Fine by me. As for garth, I’d recommend taking him out with a Behind the Ferns play. If you do it with plague spitter, you’re at the very least crippling him permanently, so you can finish him off easily later. Another option for tearing through those chump blockers would be investing in Orpal (which you can afford to do if you’re playing cheap illusions). One hit from him at maxband can take out 3 skeletons. Sickness can take out 2 more. Spectral Flagbearer is a strong counter to Doom Grasp, particularly if it gets resistance from Cala. Its low cost relative to that of Doom Grasp makes the latter very unattractive. I think the more annoying Garth spell against that codex is nether drain, since you want to have high-level heroes, and it can get around the Flagbearer. There’s always silence, I suppose, but honestly it seems best just to take him out with any of feral’s many options for getting past his patrollers.
The Idea I had in mind with that codex was less about getting value from cheap creatures (though that’s certainly part of it) than it was about getting value from heroes, particularly calamandra. The only tech 1 creature better equipped than Plague Spitter to take advantage of Behind the Ferns and Ferocity is tiny Basilisk, but plague spitter has anti-air to boot, and is generally more versatile than the basilisk. Plus, with the disease spec, you still have deathtouch at tech 2 (complete with card advantage). Illusions of course love Cala’s midband, and if the added value from that lets you build a heroes’ hall, you can grow your forces with mirror tokens, or just shrink your opponents board with -1/-1 runes. If you’re really having an issue with plenty of money but not enough cards, surplus is always an option. Quince and Cala both provide ways to increase board presence without spending cards, or you can try to use carrion curse to make sure your opponent’s hand is at least as tight as yours. Also, don’t forget that you don’t have to tech into illusion. You’ve got access to strong board control tools at tech 2 with both disease and feral. Is your opponent spamming crashbarrows? Drop an abomination. Copy it with a mirror (You’ll have to do this with Quince’s maxband to do the copying as the abomination arrives, otherwise your mirrors will just die unless you also have macciatus, which would require a tech lab. I’m pretty sure the timing works with the maxband, though it might be worth double-checking). Anyway, those are just some of the things I had in mind. Honestly I started by looking at Calamandra’s spells and abilities and asked myself “What specs benefit most from these?”. As I said, plague spitter is ridiculous with both BtF and Ferocity, and Illusions benefit both from the extra resistance and the non-targeted buffs.
…Anyway…
Player 1 Turn 1
[details=StartingHand Workers]
[spoiler]STARTING HAND
Hardened Mox
Battle Suits
Plasmodium
Nullcraft
Time Spiral
WORKERS
Plasmodium
[/spoiler][/details]
[details=NextHand]
[spoiler]Temporal Research
Fading Argonaut
Tinkerer
Forgotten Fighter
Neo Plexus
[/spoiler][/details]
[details=Discard]
[spoiler]Time Spiral
Battle Suits
Nullcraft
[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Hardened Mox - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Hardened Mox (1/1+A indestructible)
-
[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]
[B]Gold:[/B]
[details=Thoughts]
Starting with mox seems good, although money could be tight next turn. I think I’ll likely go with a Sparring Partner opener again, though I’m not sure pairing it with sickness is good against cala. I might try Stewardess if he plays a strong tech 0 like Ironbark Treant or Spore Shambler. Otherwise I’ll probably go with plague spitter, since it combos well with two of this codex’s main late game plans (plague lab & TPoS). Not sure which direction I’ll go yet, though.
[/details]