Thanks, @petE - the same to you. This is my first tournament - and I’m pretty new to this game in general (and certainly to the 3-spec combination I’m playing, it’s an invention of my own which I thought could be fun), so I’m just hoping to enjoy myself and hopefully learn something!
P2T1
StartingHand Workers
STARTING HAND
Mad Man
Bombaster
Scorch
Nautical Dog
Pillage
WORKERS
Pillage
NextHand
Careless Musketeer
Charge
Bloodburn
Makeshift Rambaster
Bloodrage Ogre
Discard
Mad Man
Scorch
Nautical Dog
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bombaster - ($2)
Drakk - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Bombaster (2/2+1A)
-
Elite:
-
Scavenger: lv 1 Drakk (1/3)
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold: - Gold: 0
- Workers: 6
Thoughts
So, I’ve not been playing Codex for very long, and have tried multicolor combinations for even less time. This is one of a couple of multicolor decks that I’ve come up with, but I’ve not actually played it yet (I’ve one casual PBF game currently on the go with it, but that’s only up to turn 3). My intuition says it should be fairly strong, but actually making it work may be another matter. This combination of 3 specs is designed to play aggressively - the 2 main “themes” are haste (from the red starter, Drakk and his spells, Geiger’s Now!, and both Blood and Present Tech 2s) and pulling from the codex whichever units suit the current situation (Feral Strike is the star here, but there is also WGD in Present Tech 2, as well as Calamandra’s maxband for the 2 tigers). Plus Drakk and Calamandra are two of my favourite heroes in the game.
I think this deck will usually go for present Tech 2, and hope to max Calamandra in the midgame to play Feral Strike a couple of times (boosted if possible, but once you have a few “off-spec” Tech 2s in your deck you might line them up to be able to just use the “put cards into play” part), and possibly do similar things with WGD if there is scope to get him on the board and survive for a turn or two. None of the Tech 3s available are particularly strong, so I will hope to apply pressure and win the game at Tech 2. This may necessitate a Heroes’ Hall, because I feel all 3 heroes have a key role to play - but depending on the game circumstances 2 may be enough, so I won’t build one early.
As for his deck - I’ve not played against it before (I haven’t played against much of anything yet tbh), but I read a brief description of it from my opponent here Strength + Growth - #7 by petE - and it sounds pretty scary. My deck doesn’t have many counters to much of these things, so my plan will have to be to apply lots of pressure and stop him setting up his combos. Will be tough as P2 against a much more experienced player - but I’m playing in this tournament for fun and to learn, not because I expect to win many games!
And this opening hand was not the one I wanted as P2, facing that opening. My first thought was Drakk (or Calamandra) plus Nautical Dog, with the hero in Squad Leader - but he already has 3 attack on the board, and can easily get a 4th, from either of the starting deck units with haste, or from levelling Arg to midband and buffing Dog or Wisp. So I can’t put a 3HP hero in squad leader without giving him the option of killing it for free levels on Arg, which I can’t afford to give him. For this reason, I’ve just played the biggest unit I can there, with Drakk protected (but still patrolling to stop petE gratuitously hitting my base, I can level Drakk next turn to heal). To kill the Bombaster he’ll either have to trade another unit for it along with the dog, or buff the dog with midband Arg, which will take up 2 of his gold that he might have wanted to spend on something else (2 is all we will have assuming he plays a worker and builds Tech 1). And if he leaves Bombaster alive I might be able to blow up something good with him.
You may wonder why Drakk and not Calamandra - I think they’re both great early-game heroes, and if anything I generally prefer Calamandra (bigger stats, easier to level up, and imo better spells for the early game), but I’ve already decided I need to sieze the intiative as early as I can and apply some pressure. And Drakk is much better for that, due to his midband (and maxband if I can get there) as well as Bloodlust. And it’s with aggression in mind that I’ve workered Pillage rather than Scorch - while Scorch will probably get workered next cycle, it’s not unimaginable that I might want a quick 2 damage at some point.