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. [/details]
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.
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.
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”