Codex Newb Peace/Truth/Finesse vs Dreamfire Mono-Black

P2T5


Tech StartingHand Workers

TECH
Zarramonde, the Obliterator
Zarramonde, the Obliterator


STARTING HAND
Sacrifice the Weak
Skeleton Javelineer
Voidblocker
Dark Pact
Sickness (DP)
Thieving Imp (DP)


WORKERS
Poisonblade Rogue
Skeletal Archery
Summon Skeletons
Bone Collector
Skeleton Javelineer


NextHand

Sacrifice the Weak
Dark Pact
Deteriorate
Soul Stone
Zarramonde, the Obliterator


Tech 2 card(s)
Get Paid - ($9)
Dark Pact, my base to 12
Worker - ($8)
Tech 3 - ($3)
Voidblocker - ($0)
Vandy kills Traffic Director
Pestering Haunt pings River and dies
Jandra trades with River, Vandy midbands and heals, you draw
Exhaust Graveyard to bring Haunt back

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


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

  • :psblueshield: [I]Squad Leader[/I]: Voidblocker (2/6+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Voidblocker (2/6)
    [B]In Play:[/B]
  • Vandy lvl 3 (3/4)
  • Pestering Haunt (1/1)
  • Graveyard (-/3), holding Jandra
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tech III HP: 5

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Thanks to Dark Pact, I can build a Tech 3 and tech Zarramonde right now, and have a pretty good chance of drawing it for my next hand. I have to go down to 12 base health, which is beginning to look scary, but I can also drop a 2nd Voidblocker and stop worrying about things like Arrest.
I wouldā€™ve liked to clear Codex Newbā€™s board. All Iā€™d need is to ping Starlet for 1 damage with Haunt or Vandyā€™s sparkshot, and she would kill herself at upkeep. But Iā€™d have to attack with Voidblocker, and Iā€™d rather keep him in patrol.
Worst case scenario, he sidelines my patrollers somehow and I take 4 damage somewhere unpleasant, maybe killing Vandy. It wonā€™t stop Zarramonde, though.

"P1T6


Tech StartingHand Workers

TECH
two step
two step


STARTING HAND
Nimble Fencer
Nimble Fencer
Manufactured Truth


WORKERS
W1 - Bluecoat Musketeer
W2 - Porkhand Magistrate
W3 - Jail
W4 - Building Inspector (1/1)
W - Nimble Fencer


NextHand

Maestro
Dreamscape
Spectral Aven


Discard

Traffic Director (1/1+A)
two step
two step
Manufactured Truth


Tech 2 card(s)
Get Paid + float+tech draw - ($9)
Worker - ($8)
max Quince - ($2)
Nimble Fencer - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Nimble Fencer Illusion (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nimble Fencer (2/3)
  • :pschip: [I]Technician[/I]: Star Crossed Starlet (4/1)
  • :target: [I]Lookout[/I]: Quince, lvl 5 1/5
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

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

  • Hand: 3
  • Deck: 6
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

abandone youā€™re posts, flee for your livesā€¦

"

P2T6


Tech StartingHand Workers

TECH
Metamorphosis
Metamorphosis


STARTING HAND
Deteriorate
Soul Stone
Dark Pact
Sacrifice the Weak
Zarramonde, the Obliterator


WORKERS
Poisonblade Rogue
Skeletal Archery
Summon Skeletons
Bone Collector
Skeleton Javelineer


NextHand

Sickness
Thieving Imp
Metamorphosis
Soul Stone
Zarramonde, the Obliterator


Tech 2 card(s)
Get Paid - ($10)
Skip worker
Zarramonde, destroys original Fencer on arrival, Illusion Fencer pops, you get 1 gold - ($0)
Haunt trades with Starlet, you draw
Voidblocker smacks Quince
Vandy finishes Quince, maxbands and heals, nothing to doom
Exhaust Graveyard to bring Haunt back

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


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

  • :psblueshield: [I]Squad Leader[/I]: Voidblocker (2/6+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Zarramonde, the Obliterator (11/11)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy lvl 5 (4/5)
  • Pestering Haunt (1/1)
  • Voidblocker (2/5)
  • Graveyard (-/3), holding Jandra
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tech III HP: 5

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Too bad I canā€™t play another Zarramonde next turnā€¦

GG man. i definitely lost this early with not finding a good way to deal with jandra. nice teching.

GG! I think the charge of the virtuosos on T4 is where the momentum shifted. You went way down on cards to break my tech 1, when I was basically playing for card advantage and stalling.

yeah. i should have realized as black P2 thatā€™s what you were going for. want to run it back with you going first this time?

Sure thing. GL HF!

P1T1


StartingHand Workers

STARTING HAND
Summon Skeletons
Skeletal Archery
Poisonblade Rogue
Sacrifice the Weak
Pestering Haunt


WORKERS
Poisonblade Rogue


NextHand

Jandra, the Negator
Graveyard
Thieving Imp
Skeleton Javelineer
Deteriorate


Discard

Skeletal Archery
Summon Skeletons
Sacrifice the Weak


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Pestering Haunt

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Vandy lvl 1 (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5
Thoughts

Iā€™m going with an aggressive Vandy opening. Didnā€™t get Javelineer in my opening hand, but thatā€™s ok. The float would let me get a Heroesā€™ Hall next turn, with either Graveyard or levels on Vandy. Then I can push Garth and Lichā€™s Bargain.

"P2T1


StartingHand Workers

STARTING HAND
Porkhand Magistrate
Spectral Aven
Manufactured Truth
Reputable Newsman
Jail


WORKERS
W1 - Jail


NextHand

Building Inspector
Bluecoat Musketeer
Arrest
Traffic Director
Lawful Search


Discard

Porkhand Magistrate
Manufactured Truth
Spectral Aven


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Reputable Newsman, no zero cost spells - ($2)
Quince, summon mirror illusion - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Mirror Illusion (0/1+A)
  • :psfist: [I]Elite[/I]: Reputable Newsman (1/3)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Quince, lvl 1, (1/3)
    [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

Jail, no - no way to defend it.
PHM, no, lose too much gold to his StW should he have it.
MT, useless T1.
Aven, nope, too weak to Det should he have it.

Only option is RN.

Not a great start, but doing the best I can. I think next turn I can LS and TD for some cheap cycle and patrol fodder.

"

P1T2


Tech StartingHand Workers

TECH
Lichā€™s Bargain
Shadow Blade


STARTING HAND
Thieving Imp
Skeleton Javelineer
Deteriorate
Jandra, the Negator
Graveyard


WORKERS
Poisonblade Rogue
Jandra, the Negator


NextHand

Shadow Blade
Sacrifice the Weak
Skeleton Javelineer
Graveyard
Deteriorate


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Thieving Imp, discard #5 - ($2)
Heroesā€™ Hall - ($0)
Vandy kills mirror, sparkshots Newsman for 1
Haunt pings your base

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Thieving Imp (2/2)
    [B]In Play:[/B]
  • Pestering Haunt (1/1)
  • Vandy lvl 1 (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Heroesā€™ Hall HP: 4

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

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

Iā€™m delaying tech 1 for a turn, to ensure Vandy sticks around. Otherwise Codex Newb could Manufacture Truth his Newsman into an Aven and snipe her. With Imp in lookout, he canā€™t Arrest past him without skipping a worker.
Iā€™m definitely tipping him off about my teched cards being spells, but thereā€™s not much he can do about that.
Hmm, Iā€™m not sure Iā€™ll be able to lay the extra damage needed to kill Newsman next turn, in addition to Hauntā€™s ping. So Iā€™ll get Shadow Blade instead, and threaten bleeding his cards to hell.

"P2T2


Tech StartingHand Workers

TECH
spectral flagbearer
spectral flagbearer


STARTING HAND
Building Inspector
Lawful Search
Bluecoat Musketeer
Traffic Director
Arrest


WORKERS
W1 - Jail
W2 - Bluecoat Musketeer


NextHand

Arrest
Manufactured Truth
Building Inspector
Porkhand Magistrate


Tech 2 card(s)
Get Paid + discard #5 - ($6)
Worker - ($5)
tech 1 - ($4)
Traffic Director - ($3)
tower - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Reputable Newsman (0/2Ā±A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Traffic Director (1/1)
  • :pschip: [I]Technician[/I]: Quince, lvl 1, (1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

teching spectral flagbearer to try and deal with his Stw, det, and wahtever else he ahs coming. will need to amke good trades here to stay competitive.

"

P1T3


Tech StartingHand Workers

TECH
Dark Pact
Bone Collector


STARTING HAND
Deteriorate
Shadow Blade
Skeleton Javelineer
Graveyard
Sacrifice the Weak


WORKERS
Poisonblade Rogue
Jandra, the Negator
Skeleton Javelineer


NextHand

Summon Skeletons
Pestering Haunt
Lichā€™s Bargain
Skeletal Archery
Deteriorate


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Shadow Blade on Quince, you discard #3 and draw, Vandy to midband - ($1)
Vandy kills Newsman, takes 1 damage from tower
Haunt trades with Traffic Director

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


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

  • :psblueshield: [I]Squad Leader[/I]: Thieving Imp (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy lvl 3 (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroesā€™ Hall HP: 4

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

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

Tower is a pretty effective countermeasure to Haunt, as well as a deterrent against playing Javelineer. Still, I can clear his board without going down on cards, and next turn I can threaten maxband Vandy, plus flood the board with Lichā€™s Bargain.
Patrolling Imp in SQL to stop Nimble Fencer.

"P2T3


Tech StartingHand Workers

TECH
flagstone garrison
free speech


STARTING HAND
Manufactured Truth
Building Inspector
Porkhand Magistrate
Arrest


WORKERS
W1 - Jail
W2 - Bluecoat Musketeer
W3 - Manufactured Truth


NextHand

spectral flagbearer
Spectral Aven


Discard

Building Inspector
Traffic Director (1/1)
Arrest
flagstone garrison
free speech


Tech 2 card(s)
Get Paid + discard #3 + tech draw + scav gold - ($8)
Worker - ($7)
Oni - ($5)
Arrest Theiving Imp - ($3)
Porkhand Magistrate - ($0)

Float ($0)
Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Porkhand Magistrate (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Oni, lvl 1, (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck:0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Next turn i can LS no matter what, ideally, i get both SFB, but weā€™ll see. 75% to get both assuming i use LS.

nothing i can do to stop his flood of spells. at least he didnt bring out a hero, so sort of a waste to heroā€™s hall that early. but i imagine ill feel the pain from orpal or garth next turn.

teching FSG and free speech as i really need both at this point. although, im not sure what else i could have done.

"

Are you sure you should be that low on cards? You had 4 at the end of your last turn, then -1 for Shadow Blade, +1 for technician, -3 for worker, Arrest and Porkhand. As far as I can tell, you should be discarding 1 instead of 0.

P1T4


Tech StartingHand Workers

TECH
Cursed Crow
Metamorphosis


STARTING HAND
Summon Skeletons
Lichā€™s Bargain
Skeletal Archery
Pestering Haunt
Deteriorate


WORKERS
Jandra, the Negator
Skeleton Javelineer
Pestering Haunt


NextHand

Sacrifice the Weak
Dark Pact
Graveyard
Shadow Blade
Bone Collector


Discard

Lichā€™s Bargain
Deteriorate
Skeletal Archery
Summon Skeletons
Cursed Crow
Metamorphosis


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Garth - ($5)
Lichā€™s Bargain, my base to 16 - ($3)
Make another skeleton - ($2)

Float ($2)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Skeleton (1/1A)
  • :psfist: [I]Elite[/I]: Zombie (3/2)
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy lvl 3 (3/3)
  • Thieving Imp (2/2)
  • Garth lvl 1 (1/3)
  • Horror (3/3 deathtouch)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Heroesā€™ Hall HP: 4

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

  • Hand: 5
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 7
Thoughts

No point maxing Vandy now, but Iā€™m definitely going to flood the board as planned!
Teching Meta despite the tower, in the hopes that I can get Tech 2 up next turn and then set it off with all 3 heroes in play on T5. I can probably get rid of all my units til thenā€¦ right?
Well, since a lot can go wrong with that plan, I need a backup. Bleeding his cards has been super-effective thus far, so I think Iā€™ll go with Disease and Cursed Crows to try and keep it up.
Hmm, Iā€™ll also have to remember to watch out for a sudden Judgment Day. Codex Newb will soon have the required 10 gold to pay for it.

1 Like

hmm, youā€™re right, i didnā€™t actually hit the ā€˜drawā€™ button. not sure what to do to resolve it though, as the card i draw would have been discarded to draw an extra during the discard and draw phase. i could just roll it back and redo discard draw entirely with the extra card? let me know.

rolled it back, drew the card, then discard / draw. edit is deck is now empty as i draw the three remaining

Sounds fair

"P2T4


StartingHand Workers

STARTING HAND
spectral flagbearer
spectral flagbearer
Lawful Search


WORKERS
W1 - Jail
W2 - Bluecoat Musketeer
W3 - Manufactured Truth
W4 - Lawful Search
**teched free speech and flagstone garison - they got moved to my discard when i redid my previous draw. no effect on draw, etcā€¦


NextHand

free speech
flagstone garrison


Tech 0 card(s)
Get Paid + float - ($8)
Worker - ($7)
tech 2 peace - ($3)
spectral flagbearer - ($2)
spectral flagbearer - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Porkhand Magistrate (2/3)
  • :psfist: [I]Elite[/I]: Oni, lvl 1, (3/3)
  • :ps_: [I]Scavenger[/I]: spectral flagbearer (2/2)
  • :pschip: [I]Technician[/I]: spectral flagbearer (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 2
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
    "

P1T5


Tech StartingHand Workers

TECH
Metamorphosis
Cursed Crow


STARTING HAND
Sacrifice the Weak
Dark Pact
Bone Collector
Shadow Blade
Graveyard
Skeletal Archery (DP)
Deteriorate (DP)


WORKERS
Jandra, the Negator
Skeleton Javelineer
Pestering Haunt
Skeletal Archery


NextHand

Cursed Crow
Metamorphosis
Lichā€™s Bargain
Cursed Crow


Discard

Dark Pact
Deteriorate
Sacrifice the Weak
Shadow Blade


Tech 2 card(s)
Get Paid + float - ($9)
Dark Pact, my base to 14
Worker - ($8)
Deteriorate pops scav Flagbearer, you get 1 gold
Graveyard - ($6)
Horror trades with Porkhand Magistrate
Zombie and Skeleton trade with Oni, Vandy to maxband, dooms remaining Skeleton and pops Flagbearer, you draw
Doomed Skeleton and Imp break tower, your base to 18
Vandy and Garth break tech 2, your base to 16
Bone Collector - ($4)
Tech 2 Disease - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy lvl 5 (4/5)
  • Thieving Imp (2/1)
  • Garth lvl 1 (1/3)
  • Skeleton (3/2), doomed
  • Graveyard (3)
    [B]Buildings:[/B]
  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Heroesā€™ Hall HP: 4

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

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

I want to tech up like I planned, which leaves me with a limited amount of gold to play with. I should still be able to clear his patrol and break a building, maybe even two. But I might prefer laying some groundwork for next turn, maybe a Graveyard? And I definitely want a maxband Vandy.
Ok, letā€™s look at some options:

  1. StW skelly and Porkhand. Zombie and other skelly trade with Oni, Vandy to max, pops a Flagbearer and buffs, what, the Horror? Then lay down Graveyard, Imp trades with remaining Flagbearer. Vandy breaks tower and doomed Horror breaks tech 2.
  2. Pay to maxband Vandy, popping a Flagbearer and buffing a skelly, which then trades with Porkhand. Zombie and other skelly trade with Oni, Garth to lvl 3 (which doesnā€™t give me much). Graveyard, Imp trades with Flagbearer. Vandy breaks tower and Iā€™m 1 damage short of breaking tech 2, or vice versa. I get to keep the Horror though.
  3. Trade everyone: skelly and Zombie with Porkhand, Imp with Flagbearer, Horror with Oni. Then I break a building and play, what, Bone Collector? He can go to Graveyard next turn, then return post-Meta, which is an advantage over Horror.
    Decisions, decisionsā€¦
    Iā€™ll be wiser after a Dark Pact.
    ā€¦
    Added benefit: Deteriorate! Yeah, I can break both buildings and get the Bone Collector in play.

GG. honestly think i would be better with just mom- blue as opposed to this experimental peace, truth, finesse. lol

Ive always loved blacks options as an offensive spell driven spec selection. nice teching again with shadowblade. bleeding cards is almost always a great strategy.

1 Like

May I ask what was your original thinking behind this Codex? Maybe itā€™s worth trying it against a less aggressive starter than black.