I decided to play Rich Earth instead of Spore Shambler because Rich Earth will have long term benefits and their deck has no way to remove upgrades. I am workering Tiger Cub instead of Young Treant because Young Treant gives card draw which will continue to be relevant after the next shuffle, while Tiger Cub will be weak by the time I am able to play it again.
Hey @dozenal, I almost posted my turn, but then I realized you forgot to pay 1 extra gold for the Tech I building. When playing a multi-color deck, the first building built each game costs 1 extra gold. Feel free to redo whatever you need to to fix it
No worries at all. Welcome to the wide world of multi-color!
There’s one other rule for multi-color to be aware of as well. If you play a starter deck spell with an off color hero, it costs 1 extra. So, for example, if you play Rampant Growth with Geiger, it will cost 3 instead of 2 (Purple hero playing Green starter spell). I think that’s the extent of the multi-color penalties. Everything else should be the same.
Tech’d spells, of course, can still only be cast by the spec-specific hero.
Side note on the Neutral decks and multi-color penalties:
Bashing and Finesse can be added to any Codex without a color penalty since they are “Neutral”. So if you play Balance/Feral/Finesse, for example, you don’t need to play an extra gold on your first building since Finesse doesn’t trigger the multi-color penalty.
Also, any Neutral starter deck spell can be cast by anyone without paying extra (such as Spark or Wither). However, River and Troq still need to pay +1 gold for casting starter spells from any other color (such as River casting a Green spell).
The only thing that is slightly unclear here is that the multicolor penalty only applies to the first tech building or add-on. Verdant Tree, Graveyard, etc are unaffected. Other than that, good job on the thorough explanation!
I find that generally the best way around the multicolor penalty is simply to avoid building tech buildings or add-ons altogether and focus on losing really hard.
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech I - ($4)
Summon a Thieving Imp, you randomly discard card #4 - ($1)
Garth casts Deteriorate on Ironbark Treant (He is now temporarily a 1/3)
Skeleton and Haunt die to Treant. Garth kills Treant.
Garth summons another Skeleton - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Thieving Imp (2/2+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Skeleton (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Garth Lv.1 (1/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
Opening with Ironbark is a risky move against black. If I had Sac the weak, it would be an almost free kill. Unfortunately, to kill it now, I will need to trade some units, but I think that’s ok. Teching Bone Collectors to get all the tasty skeleton blockers. I wasn’t sure if I should go down a card to play Imp or not. I think it works out in my favor since there’s a chance I get rid of his Tech I units that may be in his hand, and we end up being even in cards, while I am up one extra unit.
@Stokes52: It’s just clicked why the “Next Hand” section is in a separate dropdown, you’re not actually supposed to read it. Seeing your next hand has given me a crazy amount of analysis paralysis, I’m going to play without that knowledge from now on.
P1T3
Tech StartingHand Workers
TECH
Ferocity
Tiny Basilisk
STARTING HAND
Playful Panda
Rampant Growth
Forest’s Favor
Centaur
Verdant Tree
WORKERS
Tiger Cub
Merfolk Prospector
Verdant Tree
NextHand
Spore Shambler
Circle of Life
Centaur
Young Treant
Tech 2 card(s)
Get Paid + float - ($7)
Worker
Roll 4, discard Centaur (ouch)
Playful Panda - ($5)
Calamandra L3 - ($1)
Float ($1)
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]: Wisp (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Rich Earth
Playful Panda (2/2)
Calamandra (3/4)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 4
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
This is looking pretty bad right now. Losing tempo from Rich Earth was compounded by not realising that I wouldn’t be able to summon a hero and build Tech I in the same turn, then Thieving Imp discarded the Centaur! Calamandra is probably going to get killed next turn, but exposing a better target seems like the only way to protect my Tech I and do some damage in return.
I will play a couple more turns to see how things work out. But I think I will open much better next time. Since the multicolor deck requires 2 gold for Tech I, Rich Earth is only a viable opening as P1 if you can play a solid 2 cost unit in Turn 2 (so I can still summon Calamandra and build Tech I) and never against Black Starter because of the risk of Sacrifice the Weak.
Ooooh yeah, haha. It’s all just an honor system, but yeah, the spoilers are there for observers and to keep track of everything and not something the players are supposed to look at. It’s all casual play though, so no harm done.
Like you said, it’s probably better we don’t know all the cards anyways. Analysis paralysis is real! Better to just play something, see how it goes, and make a mental note when things inevitably go in a way you never anticipated…
I noticed on my last turn that I had incorrectly listed a tower in my base buildings. My summary never mentioned anything about a tower, so hopefully you caught that and realized I -don’t- have a tower in play. It’s fixed for this turn:
(Note: looks like I got really lucky on my Imp Discard. I debated back and forth on whether to play him or something else.)
Edit: disregard my turn below. I don’t have enough gold. Will repost.
I’ve said it before and I’ll say it again: This is why I put spoiler tags on my hidden info in addition to collapsing it. I figure the more steps it takes to get to it, the the more likely those who shouldn’t see it will realize they shouldn’t in time to not see it.
STARTING HAND
Deteriorate
Pestering Haunt
Graveyard
Skeleton Javelineer
WORKERS
Summon Skeletons
Jandra, the Negator
Skeleton Javelineer
NextHand
Poisonblade Rogue
Skeletal Archery
Sacrifice the Weak
Bone Collector
Bone Collector
Discard
Thieving Imp
Graveyard
Pestering Haunt
Deteriorate
Death Rites
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Level Garth to 4, healing himself (he is now 2/4) - ($3)
My skeleton kills your Wisp, you draw 1 card
Garth and Thieving Imp kill Calamandra. Garth goes to level 6, Thieving Imp goes to my discard
Garth levels to max, triggering his max ability, which summons a Hooded Executioner (who does not boost, as I don’t have enough money ;_ - ($2)
Garth summons a second Skeleton - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Hooded Executioner (3/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Skeleton (1/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Garth Lv.7 (3/4)
Skeleton (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 5
[B]Gold:[/B]
Gold: 1
Workers: 8
Thoughts
I’m one gold short of being able to boost Executioner for a complete board wipe. Unfortunate. I’m bringing in the Executioner just so that I can have another body, which isn’t the best, but it’s something. I’m teching Death Rites since I feel fairly confident I can keep Garth alive. Next turn I think I should be set up pretty well for a Tech II transition. Still not entirely sure which spec I want to choose, but I feel like I will have good options with any of them.
@Hobusu: I’ll have to see if I can edit the spreadsheet scripts to add the spoilers automatically. It’s a bit tedious to add them manually every time. It’s a good idea for sure!
Circle of Life
Playful Panda
Spore Shambler
Young Treant
Barkcoat Bear
Rampaging Elephant
Tech 2 card(s)
Get Paid + float - ($8)
Worker
Centaur - ($5)
Midori - ($3)
Circle of Life sacrifice Panda, summon Centaur - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Centaur (3/4+1) [Overpower]
[I]Elite[/I]: Centaur (3+1/4) [Overpower]
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Rich Earth
Midori (2/3) [L1]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Tricky to decide whether to have two Tech I, or one Tech 2 and one Tech 0; decided two Tech I is spreading my eggs between baskets. I want to tech Temporal Distortion and Now for Geiger, but think that I should build up some Tech II mass first. I think that the time for an effective Behind the Ferns has been missed, Calamandra would have been great playing that at Tech I but Tech II units damage is too high to get the stealth.
The biggest risk now is that I am not building my Tech II this turn so I can’t play Tech II units next turn. I think it is necessary in order to not completely lose board presence; but I am making risky tech choices (Tech II cards might draw dead), and opponent will probably reach Tech II before I do (assuming he builds Tech II next turn and plays cards the turn after that).
It feels great to make my Tech choices in secret; until now I thought that they had perfect knowledge of my tech and next hand. This forced my decision making down specific paths, now feels much more free.
Garth’s maxband is so cool, that play made me really want to play a [Necro]/Present deck.
Bone Collector
Bone Collector
Poisonblade Rogue
Skeletal Archery
Sacrifice the Weak
WORKERS
Summon Skeletons
Jandra, the Negator
Skeleton Javelineer
Poisonblade Rogue
Next Hand
Death Rites
Thieving Imp
Graveyard
Pestering Haunt
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Bone Collector - ($6)
Bone Collector - ($4)
Tech II (Blood) - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Hooded Executioner (3/3+A)
[I]Elite[/I]: Bone Collector (3+1/3)
[I]Scavenger[/I]: Skeleton (1/1)
[I]Technician[/I]: Bone Collector (3/3)
[I]Lookout[/I]: Skeleton (1/1)
[B]In Play:[/B]
Garth Lv.7 (3/4)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
[details=Thoughts]
I debated between playing another Bone Collector or playing Sacrifice the Weak. Because I have Death Rites coming up, I am thinking that simply having lots of units is actually the better play, but I could be wrong. If he had Argagarg out I might be a little more afraid of those Centaurs. Since I’m redrawing a new hand here anyways, I might even get StW again in my new hand which would be ideal. Teching in only one Crashbarrow, because I want my other Death Rites. I’m going for Blood because I think it gives me the best chance of ending the game with Crashbarrow spam (plus Death Rites) while I safely hide behind my Skeletons. Another reason to keep my board strong is just in case he decides to spend all his gold to max Midori for a Garth snipe. He -could- do that, but he would be stuck at Tech I while I still have a strong board. [/details]
Tiny Basilisk
Barkcoat Bear
Playful Panda
Spore Shambler
Tech 2 card(s)
Get Paid - ($8)
Worker
Tech II (Feral) - ($4)
Midori atk Hooded Executioner, break armor, deal 1 dmg, dies
Calamandra - ($2)
Ferocity gives Centaurs Armor Piercing and Swift Strike - ($0)
Centaur atk, kill Hooded Executioner, overpower kill Skeleton, you get 1 gold
Centaur atk kill Elite Bone Collector
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: Calamandra (2+1/3)
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Rich Earth
Centaur (3/4) [Overpower]
Centaur (3/4) [Overpower]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
It’s not good that I’m not able to kill his Tech II or maxband Garth. Also, Calamandra is exposed to giving free levels to a second hero. I can still pull this off if I can pile on the pressure to turn tempo around once I hit Tech II.
Crashbarrow
Deteriorate
Sacrifice the Weak
Skeletal Archery
Death Rites
Tech 2 card(s)
Get Paid + Scavenger gold - ($10)
Garth casts Death Rites (Whenever my units die this turn, sacrifice an opposing lowest tech unit) - ($6)
Garth sacrifices my remaining Skeleton to draw a card, which kills Centaur 1 from Death Rites
Garth summons another Skeleton - ($5)
Garth sacrifices that summoned Skeleton to draw a card, which kills Centaur 2 from Death Rites
Play Crashbarrow - ($2)
Crashbarrow kills Calamandra and overpowers 3 damage to your Tech II, no more targets for Death Rites
Bone Collector kills your Tech II, your base takes 2, I gain a skeleton
Garth attacks your Tech I for 3 damage.
Worker - ($1)
Tech Lab (Necromancy) - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Skeleton (1/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Garth Lv.7 (3/4)
Bone Collector (3/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech Lab HP: 4 (Necromancy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 10
[details=Thoughts]
DEATH RIIIIITES!!! I don’t think he can come back from this. [/details]