Let me know if you have any questions; if I don’t get to them quickly, someone else might jump in to help.
Remember: you don’t add anything to your Tech Cards column the first turn, because the spreadsheet reads that as the first thing you do on your turn (and we don’t tech on the beginning of the first turn). You’ll add cards there on your 2nd turn and every other turn (until you start a turn with 10 workers, at which point it becomes optional).
P1T1
StartingHand Workers
STARTING HAND
Fox Primus
Grappling Hook
Savior Monk
Aged Sensei
Smoker
WORKERS
Fox Primus
NextHand
Safe Attacking
Snapback
Fox Viper
Morningstar Flagbearer
Sensei’s Advice
[details=Thoughts]
I seem to recall seeing a lot of standard White openings. I’m player 1, so I’ll opt for the more aggressive Grave instead of the more defensive Rook. Aged Sensei is probably the best 1-drop. Foxes are too expensive for most situations, so off to work they go, though I might still consider running ninjas/animals at Tech II.
Totally understandable typo, but I couldn’t read it without thinking of this.
It’s unusual to not put a hero out first turn, but totally understandable when facing Grave+Aged Sensei (as Lv. 1 Drakk, Jaina, or Zane would just be giving me free levels). It’s unusual to not play a second unit or build a Tech I building (or Heroes’ Hall).
So I gotta wonder what flood of madness will hit me next turn with your 8 gold. That’s enough to straight up max Zane and then worker. Hrrmmm.
By the way, it’s helpful to add stats to units/heroes/etc.; just edit the cell they’re in and type the stats at the end. (:
P1T2
Tech StartingHand Workers
TECH
Inverse Power Ninja
Reversal
STARTING HAND
Snapback
Sensei’s Advice
Morningstar Flagbearer
Safe Attacking
Fox Viper
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Sensei exhausts to give Grave +1 ATK and 1 armor this turn Grave (3/3+a) kills Ogre, taking 2 after armor
Midband Grave, healing him - ($2)
Upgrade my troops with Safe Attacking - ($1)
Build Tech I - ($0)
Safe Attacking (My Tech 0 and Tech I units get 1 armor while attacking) Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0 Gold:
Gold: 0
Workers: 6
[details=Thoughts]
Well, I’m going to lose Grave or Tech I, but I probably won’t lose both, so let’s tech in a spell and a Tech I unit… how about we do Reversal and IPN, which will move me towards TPoS and/or Ninjas. After the draw… Neither tech. Bad luck. Still, could do worse than Snapback and Grappling Hook for a counterplay if he does max Zane.
STARTING HAND
Nautical Dog
Charge
Pillage
Mad Man
Careless Musketeer
WORKERS
Bloodburn
Pillage
NextHand
Nautical Dog
Scorch
Bombaster
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Zane - lvl 1 - 2/2 - ($5)
Careless Musketeer - ($3)
Charge - ($1)
Madman - ($0)
Zane kills Aged Sensei, takes 1 damage
Madman (1/1) and CM (3/1 from Charge and haste), trade with Grave
Zane gains 2 levels - lvl 3 - 2/1
Float ($0)
Discard 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Zane, lvl 3, 3/3
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
Going down on cards to prevent him from having attackers next turn. teching strong spells lvl heroes can use due to Snapback. I won’t be going hero heavy most of the game, but I need a way to deal with his heavy hitters.
Yeah. I normally would bring a hero out, but since you can just wipe them out as P1, I figured there is no point. Also, I’ve played before, just never online. Let me know if you see anything where I might be using the template wrong. I’m making copies as I go to be safe. Thanks.
Sadly, Zane doesn’t midband until Lv. 4, so he’d still be a 2/1. Do you want to change anything about your turn?
Also, the google sheets have a pretty robust revision/version history tool (under the File menu), so you probably don’t have to make copies. You can view previous versions and roll back as necessary.
[I]Scavenger[/I]: Morningstar Flagbearer (2/2, Your targeting spells/abilities must target this if able)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Safe Attacking (My Tech 0/Tech I units get 1 armor while attacking)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
[details=Thoughts]
3-costs, 3-costs, gonna tech the 3-costs. I think this patrol makes it hard for him to kill Rook. Barring a bunch more haste (since when does Red have haste?), he’d have to use Scorch or Bombaster to take out Flagbearer, which gets me $1 extra to afford Tech II and IPN next turn.
Safe Attacking (My Tech 0/Tech I units get 1 armor while attacking)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
Tech Lab HP: 4 (Strength)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
[details=Thoughts][spoiler]
Wow. That was some of the best yomi I’ve had in Codex. It helps that I’ve played a lot of Zane/Red starter.
Speaking of, I don’t want to leave any float around for Pillage, so I’m going to go ahead and build a Tech Lab, and tech in another 3-cost defender. Next tech will be 2x TPoS, and I should have enough time to get max Grave online.
I really have to hope he didn’t tech Chaos Mirror.
[/spoiler]
Bad luck teching Surprise Attack instead of Chaos mirror. I knew i should have stuck with my gut. I have to pull off the gas here, so we’ll see what happens. Teching in Kidnappings to try and trade 2 for 1’s on his units in two turns once he takes board control. This will come down to is I can time getting tech 3 out.
[details=Thoughts][spoiler]
If Grave survives, the plan is to play some combination of Reversal/Snapback/Porcupine/Barbarbarian, and levels, teching a couple more 3-costs.
I think my patrol should keep Grave safe from anything except Chameleon, and it’ll still kill the Chameleon, leaving Rook alive. It should definitely kill anything with haste he throws at me. Double Marauder/Chameleon is possible, but unlikely with his hand.
[/spoiler]
[details=Thoughts][spoiler]
If Tech III was a feint, it was a good one. Can’t ignore a Gunship. I had to go down on cards and workers (and bring him up) to deal with it, but he’s got no board, I have plenty, and anything other than Chameleon or Kidnapping (still both serious risks) can’t deal with my patrol.
After the draw… no premature TPoS, good. Either Grave at max or Rook at mid has the potential to open up his patrol so I can hit Tech III again, and I should be able to max one of them and still play another Porcupine. Grappling Hook might help, though that’ll put me really low on cards. (I maybe should have done Tower instead of Barbarbarian this turn; still, Hook+Barbarbarian’s OP and Anarchy’s low HP mean I’ve got an even better chance of breaking his patrol open.) Mean thought: I hope he drew both Gunships this turn.
[/spoiler]
Tech 0 card(s)
Get Paid + float - ($11)
rebuild tech 3 (done end of turn)
Summon Drak, lvl 1, (1/3) - ($9)
Kidnap Porcupine - ($5)
Kidnap Barbarian - ($1)
Porcupine deathtouches Rook, Drak gains 2 levels, Porcupine is now 2/4
1 gold to Midband Drak - ($0)
Barbarian (5/5 from Frenzy) kills Grave, Drak Maxbands, Barbarian is 3/2 now
End of turn, return Porcupine (2/4) and Barbarian (3/2) to you.
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Drak, lvl 6, 3/4
[I]Lookout[/I]:
[B]In Play:[/B]
Mad Man (entangled)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tech III HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
I lucked out that he played two decent units when I drew both Kidnappings. This should set him back two turns, and hopefully I can establish a board presence for the first time in the entire game next turn. Those levels to Drak will unfortunately go to waste when his porcupine deathtouches him. Him skipping worker means he won’t or hasn’t teched in tech 3’s. ill go for tech 2.
Safe Attacking (My Tech 0/Tech I units get 1 armor while attacking)
Entangling Vines (Entangling Mad Man)
Porcupine #2 (2/4 Deathtouch)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
Tech Lab HP: 4 (Strength)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 10
[B]Gold:[/B]
Gold: 3
Workers: 11
[details=Thoughts]
I am so toast. I don’t see any way he didn’t draw Gunship, since he didn’t have it last turn, and if he’s at all smart, he’ll kill Grave (who can kill Gunships and do TPoS, etc.