No name, only decks used by multiple people to great success get names.
P2, Turn 1
I don’t have any clean answers to super mox in the codex other than Arresting Constable, I guess. If Akiata goes all-in on the mox, I can keep that in mind as a possible response. Otherwise, I’ll just have to plan around it with high HP things out of Feral. At the same time, I’ll need to establish board proactive board presence.
Don’t sell yourself short, it might wind up being one of the greatest Codex decks of all time! Played by thousands, or well, maybe dozens. OK look. If we got four people to play it would that be enough to name it?
I think we have to get in on the ground floor here and come up with something really punchy in case this thing takes off. Any ideas?
P1T2
Tech StartingHand Workers
TECH
Boot Camp
Boot Camp
STARTING HAND
Hardened Mox
Plasmodium
Fading Argonaut
Forgotten Fighter
Nullcraft
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Play Hardened Mox (2/1, Indestructible) - ($2)
Begin constructing Tech I building - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite: Hardened Mox (2+1/1, Indestructible)
Scavenger:
Technician:
Lookout:
In Play:
Battle Suits
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 6
Thoughts
So I don’t think there’s any reason not to juggermox… so let’s try that.
With $2 left to spend I could…
Get Oni out… but he could level / buff Cal to assasinate.
Play Fargo for extra board to screen for Oni, but I’d go down to 4 cards to do it.
Tech I, and float the other $1. He could sac Tiger cub to disable Mox, and then level ($2) and buff ($2) Cal to get a Tech break. Leaving him enough to worker + tech I or play Merfolk Prospector or something. But that’d leave him open and I have hasty options so more likely he’d build more board to keep Mox out. Panda, worker, Tech I, maybe HH?
If we’re looking at option 3, then I’ll have $7 to spend next turn, Oni + Bootcamp + Bootcamp is 4. Worker, and maybe some Cadets. Leaving Cadets and Oni to fend off maybe Tiger Cub, Panda, Wisp, Cal … Hmmm.
As per usual, I’m sure my powers of clairvoyance will be unerringly accurate.
Tech 2 card(s)
Get Paid (no float) - ($6)
Worker - ($5)
Hardened Mox attacks Young Treant, inflicting 1 damage after armour.
Summon General Onimaru (2/3, Frenzy 1) - ($3)
The General Boot Camps Mox, I draw one. - ($2)
Draw
Neo Plexus
Play Fading Argonaut (3/3, Fading ***) - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Fading Argonaut (3/3+A, Fading ***)
Elite:
Scavenger: General Onimaru (2/3, Frenzy 1)
Technician:
Lookout:
In Play:
Battle Suits
Hardened Mox (3/2, Indestructible, +)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Well, with only $6, this turn has gone about as well as expected.
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Begin constructing Tech II Building… PAST! - ($4)
Summon General Onimaru (2/3, Frenzy 1) - ($2)
Overeager Cadet trades with Tiger Cub.
Mox kills Lobber, you gain $1.
The General orders Mox to boot camp, I draw 1 - ($1)
Draw
Fargo
Play Overeager Cadet (3/2)
Begin constructing Tech Lab… PEACE! - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite: Overeager Cadet (3+1/2)
Scavenger:
Technician:
Lookout:
In Play:
Battle Suits
L1 - General Onimaru (2/3, Frenzy 1)
Hardened Mox (4/3, Indestructible, ++)
Nullcraft (1/1, Flying, Haste)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Past)
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Censorship Council coming I’d warrant. So I’ll hedge my bets… At least with Past I can squeeze extra units into play with Remember’s and spend up reasonably high on my one card per turn.
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
The General orders Stalking Tiger to an expensive Boot Camp, I draw 1 - ($6)
Draw
Rememberer
Summon Zane who hastily kills Young Treant. You gain $1 - ($4)
Overeager Cadet trades with Bigby, levels to The General. You draw a card.
Hardened Mox slays Calamandra Moss. Levels to the General (now 5th).
Onimaru and Nullcraft break your Tech II building, your base to 18.
The General is promoted to maxband, and heals - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Alpha (1/1+A, Sparkshot)
Elite:
Scavenger: Bravo (1/1, Sparkshot)
Technician: Charlie (1/1, Sparkshot)
Lookout:
In Play:
Battle Suits
L8 - General Onimaru (4/5, Frenzy 1, Readiness)
L1 - Captain Zane (2/1, Haste, 1 damage)
Hardened Mox (4/3, Indestructible, ++)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Past)
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
Really not sure what infrastructure is best to break here… but I’m hoping a Tech break will cripple EricF more than Censorship Council will cripple me.
You do still have to attack the invisible patroller, it’s just not targetable. Edit: that is, it’s not targetable without a detector, because Invisible.
Don’t forget to re-do your end-of-turn draw (and the boot camp draw) after making whatever changes are needed.
Ah! Well. That’s counter intuitive. Sorry about that (it did seem a little too good to be true). I’ll edit my turn (to something rather different, I’m thinking).
I’ve decided to leave the errant turn as is, in case tournament adjudication is required. Here’s the (hopefully legal) revised T6. In the end it was pretty similar to the previous turn.
Rememberer
Temporal Research
Rememberer
Boot Camp
Boot Camp
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Hardened Mox and Nullcraft kill Stalking Tiger.
Overeager Cadet trades with Bigby. Levels to The General (now 3rd). You draw a card.
Captain Zane suddenly appears and hastily kills Young Treant. He takes 1 damage, and you draw a card. - ($6)
Promote Onimaru to maxband. - ($1)
The General orders Zane off to Boot Camp, I draw a (freshly randomised) card - ($0)
Onimaru trades with Calamandra. Levels to Zane (now 3rd).
Draw
Overeager Cadet
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Soldier “Alpha” (1/1+A, Sparkshot)
Elite:
Scavenger: Soldier “Bravo” (1/1, Sparkshot)
Technician: Soldier “Charlie” (1/1, Sparkshot)
Lookout:
In Play:
Battle Suits
L3 - Captain Zane (3/2, Haste, +, 1 damage)
Hardened Mox (4/3, Indestructible, ++)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Past)
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
OK so … Zane Maxband?
Worker ($8)
Mox + NC --> Tiger.
OC --> Bigby, levels to Oni (now 3rd)
Zane maxband ($1)
Shove YT to Technician, we both draw ($0)
Zane trades with Cal, levels to Oni (now 5th)
Oni can hit something for 4… like the Tower?
Leaves me with …
Mox
Mid-Oni (3/3)
He can play his Tech II stuff… which might be Guardian at the Gates, and Juggernauts. Which I can cope with I think? Dunno, good to get a double hero kill.
What if I don’t max Zane?
Worker ($8)
Mox + NC --> Tiger.
OC --> Bigby, levels to Oni (now 3rd)
Zane kills YT ($6)
Max Oni ($1)
Oni slays Cal.
Leaves me with…
L3 Zane, 2/1
A
B
C
Mox
In this case, if he’s tech’ed basically any fire stuff he can probably pop something off to come and kill Oni.
If Guardian of the Gates is coming out then Surprise attack is a pretty decent counter. Next turn I’m going to want to Tech III so I can start remmebering archons. Which leaves me like no cash… and basically gives EricF the initiative.
Forest’s Favor — Magi -> Worker
Merfolk Prospector — Tech 0
Feral Strike
Insurance Agent
Huntress
+Flame Arrow //nice! this is just what I need here to keep the defensive pressure going.
Tech in other copies of Feral Strike and Insurance Agent
Boot Camp
Boot Camp
Temporal Research
Rememberer
Ebbflow Archon
Tech 1 card(s)
Get Paid - ($10)
Begin constructing Tech III building - ($5)
Mox kills Huntress, you collect insurance.
All three soldiers kill Jaina. Levels fizzle.
Play Rememberer (4/3, Fading ***) - ($0)
Hardened Mox is trashed.
Float ($0)
Discard 4, draw 5
Board Info: In Patrol:
Squad Leader: Rememberer (4/3+A, Fading ***)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Battle Suits
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Past)
Tech III HP: 5
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
OK, so EricF did tech some Fire spells. That’s a bummer. This little plan to remember a unit is starting to look pretty fragile here. I need a bit more board to pull it off I think. Should not have sacced Oni last turn. Insurance Agent is a pretty great counter to Juggermox. Bigby + Judgement Day is also a possibility. That’ll run all the way up to $10 though.
If I play Rememberer + build T3, I can
a), hit Huntress and then hope the soliders can fend off Jaina + insurance agent. Of course if another Flame Arrow comes out Remember is toast. Jaina on the board leaves a lot of options available to him.
b), hit Huntress with Mox and then sac all the soldiers into Jaina. That leaves Insurance Agent 2/2, v Rememberer 3/3+A. Lobber would ruin my day there. But, I would have build T3, and I’m not completely out of options.
What if no Tech III?
c) Rememberer. Plus say… Prynn. Then I can (potentially) Remember a Golgurt? Hmm. It’s a bit more robust at the cost of going a bit slow. Feels like Cen$%^&hip Council is doing it’s job here and slowly choking my board.
Eric’ll have $13 after Insurance + Scav, and so T3 is very likely. I think I should go with b) here. It leaves me more vulnerable, but moving forward I’ll have access to more win conditions. Like, he may not be holding lobber or Rampant Growth right?!?!
And I whiffed on the Gryphon… oof, there go my win conditions.
Yes! Finally got rid of that annoying Mox. Note to any Codex rebalancers: this was the ideal situation to have used Arresting Constable (literally the only direct solution to super mox in my Codex) and it came close, but did not make the cut. That guy really needed to be either a 2/4 for 2, have Haste, or be modeled after Dungeon Geists.
P2, turn 7
See previous hand
10 gold (13). No tech.
Cal (11)
Rampant Growth the Agent; trades with Rememberer (9)
Max Cal (5)
Lobber, attacks your Tech 3 for 2 (4)
Bigby (2)
Discard 3, draw 2, rs, draw 3. Float 2 gold.
SQL - L1 Bigby (2/3 +1)
L5 Cal (4/5)
Lobber (2/2)
Base - 20
Tech 1 - 5
Tech 2 - 5 (Law)
Tower - 4
Censorship Council - 5
The Art of War
Boot Camp
Overeager Cadet (3+1/2)
Patriot Gryphon
Flagstone Garrison
Tech 1 card(s)
Get Paid - ($10)
Worker - ($9)
Max Onimaru - ($0)
Overeager Cadet
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Overeager Cadet (3/2+A)
Elite: Soldier “Alpha” (1+1/1, Sparkshot)
Scavenger: Soldier “Bravo” (1/1, Sparkshot)
Technician: Soldier “Charlie” (1/1, Sparkshot)
Lookout:
In Play:
Battle Suits
L8 - General Onimaru (4/5, Frenzy 1, Readiness)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Past)
Tech III HP: 3
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
OK, so Eric was holding BOTH lobber and Rampant Growth. Of course. With another $1 I could max Zan and Surprise attack… but as I don’t have it, I think walling up is the go here.
10 gold (12). No Tech
Scribe, draw (10)
Boost a Feral Strike (2). Fetch Bamstamper Lizzo and Lobber. Put Bamstamper Lizzo and Stalking Tiger into play.
Lizzo Bamstamps Cadet to death
Lobber (1)
Bigby kills Alpha
Lobbers kill Bravo and Charlie
Cal breaks your Tech III
Stash 1, Discard 2, Draw 4. Float 1 gold.
Units have Resist / limit one card
SQL - Invisible Tiger (4/4 +1)
Scavenger - Bamstamper (5/3)
Technician - Scribe (1/3)
L1 Bigby (2/1)
L5 Cal (4/5)
Lobber (2/1)
Lobber (2/1)
Base - 20
Tech 1 - 5
Tech 2 - 5 (Law)
Tower - 4
Censorship Council - 5