Fixed, I like this version more!
P2T5
Tech StartingHand Workers
TECH
Shimmer Ray
Second Chances
STARTING HAND
Bird’s Nest
Seer
Rememberer
Snapback
Safe Attacking
WORKERS
Smoker
Fox Primus
Morningstar Flagbearer
Entangling Vines
Safe Attacking
NextHand
Sensei’s Advice
Rememberer
Aged Sensei
Grappling Hook
Discard
Savior Monk
Second Chances
Snapback
Bird’s Nest
Tech 2 card(s)
Get Paid + float + technician draw - ($11)
Worker - ($10)
Rememberer - ($5)
Seer, take a rune off Rememberer, fetch Shimmer Ray - ($4)
Tower - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Shimmer Ray (3/4A), fading 2
- Elite:
- Scavenger: Seer (2/1)
- Technician: Rememberer (3/3), fading 2
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 4 (Past)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 4
Gold:
- Gold: 1
- Workers: 10
Thoughts
Yikes.
@charnel_mouse’s turn!
P1T6
Starting hand: 3
Young Treant
Potent Basilisk
Verdant Tree
Thoughts
This turn is a pain. I’d like to quickly get past that Shimmer Ray, but I’d have to lose both illusions. If I just sit with the Mirror Dragon in Squad Leader, my ground units won’t get much done. I could destroy the Tech II with the Lobber’s ability, but then I can’t make a Mirror to copy the Potent Basilisk. I think I just go for it, then.
Do I want to spend my last 2 gold on Jaina, or the Young Treant? The Young Treant allows for a smoother reshuffle, and thins my deck for it too. On the other hand, Jaina can help with next turn’s assault. On the gripping hand, Verdant Tree can heal my Fairie Dragon to survive the Tower. Let’s go with that.
What do I want the Faerie Dragon to destroy? Taking out the Rememberer is one less pain in the backside. On the other hand, destroying the Tech II also stops him bringing in another Tech II unit, so it’s nearly as good, and Dreamfire can’t play Tech IIs from his hand or bring in multiple heroes. It also dooms my Dragon to die to the Tower on its next attack, but c’est la vie.
I’m wondering whether to put some Fire spells in my deck. Eventually, Quince will get hit with Snapback, so I need to be ready. The dream is Jaina + Dreamscape, but that’s a way off yet. I’ll put in the other Mimic and an Ember Sparks for now.
Teched cards: 2
T2: 2 x Lobber
T3: Free Speech, Potent Basilisk
T4: Fairie Dragon, Potent Basilisk
T5: Free Speech, Wandering Mimic
T6: Ember Sparks, Wandering Mimic
Get paid - (8)
Worker - (7)
Lobber and Faerie Dragon (Mirror) trade with Shimmer Ray
Fairie Dragon destroys your Tech II, your base to 18, takes 1 damage from Tower
Merfolk Prospector exhausts for gold - (8)
Quince makes a Mirror - (6)
Potent Basilisk, Mirror copies - (2)
Verdant Tree - (0)
Discard 0, draw 1, reshuffle 10, draw 1
Potent Basilisk (Mirror) 3/5+1A (illusion; untargetable; deathtouch; trashed when Potent Basilisk or Quince leaves play)
Potent Basilisk 3/5 (untargetable; deathtouch)
Quince L5 1/5 (2g: summon Mirror, limit 2; 2g: Mirror copies a non-Tech-III unit, is trashed at end of turn; non-token unit arrives: a Mirror can copy it, trashed when original or Quince leaves play)
Fairie Dragon 4/1 (flying; units with a feather rune are 3/1 with flying; 1 damage)
Merfolk Prospector 1/1 (exhaust: 1g)
Verdant Tree HP: 3 (healing 1; tech buildings (re)build instantly)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Hand: 2
Potent Basilisk
Lobber
Deck: 9
Tiger Cub
Playful Panda
Free Speech
Wandering Mimic
Free Speech
Rampant Growth
Ember Sparks
Wandering Mimic
Lobber
Discard: 0
Card-count details (opponent-viewable)
Expected: 10 + 10 teched = 20
4 on board
2 in hand
9 in deck
0 in discard
5 in workers
Gold: 0
Workers: 9
4 x start
T1: Rich Earth
T2: Ironbark Treant
T3: Forest’s Favour
T4: Spore Shambler
T6: Young Treant
Can’t contest that without a tech 2, GG WP!
GG! I was worried about a Snapback or another Shimmer Ray there. Up for another?
Yeah, I rerolled and got [Disease]/Present/Feral. I’ll post T1 in a bit. Are we playing with $1 Deteriorate?
Actually, I want to non-randomly try [Present]/Peace/Discipline. You’ll switch it up?
Sure, why not? My random deck is [Fire]/Ninjitsu/Present, all starters/specs I have very little experience with
GL HF!
P1T1
StartingHand Workers
STARTING HAND
Hardened Mox
Forgotten Fighter
Plasmodium
Battle Suits
Nullcraft
WORKERS
Plasmodium
NextHand
Neo Plexus
Tinkerer
Time Spiral
Temporal Research
Fading Argonaut
Discard
Forgotten Fighter
Battle Suits
Nullcraft
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Hardened Mox - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Hardened Mox (1/1A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
Thoughts
Not a bad split, Mox now and Fargo next.
@charnel_mouse’s turn!
Have fun! Sorry for the delay: I’m not used to any of these specs, so I have to think through my options here.
Game 3: [Present]/Discipline/Peace vs. [Fire]/Ninjitsu/Present
P2T1
Starting hand: 5
Mad Man
Nautical Dog
Bloodrage Ogre
Bloodburn
Pillage
Thoughts
I have no idea what my strategy is here. Purple/Peace is probably a safe bet for Dreamfire’s though. That suggests going for Firebirds, but that suffers against Young Lightning Dragon. I don’t have good anti-air in general, actually: I’d be relying on Fire spells or Sentry. Firehouse is another option, but it would need Hotter Fire, and Versatile Style makes that a little dodgy. It’s still OK against Cadets without that, though. Another option is getting invisibility up for Glorious Ninjas.
For now, I have the Bloodrage Ogre + Nautical Dog combination in hand, so I’ll use that. Nautical Dog goes in Technician in case of Nullcraft.
Get paid - (5)
Worker - (4)
Bloodrage Ogre - (2)
Nautical Dog - (1)
Discard 2, draw 4
Bloodrage Ogre 3/2+1A (doesn’t attack: returns to my hand)
Nautical Dog 1/1 (frenzy 1)
Base HP: 20
Hand: 4
Bombaster
Careless Musketeer
Makeshift Rambaster
Scorch
Deck: 1
Charge
Discard: 2
Mad Man
Pillage
Card-count details (opponent-viewable)
Expected: 10
2 on board
4 in hand
1 in deck
2 in discard
1 in workers
Gold: 1
Workers: 6
5 x start
T1: Bloodburn
P1T2
Tech StartingHand Workers
TECH
Sparring Partner
Sparring Partner
STARTING HAND
Tinkerer
Neo Plexus
Fading Argonaut
Time Spiral
Temporal Research
WORKERS
Plasmodium
Time Spiral
NextHand
Sparring Partner
Battle Suits
Temporal Research
Nullcraft
Tinkerer
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Fading Argonaut - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Fading Argonaut (2/3A), fading 3
- Elite: Hardened Mox (2/1)
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Thoughts
Proceeding with the plan.
@charnel_mouse’s turn!
Don’t worry about the delay. I was considering this codex for the upcoming tournament though, so I’d be happy to get as much practice on it as possible before the tourny starts.
P2T2
Starting hand: 4
Bombaster
Careless Musketeer
Makeshift Rambaster
Scorch
Thoughts
Ugh, can’t deal with that easily.
If I do see Peace Engine, Shuriken Hail might also be nice.
Teched cards: 2
T2: Fire Dart, Sentry
Get paid + float - (7)
Worker - (6)
Tech I - (4)
Jaina Stormborne - (2)
Bombaster - (0)
Discard 2, draw 1, reshuffle 6, draw 3
Bloodrage Ogre returns to my hand
Bombaster 2/2+1A (1g, sacrifice: deal 2 to target patrolling unit)
Nautical Dog 1/1 (frenzy 1)
Jaina L1 2/3 (sparkshot)
Base HP: 20
Tech I HP: 5
Hand: 5
Charge
Pillage
Sentry
Careless Musketeer
Bloodrage Ogre
Deck: 3
Mad Man
Fire Dart
Makeshift Rambaster
Discard: 0
Card-count details (opponent-viewable)
Expected: 10 + 2 teched = 12
2 on board
5 in hand
3 in deck
0 in discard
2 in workers
Gold: 0
Workers: 7
5 x start
T1: Bloodburn
T2: Scorch
P1T3
Tech StartingHand Workers
TECH
Flagstone Garrison
Flagstone Garrison
STARTING HAND
Temporal Research
Nullcraft
Sparring Partner
Tinkerer
Battle Suits
WORKERS
Plasmodium
Time Spiral
Temporal Research
NextHand
Neo Plexus
Sparring Partner
Forgotten Fighter
Nullcraft
Tech 2 card(s)
Get Paid - ($6)
Fargo to fading 2
Worker - ($5)
Battle Suits - ($3)
Fargo kills Bombaster
Mox kills Dog, you draw
Sparring Partner - ($2)
Oni - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Sparring Partner (2/2A)
- Elite:
- Scavenger: Oni lvl 1 (2/3)
- Technician:
- Lookout:
In Play:
- Fading Argonaut (3/1), fading 2
- Hardened Mox (2/1)
- Battle Suits
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
I’m expecting Lobbers, so I’ll patrol Spartner in SQL to make the math awkward, even though I’d rather Oni got ganked.
@charnel_mouse’s turn!
@charnel_mouse I forgot to ask if we’re using the proposed nerf to Battle Suits (only applies to purple soldiers and mystics). I’m up for it if you are. Either way it won’t change my turn.
We started the game before that had been decided on, but we should be fine to switch to it, if you’d prefer.