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CAPS 2017: Mooseknuckles ([Growth]/Necro/Strength) vs. payprplayn ([Necro]/Blood/Law)

Good luck, have fun! @payprplayn


Starting Hand

Merfolk Prospector Playful Panda Verdant Tree Forest’s Favor Rampant Growth

Gold (4)
Worker (3)
Merfolk Prospector (1)
Rook (0)
Discard 3, Draw 5

Leader: Level 1 Rook (2/4 + a)
Scavenger: Merfolk Prospector (1/1)

Base: 20


Workers: 5
Hand: 5
Deck: 0
Discard: 3


Verdant Turd

New Hand

Tiger Cub Young Treant Ironbark Treant Spore Shambler Rich Earth

Player 2 Turn 1

[details=StartingHand Workers]

Poisonblade Rogue
Skeletal Archery
Jandra, the Negator
Sacrifice the Weak

Poisonblade Rogue



[spoiler]Skeleton Javelineer
Summon Skeletons
Pestering Haunt
Thieving Imp



Jandra, the Negator
Sacrifice the Weak
Skeletal Archery

Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth - ($2)
Deteriorate Prospector
Skeleton - ($1)

Float ($1)
Discard 3, draw 5

[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Garth lvl 1 (1/3)


  • :heart: Base HP: 20

[B]Economy Info:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 4


  • Gold: 1
  • Workers: 6


Not a fan of turn 1 rook with the green starter. Rampant Growth can kill Garth and give Rook 2 levels for the low, low cost of 3 gold. We can’t have that, so I’ll have to patrol Garth behind the skeleton, rather than in front, which isn’t ideal. Nevertheless, I think this turn one is fine, or at least pretty nearly the best I can do given what I drew.

1 Like



Bird Nest, Entangling Vines

Starting Hand

Tiger Cub Young Treant Ironbark Treant Spore Shambler Rich Earth

Gold + scav (6)
Worker (5)
Midband Rook (1)
Rook kills Garth, goes to level 7
Discard 4, rs, Draw 5


Units/Heroes: Level 7 Rook (3/4)
Base: 20


Workers: 6 + 1 float
Hand: 5
Deck: 5
Discard: 0


Ironbark Treant

New Hand

Merfolk Prospector Bird Nest Tiger Cub Spore Shambler Forest’s Favor

Jeez, I always forget Rook’s midband ability, and whenever someone uses it on me, there’s about 20 seconds when I think that they made a mistake before I realize that I did it again. Turn forthcoming, btw.

For payprplayn

Do you know why the spreadsheet is giving you an extra card in your starting hand? I can’t think of anything obvious which would cause it, but perhaps keep an eye out?

(not wrapped in details because it’s not game-critical) It shows me as having an extra card because when I was done with my turn I accidentally clicked “Draw 1 card” rather than “Discard and Draw”. I reverted the spreadsheet, but that also reverted the thoughts I had just finished writing, so I reverted the revert, and simply put the extra card back into my deck. It didn’t occur to me that this would have the side effect of showing me with a six card starting hand. I’ll go back and edit my turn to fix it.

Honestly, I know it’s early, but I don’t see a good way to come back against that kind of tempo loss. It might be possible if I drew perfectly and you drew terribly, but I don’t have the time or energy to devote to trying to figure out how, particularly since it probably won’t matter (if your draw is any better than awful or mine is worse than spectacular). I’m calling the early GG, which means I’m out of the tournament @EricF. Sorry, I just dislike playing out what I consider to be mostly a foregone conclusion.

no worries, gg

One of the weaknesses of Codex as a game is that steep curve of learning all the “standard” things to be aware of and play around before you can get to the “real game”

Keep at it, though. Things get better.