton Javelineer, Drakk gives it haste - ($6)
2 x Crashbarrow - ($0)
Crashbarrow #1 crumbles Rook, dies
Crashbarrow #2 kills Rook and Bloodrage Ogre, dies
Zane destroys Tower, your base to 14, takes 1 damage
Garth and Skeleton Javelineer destroy Tech II, your base to 12
Discard 2, draw 4
Drakk L6 3/4+1A (dies: 1 to your base; units have frenzy 1, first unit played from hand gets haste)
Garth L7 3/1 (3 damage)
Zane L6 4/1 (haste, shares patrol bonus on kill, 3 damage)
Skeleton Javelineer 1/1 (Drakk: frenzy 1; javelin rune, lose javelin to gain long range that turn)
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Blood)
Heroes’ Hall HP: 4
Graveyard
Shoddy Glider
Death Rites
Thieving Imp
Bone Collector
Kidnapping
Sacrifice the Weak
Shoddy Glider
Bloodlust
Bloodlust
Crashbarrow
Crashbarrow
Bone Collector
Deteriorate
Expected: 10 + 10 teched = 20
1 on board
4 in hand
2 in deck
8 in discard
5 in workers
Total: 20
5 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue
T3: Skeletal Archery
T4: Summon Skeletons
T6: Pestering Haunt