Casual: Payprplayn vs. Hobusu

When I saw the tree I assumed that was your play. Tough luck with the draw, though. I was actually a bit concerned about that because I hadn’t teched any tech 3 yet, and I wasn’t sure If I’d be able to stop you from getting it out. Does that codex feel like it makes any sense to you? I’m using it in my other pbp thread, but I haven’t got a great feel for it yet. Any thoughts?

Edit: btw @Hobusu, Looking at your thoughts from the game now that it’s over, I notice you said that If I could destroy either Verdant Tree or Tech 2, you wouldn’t be able to get tech 3 in time, but actually I could only stop you by destroying Verdant Tree. Its ability says “Your tech buildings [plural] build instantly this turn” so destroying tech 2 while Verdant Tree was still in play would have accomplished nothing but dealing 2 damage to your base-- you could just tap the Tree, rebuild tech 2 for free, build tech 3 and play the griffin.

Ah, you’re right about Verdant Tree. I’d misremembered it as only affecting a single tech building, and since it has to be exhausted for that ability to work… Not that it mattered this time, since you destroyed the Tree instead.

The basic strategy makes sense, but I felt like I was struggling to keep my hand size high enough. That meant I wasn’t really taking advantage of the low cost units as well as I’d like, and my discard and draw cycle was too slow for me to ever get the Truth Tech II units out.

I’m willing to give it another shot, even though it seems like Garth is really strong against this strategy (too many chump blockers + Doom Grasp). How about we switch first and second player?

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]

  • :psblueshield: [I]Squad Leader[/I]: Hardened Mox (1/1+A indestructible)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3

[B]Gold:[/B]

  • Gold: 0
  • Workers: 5

[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]

I’ll try to keep some of that in mind!

Player 2 Turn 1


Starting Hand and Workers

STARTING HAND

Young Treant
Verdant Tree
Tiger Cub
Rampant Growth
Ironbark Treant


WORKERS

Ironbark Treant


Next Hand

Forest’s Favor
Playful Panda
Rich Earth
Merfolk Prospector
Spore Shambler


Discard

Verdant Tree
Rampant Growth
Young Treant


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Calamandra - ($2)
Recruit Tiger Cub - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Calamandra Moss Lv. 1 (2/3+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Tiger Cub (2/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Considered Orpal, but Calamandra is stronger early on (especially when using green starter) and Behind the Ferns can make Mox much less of an issue.

Player 1 Turn 2


[details=Tech StartingHand Workers]

[spoiler]TECH
Stewardess of the Undone
Origin Story


STARTING HAND
Fading Argonaut
Forgotten Fighter
Neo Plexus
Tinkerer
Temporal Research


WORKERS
Plasmodium
Tinkerer


[/spoiler][/details]

[details=NextHand]

[spoiler]Neo Plexus
Origin Story
Forgotten Fighter
Stewardess of the Undone
Battle Suits


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Fading Argonaut - ($2)
Tech 1 - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Hardened Mox (1/1+A indestructible)
  • :psfist: [I]Elite[/I]: Fading Argonaut (3/3, Fading 3)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech 1 HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 6

[details=Thoughts]

[spoiler] Fargo provides plenty of defense to build my tech behind, as well as a strong potential attacking threat, particularly if combined with battle suits. In addition, by not playing a hero, My opponent doesn’t know what spells he needs to prepare for until I’m already able to play them. His codex likes to use strong heroes, so Origin Story is a natural choice (also avoids Cala’s midband, since only units get resistance. Stewardess of the undone is a solid tempo play which could really turn the game quickly. One (very aggressive) potential play next turn would be battle suits + Stewardess to bounce his biggest blocker + swing. If he midbands cala, though, that’s less attractive since I’d have to skip a worker in order to pay for the bounce. Might still be worth it to clear his board, though. More likely, though, I’ll play Prynn+Origin Story in that situation. As an additional bonus, both Stewardess and Origin Story cost 3, paving the way for a potential future TPoS.

An interesting first turn my opponent could have tried against a passive p1t1 like worker+mox (if he had merfolk prospector) would be worker+ prospector + heroes hall. That would allow him to play two heroes and tech 1 on turn 2, even if he lost the prospector (which would require me to play either battle suits or nullcraft, either of which would cost all of my disposable turn 2 income after worker+tech1, and neither of which likes looking at Orpal in SQL on turn 2, particularly with Cala also on the board). It’s potentially risky, sure, but such an opening would likely induce me to tech in Origin Story, which he could then target with carrion curse or silence (I’d probably go Orpal+Cala, so my main thought was CC). Don’t know if he had the prospector, or any interest in such a double-edged try, but an early HH would give another potential way to make use of money saved on inexpensive units that is more resilient against hero hate like Origin Story and sword runes (losing a lvl 1 hero hurts a lot less than losing a maxband hero). Orpal is also very strong against mox, and playing heroes instead of units early on means I have no good targets for stewardess.
[/spoiler][/details]

Player 2 Turn 2


Tech, Starting Hand and Workers

TECH

Plague Spitter
Behind the Ferns


STARTING HAND

Forest’s Favor
Merfolk Prospector
Spore Shambler
Rich Earth
Playful Panda


WORKERS

Ironbark Treant
Rich Earth


Next Hand

Spore Shambler
Verdant Tree
Playful Panda
Rampant Growth
Forest’s Favor


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Recruit Merfolk Prospector - ($4)
Tiger Cub swats Mox out of the patrol zone, taking 1 damage
Level Calamandra to Lv. 3 - ($2)
Calamandra kills Fading Argonaut, taking 3 damage
Level Calamandra to max - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Merfolk Prospector (1/1+a) (Resist 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra Moss Lv. 5 (4/5) (Gives resist 1 to units)
  • Tiger Cub (2/1) (Resist 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Max level Calamandra on Turn 2 is pretty rude, and I can probably keep her alive if I play my cards right. Grabbed Behind the Ferns earlier this time, along with a Plague Spitter. Depending on what happens, I might grab Feral Strike next turn to really make him sweat.

Player 1 Turn 3


[details=Tech StartingHand Workers]

[spoiler]TECH
Plague spitter
Sparring Partner


STARTING HAND
Stewardess of the Undone
Origin Story
Neo Plexus
Forgotten Fighter
Battle Suits


WORKERS
Plasmodium
Tinkerer
Neo Plexus


[/spoiler][/details]

[details=NextHand]

[spoiler]Stewardess of the Undone
Nullcraft
Temporal Research
Time Spiral
Origin Story


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Prynn - ($3)
Origin Story (bounce Cala) - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Hardened Mox (1/1+A indestructible)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Prynn lvl 1 (1/3 fading 4)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

[B]Buildings:[/B]

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

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 7

[details=Thoughts]

He put off tech 1 to make that play, meaning he likely teched spells. Bouncing Calamandra, then seems most likely to disrupt his plans. Playing Stewardess and bouncing the tiger, on the other hand, puts a bigger body on the field, but removes a lesser threat. I think Origin Story is probably the play here. I’m teching in Plague spitter because it’s good, and synergizes with both the plague lab and the TPoS plans. Sparring partner breaks from the 3-cost pattern, but is very strong with the rest of my deck, and hopefully, if I do go with TPoS, I can keep it in play so I don’t draw it.
[/details]

Btw, I just noticed that in our previous game, you shouldn’t have lost your Playful Panda. It had 2 armor, so it should have ignored the two -1/-1 runes from Orpal, and gone back to being a regular 2/2 after Rampant Growth wore off. Looking back, I think there is a strong possibility that this difference was decisive. Too bad, since it kind of negates my first win against you.

1 Like

That’s a shame… I didn’t realize that - 1/-1 damage worked that way until I did research for my post in the rules questions thread, so I never made the connection.

Anyway, it’ll probably be a while before my next turn.

Player 2 Turn 3


Tech, Starting Hand and Workers

TECH

Gorgon
Spectral Flagbearer


STARTING HAND

Verdant Tree
Forest’s Favor
Spore Shambler
Rampant Growth
Playful Panda


WORKERS

Ironbark Treant
Rich Earth
Spore Shambler


Next Hand

Gorgon
Young Treant
Behind the Ferns
Plague Spitter


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Build Tech I - ($5)
Exhaust Merfolk Prospector - ($6)
Build Verdant Tree - ($4)
Recruit Playful Panda and Wisp - ($2)

Float ($2)
Discard 2, draw 3, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Tiger Cub (2/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Verdant Tree (HP: 3) (Healing 1)
  • Merfolk Prospector (1/1)
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8
Thoughts

So, he bounced Calamandra. Oh well…? It means he doesn’t have much board presence at the moment, and I intend to capitalize on that. It’s unlikely (maybe impossible) to break Verdant Tree, and even less likely to get rid of it and Verdant Tree. As long as the Tree stands, I’ll have enough gold to build Tech II instantly and play Gorgon. Probably can play Plague Spitter as well, but if I don’t get gold from either scavenger or Prospector, I’d have to skip a worker to do that.

Player 1 Turn 4


[details=Tech StartingHand Workers]

[spoiler]TECH
Reversal
Plague Lab


STARTING HAND
Nullcraft
Time Spiral
Temporal Research
Stewardess of the Undone
Origin Story
Forgotten Fighter
Plague spitter


WORKERS
Plasmodium
Tinkerer
Neo Plexus
Time Spiral


[/spoiler][/details]

[details=NextHand]

[spoiler]Plague Lab
Forgotten Fighter
Sparring Partner
Battle Suits
Fading Argonaut


[/spoiler][/details]
Tech 1 card(s)
Get Paid - ($7)
Worker - ($6)
Temporal Research - ($4)
Nullcraft, kills Prospector - ($2)
Heroes’ Hall - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Hardened Mox (1/1+A indestructible)
  • :psfist: [I]Elite[/I]: Prynn lvl 1 (2/3 fading 3)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Nullcraft (1/1 flying)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 8

[details=Thoughts]


I thought about playing stewardess here. It was probably the right call in retrospect, but I wanted to play sparring partner as well, so I played TR first in hopes of drawing it. Down to 4 gold, I decided that I’d rather remove the prospector than the cub or the panda (keep him out of that extra gold, and leave myself enough gold to build a heroes’ hall.) We’ll see if I made the right choice
[/details]

Player 2 Turn 4


Tech, Starting Hand and Workers

TECH

Free Speech
Cursed Crow


STARTING HAND

Young Treant
Plague Spitter
Behind the Ferns
Gorgon


WORKERS

Ironbark Treant
Rich Earth
Spore Shambler


Next Hand

Forest’s Favor
Behind the Ferns
Spectral Flagbearer
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($10)
Verdant Tree heals 1 damage from Tiger Cub
Exhaust Verdant Tree; my Tech buildings finish instantly this turn
Build Disease Tech II - ($6)
Recruit Plague Spitter - ($3)
Recruit Gorgon - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Plague Spitter (3/3+a) (Anti-air, deals damage as -1/-1 runes)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]: Gorgon (2/4) (Deathtouch, dies: draw a card, resist 1)
    [B]In Play:[/B]
  • Verdant Tree (HP: 3) (Healing 1)
  • Playful Panda (2/2)
  • Tiger Cub (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Had to skip a worker, but I got Gorgon out behind a Plague Spitter. It’ll be hard to kill through combat, and putting it in Lookout makes Undo too inefficient as removal (especially since I could just replay it next turn). I’m looking to get Quince involved so that Free Speech can prevent Origin Story and to use Mirrors to duplicate all these units. Two deathtouch attacks? Two forced discards? Sounds great!

1 Like

Player 1 Turn 5


[details=Tech StartingHand Workers]

[spoiler]TECH
Gorgon
Gorgon


STARTING HAND
Fading Argonaut
Battle Suits
Sparring Partner
Plague Lab
Forgotten Fighter


WORKERS
Plasmodium
Tinkerer
Neo Plexus
Time Spiral
Forgotten Fighter


[/spoiler][/details]

[details=NextHand]

[spoiler]Plague spitter
Origin Story
Stewardess of the Undone
Reversal


[/spoiler][/details]

[details=Discard]

[spoiler]Battle Suits
Plague Lab
Gorgon
Gorgon


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Sparring Partner - ($6)
Fading Argonaut - ($4)
Disease Tech 2 - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Hardened Mox (1/1+A indestructible)
  • :psfist: [I]Elite[/I]: Fading Argonaut (3/3 fading 3)
  • :ps_: [I]Scavenger[/I]: Nullcraft (1/1 flying)
  • :pschip: [I]Technician[/I]: Sparring Partener (2/2)
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Prynn lvl 1 (1/3 fading 2)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 4

[B]Gold:[/B]

  • Gold: 0
  • Workers: 9

[details=Thoughts]

So I’m pretty hosed here. I’ve got to get this figured out. I think I can make this build work if I do it properly. I really Should have played the Stewardess last turn. On the off chance that I ever draw my tech 2, I have 2 Deathtouch blockers that can enable TPoS. Fingers are crossed, but I don’t think it’s likely.
[/details]

Player 2 Turn 5


Tech, Starting Hand and Workers

TECH

Gorgon
Ferocity


STARTING HAND

Spectral Flagbearer
Rampant Growth
Forest’s Favor
Behind the Ferns


WORKERS

Ironbark Treant
Rich Earth
Spore Shambler
Spectral Flagbearer


Next Hand

Cursed Crow
Merfolk Prospector
Free Speech
Young Treant


Discard

Playful Panda
Rampant Growth
Forest’s Favor
Gorgon
Ferocity


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Summon Quince and a Mirror - ($5)
Summon Calamandra - ($3)
Calamandra casts Behind the Ferns, giving my units with 3 or less ATK (aka all of them) stealth - ($1)
Plague Spitter and Tiger Cub destroy your Tech II, your base takes 2 damage
Gorgon touches Prynn to death and takes 1 damage, Quince gets 2 free levels
Playful Panda trades with Sparring Partner, you draw a card

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1+a) (Stealth, resist 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Mirror Illusion (0/1) (Stealth, resist 1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Verdant Tree (HP: 3) (Healing 1)
  • Behind the Ferns (Units w/ 3 or less ATK get stealth)
  • Calamandra Moss Lv. 1 (2/3) (Gives units resist 1)
  • Sirus Quince Lv. 3 (1/4)
  • Tiger Cub (2/2) (Stealth, resist 1)
  • Plague Spitter (3/3) (Anti-air, deals damage as -1/-1 runes, stealth, resist 1)
  • Gorgon (2/3) (Deathtouch, dies: draw a card, stealth, resist 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

This is my first time using Behind the Ferns, and it’s pretty good! Being able to completely ignore his patrol let me break his Tech II and kill his hero, and even if my defense is minimal it’ll probably be enough to keep him out. Worst case scenario would probably be one of my heroes dying, but if that happens the other will continue to do unfair things in his general direction. I’m curious which one he’d prefer to kill, since it’s not obvious to me which one would be worse for him to leave alive: Quince can start copying my units next turn, giving me double Gorgon or double Cursed Crow, but Calamandra lets what I already have ignore his patrol…

Yeah, that’s GG. I think I’m going to switch to [Necro]/Blood/Law for the next game. You’re up first.

If we’re switching things up, I’d like to use one that I might use for CAPS. Would you prefer mono-white or [Anarchy]/Strength/Growth? Either way, this will probably be my last casual match with you since CAPS is so close.

Either one’s fine with me. I’m also CAPS prepping, fwiw. I’ll probably be using either this or the first one I used against you for CAPS (or possibly mono black).

I think I’ll go with [Anarchy]/Strength/Growth, since I need to decide whether I like it enough to switch to it.

Player 1 Turn 1


Starting Hand and Workers

STARTING HAND

Bombaster
Bloodburn
Bloodrage Ogre
Charge
Mad Man


WORKERS

Bloodburn


Next Hand

Careless Musketeer
Nautical Dog
Scorch
Pillage
Makeshift Rambaster


Discard

Charge
Bloodrage Ogre
Bombaster


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Rook - ($1)
Recruit Mad Man - ($0)
Mad Man pokes your base angrily, doing 1 damage

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Garus Rook Lv. 1 (2/4+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Mad Man (1/1) (Haste)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

Nothing special here, just poking base and getting defense set up. I don’t think his codex has any upgrade removal (can’t check the Database right now), so I’m likely to go for Might of Leaf and Claw.

Player 2 Turn 1


[details=StartingHand Workers]

[spoiler]STARTING HAND
Skeleton Javelineer
Sacrifice the Weak
Thieving Imp
Skeletal Archery
Summon Skeletons


WORKERS
Thieving Imp


[/spoiler][/details]

[details=NextHand]

[spoiler]Pestering Haunt
Graveyard
Jandra, the Negator
Deteriorate
Poisonblade Rogue


[/spoiler][/details]

[details=Discard]

[spoiler]Sacrifice the Weak
Skeletal Archery
Summon Skeletons


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth - ($2)
Skeleton - ($1)
Skeleton Javelineer - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Skeleton (1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton Javelineer (1/1, jav rune)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Garth lvl 1 (1/3)

[B]Buildings:[/B]

  • :heart: Base HP: 19

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3

[B]Gold:[/B]

  • Gold: 0
  • Workers: 6

Player 1 Turn 2


Tech, Starting Hand and Workers

TECH

Calypso Vystari
Bird’s Nest


STARTING HAND

Makeshift Rambaster
Pillage
Nautical Dog
Scorch
Careless Musketeer


WORKERS

Bloodburn
Pillage


Next Hand

Bombaster
Calypso Vystari
Nautical Dog
Mad Man
Charge


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech I - ($2)
Recruit Careless Musketeer - ($0)
Rook crushes Squad Leader Skeleton
Mad Man trades with Javelineer, you gain 1 gold

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Careless Musketeer (2/1+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garus Rook Lv. 1 (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

So, I had 3 options for units to replace Mad Man this turn. Makeshift Rambaster could take advantage of the opening I just made in his defenses to do 3 damage to base, but this codex isn’t really meant to base race and it can’t patrol. Nautical Dog would save me a gold, but it would only get to attack once. Finally, Careless Musketeer would let me pick off a Skeleton each turn, and if I start preparing for an Earthquake it could switch to shooting his buildings. The base damage shouldn’t matter, so the only real downside is that it’s a 2-gold unit that has 1 HP. Since this isn’t a tournament game, but I’m likely to encounter Garth during CAPS, let’s go ahead and try it!