Deteriorate
Summon Skeletons
Sacrifice the Weak
Soul Stone
Poisonblade Rogue
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Twilight Baron - ($2)
Heroes’ Hall - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Twilight Baron (4/4+a)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Skeleton Javelineer
[I]Lookout[/I]:
[B]In Play:[/B]
Vandy lvl 3 (3/4 resist 1)
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 5
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
So either he runs his whole board into twilight Baron, or it lives for a turn, at which point I hopefully play river and cast Discord to take out the trash.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Level Rook to Lv. 6 - ($1) Bombaster, Nautical Dog, and Cucco kill Twilight Baron, Bombaster and Nautical Dog die Rook walks past your lone patroller and duels with Vandy, both of them take 3 damage Pipi finishes off Vandy, Rook gains 2 free levels and heals
Recruit Calypso Vystari - ($0)
OK, I think I’ve turned this around. Low hand cycling, but that’ll be fixed soon enough – all I need to do is poke all his buildings and a single Earthquake will flatten them. I’m thinking of going for Anarchy Tech III, since stealth helps keep his buildings down, Steam Tank is a good blocker, and Gunships are guaranteed to close the game.
Yeah, that’s gg. I’m coming with my answers a turn too late. Maybe I should have Soul Stoned the Twilight Baron, But then you would have sent both birds after Vandy, and I wouldn’t have been able to play River on the next turn in order to Discord, so she would have died then. Perhaps there was some line where I suicide Vandy, play River, cast Discord and Charge Rook with the Twilight Baron. In any case, I think I’ve come to the conclusion that as good as her spells are, Vandy is probably the wrong hero to open with against your deck. If I start with Rook, I can cast my own birds’ nest to counter yours, and he’s more survivable, at least at first. If I start with River, I have access to Discord on turn 3 to delay your birds and take fullest advantage of overpower. As much as I’d like to get two heroes out, I don’t have enough blockers to keep them alive without tech 1. Without the Heroes’ Hall, though, Metamorphosis isn’t really a threat, and the best Vandy can do is stall with soul stones and Shadow blades. Once your birds come out, she puts me in an awkward position, because I need to kill Rook to deal with it, but if I do, that will usually max her and force me to buff one of your birds, meaning Vandy’s likely downfall on the following turn. Do you still think Vandy is the way to go?
In any case, I’d like to try a different codex. I’m not giving up on this one, but I had a couple of idea’s I wanted to try, and no one is responding to my posts in the matchmaking thread. I’m going back and forth between [Past]/Discipline/Disease and [Feral]/Disease/Truth. Does one of those sound interesting to you?
You have a point there… I’ve not really had much experience using any Black specs, so I’m not a good judge of what works here. I know that my codex is supposed to be good against Black, according to a finalist of CAWS who used it, but even after using it against you I’m not quite sure what makes it good against Black specifically. Admittedly, the concept behind your codex is a bit odd. It exists mainly to combine Terras Q and either Discord or DeGrey, and also has Metamorphosis and Rook… But I’m not sure what you really do if either of those won’t work.
I know @ARMed_PIrate used a similar build (with Blood instead of Finesse), so maybe he or someone else in the community would have the insight that I lack? Another option would be to try searching the forums for games where other people used your codex to see what they did and whether it was successful.
That’s not entirely true. In fact it’s not even mostly true. Terras Q is the main endgame plan, for sure, but as I stated in my massive post following the first game, it’s built around several combos, most of which are faster than Terras Q. One of them is actually my own birds’ nest play, but where you combine it with blooming ancient, I was going to go with two step. Your codex is more focused on the Bird’s Nest plan, and thus better able to execute it long term, I think. That being said, if we did play again, I’d probably try Birds’ Nest v. Birds’ Nest to start. I do want to try these new codices, though.
I flipped a coin. I’m [Past]/Disease/Discipline, which makes you [Feral]/Disease/Truth. I haven’t really considered how these codices would fare against each other. Should be interesting. Rando 53
Sorry! That’s the most obvious synergy, and the one that most people I’ve seen use it have focused on, so I assumed that was true for you too. I’ll have to read that post again later, since I’ve already forgotten a lot of it… My only comment on Two Step Bird’s Nest is that both parts are channeled spells from different heroes, so it’ll only work once you have either a Heroes’ Hall or Tech II.
I got 92, so I’ll be taking my first turn soon. This’ll be interesting, since I’ve never used Disease or Truth before…
On the subject of plans for my prior codex, one thing I’ve been considering is how well River could combo with the Jandra/Mythmaking plan. Discord and two step are both well-suited to maximizing value from beefy units with overpower, and if I maxband her, Jandra only costs 2. Combine that with a graveyard for recursion and a Twilight Baron to serve as the other half of two-step (initially I’d use thieving imp), it could potentially get pretty difficult for my opponent to keep a board presence. It’s something I’ll have to try.
Rich Earth
Young Treant
Tiger Cub
Playful Panda
Rampant Growth
WORKERS
Rich Earth
Next Hand
Spore Shambler
Merfolk Prospector
Verdant Tree
Forest’s Favor
Ironbark Treant
Discard
Tiger Cub
Young Treant
Rampant Growth
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Recruit Playful Panda and Wisp - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Playful Panda (2/2)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 1
Workers: 5
[details=Thoughts][spoiler]I have zero experience with Disease and Truth (except the occasional battle against them), so it’s good that I’m really familiar with Feral and the Green starter!
I see at least one bit of synergy between Calamandra’s resist 1 aura and Illusions, but maybe it’s best to not be obvious? We’ll see how things stand in a couple turns before making any big decisions.[/spoiler][/details]
[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Hardened Mox - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Hardened Mox
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 1
Workers: 6
[details=Thoughts]
Initial gameplan is to play Mox and nullcraft, then buff them with Sparring Partner. I’ll probably use gloor as a hero since he also benifits heavily from sparring. Tech II goal is plague lab to continue growing nullcraft and mox while harassing his board with -1/-1’s and Spreading Plague [/details]
So far, I don’t have much to evaluate here… Mox is a persistent annoyance, but not much on its own. Grabbed a Plague Spitter as defense against both Mox and Nullcraft, and Spectral Hound to test the waters for potential Truth-focused play.
This seems a bit risky. I may have difficulty keeping sparring partner alive for a turn, but hopefully mox and Gloor are sufficient to hide behind. It occurs to me after finalizing my turn that if he midbands calamandra, Sickness isn’t very good anymore. He’ll probably do that, but maybe I can ping her down with nullcraft and a -1/-1? [/details]
Getting rid of Orpal is a huge boon, and my Plague Spitter makes both Mox and Nullcraft almost useless to him. Since I’ve got Calamandra at midband, I’m going with Truth Tech II this game. Behind the Ferns will make Spectral Hound and Plague Spitter even scarier to deal with, and Flagbearer will make it harder to shoot down my other Illusions.
I honestly couldn’t decide whether to attack or not… I decided that since my deck is all about getting value from cheap units, I’d rather have him attack me right now. Next turn I can use Calamandra to get a Spectral Tiger if I want, and I might play Verdant Tree to get SURPRISE TECH III!
Honestly, my only hope is the chance of getting a Liberty Gryphon out next turn. If he can break either Verdant Tree or Tech II this turn, I won’t have a funtional Tech III in time…
Hardened Mox (-1/-1 indestructible w/two -1/-1 runes)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 10
[details=Thoughts]
I think I should be able to win this given my current board strength as opposed to his. We’ll see what he does with his tech 2. I wanted to break tech 2 with grave, but there’s not much point with Verdant Tree in play. Since he’s in illusion, I had to kill the tree to prevent Liberty Griffin next turn. He’ll still probably play it one turn later, which means that I need to come up with an answer by then. It shouldn’t be too scary as long as I keep his other illusions down.
Sorry to keep you waiting so long, but I think this one’s hopeless now. I was banking on getting Tech III early with Verdant Tree, so I teched both copies of Liberty Gryphon… And got both of them in my hand, so I won’t be able to use either until the next cycle, which won’t be for at least two turns. Good game!