Casual Codexnewb Blood/Balance/Disease vs Nekoati Demon/Growth/Strength

@Nekoatl

GLHF!!

"P1T1


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Bloodburn
Careless Musketeer
Pillage
Bloodrage Ogre


WORKERS
W1 - Bloodburn


NextHand

Nautical Dog
Scorch
Mad Man
Charge
Bombaster


Discard

Makeshift Rambaster
Pillage
Careless Musketeer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
BRO - ($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]: BRO (3/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5
Thoughts

okay. my coidex is about being well balanced, and responding to strong hero’s, board fodder, or strong units. however, the upgrade… ill have to watch out for Growth MOLAC here.

looks like his is basically a weaker version of Growth Engine.

With No One Drops on turn one, this will be tough. then again, his deteriorate and sacrifice the weak totally remove my 3 cost units from play, plus one units have no guarenteed survival.

Bro is as good as I can hope. Plus hero patrol will allow Bro to survive everything outside of STW. Ill patrol BRO in Scav to net some gold there. Bringing in Orpal to diswade him from hitting my hero as SQL, as negative runes suck.

"

GL, HF!

"P2T1


StartingHand Workers

STARTING HAND
Skeleton Javelineer
Summon Skeletons
Skeletal Archery
Graveyard
Deteriorate


WORKERS
Skeletal Archery


NextHand

Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Pestering Haunt
Sacrifice the Weak


Discard

Deteriorate
Skeleton Javelineer
Summon Skeletons


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garus Rook - ($2)
Graveyard - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Garus Rook (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3)

Future:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

Great, my only unit in hand is a skeleton, which would work fine as an elite patroller to protect a hero if his next hand doesn’t contain a Madman, Bombaster, Rambaster, Scorch, or Charge… which is impossible. I guess I could stick him as SQL and build a Tower, but I’m not sure the Tower could even survive that turn. Guess I’ll summon Rook and SQL him, it should take some resources to break through that. I’m not really interested in skeletons of any sort without Necromancy, anyway. Guess I’ll build a graveyard and start filling it with demons. If it gets taken by Nature Reclaims, it’s an even trade and I won’t have to worry about being locked out of one of my Legendary cards later.

"

"P1T2


Tech StartingHand Workers

TECH
tiny basilisk
sickness


STARTING HAND
Mad Man
Scorch
Nautical Dog
Charge
Bombaster


WORKERS
W1 - Bloodburn
W2 - Scorch


NextHand

Makeshift Rambaster
BRO (3/2)
Charge
tiny basilisk
Mad Man


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Bro runs into Rook, knocks off armor and 2 damage
Orpal - ($3)
tech 1 - ($1)
Nautical Dog - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Orpal, lvl 1, (1/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Nautical Dog (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

rook and graveyard huh? well, ill use TB and SIckness for now. might need Nature reclaims later if GY gets out of hand.

ill need to save nature reclaims for MOLAC just in case, so holding off. In the meantime, red units cycling well at the moment, hero’s hall is an option if i redraw madman.

"

"P2T2


Tech StartingHand Workers

TECH
Ardra’s Boulder
Mythmaking


STARTING HAND
Jandra, the Negator
Thieving Imp
Sacrifice the Weak
Poisonblade Rogue
Pestering Haunt


WORKERS
Skeletal Archery
Poisonblade Rogue


NextHand

Summon Skeletons
Jandra, the Negator
Ardra’s Boulder
Skeleton Javelineer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Thieving Imp, discard #4 of 5 - ($2)
Pestering Haunt
Tech I - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Garus Rook (2/2)
  • :target: Lookout:

In Play:

  • Graveyard (3)
  • Pestering Haunt (1/1) Unstoppable

Future:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

Thought about playing Jandra, but I’m not sure I could get good value out of her in this situation, whereas the Imp’s discard is unavoidable. I know I want Mythmaking, and between Galina and the Boulder, I’ll take the Boulder for its superior ability to absorb -1/-1 runes.

"

"P1T3


Tech StartingHand Workers

TECH
tiny basilisk
Gorgon


STARTING HAND
tiny basilisk
Makeshift Rambaster
Charge
BRO (3/2)
Mad Man


WORKERS
W1 - Bloodburn
W2 - Scorch
W3 - Makeshift Rambaster


NextHand

Pillage
sickness
Bombaster
tiny basilisk
Careless Musketeer


Tech 2 card(s)
Get Paid - ($6)
discard #4 of 5
Worker - ($5)
max Orpal - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Orpal, lvl 6, (2/5+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Nautical Dog (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

rook and graveyard huh? well, ill use TB and SIckness for now. might need Nature reclaims later if GY gets out of hand.

ill need to save nature reclaims for MOLAC just in case, so holding off. In the meantime, red units cycling well at the moment, hero’s hall is an option if i redraw madman.

techin gin another TB and Gorgan to start loading the deck fora T 5 tech 2 play. 2/3 that i darw the gorgan between discard and technician. just play the odds.

"

"P2T3


Tech StartingHand Workers

TECH
Galina Glimmer
Soul Stone


STARTING HAND
Skeleton Javelineer
Summon Skeletons
Ardra’s Boulder
Jandra, the Negator


WORKERS
Skeletal Archery
Poisonblade Rogue
Skeleton Javelineer


NextHand

Mythmaking
Galina Glimmer
Deteriorate
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Haunt kills Dog, you draw 1
Imp reduces Orpal to 4 HP.
Rook reduces Orpal to 2 HP
Jandra, the Negator - ($3)
Vandy Anadrose - ($1)

Float ($1)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator (3/3A) Overpower
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3) {Thieving Imp, Pestering Haunt}
  • L1 Vandy Anadrose (2/3) Sparkshot

Future:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

Thoughts

Since damage will stick on a max level hero, I’ll go ahead and lay into Orpal while there’s no other hero to get free levels from Rook’s death. I want Jandra to survive until next turn if possible, so I’ll clear the Dog first. I considered resummoning the Imp or playing the Boulder, but I want a unit that can attack and kill Orpal even if it gets a -1/-1 rune. I’ll put Vandy in the back line as a secondary threat and as a potential level recipient should Orpal be feeling heroic; hopefully she’ll be safe there.

"

"P1T4


Tech StartingHand Workers

TECH
gorgon
bloodlust


STARTING HAND
Pillage
Careless Musketeer
Bombaster
sickness
tiny basilisk
tiny basilisk


WORKERS
W1 - Bloodburn
W2 - Scorch
W3 - Makeshift Rambaster
W4 - Pllage


NextHand

Mad Man
BRO (3/2)
Gorgon
Careless Musketeer
Charge


Tech 2 card(s)
Get Paid - ($7)
tech draw 1
Worker - ($6)
tech 2 disease - ($2)
sickness, -1 runes to jandra and Vandy - ($0)

Float ($0)
Discard 4, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: orpal (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

well, max Orpal is a good hold against his flood of smaller uniits. he ended up trading into me. playing sickenss instead of Tiny Basilisk because it forces him to make another 2 for 1 trade.

Gorgan for more deathtouch and good deck cycling.

teching gorgan #2 and bloodlust to use them once orpal dies. gorgans are good for free hero levels.

disease is typically a slow death as far as win conditions go. i think ill need to tech lab into crashbarrows, combo using them with the gorgan’s. either that, or tech lab balance and bring out t rex.

"

"P2T4


Tech StartingHand Workers

TECH
Blooming Ancient
Blooming Ancient


STARTING HAND
Sacrifice the Weak
Deteriorate
Mythmaking
Galina Glimmer
Summon Skeletons
Soul Stone


WORKERS
Skeletal Archery
Poisonblade Rogue
Skeleton Javelineer


NextHand

Blooming Ancient
Ardra’s Boulder
Dark Pact
Blooming Ancient
Deteriorate


Tech 2 card(s)
Get Paid + float - ($9)
Mythmaking - ($7)
Tech II - ($3)
Tech Lab - ($2)
Jandra kills Orpal, overpowers your Tech II to 4 HP
Pestering Haunt
Galina Glimmer - ($1)
Vandy bargains with a devil - ($0)
Dark Pact my base

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Galina Glimmer (4/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Mythmaking
  • Graveyard (3) {Thieving Imp}
  • L3 Vandy Anadrose (2/3) Sparkshot, Resist 1 [1-]
  • Jandra, the Negator (2/2) Overpower [3-]
  • Pestering Haunt (1/1) Untargetable

Future:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech Lab HP: 4 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

Eww, -1/-1 runes… I’ll enable Tech II Growth to start clearing them off, but my primary spec is Strength for Morningstar Pass so I can build Tech Labs to swap between Demonology and Growth without damaging my base.

"

  1. Janda has only 2 attack, and cant kill Orpal as he is 2/2+A
  2. jandra would die from Orpal
  3. Vandy has a -1 rune on her as well.

Let me know when you’ve made the necessary updates.

Jandra:
3/3 (base) + 2/2 (Mythmaking) - 1/1 (rune from Sickness) = 4/4 before combat
. - 2/2 (runes from combat) = 2/2 after combat (with 3 -1/-1 runes marked by [3-])

Vandy:
3/4 (base @ level 3) - 1/1 (rune from Sickness marked by [1-])

woops, my bad. forgot jandra was legendary, and vandy gets lvls from orpal.

"P1T5


Tech StartingHand Workers

TECH
potent basilisk
potent basilisk


STARTING HAND
Gorgon
Charge
Mad Man
BRO (3/2)
Careless Musketeer


WORKERS
W1 - Bloodburn
W2 - Scorch
W3 - Makeshift Rambaster
W4 - Pllage
W5 - Careless Musketeer


NextHand

tiny basilisk
gorgan
tiny basilisk (2/2)
Bombaster
sickness


Discard

Charge
BRO (3/2)
Mad Man
potent basilisk
potent basilisk


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Gorgan - ($4)

Float ($4)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Gorgan (2/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 9
Thoughts

hmmm, wait to summon drak so i can unload the TB’s.

"

"P2T5


Tech StartingHand Workers

TECH
Bird’s Nest
Morningstar Pass


STARTING HAND
Ardra’s Boulder
Blooming Ancient
Blooming Ancient
Deteriorate
Dark Pact


WORKERS
Skeletal Archery
Poisonblade Rogue
Skeleton Javelineer


NextHand

Soul Stone
Summon Skeletons
Deteriorate
Dark Pact
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($8)
Blooming Ancient - ($4)
Blooming Ancient - ($0)
Haunt suicides into Gorgon
Replay Haunt from Graveyard
Transfer 3 +1/+1 runes from Ancients to Jandra
Galina trades with Gorgon, you draw 1
Jandra breaks Tech II, your base to 18
Vandy weakens your Tech I to 3 HP

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Blooming Ancient (2/4)
  • :pschip: Technician: Blooming Ancient (2/4)
  • :target: Lookout:

In Play:

  • Mythmaking
  • Graveyard (3) {Thieving Imp, Galina Glimmer}
  • L3 Vandy Anadrose (2/3) Sparkshot, Resist 1 [1-]
  • Jandra, the Negator (5/5) Overpower
  • Pestering Haunt (1/1) Untargetable

Future:

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech Lab HP: 4 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

He’s floating 4 gold??? What is he up to… maybe 2x Abomination? I guess I’ll deploy the Ancients and break his Tech II. I want to tech a Blooming Elm to (eventually) get rid of Vandy’s -1/-1 rune, but I’m trying to bait out Nature’s Balance first.

"

"P1T6


Tech StartingHand Workers

TECH
nature reclaims
nature reclaims


STARTING HAND
Bombaster
sickness
tiny basilisk
gorgan
tiny basilisk (2/2)
Nautical Dog (1/1)


WORKERS
W1 - Bloodburn
W2 - Scorch
W3 - Makeshift Rambaster
W4 - Pllage
W5 - Careless Musketeer


NextHand

sickness
Nautical Dog (1/1)
bloodlust
Mad Man
potent basilisk


Tech 2 card(s)
Get Paid + float - ($13)
tech draw 1
rebuild tech 2
max orpal - ($6)
Tiny Basilisk - ($4)
Tiny Basilisk - ($2)
sickness, kills pestering haunt, rune to jandra (negative runes removes one of the + runes, she is now 4/4 [+1 rune]- ($0)
orpal’s max, haunts death spreads runes to both blooming ancients (now both 1/3 [-1rune])

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: orpal (2/5+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Tiny Basilisk (1/2)
  • :pschip: [I]Technician[/I]: Tiny Basilisk (1/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "

Jandra didn’t have any runes at the end of my turn; she was 5/5 because of Mythmaking. But, I’ll still have to burn +1/+1 runes to destroy the 3 -1/-1 runes you put on my surviving units. I always put my runes in brackets: [1+] [3-] [2+, 4 time] etc.

"P2T6


Tech StartingHand Workers

TECH
Doubling Barbarbarian
Doubling Barbarbarian


STARTING HAND
Summon Skeletons
Soul Stone
Sacrifice the Weak
Deteriorate
Dark Pact
Morningstar Pass
Bird’s Nest


WORKERS
Skeletal Archery
Poisonblade Rogue
Skeleton Javelineer
Summon Skeletons


NextHand

Doubling Barbarbarian
Deteriorate
Soul Stone
Ardra’s Boulder
Morningstar Pass


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Galina Glimmer - ($6)
Dark Pact my base
Garus Rook - ($4)
Bird’s Nest - ($2)
Move 3 +1/+1 runes from one of the Ancients to Jandra
Sacrifice the Weak: a Bird and your Scavanger die.
Jandra (7/7) kills Orpal and tickles your base to 17 HP, you get $1
Deteriorate Technician
Vandy kills Technician, you draw 1
Blooming Ancient (5/7) breaks your Tech II, your base to 15 HP
Move 1 +1/+1 rune from the exhausted Ancient to the ready Ancient
Move 1 +1/+1 rune from the exhausted Ancient to Jandra
Blooming Ancient (3/5) breaks your Tech I, your base to 13 HP

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Galina Glimmer (4/4A)
  • :psfist: Elite:
  • :ps_: Scavenger: Bird (1/1) Flying
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Mythmaking
  • Graveyard (3) {Thieving Imp, Pestering Haunt}
  • L1 Garus Rook (2/4)
  • Bird’s Nest
  • L3 Vandy Anadrose (2/3) Sparkshot, Resist 1 [1-]
  • Jandra, the Negator (6/6) Overpower [1+]
  • Blooming Ancient (3/5) [1+]
  • Blooming Ancient (3/5) [1+]

Future:

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech Lab HP: 4 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

Ah… Basilisks. I think I can deal with them efficiently enough. I’ll tech Barbars to capitalize on the Ancients’ blessings.

"

1 Like

Fixed my turn to be legal. Instead of casting Soul Stone, I cast Sacrifice the Weak to clear the first Basilisk.

ill GG it there man. nice use of mythmaking

GG. I figured a tech 0 and 2 tech I Legendaries would be a strong opener, with 2 tech II and 3 tech III to follow up potentially. I was worried about your Balance spec because it has a lot of removal, including the dreaded Nature Reclaims, but I guess the strong early pressure was just too much to deal with.

Blood/Balance/Present

"P1T1


StartingHand Workers

STARTING HAND
Mad Man
Nautical Dog
Pillage
Bloodrage Ogre
Scorch


WORKERS
Pillage


NextHand

Careless Musketeer
Charge
Bombaster
Makeshift Rambaster
Bloodburn


Discard

Scorch
Mad Man
Bloodrage Ogre


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Drak - ($1)
Nautical Dog - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: L1 Drak (1/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts
  1. Argo’s
  2. Hasted Dothrom Horselord (hencforth known as the Dothraki).

now I know to watch for the legendary shananigans. plan is to use argo’s to delay him so i can tech 2 into ahsted overpowed wandering mimcs.

"