STARTING HAND
Bloodrage Ogre
Bombaster
Pillage
Nautical Dog
Bloodburn
WORKERS
Bloodburn
NextHand
Mad Man
Charge
Careless Musketeer
Scorch
Makeshift Rambaster
Discard
Nautical Dog
Bombaster
Pillage
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Bloodrage Ogre - ($2)
Summon Jaina - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Bloodrage Ogre 3/2+a
Elite:
Scavenger: L1 Jaina Stormborne (sparkshot) 2/3
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
While a mirror response would be funny, it’s more effective to drop BRO and something else. I’m thinking Jaina here. I can park BRO in Squad Lead and force Frozen to commit 2 more damage to killing BRO. That’s either Hero + Scorch (5 gold, forces a worker skip) or Zane. Hmm I guess Bombaster and pop it also does the trick. Feeling pretty good about both of those options because they really lock down Frozen’s ability to develop a board due to cost. I’ll be able to tech up faster than Frozen and use GPTs to guard against birds and also win the stat game. Only playing BRO also hides info about my hand, it’s not clear which removal I have access to if Bombaster is hidden.
Preliminary tech plan:
GPTs
Steam Tank/Kidnapping
Bloodlust/Steam Tank
Gunships
Steam Tanks let me hunker down, Kidnapping is how I can break up Frozen’s aggression so that I’m free to tech up.
STARTING HAND
Makeshift Rambaster
Careless Musketeer
Charge
Scorch
Mad Man
WORKERS
Bloodburn
Makeshift Rambaster
NextHand
Careless Musketeer
Scorch
Nautical Dog
Gunpoint Taxman
Charge
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Jaina - ($2)
Play Mad Man - ($1)
Tech 1 - ($0)
Jaina exhausts to kill the Nautical Dog, you draw
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Mad Man1/1+a
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L4 Jaina Stormborne (sparkshot) 3/3
Buildings:
Base HP: 20
Tech 1 HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Don’t like that, don’t have a good way to kill Rook. Just midband Jaina and take that 2 power off the table from the dog. Birds incoming, I will throw down Mad Man to stave off rook. At least killing Jaina requires 5 gold and the right draw
Blooming Ancient, Might of Leaf and Claw
Bird’s Nest, Gunpoint Taxman
Main:
Bloodrage Ogre (4)
Bombaster (2)
Rook kills Mad Man
Worker (1)
Workers
Scorch, Bloodburn, Careless Musketeer
Patrol as below
Discard 3 Draw 3 rs Draw 2
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Bombaster (2/2+1armor)
Elite:
Scavenger: Bloodrage Ogre (3/2)
Technician:
Lookout:
In Play:
Rook (2/3 lvl 1)
Economy Info:
Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 7
End of Turn Hand
Bird’s Nest
Gunpoint Taxman
Makeshift Rambaster
Mad Man
Charge
End of Turn Discard
My Thoughts
Techn draw and I still whiff, not the best luck in my first two games gyaddamn. Oh well I spose. Bombaster + Brogre makes sense here, I could play Mad Man too and have a better shot of stacking my T5 draw (and floating the gold is a little risky) but I think if Bombaster is in front, it’s unlikely it hurts me too bad (I’m fine with a Pillage I think)
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Jaina casts Scorch on Bloodrage Ogre - ($3)
Jaina kills Bombaster
Play Gunpoint Taxman - ($1)
Play Nautical Dog - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Gunpoint Taxman (anti air) 3/3+a
Elite:
Scavenger:
Technician: Nautical Dog 1/1
Lookout:
In Play:
L4 Jaina Stormborne (sparkshot) 3/1
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
Jaina attack, Scorch BRO, GPT is 5, 1 gold float. That leaves us open to Max Rook, can I break that chance? Not really. I can throw Dog into patrol to stop Rook midband.
Next turn I have some options, including maxband Jaina as a major threat. This slows my deck cycling but double Pirateship tech in two turns should be just about right to give me time to hit Tech 3.
Blooming Ancient
Pillage
Nautical Dog
Might of Leaf and Claw
End of Turn Discard
My Thoughts
Okay then, spose I will have the birds out and GPT, play for tech2, down cards I feel like I’m okay to do that against Red, we’ll see tho I spose, not sure where this Jaina play is going… Gonna leave birds out of patrol JIC it’s ember sparks or Zane shenanigans, I want them alive to charge up MoLaC
Tech 2 card(s)
Get Paid - ($9)
Summon Zane - ($7)
Play Chameleon Lizzo - ($3)
Lizzo kills Rook, 2 levels to Zane, Bird’s Nest is discarded
Maxband Zane, shove Ancient into lookout, it takes 1 damage - ($0)
Zane kills Dog, we both get a gold - ($1)
Gunpoint Taxman kills Ancient, steals your gold - ($2)
Play Nautical Dog - ($1)
Worker - ($0)
after redraw, Lizzo returns to hand
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite: Nautical Dog 2/1
Scavenger:
Technician:
Lookout:
In Play:
Gunpoint Taxman (anti air) 3/1
L6 MAX Captain Zane 4/3
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 3
Gold:
Gold: 0
Workers: 10
Thoughts
welp. On the bright side, I racked my brain hard enough to find a line that clears Frozen’s board. there’s an alternate line with Kidnapping the Elm, but it’s very bad because it leaves me down on cards and gold. the superior option is Zane, Lizzo kills Rook (6 gold), max Zane, shove elm into lookout and do a damage, Zane kills Dog, GPT kills Elm, I reap 2 gold and can worker plus Dog. the question is whether I patrol in Elite (dies to Mad Man, kills Zane) or SQL (dies to Zane, blocks Mad Man). actually NVM, sharks mean Mad Man trades with GPT instead anyway. if Frozen rolls sharks and Mad Man, I lose. I can’t beat that, may as well not play around it.
Tech 0 card(s)
Get Paid - ($10)
Play Lizzo - ($6)
Summon Drakk - ($4)
Midband Drakk - ($1)
play Mad Man - ($0)
Gunpoint Taxman and Lizzo trade with Zane
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Mad Man1/1+a
Elite:
Scavenger:
Technician: L6 MAX Drakk Ramhorn 3/4
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 8
Gold:
Gold: 0
Workers: 10
Thoughts
It’s a race against the clock. Frozen drew into everything so far. I think my best play is to just kill Zane. Mad Man, Chameleon, GPT. Leaves me exactly enough for Tech 3 and then I hunker down. Eh no, gaining board advantage is more important so I have space to tech up next turn
Bloodrage Ogre
Surprise Attack
Pillage
Gunpoint Taxman
Mad Man
Events of Turn:
Upkeep:
Get Gold (8)
Tech 2 cards in (except turn 1)
All Teched Cards
Artisan Mantis, Giant Panda
Dinosize x2
Surprise Attack, Giant Panda
Surprise Attack, Blooming Ancient
Blooming Ancient, Might of Leaf and Claw
Bird’s Nest, Gunpoint Taxman
Yep coulda been 11 damage to face there which woulda been not great, but then again with Zane up I’d have some beeg sharks to swing back with XD so killing zane makes sense, either way I’m poised to take this one
GG WP! I was a little surprised you didn’t call it last turn as for hoping I didn’t hit the engine on turn 5, I’m curious why that was a surprise? My turn 3 I RS drew 2 with 4 left, having both techs in my hand turn 5 was fairly likely given that setup, almost certainly I would have one of them… I should have checked more carefully what would happen if you had Lizzo in how I patrolled though, perhaps Rook in elite and dog in lookout would have made more sense… Oh well
T5 tech draw had 28.6% chance in drawing Surprise Attack and is what called the game. In a more likely scenario Surprise Attack was not drawn, I think Carpe still had a chance and could have been an interesting late game. GG to you both. I liked mixing in Lizzo deviating from the standard Tank to Gunship progression.
Given the state that the reshuffle draw 3 whiffed, you’re right, but overall chance I’d have it in that T6 hand with techn draw was 67% 53% in just the draw 3 no techn. So it wasn’t a crazy hit, I was well set to have it and continue charging MoLaC. Mad Man and Charge were possibilities also
The tech plan is pretty bog-standard for the deck. The overall odds on getting things on time is pretty good, that’s why it works so well.
You’re right though, that if I hadn’t gotten it, it could have been closer. I’d still have put a beefy Ancient down and have been drawing into Surprise attack and mad man, but certainly closer
You often comment on lucky/unlucky draws and I understand the frustration as I do the same thing. But sometimes you make it sound like I win by lucky draw. It’s not fun to be in that position when you’ve made the right choices to line up your draws to work.
We all know Miracle Grow is one of the strongest deck and you are one of the strongest player.
You have managed it well to land Growth Tech IIs in time and that is prolly enough to claim the win. But what fun is it if the underdog has no chance in winning?
I think Carpe showed some brilliant moves as well and if the tech draw was in his favor, we could have seen interesting actions in the following turns.
Not saying he was going to win, like you said, you still had the game.
I’m also reacting to your comment about “surprised you didn’t call it last turn” I agree the Surprise Attack draw was the end of it. But I highly respect Carpe not giving up and taking the turn. IMO, he should be welcomed to take his turns till his base breaks.
Thanks for the feedback! I apologize for the lucky/unlucky comments, you’re right I could tone that down. You’re a fantastic player and I don’t mean to imply you aren’t when I comment on it but I recognize I’m not aligned with that intention w/ my comments. It doesn’t reflect super well on the game or the community.
I agree Carpe played really well, and did not mean to imply it was a negative he chose to continue the game; I have certainly called games before they were over and regretted it and agree everyone should feel empowered to play until the base breaks.
My previous comment was moreso meant to:
Call out that the math works out to support the draws chances, so folks playing me in the future know to expect probably what’s coming which turns. Turn 5 chance to have both MoLaC and Ancient was 40% and at least one of those chance was 97%, and that was after a 3% chance to whiff that techn draw Turn 3.
Downplay my role as a good player in piloting it; you’re right that it’s just a really strong deck. Of course the underdog has a chance to win, we wouldn’t play it out if they didn’t Just that hopefully it shouldn’t be a surprise when Growth gets online because it’s likely to happen turn 5 with this deck, regardless who’s playing it.
I think I was being defensive because I feel like I got tagged here.
“a sourpuss and stickler me to the tourney rules”
This is clearly me. Apologies for being PITA .
It goes back to how and why I started playing in the forum.
As a newcomer, I was welcomed but also not welcomed to the league of their own.
Bomber is so right on this and maybe because the learning curve in Codex is painfully steep.
“this niche nerd card game that only thirty people in the whole world care about”
The forumwide dominace of the troica seemed untouchable.
I wanted to break the norm here, break the troica, break Miracle Grow and Nightmare.
Still long way to go and may not get there at all but that is the mission I gave myself which I saw needed for the community to grow.
I’m all about more people enjoying Codex.
I love to see new ideas and challenges they bring.
I hate to see them quit Codex discouraged by what we can offer.