Casual: Marto (monopurple) vs. EricF ([Balance/Feral]/Present)

T4:

Collect 9 gold (10)
Knights and plasmo lose a time rune
Summon Geiger (8)
Temporal Research, draw 2 (6)
Seer, removing a rune from Plasmodium (5)
Seer, removing a rune from Plasmodium (4)
Plasmodium arrives
Nullcraft, Plasmodium and Mox kill Potent Basilisk. Plasmodium dies
Omegacron (2) Mox is trashed
Omegacron (0)

discard 0, draw 1, rs, draw 1

Patrol:
Leader:
Elite:
Scavenger: Seer 2/1
Technician: Seer 2/1
Lookout:

Buildings: Tech I 5hp, Tech II Future 5hp
Units/Heroes: Nullcraft 1/1, lvl 1 Geiger 2/3
Base: 20
Other: Knight of the Conclave [1], Knight of the Conclave [1], Omegacron [5], Omegacron [5]

Economy:
Workers: 9
Spare gold: 0
Hand: 2
Deck: 4
Discard: 0

Note: Omegas come with 6 runes, not 5.

Player 1, Turn 6
9 gold (10)
Tap Cal for another Predator Tiger (6)
Temporal Distortion it for a Warp Gate Disciple (4)
Now! and use Disciple for a Tricycloid (2)
Worker (1)
Now! on Tricycloid (0)
Geiger kills both Seers
Tricycloid breaks your Tech II
Remove 1 rune to kill Nullcraft
Discard 1, Draw 3

SQL - Tiger Cub (2/2 +1)
Tech - Wisp (0/1)

L5 Cal (4/5)
L1 Geiger (2/1)
Warp Gate Disciple (1/1)
Tricycloid (5/5) {2 runes}

Base - 20
Tech I - 5
Hero’s Hall - 4

10 workers, 0 gold
Hand - 3
Deck - 6
Discard - 7

You’re right, and that’s precisely what I planned for !

T6:

Draw from techn
Collect 9 gold + scav (10)
Knights and Omegacrons lose a time rune. Knights arrive, Omegacrons have 5 runes each
Temporal Research, draw 3 (8)
Now ! on Knight #1 (7)
Now ! on Knight #2 (6)
Both knights clean your patrol
Geiger hits your base @18 hp
Worker (5)
Throw away my 10 workers to feed Omegacrons - they arrive
Both Omegacrons destroy your base

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Yeah, I was wondering if I needed to kill Geiger, but somehow messed up the math.

I’m really enjoying these games! I don’t think I’ve ever seen anyone use Temporal Research as effectively as you did there Marto.

Can I make a request though? I know it’s a pain to track hidden zones, but I’d really really appreciate seeing your tech decisions.

Yeah, that’s part of why we require it for the tournaments, but in this case we’re just banging out some experimental games. You can probably infer the tech choices, and the exact build orders are still in flux, so I don’t know how much info you’ld get.

Btw, Marto, feel free to go first again.

After I ended my turn 5 I realized summoning Geiger was really silly. Bringing Vir would’ve been wiser, limiting by far your options to prevent a huge blast.

[quote=“Jadiel, post:25, topic:1042, full:true”]
I’m really enjoying these games! I don’t think I’ve ever seen anyone use Temporal Research as effectively as you did there Marto.

Can I make a request though? I know it’s a pain to track hidden zones, but I’d really really appreciate seeing your tech decisions.[/quote]

Thanks :slight_smile: It was a test for me - I never used Knights of the Conclave before. Yet on game 2 I tried to improve the tactic, keeping Fading Argo, both Knights and Plasmodium in my 8-cards deck for T3, so I was pretty sure to cast a full Temporal Research on T3 or T4, depending when I drew it.

My teching order was, iirc, 2x Knights, 2x Seer, 2x Omegacron and 2x Now! in that order. As for each turn’s hand, I must say I didn’t keep a track for that…

T1:

Hand

Plasmodium, Plexus, FFighter, Battle Suit, Tinkerer

Collect 4 gold (4)
Worker (3)
Plasmodium (1)

discard 3, draw 5

Patrol:
Leader:
Elite:
Scavenger:
Technician:
Lookout:

Buildings:
Units/Heroes:
Base: 20
Other: Plasmodium

Economy:
Workers: 5
Spare gold: 1
Hand: 5
Deck: 0
Discard: 3

Redraw

Tresearch, Nullcraft, Mox, Time Spiral, Fading Argo

Thanks for telling me your tech order. It’s nice to see your hand, but at the moment I’m more interested in how people tech. One of the things I’m finding fascinating about Codex is that the deck-building element is so nuanced. People tend to look at it just at the level of which 3 heros you pick, but I’m finding it more helpful to think about different build orders within and across hero choice.

1 Like

P2, Turn 1

5 gold (5)
Worker (4)
Tiger Cub (2)
Tech I (0)
Discard 3, Draw 5

No Patrol

Tiger Cub (2/2)

Base - 20
Tech I - 5

6 workers, 0 gold
Hand; 5
Deck: 0
Discard: 3

T2:

[details=Hand]Tresearch, Nullcraft, Mox (W), Time Spiral, Fading Argo
Tech Seer, Stewardess[/details]

Collect 5 gold (6)
Worker (5)
Tech I (4)
Vir (2)
Fading Argonaut (0)

discard 3, draw 5

Patrol:
Leader:
Elite:
Scavenger:
Technician: Fading Argonaut 2/3 [3]
Lookout:

Buildings: Tech I 5hp
Units/Heroes: lvl 1 Vir 2/3
Base: 20
Other: Plasmodium [2]

Economy:
Workers: 6
Spare gold: 0
Hand: 5
Deck: 3
Discard: 0

Redraw

Neo Plexus, Stewardess, Battle Suits, Tinkerer, Time Spiral

P2, Turn 2

6 gold (6)
Young Treant (4), rs and draw
Worker (3)
Playful Panda (1)
Discard 3, Draw 4, rs, Draw 1. Float 1 gold

SQL - Tiger Cub (2/2 +1)
Scavenger - Young Treant (0/2)
Tech - Wisp (0/1)

Playful Panda (2/2)

Base - 20
Tech I - 5

7 workers, 1 gold
Hand; 5
Deck: 2
Discard: 0

T3:

[details=Hand]Neo Plexus (W), Stewardess, Battle Suits, Tinkerer, Time Spiral
Tech 2x Knight of the Conclave

Having Tresearch on my next hand, I feel like my deck pushes me to the KotC option AGAIN.[/details]

Collect 6 gold (6)
Worker (5)
Stewardess of the Undone, bouncing Wisp to nothingness (2)
Tinkerer (0)
Fading Argo and Vir kill Tiger Cub, both taking 2 damage

discard 2, draw 3, rs, draw 1

Patrol:
Leader:
Elite:
Scavenger:
Technician: Stewardess of the Undone 2/3
Lookout:

Buildings: Tech I 5hp
Units/Heroes: lvl 1 Vir 2/1, Fading Argonaut 2/1 [2], Tinkerer 1/2
Base: 20
Other: Plasmodium [1]

Economy:
Workers: 7
Spare gold: 0
Hand: 4
Deck: 3
Discard: 0

Redraw

Seer, Nullcraft, T Research, KotC

P2, Turn 3
7 gold (8)
Worker (7)
Tiny Basilisk (5)
Tiny Basilisk (3)
Tower (0)
Discard 2, Draw 2, rs, Draw 2.

SQL - Tiny Basilisk (1/2 +1)
Scavenger - Tiny Basilisk (1/2)
Tech - Young Treant (0/2)

Playful Panda (2/2)

Base - 20
Tech I - 5
Tower - 4

8 workers, 0 gold
Hand; 4
Deck: 3
Discard: 0

T4:

[details=Hand]Seer, Nullcraft, T Research, KotC
Tech 2x Rememberer
Topdeck KotC
Draw KotC, Time Spiral[/details]

Collect 7 gold (7)
Plasmodium arrives, Argonaut loses a rune
Knight of the Conclave (7)
Peek topdeck
Temporal Research, draw 2 (5)
Knight of the Conclave (5)
Fading Argo trades with Young Treant
Plasmodium kills Panda, taking back 3 damage
Worker (4)
Tech II - Past (0)
Tinkerer removes a rune from a KotC

discard 2, draw 1, rs, draw 3

Patrol:
Leader:
Elite:
Scavenger: lvl 1 Vir 2/1
Technician: Stewardess of the Undone 2/3
Lookout:

Buildings: Tech I 5hp, Tech II 5hp
Units/Heroes: Tinkerer 1/2, Plasmodium 4/1
Base: 20
Other: Knight of the Conclave [3], Knight of the Conclave [2]

Economy:
Workers: 8
Spare gold: 0
Hand: 4
Deck: 3
Discard: 0

Redraw

Battle Suits, T Research, Rememberer, Fading Argo

Draw for tech death
8 gold (8)
Midori (6)
Worker (5)
Circle of Life (2), trade Basilisk in for Faerie Dragon, putting a rune on the other basilisk
Flying basilisk kills Plasmodium
Tiger Cub (0)
Discard 2, draw 2, rs, draw 2

SQL - Tiger Cub (2/2 +1)
Tech - L1 Midori (2/3)
Lookout - Faerie Dragon (4/2) flying

Tiny Basilisk (3/1) w/ feather rune

Base - 20
Tech I - 5
Tower - 4

9 workers, 0 gold
Hand; 4
Deck: 6
Discard: 0

T5:

[details=Hand]Battle Suits, T Research, Rememberer, Fading Argo (W)
Tech Shimmer Ray, Second Chances
Topdeck Time Spiral
Draw KotC, Time Spiral[/details]

Collect 8 gold (8)
KotC lose a rune
Worker (7)
Rememberer (2)
Tinkerer removes a rune on Rememberer, bringing a Shimmer Ray into play from discard
discard 2, draw 1, rs, draw 3

Patrol:
Leader: Shimmer Ray 3/4+1 [2]
Elite:
Scavenger: Rememberer [2]
Technician: Stewardess of the Undone 2/3
Lookout:

Buildings: Tech I 5hp, Tech II 5hp
Units/Heroes: Tinkerer 1/2, lvl 1 Vir 2/1
Base: 20
Other: Knight of the Conclave [2], Knight of the Conclave [1]

Economy:
Workers: 9
Spare gold: 2
Hand: 4
Deck: 3
Discard: 0

Redraw

Seer, Time Spiral, Rememberer, T Research

9 gold (9)
Basilisk trades with Shimmer Ray
Faerie Dragon kills Vir, Midori to L3
Level Midori to 5 (7)
Midori kills Rememberer
Tiger Cub kills Stewardess
Tech II Balance (3)
Moment’s Peace (1)
Worker (0)
Discard 2, Draw 4.

Moment’s Peace in effect
No Patrol

Tiger Cub (3/1)
L5 Midori (3/1)
Faerie Dragon (4/2)

Base - 20
Tech I - 5
Tech II Balance - 5
Tower - 4

10 workers, 0 gold
Hand; 4
Deck: 2
Discard: 7

Unless I’m mistaken you can’t have two heroes in play (no tech II or heroes hall) :wink:

Hmm, good point. I will have had modified my turn appropriately in a minute or two - Done.