[Casual] FrozenStorm (Red) vs MuseumRevenant (Green)

GG, WP!

Thanks for your detailed feedback, I very much appreciate it!

Yes, I’d like to play another game - are there any match-ups that would be particularly useful for a beginner to play through?

I think red vs green is the best matchup to learn the game with personally, but I’m down to play whatever. You go first this time, pick a matchup and post! You can stay in this thread or start another, just be sure to tag me if you stay a new thread

2 Likes

P1 Green vs P2 Red

GL, HF!

Player 1, turn 1

Starting Hand
  • Forest’s Favor
  • Rich Earth
  • Tiger Cub
  • Young Treant
  • Merfolk Prospector

Events of turn
Upkeep:

  • Get gold (4)
  • Tech no cards
All Teched Cards
  • none

Main:

  • Worker (3)
  • Tiger Cub (1)
Workers
  • Rich Earth

Patrol as below
Discard 3, draw 5
Tech two cards before my next turn

Board info
Buildings:

  • :heart: Base HP: 20

In patrol:

  • :psblueshield: Squad leader: Tiger Cub (2/2+1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In play:

  • none

Economy info
Cards:

  • Hand: 5
  • Deck: 0
  • Discard: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

I’ll focus on learning from my earlier mistakes: putting heroes into play when they can quickly be taken out, deploying a Tower (if necessary), keeping an eye on my gold (i.e. think carefully before doing Spore Shambler gifts).

End of Turn Hand
  • Spore Shambler
  • Verdant Tree
  • Rampant Growth
  • Playful Panda
  • Ironbark Treant
End of Turn Discard
  • Forest’s Favor
  • Young Treant
  • Merfolk Prospector
1 Like

Looks good, GL HF!

As an aside, if you haven’t already, I highly recommend utilizing Autocard Anywhere for quick reminders to yourself of specific card and hero text!

Game 2 Player 2, Turn 1

P2 Red vs P1 Green

Starting Hand

Bloodrage Ogre
Mad Man
Bombaster
Careless Musketeer
Bloodburn

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Bloodrage Ogre (3)
  • Jaina (1)
  • Worker (0)
Workers

Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Jaina (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Charge
Nautical Dog
Scorch
Makeshift Rambaster
Pillage

End of Turn Discard

Bombaster
Mad Man
Careless Musketeer

My Thoughts

I never start Jaina, gonna try it out


1 Like

Thanks for suggesting the software, I’ll check it out.

Player 1, turn 2

Starting Hand
  • Spore Shambler
  • Verdant Tree
  • Rampant Growth
  • Playful Panda
  • Ironbark Treant

Events of turn
Upkeep:

  • Get gold (5 +1 float)
  • Tech 2 cards
All Teched Cards
  • Tiny Basilisk
  • Centaur

Main:

  • Worker (5)
  • Tech 1 (4)
  • Playful Panda (2)
Workers
  • Rich Earth
  • Verdant Tree

Patrol as below
Discard 3, draw 5
Tech two cards before my next turn

Board info
Buildings:

  • :heart: Base HP: 20
  • :heart: Tech 1 HP: 5

In patrol:

  • :psblueshield: Squad leader: Tiger Cub (2/2+1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician:
  • :target: Lookout:

In play:

  • Playful Panda (2/2)

Economy info
Cards:

  • Hand: 5
  • Deck: 3
  • Discard: 0

Gold:

  • Gold: 2
  • Workers: 6
Thoughts

Jaina’s spells would counter Murkwood Allies, so I might go for fewer, more powerful units instead.
I’ll tech in a Centaur (for its stats) and Tiny Basilisk (to create a threat against Jaina).

End of Turn Hand
  • Tiny Basilisk
  • Forest’s Favor
  • Centaur
  • Merfolk Prospector
  • Young Treant
End of Turn Discard
  • Spore Shambler
  • Rampant Growth
  • Ironbark Treant

It’s a chrome extension, you can limit it to just this site and just Codex words, makes them mouseovers that pop out the card image, really handy :slight_smile:

When combined with the" preview" during editing, lets you just check a card really quick (if you can spell its name :wink: Doubling Bar-BAR-barian used to really throw me for a loop!)

Game 2 Player 2, Turn 2

P2 Red vs P1 Green

Starting Hand

Charge
Nautical Dog
Scorch
Makeshift Rambaster
Pillage

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Molting Firebird x2


Main:

  • Brogre Trades with Cub
  • Makeshift Rambaster, kills wisp, you get a gold (4)
  • Jaina kills Panda
  • Nautical Dog (3)
  • Tech 1 (2)
  • Worker (1)
Workers

Scorch, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Jaina (2/1 lvl 1)
  • Nautical Dog (1/1)
  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Molting Firebird
Pillage
Careless Musketeer
Bloodrage Ogre

End of Turn Discard

Bombaster
Mad Man
Careless Musketeer

My Thoughts

Woulda been nice to have Musketeer or Bombaster here for a big-time pillage.

This is a little bit odd for me, but I’m gonna try fast-teching fire and loading this first draw with Firebird. No idea how poorly this will turn out, but hey, gotta try some stuff once in awhile eh? Hopefully I draw Bombaster or BROgre next turn so I can block up a bit, maybe he’ll forego a hero so I can suicide Jaina.

Nice, Brogre secured, let’s see what he rolls with.


I’ve got the extension and it works well for most cards, but not on the Centaur or your Jaina - (for some reason it works when I type Jaina). Overall, it is very handy :grinning:.

Player 1, turn 3

Starting Hand
  • Tiny Basilisk
  • Forest’s Favor
  • Centaur
  • Merfolk Prospector
  • Young Treant

Events of turn
Upkeep:

  • Get gold (6 +2 float +1 scavenger)
  • Tech 2 cards
All Teched Cards
  • Tiny Basilisk
  • Centaur
  • Tiny Basilisk
  • Centaur

Main:

  • Worker (8)
  • Centaur (5)
  • Calamandra Moss (3)
  • level up Calamandra Moss twice (1)
  • Merfolk Prospector (0)
Workers
  • Rich Earth
  • Verdant Tree
  • Young Treant

Patrol as below
Discard 2, draw 4
Tech two cards before my next turn

Board info
Buildings:

  • :heart: Base HP: 20
  • :heart: Tech 1 HP: 5

In patrol:

  • :psblueshield: Squad leader: Centaur (3/4+1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In play:

  • Calamandra Moss (3/4, level 3)

Economy info
Cards:

  • Hand: 5
  • Deck: 3
  • Discard: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I’ll bring out Calamandra – I hope I haven’t just crippled myself on turn 2, again.
I haven’t yet teched in any spells as I lack the units to cast them on.

End of Turn Hand
  • Spore Shambler
  • Rampant Growth
  • Ironbark Treant
  • Tiny Basilisk
End of Turn Discard
  • Tiny Basilisk
  • Forest’s Favor

I’m getting a little … creative here

Game 2 Player 2, Turn 3

P2 Red vs P1 Green

Starting Hand

Molting Firebird
Pillage
Careless Musketeer
Bloodrage Ogre

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Hotter Fire x2
Molting Firebird x2


Main:

  • Bloodrage Ogre (6)
  • Jaina suicides into Centaur, Cala maxbands
  • Nautical Dog smacks centaur as well, reducing him to 1hp
  • Makeshift Rambaster finishes Centaur in a delightful display of absurdity
  • Worker (5)
  • Tech 2 Fire (1)
Workers

Scorch, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bloodrage Ogre (3/2)
  • :target: Lookout:

In Play:

  • nothin, nada, zippo, zero, zilch

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Charge
Molting Firebird
Mad Man
Bombaster

End of Turn Discard

Hotter Fire
Hotter Fire
Makeshift Rambaster
Nautical Dog
Pillage
Molting Firebird

My Thoughts

I’m in a playful mood, let’s break shit, make bad trades, and tech up in the name of science. His play was about what I expected, and that’s cool. Provided he doesn’t have Forest’s Favor or Behind the Ferns in hand, I should be able to rain terror with my birdie next turn.


1 Like

Player 1, turn 4

Starting Hand
  • Spore Shambler
  • Rampant Growth
  • Ironbark Treant
  • Tiny Basilisk

Events of turn
Upkeep:

  • Get gold (7)
  • Tech 2 cards
All Teched Cards
  • Tiny Basilisk
  • Centaur
  • Tiny Basilisk
  • Centaur
  • Potent Basilisk
  • Fairie Dragon

Main:

  • Worker (6)
  • Tech 2 (Balance) (2)
Workers
  • Rich Earth
  • Verdant Tree
  • Young Treant
  • Spore Shambler

Patrol as below
Discard 3, draw 5
Tech two cards before my next turn

Board info
Buildings:

  • :heart: Base HP: 20
  • :heart: Tech 1 HP: 5
  • :heart: Tech 2 (Balance) HP: 5

In patrol:

  • :psblueshield: Squad leader: Calamandra Moss (4/5+1A, level 5)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In play:

  • none

Economy info
Cards:

  • Hand: 5
  • Deck: 4
  • Discard: 0

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

I am very suspicious – why would my opponent throw away all units and Jaina?

  • To play another hero
  • To play lots of Haste cards at once – perhaps to benefit from them dying (Bloodburn) or to boost them up (Drakk level 4). The Bloodrage Ogre in Technician slot could suggest lots of small units, or it could be drawing for a combo.
  • To play a card that damages his own units (Maximum Anarchy is the only one I can spot)
    Tech 2 (Fire) could be an indication of my opponent’s plan or it could be a distraction. I could destroy it by discarding 2 cards to give Calamandra Stealth and then using Rampant Growth, but that would put me behind in cards.

I’ll take the Tech at face value and plan against it:

  • Not much I can do about Bamstamper Lizzo
  • I could deploy a Stealth, Invisible or Flying unit to deal with a Doubleshot Archer
  • I could Tech in a Huntress or Fairie Dragon to deal with a Molting Firebird (and/or deploy a Tower)
  • Stealth, Invisible or Flying could deal with a Firehouse
  • Nature Reclaims or Potent Basilisk could destroy Hotter Fire
End of Turn Hand
  • Centaur
  • Tiny Basilisk
  • Forest’s Favor
  • Rampant Growth
  • Fairie Dragon
End of Turn Discard
  • Rampant Growth
  • Ironbark Treant
  • Tiny Basilisk

Game 2 Player 2, Turn 4

P2 Red vs P1 Green

Starting Hand

Molting Firebird
Pillage
Careless Musketeer
Bloodrage Ogre

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Ember Sparks, Bamstamper Lizzo
Hotter Fire x2
Molting Firebird x2


Main:

  • Drakk (7)
  • Molting Firebird (3)
  • Charge Firebird, it hits Calamandra to within an inch of her life (1)
  • Mad Man, finishes Cala, Drakk to level 3 (0)
  • Bloodrage Ogre kills Prospector, takes 1 damage, you get 1g
Workers

Careless Musketeer, Scorch, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Bloodrage Ogre (3/1)
  • Drakk (1/3 lvl 3)
  • Molting Firebird (4/3)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Molting Firebird
Charge
Pillage

End of Turn Discard
My Thoughts

Yay! Nasty birdy kills big cat lady! He’s got a buncha gold and tech 2, probably going to have to deal with Mimics or Fairie Dragons, I could break the tech 2 and put a dent in Cala for later levels, but I think I’d rather eliminate the immediate threat. I’ll tech Ember Sparks and Bamstamper to help me deal with possible counter fliers.

I got another Firebird, awesome, should be able to cut down whatever he throws my way then XD


Player 1, turn 5

Starting Hand
  • Centaur
  • Tiny Basilisk
  • Forest’s Favor
  • Rampant Growth
  • Fairie Dragon

Events of turn
Upkeep:

  • Get gold (8 +2 float +1 scavenger)
  • Tech 2 cards
All Teched Cards
  • Tiny Basilisk
  • Centaur
  • Tiny Basilisk
  • Centaur
  • Potent Basilisk
  • Fairie Dragon
  • Chameleon
  • Fairie Dragon

Main:

  • Worker (10)
  • Tower (7)
  • Fairie Dragon (3), puts Feather Rune on Molting Firebird
  • Centaur (0)
Workers
  • Rich Earth
  • Verdant Tree
  • Young Treant
  • Spore Shambler
  • Forest’s Favour

Patrol as below
Discard 2, draw 4
Tech two cards before my next turn

Board info
Buildings:

  • :heart: Base HP: 20
  • :heart: Tech 1 HP: 5
  • :heart: Tech 2 (Balance) HP: 5
  • :heart: Tower HP: 4

In patrol:

  • :psblueshield: Squad leader: Centaur (3/4+1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Fairie Dragon (4/2, Flying)
  • :pschip: Technician:
  • :target: Lookout:

In play:

  • none

Economy info
Cards:

  • Hand: 4
  • Deck: 0
  • Discard: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Relying on my gut this turn as things are starting to get complicated (Drakk giving out Frenzy, Flying units etc.).

End of Turn Hand
  • Potent Basilisk
  • Ironbark Treant
  • Tiny Basilisk
  • Centaur
End of Turn Discard
  • Tiny Basilisk
  • Rampant Growth

Game 2 Player 2, Turn 5

P2 Red vs P1 Green

Starting Hand

Molting Firebird
Pillage
Careless Musketeer
Bloodrage Ogre

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Bamstamper Lizzo, Ember Sparks
Ember Sparks, Bamstamper Lizzo
Hotter Fire x2
Molting Firebird x2


Main:

  • Maxband Drakk (5)
  • Fairie Firebird trades with your Firebird, you get 1g
  • Molting Firebird, haste from drakk, breaks your tech 2 and hits Centaur’s armor off, your base to 18, Firebird takes 1 from tower (1)
  • Brogre trades with Centaur
  • Drakk smacks your tower to 1hp
  • Worker (0)
Workers

Pillage, Careless Musketeer, Scorch, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Drakk (3/3 lvl 6)
  • Molting Firebird (4/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Bombaster
Bamstamper Lizzo
Makeshift Rambaster

End of Turn Discard

Ember Sparks
Bamstamper Lizzo
Molting Firebird
Bloodrage Ogre
Charge

My Thoughts

Good times here! I may be just going tech 3 + tech lab next turn, but let’s wait and see what shakes out. At the least, Bamstamper will be able to plow the road.


Player 1, turn 6

Starting Hand
  • Potent Basilisk
  • Ironbark Treant
  • Tiny Basilisk
  • Centaur

Events of turn
Upkeep:

  • Get gold (9 +1 scavenger)
  • Tech 2 cards
All Teched Cards
  • Tiny Basilisk
  • Centaur
  • Tiny Basilisk
  • Centaur
  • Potent Basilisk
  • Fairie Dragon
  • Chameleon
  • Fairie Dragon
  • Huntress
  • Huntress

Main:

  • Worker (9)
  • rebuild Tech 2
  • Tiny Basilisk (7)
  • Centaur (4)
Workers
  • Rich Earth
  • Verdant Tree
  • Young Treant
  • Spore Shambler
  • Forest’s Favour
  • Ironbark Treant

Patrol as below
Discard 1, draw 3
Tech two cards before my next turn

Board info
Buildings:

  • :heart: Base HP: 18
  • :heart: Tech 1 HP: 5
  • :heart: Tech 2 (Balance) HP: 5
  • :heart: Tower HP: 1
    In patrol:
    • :psblueshield: Squad leader: Centaur (3/4+1A)
    • :psfist: Elite:
    • :ps_: Scavenger:
    • :pschip: Technician: Tiny Basilisk (1/2, Deathtouch, Unattackable by Tech 0 units)
    • :target: Lookout:

In play:

  • none

Economy info
Cards:

  • Hand: 3
  • Deck: 7
  • Discard: 0

Gold:

  • Gold: 4
  • Workers: 10
Thoughts

Not too much I can do here without Tech 2 – I don’t want to bring a Hero out, for fear of them feeding levels to a Zane or Jaina.

End of Turn Hand
  • Potent Basilisk
  • Fairie Dragon
  • Tiny Basilisk
End of Turn Discard
  • Potent Basilisk

Game 2 Player 2, Turn 6

P2 Red vs P1 Green

Starting Hand

Bombaster
Bamstamper Lizzo
Makeshift Rambaster

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Kidnapping, Flame Arrow
Bamstamper Lizzo, Ember Sparks
Ember Sparks, Bamstamper Lizzo
Hotter Fire x2
Molting Firebird x2


Main:

  • Bamstamper Lizzo, hasted from drakk, kills Tiny B with arrive damage and trades with Centaur, you get a card (5)
  • Zane, destroys your tower, you base to 16, Zane takes 1 damage (3)
  • Firebird breaks your tech 2 again, your base to 14
  • Makeshift Rambaster, it and Drakk break your tech 1, your base to 12 (1)
Workers

Pillage, Careless Musketeer, Scorch, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Drakk (3/3 lvl 6)
  • Molting Firebird (4/2)
  • Zane (2/1 lvl 1)
  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 9

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Ember Sparks
Nautical Dog
Hotter Fire

End of Turn Discard

Ember Sparks
Bamstamper Lizzo
Molting Firebird
Bloodrage Ogre
Charge
Bamstamper Lizzo
Bombaster
Flame Arrow
Kidnapping

My Thoughts

Okay, all buildings down is solid, I’m vulnerable to a moment’s peace so let’s get the double tech kill just in case that happens, that way I can tech up if need be. Flame Arrow would help with that, so sure let’s grab it.


I concede: GG, WP!

That was a very exciting game and will be another valuable learning experience.

2 Likes

GG WP! Happy to provide in-depth insights again later if ya like, curious to hear what you think went wrong for you, and glad to play again!

If you want, we could swap decks so you can see what the matchup looks like reversed. I find that helpful sometimes.

2 Likes

At the moment, there are two things I suspect for bringing about my decline:

  • not attacking as much as I should, e.g. Turn 4 when I could’ve used Calamandra to take out your Bloodrage Ogre or your Tech 2 (discard Ironbark Treant & Tiny Basilisk then boost up with Rampant Growth)
  • not teching in spells

But I might be way off - I’ll have a read through your thoughts and see if they support my evaluation.

Okay, late reply but here’s my turn-by-turn breakdown:

Turn 1:
I think Merfolk + Cala is a better opening here. Gives you two attackers, which makes it much riskier for me to bring out a hero, and thus gives you early board pressure. You also know Ironbark, Shambler and Rampant Growth are in the next hand, so you have the flexibility to respond to anything I would put down to oppose.

Turn 2:
Given what I laid on my turn 1, not playing a hero here is smart. I do think Ironbark or Shambler is a better response though. Ironbark in Elite is guaranteed to trade well with my board. Your tech was solid facing Jaina, though I think Huntress + Centaur would be a little better (Jaina can flame down Tiny B effectively, and Tiny B isn’t going to block a tech1 rush of dudes from me)

Turn 3:
Great choice of what to spend gold on, my only suggestion would be in patrolling. Cala in SQL here is tough for me to trade well into (I’d need to tech a lobber, decently likely, but then give up 4g and 3 cards for your 4g and no card, getting the 2g in levels back). I think that’s a good trade for Green, as Red gets into trouble dipping that hard on cards.

You’re then guaranteed to keep Centaur, who is a further card-advantaged attacker. Overpower gives him great 2-for-1 potential, and possibly can get a counter-kill on the Jaina that got “free levels”, giving you a chance to get those free levels right back. I think you want to tech at least one spell or tech 2 card here, as doubling down on tech 1 units only guarantees that if I fast tech, you’ll be ill-equipped to respond

Turn 4:
I don’t think playing to destroy the tech 2 is a smart play here. If you had Forest’s Favor, I would say yes, break my tech 2 and tech up yourself. But Rampant Growth is spending 3 cards and 2g just to delay my tech 2 a turn, and I could easily be bluffing having a tech 2 and that’s a lot of investment to be not sure.

You get a bit unlucky here from me having a draw set up that contains Charge + Firebird + Mad Man, you’d be safe to a large variety of more likely hands for me.

You also really need a spell by this point. Dinosize to base race with Centaurs, Polymorph: Squirrel to take care of the bird, but something.

Turn 5
Solid play. Instamax Arg instead of Tower + Centaur could be considered as well, but I think Tower + Centaur is better.

Turn 6
I didn’t get my Bamstamper but the Firebird was just as bad for you. This is where you need something in the deck that will give you some grace. Polymorph, Ferocity, moment’s peace, something to stifle my momentum. Mimics are also a better choice than Chameleon at this point, but yea without having teched one of those spells several turns prior, I’ve got a bit of a stranglehold on the board.

Like I said, I’m happy to play the green side if you like, or play more red, or play another matchup all together. Just let me know. Hope all is well!

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I greatly appreciate your turn-by-turn analysis - as a new player, I find your reasoning to be very helpful e.g. evaluating whether I should’ve broken your Tech 2.

I must say that Codex is the most thinking-intensive game I’ve come across, and while the learning curve does feel very steep, it is all the more rewarding for it.

Thanks for offering to play again - I might switch it up and play as Red. Would you be ok with being Player 1 Green?

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You’re quite welcome, this forum needs more fresh players so I’m more than happy to encourage that!

There’s a lot of cards to learn and possible scenarios to work through each turn (even when limiting what permutations you’re considering from your opponent to just plausible ones, and discounting some possible surprises), but I agree that it rewards the knowledge investment with extremely deep gameplay. I’m rarely rewarded for going on auto-pilot, and much better off making the careful and fun interesting considerations.

I am definitely up for P1 Green! I’ll post later this afternoon / evening with turn 1, right now I’m late for lunch and exercise :wink:

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