[Casual] FrozenStorm (White) vs Ellume (Red)

As with last game please don’t hesitate to ask questions or solicit commentary on your strategy post-game. GL HF @Ellume!

Game 1, Player 1, Turn 1

P1 White vs P2 Red

Starting Hand

Morningstar Flagbearer
Snapback
Smoker
Aged Sensei
Grappling Hook

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Grave (2)
  • Aged Sensei (1)
  • Worker (0)
Workers

Smoker

  • :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: Grave (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Aged Sensei (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Fox Viper
Safe Attacking
Savior Monk
Sensei’s Advice
Fox Primus

End of Turn Discard

Grappling Hook
Snapback
Morningstar Flagbearer

My Thoughts

This is a bit of an “advantage P1 matchup”, with both decks liking to have the initiative, and a little red favored, but should be fun!


I’m not very familiar with Red, but I will do my best. GL HF :slight_smile:

P1T1


StartingHand Workers

STARTING HAND
Careless Musketeer
Bloodburn
Mad Man
Pillage
Bombaster


WORKERS
Careless Musketeer


NextHand

Makeshift Rambaster
Nautical Dog
Bloodrage Ogre
Scorch
Charge


Discard

Bloodburn
Pillage
Bombaster


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Mad Man - ($2)
Drakk - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Drakk (1/3) (lvl 1)
  • :pschip: Technician: Mad Man (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

I’m not that familiar with Red. I generally think of them as fast rush, but there is already a wall I can’t break through with the available cards. I’m going to play defensive of sorts for now.

Game 1, Player 1, Turn 2

P1 White vs P2 Red

Starting Hand

Fox Viper
Safe Attacking
Savior Monk
Sensei’s Advice
Fox Primus

Events of Turn:


Upkeep:

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

Bird’s Nest, Sparring Partner


Main:

  • Aged Sensei blesses Grave with sage advice, he kills Drakk and sparkshots Mad Man, you rs draw 1 and get 1g, Grave to level 3
  • Savior Monk (3)
  • Hero’s Hall (1)
  • Worker (0)
Workers

Fox Viper, Smoker

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

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Grave (3/4 lvl 3)
  • Aged Sensei (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Snapback
Fox Primus
Sensei’s Advice
Grappling Hook
Sparring Partner

End of Turn Discard
My Thoughts

Probably not a good idea to give me free levels and force yourself into a late tech draw. Going win more with Birds and SP


Alright, I guess I have a couple questions before I make my next turn.
(1) Do you take 1 damage to your base when Drakk dies? Or does that only happen when he dies on my turn?
(2) If you use sparkshot to kill both scav and technician at the same time, then do I discard the card before drawing or after drawing a new card?

  1. He takes the 1 damage. He just forgot to record it.
  2. You don’t discard anything? You just get a gold and a card both. There is no maximum hand size in Codex, only the maximum redraw size of 5.
1 Like

Grave is exhausted and cannot patrol. You also forgot to record your Savior Monk as being in play. Maybe patrol with the Savior Monk instead.

1 Like

Thank you @Taz, yes @Ellume I take the one damage now (I always forget to mark it, sorry!) and I submitted my turn just as the internet went out, so when I re-did it I missed re-doing my patrol. Sorry about that

As for the order of the technician going to discard and drawing the card for technician death, that is the order. One is a consequence of the other (you draw a card b/c the technician died and went to discard). This is unaffected by the sparkshot, it always happens in that order.

So just to be 1000% clear:

  1. Technician dies, and goes to your discard.
  2. You rs draw 1 for the death
  3. Beginning of your next turn but after resolving the patrol stuff above, you tech 2 cards to your (now empty) discard.

Make sense?

1 Like

Thanks guys for the clarification.

P1T2


Tech StartingHand Workers

TECH
Firebat
Firebat


STARTING HAND
Bloodburn
Bloodrage Ogre
Nautical Dog
Bombaster
Scorch
Bloodburn


WORKERS
Careless Musketeer
Nautical Dog


NextHand

Bombaster
Charge
Pillage
Mad Man
Firebat


Tech 2 card(s)
Get Paid + scav - ($6)
Worker - ($5)
Tech 1 Building - ($4)
Bloodrage Ogre - ($2)
Jaina - ($0)

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1)
  • :psfist: Elite:
  • :ps_: Scavenger: Jaina (2/3) (lvl 1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Decided to go firebats to try give a bit of strength and flexibility. I’m pretty concerned with the strength on the board there is already for his side.

Game 1, Player 1, Turn 3

P1 White vs P2 Red

Starting Hand

Snapback
Fox Primus
Sensei’s Advice
Grappling Hook
Sparring Partner

Events of Turn:


Upkeep:

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

Rambasa Twin, Reversal
Bird’s Nest, Sparring Partner


Main:

  • Grave kills brogre, takes 3
  • Aged Sensei blesses Monk with sage advice, he kills Jaina, you get 1g, Grave to level 5
  • Rook (4)
  • Maxband Grave (2)
  • Tech 1 (1)
  • Worker (0)
Workers

Fox Primus, Fox Viper, Smoker

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

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4+1 armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Grave (4/5 lvl 7 holding a sword)
  • :target: Lookout:

In Play:

  • Savior Monk (2/1)
  • Aged Sensei (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Morningstar Flagbearer
Bird’s Nest
Safe Attacking
Sensei’s Advice
Grappling Hook

End of Turn Discard
My Thoughts

More free levels, I can dig it


I realize I had myself set to P1 still from the last game. Corrected now.

P2T3


StartingHand Workers

STARTING HAND
Mad Man
Pillage
Bombaster
Firebat
Charge


WORKERS
Careless Musketeer
Nautical Dog
Bombaster


NextHand

Scorch
Bloodburn
Makeshift Rambaster
Firebat


Discard

Bloodrage Ogre
Pillage
Charge


Tech 0 card(s)
Get Paid + Scav - ($7)
Worker - ($6)
Firebat - ($4)
Build Tower - ($1)
Mad Man - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Firebat (3+1/3)
  • :ps_: Scavenger:
  • :pschip: Technician: Mad Man (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I kind of think I’m already dead, but give it another turn or so.

Hmmm I don’t think you quite have corrected for being P2; now that I look at it, you’re a worker behind the last three turns. So you should have 8 workers now, and a lot more gold (3?)

We can just start over if you’d like, since the game didn’t exactly open favorably for you anyway (as it wouldn’t for any P2 not getting their fair shake of income ^_^) If not though I shall play on

Game 1, Player 1, Turn 4

P1 White vs P2 Red

Starting Hand

Morningstar Flagbearer
Bird’s Nest
Safe Attacking
Sensei’s Advice
Grappling Hook

Events of Turn:


Upkeep:

  • Savior Monk heals himself
  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Earthquake x2
Rambasa Twin, Reversal
Bird’s Nest, Sparring Partner


Main:

  • Grave hucks a sword at firebat, he’s gone
  • Midband Rook (3)
  • Sensei trains Rook, he walks past the lone Mad Man and breaks your tower, your base to 18
  • Bird’s Nest (1)
  • Worker (0)
Workers

Grappling Hook, Fox Primus, Fox Viper, Smoker

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Rook (3/5 lvl 5)
  • Grave (4/5 lvl 7, swordless)
  • Aged Sensei (1/1)
  • Bird’s Nest
  • Tweetie Bird (1/1 flying)
  • Big Bird (1/1 flying)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Sparring Partner
Snapback
Reversal
Rambasa Twin
Earthquake

End of Turn Discard
My Thoughts

breakin towers, and apparently taking advantage of a worker deficit :frowning:


@Ellume friendly reminder that action’s back to you, unless you’d prefer to start the game over which is fine too!

@FrozenStorm Thanks for the reminder. I missed the last email. I think I’ve pretty much lost as it is, so how about we start a new game? I will go ahead and start as P1 for real this time lol :slight_smile:

P1T1


StartingHand Workers

STARTING HAND
Nautical Dog
Bombaster
Careless Musketeer
Pillage
Bloodburn


WORKERS
Careless Musketeer


NextHand

Makeshift Rambaster
Scorch
Mad Man
Bloodrage Ogre
Charge


Discard

Bombaster
Pillage
Bloodburn


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Nautical Dog - ($2)
Zane - ($0)
Zane attack base for 2, down to 18

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nautical Dog (1/1+1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane (2/2) (lvl 1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

I kind of think I’m already dead, but give it another turn or so.

1 Like

No problem! New game is just fine, GL HF!

Game 2, Player 2, Turn 1

P2 White vs P1 Red

Starting Hand

Fox Viper
Sensei’s Advice
Safe Attacking
Grappling Hook
Smoker

Events of Turn:


Upkeep:

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

Main:

  • Smoker (4)
  • Rook (2)
  • Worker (1)
Workers

Fox Viper

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

Board Info:

Buildings:

  • :heart: Base HP: 18

In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Smoker (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Savior Monk
Snapback
Fox Primus
Aged Sensei
Morningstar Flagbearer

End of Turn Discard

Grappling Hook
Safe Attacking
Sensei’s Advice

My Thoughts

White P2, such a bitch lol. Rook will just have to do the trick


Alright, so I guess I didn’t set the thread to watch so it wasn’t sending me notification. Sorry for the delays. Still getting used to the forum.

P1T2


Tech StartingHand Workers

TECH
Firebat
Firebat


STARTING HAND
Scorch
Makeshift Rambaster
Charge
Mad Man
Bloodrage Ogre


WORKERS
Careless Musketeer
Mad Man


NextHand

Nautical Dog
Makeshift Rambaster
Pillage
Bloodburn
Scorch


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech Build I - ($3)
Level Zane 3 times to next band - ($0)
Nautical Dog attacks Rook for 2 and dies
Zane kills Rook and levels up twice to max band

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane (4/4) (Max)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Not a problem!

Game 2, Player 2, Turn 2

P2 White vs P1 Red

Starting Hand

Savior Monk
Snapback
Fox Primus
Aged Sensei
Morningstar Flagbearer

Events of Turn:


Upkeep:

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

Speed of the Fox, Sparring Partner


Main:

  • Smoker hits your tech1 to 4hp
  • Grave (5)
  • Savior Monk (3)
  • Aged Sensei (2)
  • Tech 1 (1)
  • Worker (0)
Workers

Fox Primus, Fox Viper

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5

In Patrol:

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

In Play:

  • Savior Monk (2/2)
  • Smoker (1/1)
  • Aged Sensei (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Sparring Partner
Morningstar Flagbearer
Grappling Hook
Sensei’s Advice

End of Turn Discard
My Thoughts

Hmm, a little unexpected he would trade that and maxband Zane. Typically better to get more impact out of Zane maxband by shoving and killing things and getting resources for it. I’ll throw Grave out in Elite as kill bait and hope to score levels off aggression next turn.


P1T3


Tech StartingHand Workers

TECH
Disguised Monkey
Disguised Monkey


STARTING HAND
Makeshift Rambaster
Bloodburn
Nautical Dog
Pillage
Scorch


WORKERS
Careless Musketeer
Mad Man
Nautical Dog


NextHand

Bombaster
Bloodrage Ogre
Firebat
Firebat
Charge


Discard

Scorch
Bloodburn
Pillage
Disguised Monkey
Disguised Monkey


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tower - ($2)
Makeshift Rambaster - ($0)
Zan kills Grave
MRambaster kills Aged Sensei

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane (4/1) (Max)
  • Makeshift Rambaster (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Instead of hitting the base for 3 I’m going to use the rambaster to kill aged sensai to try get a little more board control. I think I might try go for Anarchy as well.

Game 2, Player 2, Turn 3

P2 White vs P1 Red

Starting Hand

Sparring Partner
Morningstar Flagbearer
Grappling Hook
Sensei’s Advice

Events of Turn:


Upkeep:

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

Bird’s Nest, Fuzz Cuddles
Speed of the Fox, Sparring Partner


Main:

  • Rook (5)
  • Smoker kills Zane, Rook to level 3
  • Savior Monk hits your tower to 2hp
  • Sparring Partner (4)
  • Hero’s Hall (2)
  • Worker (1)
Workers

Grappling Hook, Fox Primus, Fox Viper

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Sparring Partner (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Rook (2/4 lvl 3)
  • :target: Lookout:

In Play:

  • Savior Monk (2/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Speed of the Fox
Snapback
Safe Attacking
Aged Sensei

End of Turn Discard
My Thoughts

As expected we get a free Zane kill, noice. Unexpected was a sensei kill and a tower…? Well no problem there, let’s go at it, get Rook some levels, and let Sets come party next turn


P1T4


Tech StartingHand Workers

TECH
Gunpoint Taxman
Gunpoint Taxman


STARTING HAND
Bloodrage Ogre
Charge
Firebat
Firebat
Bombaster


WORKERS
Careless Musketeer
Mad Man
Nautical Dog
Bombaster


NextHand

Scorch
Charge
Gunpoint Taxman
Pillage


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Firebat - ($4)
Firebat - ($2)
Jaina - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Firebat (3/3+1)
  • :psfist: Elite:
  • :ps_: Scavenger: Firebat (3/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Jaina (2/3)
  • Makeshift Rambaster (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tower HP: 2

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Feel like I need to delay and bring out some troops. Go to Tech II next turn probably. Going to bring in a little more Tech 1 muscle.

Game 2, Player 2, Turn 4

P2 White vs P1 Red

Starting Hand

Speed of the Fox
Snapback
Safe Attacking
Aged Sensei

Events of Turn:


Upkeep:

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

Sparring Partner, Earthquake
Bird’s Nest, Fuzz Cuddles
Speed of the Fox, Sparring Partner


Main:

  • Midband Rook (7)
  • SP buffs rook
  • Rook kills SQL firebat
  • Maxband Rook (4)
  • Safe Attacking (3)
  • Grave (1)
  • Worker (0)
Workers

Safe Attacking, Grappling Hook, Fox Primus, Fox Viper

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2+1armor)
  • :psfist: Elite: Grave (2+1/3 lvl 1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Sparring Partner (2/2)
  • Rook (5/7 lvl 8)
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Morningstar Flagbearer
Fuzz Cuddles
Sensei’s Advice
Smoker

End of Turn Discard

Earthquake
Sparring Partner
Aged Sensei
Snapback

My Thoughts

I’m tempted to max Setsuki, but I think it’s safer to go with Rook at this point. I’ll grab one earthquake now and a sparring partner, and hope I draw Birds and feel good about Rook’s survival