[Casual] FrozenStorm vs zango

Unfortunately did not get my draw to work out nicely, so game plan switches slightly :wink:

think the tower line you have there makes sense, your previous patrol was a little vulnerable to that Zane trade but the secret power of having Zane in the command is there is no good way to patrol against the threat of him and what’s on the board. He’s less threatening once he’s out and already maxbanded, your patrol was indeed fine for trying to work around a possible Elite Training.

Game 6 Player 1 Turn 5

P2 Miracle Grow vs P1 PPA

Starting Hand

Chaos Mirror
Temporal Research
Stewardess of the Undone
Neo Plexus

Events of Turn:


Upkeep:

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

Pirate Gunship x2
Surprise Attack x2
Chaos Mirror, Stewardess of the Undone
Overeager Cadet, Stewardess of the Undone


Main:

  • Stewardess of the Undone, bounce bird into ether (5)
  • OC trades with Zane, levels fizzle
  • Mox kills Brogre, you draw 1
  • Worker (4)
  • Tech 2 Anarchy (0)
Workers

Neo Plexus, Tinkerer, Plasmodium, Time Spiral, Forgotten Fighter

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Stewardess of the Undone (3/3a)
  • :psfist: Elite:
  • :pspig: Scavenger: Stewardess of the Undone (3/3)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nullcraft (1/1)
  • Hardened Mox (2/1)
  • Zane (4/3 lvl 6)
  • Battle Suits

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Surprise Attack
Surprise Attack
Fading Argonaut
Overeager Cadet

End of Turn Discard
My Thoughts

Gunship rush? Think it might be my only good out here. Maybe it makes sense to blow the doors off with sharks next turn, guess we’ll see.


So I’m losing to gunships… Again…

I don’t see a line that has even a remote chance of winning, even without extra sharks coming up next turn. But well, let’s just get over with it. :wink:

Edit: damn you mobile postings! I was again double posting the turn
Edit2: got mixed up in turn numeration, changed that. Edit 3: forgot to mark this with the corresponding sentence I just inserted

game6 P2T5


Tech StartingHand Workers

TECH
Guargum, Eternal Sentinel
Guargum, Eternal Sentinel


STARTING HAND
Charge
blooming ancient
blooming ancient
Gunpoint Taxman (3/3A, antiair, when kills patroller…)
Makeshift Rambaster
Gunpoint Taxman


WORKERS
Careless Musketeer
Bloodburn
Nautical Dog
Makeshift Rambaster


NextHand

Bird’s Nest
Scorch
Pillage
Ardra’s Boulder
Charge


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
BA - ($3)
Arg, 2 runes - ($1)
runes on wisp & mad max

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Arg (1/3A, lvl1)
  • :psfist: Elite: Wisp (1+1,2)+
  • :ps_: Scavenger: Bombaster (2/2)
  • :pschip: Technician: Mad Man (2/2)+
  • :target: Lookout:

In Play:

  • blooming ancient (2/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Going to tech race with his grip on the board, worker advantage and having the right spec already on the table means: nonsense to hope for gunships myself. Even hoping for a miracle to get a charged Guargum online means he has to whiff on the first possible gunship draw AND I have to face off his board presence while saving a ton of money AND I have to have the tech 3 building live AND Guargum and charge in my first possible hand after building tech 3. Also absolute nonsense.
And by the way: workering this round leaves me so drastically open that tech 2 will perish. But just going for BA+Arg+GPT in order to survive next turn doesn’t get me anywhere either, so: game over, it is!

Post draw: already charge in hand, so my 0,0001% chance of pulling that Guargum stunt has already vanished.

Idk kinda depends on if you’re drawing into sharks. If you are I think this is gonna be reaallllly close

Game 6 Player 1 Turn 6

P2 Miracle Grow vs P1 PPA

Starting Hand

Surprise Attack
Surprise Attack
Fading Argonaut
Overeager Cadet

Events of Turn:


Upkeep:

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

Elite Training, Boot Camp
Pirate Gunship x2
Surprise Attack x2
Chaos Mirror, Stewardess of the Undone
Overeager Cadet, Stewardess of the Undone


Main:

  • Zane kills Arg, levels fizzle, takes 2
  • Mox kills Bombaster, you get 1g
  • Fading Argonaut (7)
  • Overeager Cadet
  • Worker (6)
  • Tech 3 (1)
Workers

Surprise Attack, Neo Plexus, Tinkerer, Plasmodium, Time Spiral, Forgotten Fighter

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (3/3a)
  • :psfist: Elite: Stewardess of the Undone (3+1/3)
  • :pspig: Scavenger: Stewardess of the Undone (3/3)
  • :exhaust: Technician: Overeager Cadet (3/2)
  • :target: Lookout: Nullcraft (1/1)

In Play:

  • Hardened Mox (2/1)
  • Zane (4/1 lvl 6)
  • Battle Suits

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Pirate Gunship
Chaos Mirror
Pirate Gunship

End of Turn Discard
My Thoughts

So now we just threaten Gunship as much as possible, hope there’s no sharks or MoLaC here.


I’m not leaving without giving a fight, and I always wanted to come to this point, where a wisp actually has an important role, lol!

PS: something about your card count is off. By the end of this turn of yours, you had 8 cards on the table, hand+deck+discard=7, workered away=6. That is a total of 21, which is an odd figure concerning you haven’t trashed anything and came to 10 workers just now. Even more so considering that’s just the 6th turn, so it should be 20 in total, right?

Now let there be sharks! :wink:

Edit 1&2: see dream fires comment below, had to change Zane and bird order. And I forgot to mark what I changed, AGAIN.

game6 P2T6


Tech StartingHand Workers

TECH
Spirit of the Panda
Dinosize


STARTING HAND
Scorch
Pillage
Bird’s Nest
Ardra’s Boulder
Charge


WORKERS
Careless Musketeer
Bloodburn
Nautical Dog
Makeshift Rambaster


NextHand

blooming ancient
Guargum, Eternal Sentinel
Bloodrage Ogre (3/2)
Gunpoint Taxman (3/3A, antiair, when kills patroller…)


Discard

Bombaster (2/2)
Mad Man
Scorch
Charge
Ardra’s Boulder
Pillage
Spirit of the Panda
Dinosize


Tech 2 card(s)
Get Paid + float + scav - ($11)
Rook, +1 rune - ($9)
birds nest, +2 runes - ($7)
Zane, +1 rune - ($5)
scorch tech 3 - ($2)
charge bird 1 - ($0)
BA kills SL, takes 3
mad max (+1 more rune, 3 left) trades elite
Charged bird (+1 rune, 2 left) kills scav, you get 1$
Zane kills technician, you draw
wisp (+last 2 runes) breaks tech 3

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: bird 2 (1/1, flying)
  • :target: Lookout:

In Play:

  • blooming ancient (2/1)
  • wisp (3/4)+++
  • bird 1 (2/2, flying)+
  • Bird’s Nest

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

What a sucker my tech choices were and what a lucker that I was not able to carry through with my plan to worker away the scorch…
But without seeing my next hand it is already clear: next turn I cannot repeat that tech break, so sad. Let’s hope he then has no gunship in hand when it’s relevant!
I’ll just phantasize about having teched two dinosize instead of this stupid tech 3 monster :wink:

Heroes can’t get runes from Blooming Ancient (nor from Drill Sergeant), I’m afraid.

1 Like

Upsi, but even better for me, now that I have to change my turn

1 Like

But seriously, I really feel honored that all of you guys keep a close eye on me newbie, I really value that a lot!

A lot of us spectate other people’s matches for fun and to get better at the game.
Since codex is such a complex game and players often get lost in the details of their turns, small mistakes like this are bound to happen (and not just for newbies), so spectators try to call them out when we can.

1 Like

it’s 7; Zane is a hero not a deck card :wink: that should account for the difference

Yowza, that was a lot of offense all at once! This is gonna be close.

Game 6 Player 1 Turn 7

P2 Miracle Grow vs P1 PPA

Starting Hand

Pirate Gunship
Chaos Mirror
Pirate Gunship
Temporal Research

Events of Turn:


Upkeep:

  • Get Gold (10+1float+1scav)
  • draw 1 techn
  • Elect to tech 1 card in
All Teched Cards

Boot Camp
Overeager Cadet, Boot Camp
Pirate Gunship x2
Surprise Attack x2
Chaos Mirror, Stewardess of the Undone
Overeager Cadet, Stewardess of the Undone


Main:

  • Prynn (10)
  • Temporal Research, rs draw 2 (8)
  • Stewardess of the Undone, bounce backline bird (5)
  • Overeager Cadet
  • Chaos Mirror Zane and Mox (3)
  • Mox kills Rook, Prynn to level 3
  • Zane trades with Ancient, levels fizzle
  • Onimaru (1)
Workers

Surprise Attack, Neo Plexus, Tinkerer, Plasmodium, Time Spiral, Forgotten Fighter

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Nullcraft (1/1a)
  • :psfist: Elite:
  • :pspig: Scavenger: Stewardess of the Undone (3/3)
  • :exhaust: Technician: Overeager Cadet (3/2)
  • :target: Lookout:

In Play:

  • Hardened Mox (2/1)
  • Onimaru (2/3 lvl 1)
  • Prynn (1/3 lvl 3 fade 4)
  • Battle Suits

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Stewardess of the Undone
Surprise Attack
Boot Camp
Boot Camp

End of Turn Discard
My Thoughts

Wow, got through, that was impressive… Spose I need to cycle here as much as possible, so let’s get boot camp in again, try to find an opening. I’m up on workers and the tech3 basically has to stay down from his perspective now.

Okay, Stewie and OC, that’s not Sharks or BC but that’s fine, Chaos mirror to kill Rook and BA, let’s hope Zango’s off cycle for stuff


I think levels are gonna have to go to Prynn, since you can’t play Oni until after Zane dies with your tech 3 down.

1 Like

Oh man didn’t even think of that, good call, will edit

Aaaaah, Zane, of course!

But about your turn: Rook is SL. A mox with 4 attack does not kill him. But even if it would I didn’t really understand the trouble of chaos mirror tbh if Zane dies at the end why bother with this card?

What happens is this: Chaos Mirror swaps the printed ATK of Zane and Mox. Battlesuits adds +1 ATK to Mox on top of that, so Mox ends up with 5, just enough to kill Rook in SL. (Zane ends up with just 1, which is enough to trade with the Blooming Ancient)

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Aaaaah, now I get it, thanks!

1 Like

Nope. Just nope. I’m all out of steam and had quite some horrible tech choices due to having mentally thrown away this game way too early. So if you have gunship in hand, I’ll fold.

Game6 P2T7


Tech StartingHand Workers

TECH
Surprise Attack
Dinosize


STARTING HAND
Bloodrage Ogre (3/2)
Guargum, Eternal Sentinel
Gunpoint Taxman (3/3A, antiair, when kills patroller…)
blooming ancient


WORKERS
Careless Musketeer
Bloodburn
Nautical Dog
Makeshift Rambaster


NextHand

Guargum, Eternal Sentinel
Mad Man
Guargum, Eternal Sentinel
Gunpoint Taxman


Tech 2 card(s)
Get Paid - ($9)
blooming ancient - ($5)
Arg, wisp2 arrives, 2 runes - ($3)
GPT, 1 rune - ($1)
move runes: bird+1; wisp2+2
bird kills SL
skip worker

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3A, antiair, when kills patroller…)
  • :psfist: Elite: wisp2 (2+1/3)++
  • :ps_: Scavenger:
  • :pschip: Technician: wisp (3/4)+++
  • :target: Lookout:

In Play:

  • Arg (1/3, lvl1)
  • blooming ancient (2/4)
  • bird (2/1, flying)+

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 12
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

again: it really is a pity that I had mentally given away this game way to early and, hence, didn’t think about my tech choices too hard. That really hurts now, but there’s nothing I can do about that!

Post draw: ROFL, double Tech3 in hand. Probably should have workered the one in my hand last turn to not further bloat my deck.

Nope no gunships in hand, they were both in the last hand and thus missed this cycle. Thus the close call :wink: Your pessimism makes more sense to me now though, it seems you didn’t have MoLaC or Sharks in your last cycle. That was probably a teching mistake; I think you should probably be winning right now.

The Stewardess bounce effect on token units patrolling in resource is a little counter-intuitive, I get it wrong still to this day. Here is the ruling info though:

Game 6 Player 1 Turn 8

P2 Miracle Grow vs P1 PPA

Starting Hand

Stewardess of the Undone
Surprise Attack
Boot Camp
Boot Camp
Overeager Cadet (BC1)
Fading Argonaut (BC2)

Events of Turn:


Upkeep:

  • Get Gold (10+1float)
  • Elect to tech 1 card in
All Teched Cards

The Art of War
Boot Camp
Overeager Cadet, Boot Camp
Pirate Gunship x2
Surprise Attack x2
Chaos Mirror, Stewardess of the Undone
Overeager Cadet, Stewardess of the Undone


Main:

  • Boot Camp GPT, draw 1 (10)
  • Boot Camp Elite Wisp, draw 1 (9)
  • Stewardess of the Undone, wisp goes to your hand then disappears, no technician bonus (6)
  • Onimaru to level 5, kills Ancient, takes 3 (1)
  • Stewardess kills Arg, takes 2, Oni maxbands and heals
  • Prynn tickles your base to 17hp
  • Midband Prynn (0)
  • Mox and OC break your tech2, your base to 15
Workers

Surprise Attack, Neo Plexus, Tinkerer, Plasmodium, Time Spiral, Forgotten Fighter

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (3/2a)
  • :psfist: Elite: Stewardess of the Undone (3+1/3)
  • :pspig: Scavenger: Soldier (1/1)
  • :exhaust: Technician: Soldier (1/1)
  • :target: Lookout: Soldier (1/1)

In Play:

  • Hardened Mox (2/1)
  • Onimaru (4/5 lvl 8)
  • Prynn (2/4 lvl 4 fade 4)
  • Stewardess of the Undone (3/1)
  • Overeager Cadet (3/1)
  • Battle Suits

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Nullcraft
The Art of War
Pirate Gunship
Fading Argonaut

End of Turn Discard
My Thoughts

Okay, with both Boot Camp we can get the tech2, Arg, and BA, just not Bird. That’s okay though. Sharks mean I lose the tech3 again probably, so I’ll tech an Art of War as a backup plan


I’ll fold here.
I teched horribly, horribly wrong, even without gunship I can’t do much against the current board state. Even if I’m lucky that would take longer than it is possible for you to whiff on drawing one.

GG, some nice moves of yours and probably the game I learnt most from up until now.

The stewardess ruling was intuitive for me (being a long time MTG player). Token dies from not being able to stay in hand, but it is not any longer in technician spot to guarantee a bonus when dying. That’s fine.

If you are still up for more games I’d now want to go for the same two decks but now P1 miracle growth and P2 PPA. How about I pick miracle growth first?

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Sounds good to me, go ahead and start it!

Why didn’t you tech MoLaC and Surprise Attack sooner? Those should have been your turn 4 techs, or certainly turn 5. Boulder and GPT feel like panic techs, as does Guargum turn 5. If you’re concerned you can’t keep the tech 2 healthy, you always have Zane to throw nails under my tires, or maxband Rook and hope I haven’t teched Origin Story yet (I hadn’t; needed all my other techs, no luxury to pre-tech that).

Just as your plan can be momentarily derailed by Zane, so can mine :wink:

2 Likes

Exactly! That’s been my biggest learning of this game. It was close to two am and I knew not finishing my turn will keep me awake even longer so I just wanted to get through with it. You flashed me with your big board presence and I want thinking straight anymore. I wanted to have an option to stay safe behind and to be able to stick with tech 2. It came more from “what would I want to have now” instead of thinking forward.
So in the future, I’ll slow down a bit in a situation like that and even if something feels out of hand I’ll think things through!

2 Likes

GL & HF!

Game7 P1T1


StartingHand Workers

STARTING HAND
Bloodburn
Makeshift Rambaster
Charge
Bombaster
Bloodrage Ogre


WORKERS
Bloodburn


NextHand

Pillage
Careless Musketeer
Nautical Dog
Mad Man
Scorch


Discard

Bloodrage Ogre
Makeshift Rambaster
Charge


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bombaster - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

Against a possible mox no Bogre. Was hesitant whether a rambaster might be worth it, but it’s not a base race. And I want my units to be able to patrol.