You’re right on all counts.
Looked like a bitchin’ turn though
I’ll resign it here, GG. That was some incredibly bad luck failing to draw the Grasps, but I was also at fault. I should have teched 1 Grasp and 1 Drain instead of 2 Grasps; the Newsman can’t block both!
Bad luck indeed, two straight games of a turn 3 hand whiff is abnormally bad. GG WP all the same, HMU if you want to try the deck again against something different!
I’m surprised how much more effective Blue felt in the Black vs Blue starter match when you take Vandy away from Black and give Cala to the Blue. Granting resist 1 to all units really deters the use of deteriorate
The odds of me missing both Grasps in the 2nd game was ~10%. I do want to keep trying my build, as I think it’s probably the strongest Necro build (though maybe not the strongest build that includes the Necromancy spec, subtle distinction), so I should be able to get it to work with a bit more practice. I may not have much time to post this weekend, though.
Yeah, the hyper-efficient stat growth that Vandy and Calamandra enjoy is a big deal IMO. The resist 1 definitely discourages use of Deteriorate, though a successful Doom Grasp on Calamandra would have cleared that right up.
Alright, I’m ready for another game if you are. You mentioned wanting to try a different build?
Yeah just wanting to try some random decks, to be forced to try weird lines I wouldn’t normally try.
Rolled (Balance)/Past/Law, 82
I randomed 70, so you’re up first.
aight hewego, gl hf
Game 3 Player 1, Turn 1
P1 [Balance]/Past/Law vs P2 [Necromancy]/Growth/Blood
Starting Hand
Verdant Tree
Spore Shambler
Playful Panda
Rich Earth
Ironbark Treant
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards (except tech 1)
All Teched Cards
Main:
- Rich Earth (1)
- Worker
Workers
Spore Shambler
- Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Rich Earth
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 5
End of Turn Hand
Forest’s Favor
Rampant Growth
Young Treant
Merfolk Prospector
Tiger Cub
End of Turn Discard
Ironbark Treant
Playful Panda
Verdant Tree
My Thoughts
This is kinda a weird deck but ATM, I’m thinking I can actually play pretty effectively around T1 + Hero’s Hall, so I’m going to see how that looks. All for fun
GL HF!
"P2T2
StartingHand Workers
STARTING HAND
Sacrifice the Weak
Skeleton Javelineer
Skeletal Archery
Summon Skeletons
Jandra, the Negator
WORKERS
Poisonblade Rogue
NextHand
Sacrifice the Weak
Jandra, the Negator
Summon Skeletons
Skeleton Javelineer
Discard
Deteriorate
Thieving Imp
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth Torken - ($2)
Graveyard - ($0)
Pestering Haunt
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Graveyard (3)
- L1 Garth Torken (1/3)
- Pestering Haunt (1/1) Unstoppable
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold:
- Gold: 0
- Workers: 6
Thoughts
Wow, there are a lot of potent tricks and combos in that random build. This should prove to be a difficult and interesting match-up. Skeletal Archery won’t last long, and neither Necromancy nor Balance have any Flying or Anti-air options, which means I’ll probably need to rely on spells and/or boosted Executioners to deal with flying units. For Slow-Time Generator, I can potentially work around its effects with Galina / Spirit, but not as effectively as Insurance Agents, even without Tax Collectors. Still, I should probably build a Corpse Catapult to deal with that and the Censorship Council. Skeletal Lords can potentially work around the Council’s limitation, however. Speaking to my build, I think I should try getting Blooming Ancients ASAP and Bone Collectors sometime before them. That combo seemed to work very well for codexnewb. For this turn, I’ll set up for a painless Sacrifice next turn and repeating Haunts thereafter. Even if the Graveyard gets hit by Nature Reclaims, it’s an even trade on gold, puts me slightly ahead in average tech level of cards, and I still get any benefits I manage to squeeze from it between now and then.
"
Game 3 Player 1, Turn 2
P1 [Balance]/Past/Law vs P2 [Necromancy]/Growth/Blood
Starting Hand
Forest’s Favor
Rampant Growth
Young Treant
Merfolk Prospector
Tiger Cub
Events of Turn:
Upkeep:
- Get Gold (5+1float)
- Tech 2 cards (except tech 1)
All Teched Cards
Nature Reclaims, Stewardess of the Undone
Main:
- Midori (4)
- Tiger Cub (2)
- Worker
- Tech 1 (0)
Workers
Merfolk Prospector, Spore Shambler
- Patrol as below
- Discard 3 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Midori (2/3+1armor lvl 1)
- Elite:
- Scavenger: Tiger Cub (2/2)
- Technician:
- Lookout:
In Play:
- Rich Earth
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
End of Turn Hand
Ironbark Treant
Playful Panda
Young Treant
Rampant Growth
Nature Reclaims
End of Turn Discard
My Thoughts
Graveyard is a nuisance so I think I’ll just junk it. Meanwhile, Stewardess is Garth’s least favorite t1 lady so she was an obvious front-runner (works great against Arg too). We’ll be looking for openings to level Midori, but we’ll see how this goes
…
Well no Stewardess, but we do have YT and Nature Reclaims for options, so that’s nice.
"P2T2
Tech StartingHand Workers
TECH
Bone Collector
Bone Collector
STARTING HAND
Skeleton Javelineer
Jandra, the Negator
Sacrifice the Weak
Summon Skeletons
WORKERS
Poisonblade Rogue
Jandra, the Negator
NextHand
Skeletal Archery
Bone Collector
Deteriorate
Bone Collector
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Haunt pings Cub, replay from Graveyard
Skeleton Javelineer - ($2)
Skeleton - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Skeleton (1/1)
- Technician: Skeleton Javelineer (1/1) [javelin]
- Lookout:
In Play:
- Graveyard (3)
- L1 Garth Torken (1/3)
- Pestering Haunt (1/1) Unstoppable
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
Thoughts
Not really worth using Sacrifice in this case. I think he’s planning to Nature Reclaims my Graveyard. While I have it, I’ll take the opportunity to get a free hit in on the Tiger Cub, so if it attacks, it dies without returning a patroller bonus, unless $2 and a card are invested to buff it.
"
Game 3 Player 1, Turn 3
P1 [Balance]/Past/Law vs P2 [Necromancy]/Growth/Blood
Starting Hand
Forest’s Favor
Rampant Growth
Young Treant
Merfolk Prospector
Tiger Cub
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards (except tech 1)
All Teched Cards
Stewardess of the Undone, Tiny Basilisk
Nature Reclaims, Stewardess of the Undone
Main:
- Young Treant, draw 1 (4)
- Midori kills scav, you get a gold
- Playful Panda (2)
- Nature Reclaims, put Graveyard into the abyss(0)
- Worker
Workers
Ironbark Treant, Merfolk Prospector, Spore Shambler
- Patrol as below
- Discard 2 Draw 2 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Tiger Cub (2/1+1armor)
- Elite:
- Scavenger: Young Treant (0/2)
- Technician: Wisp (0/1)
- Lookout:
In Play:
- Midori (2/2 lvl 1)
- Playful Panda (2/2)
- Rich Earth
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Stewardess of the Undone
Verdant Tree
Tiny Basilisk
Stewardess of the Undone
End of Turn Discard
My Thoughts
Okay, no stewardess so yea, let’s go ahead and get rid of that Graveyard. Next turn, threatening Midori maxband is nice, he better hope he can recover some cards without that graveyard.
…
Double Stewardess next turn, that could be fun
"P2T3
Tech StartingHand Workers
TECH
Blooming Ancient
Blooming Ancient
STARTING HAND
Skeletal Archery
Bone Collector
Deteriorate
Bone Collector
Sacrifice the Weak
WORKERS
Poisonblade Rogue
Jandra, the Negator
Sacrifice the Weak
NextHand
Summon Skeletons
Pestering Haunt
Skeletal Archery
Thieving Imp
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Deteriorate Panda
Haunt trades with Panda
Bone Collector - ($5)
Skeleton - ($4)
Tech II - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Skeleton (1/1)
- Technician: Skeleton (1/1)
- Lookout:
In Play:
- L1 Garth Torken (1/3)
- Bone Collector (3/3)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Growth)
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
Just aiming for efficient trades here while I tech up.
"
I woulda killed the Tiger Cub, friend XD
Game 3 Player 1, Turn 4
P1 [Balance]/Past/Law vs P2 [Necromancy]/Growth/Blood
Starting Hand
Stewardess of the Undone
Verdant Tree
Tiny Basilisk
Stewardess of the Undone
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards (except tech 1)
All Teched Cards
Scribe x2
Stewardess of the Undone, Tiny Basilisk
Nature Reclaims, Stewardess of the Undone
Main:
- Stewardess of the Undone, try to bounce technician skeleton but it dissipates, no card draw (4)
- Midbandori, Tiger Cub and Wisp feel buff (0)
- Wisp kills Scav, you get a gold
- Tiger Cub trades with BC
- Midori kills Garth, takes 1 and moves to level 7
Workers
Tiny Basilisk, Ironbark Treant, Merfolk Prospector, Spore Shambler
- Patrol as below
- Discard 2 Draw 2 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Stewardess of the Undone (2/3+1armor)
- Elite:
- Scavenger: Young Treant (0/2)
- Technician:
- Lookout:
In Play:
- Wisp (1/1)
- Midori (3/3 lvl 7)
- Rich Earth
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Rampant Growth
Forest’s Favor
Verdant Tree
Scribe
End of Turn Discard
My Thoughts
Seems like a reasonably good move here. Going double scribe b/c the natural move here will be to tech double doom grasp, I’m hoping to use Midori as a means to buy time and force that so that I can make a move on tech 3. Scribes will help with that, next turn we’ll hope to spend 3 on Midori + Forest’s Favor to make him a tech-killing machine, and then either a tech 2 or Verdant Tree + a tower. Trading Tiger Cub off rather than greedily trying to keep it and Midori on 1hp b/c that’s fraught with peril
@Nekoatl Can I revise that turn quick? Just thought of a really bad reason to leave Midori on 1hp (had already thought of bloodlust, doubting you teched that, but not Haunt, which is definitely in your hand or deck lol)
Well, I realized that I should have Deteriorated your Tiger instead of your Panda, so if we’re going to roll back, we should probably go back that far, I think.
I’m good with that, let’s do it. Post it below and I’ll respond in kind
"P2T3
Tech StartingHand Workers
TECH
Blooming Ancient
Blooming Ancient
STARTING HAND
Skeletal Archery
Bone Collector
Deteriorate
Bone Collector
Sacrifice the Weak
WORKERS
Poisonblade Rogue
Jandra, the Negator
Sacrifice the Weak
NextHand
Bone Collector
Blooming Ancient
Thieving Imp
Summon Skeletons
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Deteriorate Tiger
Haunt kills your Wisp, you draw 1
Bone Collector - ($5)
Skeleton - ($4)
Tech II - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Skeleton (1/1)
- Technician: Skeleton (1/1)
- Lookout:
In Play:
- L1 Garth Torken (1/3)
- Bone Collector (3/3)
- Pestering Haunt (1/1) Unstoppable
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Growth)
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
Going for efficient trades and prioritizing units without abilities.
"
That’s way tougher for me to deal with
Game 3 Player 1, Turn 4
P1 [Balance]/Past/Law vs P2 [Necromancy]/Growth/Blood
Starting Hand
Stewardess of the Undone
Verdant Tree
Tiny Basilisk
Stewardess of the Undone
Rampant Growth (techn)
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards (except tech 1)
All Teched Cards
Fairie Dragon x2
Stewardess of the Undone, Tiny Basilisk
Nature Reclaims, Stewardess of the Undone
Main:
- Verdant Tree (5)
- Tiny Basilisk (3)
- Tower (0)
- Worker
Workers
Rampant Growth, Ironbark Treant, Merfolk Prospector, Spore Shambler
- Patrol as below
- Discard 2 Draw 1 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tower HP: 4
In Patrol:
- Squad Leader: Playful Panda (2/2+1armor)
- Elite:
- Scavenger: Young Treant (0/2)
- Technician: Tiny Basilisk (1/2)
- Lookout:
In Play:
- Midori (2/2 lvl 1)
- Verdant Tree (3hp)
- Rich Earth
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Forest’s Favor
Tiger Cub
Fairie Dragon
Stewardess of the Undone
End of Turn Discard
My Thoughts
Hrmph, this is rough. If Tiny B lives, we go Tech 2 + Fairie Dragon the little guy for dive bomb killing. If not, though… Midbandori? Guess it depends on what he does