CodexNewb [Balance]/Blood/Demon vs FrozenStorm [Future]/Peace/Necro

@FrozenStorm

"P1T1


StartingHand Workers

STARTING HAND
Spore Shambler
Merfolk Prospector
Tiger Cub
Ironbark Treant
Forest’s Favor


WORKERS
Tiger Cub


NextHand

Rampant Growth
Verdant Tree
Playful Panda
Young Treant
Rich Earth


Discard

Ironbark Treant
Spore Shambler
Forest’s Favor


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

Float ($0)
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]
  • Merfolk Prospector (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: 0
  • Workers: 5
    "

GL HF @CodexNewb!

Game 1, Player 2, Turn 1

P1 [Balance]/Blood/Demonz vs P2 [Future]/Peace/Necro

[details=Starting Hand]
Nullcraft
Battle Suits
Tinkerer
Hardened Mox
Plasmodium
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Nullcraft, kills prospector (3)
  • Onimaru (1)
  • Worker (0)

[details=Workers]
Plasmodium
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Onimaru (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Nullcraft (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Time Spiral
Neo Plexus
Temporal Research
Fading Argonaut
Forgotten Fighter
[/details]

[details=End of Turn Discard]
Hardened Mox
Tinkerer
Battle Suits
[/details]

[details=My Thoughts]
Safe to all but Rampant Growth and paying for it keeps him off tech 1? I’ll take the risk and put Onimaru out for counter pressure. Not sure that’s smart but w/e he’s Green Starter
[/details]

"P1T2


Tech StartingHand Workers

TECH
Kidnapping
Bloodlust


STARTING HAND
Rampant Growth
Playful Panda
Rich Earth
Verdant Tree
Young Treant


WORKERS
Tiger Cub
W - Verdant Tree


NextHand

Forest’s Favor
Rich Earth
Merfolk Prospector (1/1)
Ironbark Treant
Spore Shambler


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Rampant Growth Vandy, kill Oni, lvl 3 - ($1)
Float 1

Float ($1)
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]:
    [B]In Play:[/B]
  • Vandy, lvl 3, (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

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

This actually costs 3, since it’s a Black hero casting an off-color (Green) spell.

So you’d have to skip your tech 1. Still want to do that or no?

1 Like

dah! i knew it was too good to be true. Allow me to redo.

Updated!..

Game 1, Player 2, Turn 2

P1 [Balance]/Blood/Demonz vs P2 [Future]/Peace/Necro

[details=Starting Hand]
Time Spiral
Neo Plexus
Temporal Research
Fading Argonaut
Forgotten Fighter
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Overeager Cadet x2
[/details]


###Main:

  • Nullcraft pings your base to 19
  • Fading Argonaut (4)
  • Tech 1 (2)
  • Worker (1)

[details=Workers]
Neo Plexus, Plasmodium
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3+1armor fade 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Nullcraft (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Hardened Mox
Forgotten Fighter
Overeager Cadet
Tinkerer
Temporal Research
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Well I guess he went for it :wink: I have to worry a little bit about Meta here, however I’m not going to tech for it just yet. He’s probably planning for Blood tech 2 (though I’m not sure what the synergy is with that deck? Meta really is his best endgame).

I’m just gonna grab 2x OC, Fargo + Tech up. Maxing out Vandy is a bad choice for him next turn, the buff to either of my units would get me a kill the next turn potentially.

Workering Plexus since OC replaces it well, and I might want Time Spiral later for KotC, if I manage to build a peace engine. FF is good against Green Starter, Tiny B and Crash Bombers, so don’t really want to worker that either yet.

Probably Garth + Skele + OC(s) + Tech 2 next turn?

Got a cadet, solid
[/spoiler][/details]

"P1T3


Tech StartingHand Workers

TECH
Tiny Basilisk
Soul Stone


STARTING HAND
Rich Earth
Ironbark Treant
Spore Shambler
Forest’s Favor
Merfolk Prospector (1/1)


WORKERS
Tiger Cub
W - Verdant Tree
W - Rich Earth


NextHand

Kidnapping
Spore Shambler
Bloodlust
Young Treant
Playful Panda


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($3)
Merfolk Prospector - ($2)
Hero’s Hall - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Vandy, lvl 1, (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

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

hero’s Hall so drak spells dont go to waste. will use kidnapping to level the patrolling field. maybe even get at his tech 2 next turn. we’ll see.

"

Game 1, Player 2, Turn 3

P1 [Balance]/Blood/Demonz vs P2 [Future]/Peace/Necro

[details=Starting Hand]
Hardened Mox
Forgotten Fighter
Overeager Cadet
Tinkerer
Temporal Research
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Flagstone Garrison, Knight of the Conclave
Overeager Cadet x2
[/details]


###Main:

  • Nullcraft kills prospector, you get 1g
  • Garth (6)
  • Make a skeleton (5)
  • Overeager Cadet
  • Worker (4)
  • Tech 2 Peace (0)

[details=Workers]
Hardened Mox, Neo Plexus, Plasmodium
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE

####In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3+1armor fade 2)
  • :psfist: Elite: Overeager Cadet (2+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

####In Play:

  • Garth (1/3 lvl 1)
  • Nullcraft (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Battle Suits
Time Spiral
Overeager Cadet
Flagstone Garrison
Knight of the Conclave
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Hero’s hall, smart play but that means his board presence is decently low. Drakk is probably coming to party, probably bloodlust in tow (doubt he’d go kidnapping as P1 against Peace T1 swarm, plus it’s not as scary). So I need to max protect. Sticking with the plan of skeleton + garth + peace + oc, grabbing garrison and KotC for the cycling. Should be okay, next turn I’ll either fetch a DS with Garth or start engine (if I draw the Garrison)

Wow drew Garrison + KotC, all the cycling XD
[/details]

"P1T4


Tech StartingHand Workers

TECH
Potent Basilisk
Kidnaping


STARTING HAND
Young Treant
Bloodlust
Playful Panda
Kidnapping
Spore Shambler


WORKERS
Tiger Cub
W - Verdant Tree
W - Rich Earth
W - Playful Panda


NextHand

Forest’s Favor
Ironbark Treant
Tiny Basilisk
Bloodlust
Soul Stone


Tech 2 card(s)
Get Paid + scavenger - ($8)
Worker - ($7)
Drak - ($5)
Kidnapping, Fading Argo, trade with Cadet - ($1)
Vandy take out Skeleton, you get card

Float ($1)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Drak (1/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy, lvl 1, (3/3)
    [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: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Not much I can do to stop peace engine as green starter. Oh well. Ill use Kidnapping, Soul Stone TB, and Potent Basilisk to try and make him make expensive trades.

"

Game 1, Player 2, Turn 4

P1 [Balance]/Blood/Demonz vs P2 [Future]/Peace/Necro

[details=Starting Hand]
Battle Suits
Time Spiral
Overeager Cadet
Flagstone Garrison
Knight of the Conclave
Temporal Research, (techn)
Tinkerer (OC1)
Forgotten Fighter (KotC1)
OC(Tinkerer rs)
KotC(OC2)
Fargo(KotC 2)
DS (Fargo)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)
  • Draw 1 (techn)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Knight of the Conclave, Drill Sergeant
Flagstone Garrison, Knight of the Conclave
Overeager Cadet x2
[/details]


###Main:

  • Flagstone Garrison (5)
  • Overeager Cadet, draw 1
  • Knight of the Conclave, draw 1
  • Tinkerer, rs draw 1 (3)
  • Overeager Cadet, draw 1
  • Knight of the Conclave, draw 1
  • Fading Argonaut, draw 1 (1)
  • Nullcraft pings Vandy to 2hp
  • Make a skeleton (0)

[details=Workers]
Hardened Mox, Neo Plexus, Plasmodium
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 5 rs Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE

####In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1+1armor)
  • :psfist: Elite: Tinkerer (1+1/2)
  • :pspig: Scavenger: Overeager Cadet (2/2)
  • :exhaust: Technician: Overeager Cadet (2/2)
  • :target: Lookout: Fading Argonaut (2/3 fade 3)

####In Play:

  • Knight of the Conclave (4/4 forecast 3)
  • Knight of the Conclave (4/4 forecast 3)
  • Flagstone Garrison (4hp)
  • Garth (1/3 lvl 1)
  • Nullcraft (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Battle Suits
Time Spiral
Temporal Research
Forgotten Fighter
Drill Sergeant
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
I’m guaranteed a recycle here for 5g, with Fargo OC and whatever I tech in it. So KotC + Something 3g or fewer gives me pretty guaranteed huge patrol spam. That Kidnapping wasn’t super worth for him, though it did get a 2 for 1 cards are about to be a non-issue for me…

Going DS with the other tech, not great to get it kidnapped but I think we can deal.

Good draw rs cycle, DS would have been preferable first draw but no biggie. I’m going to opt to skip worker for a skeleton here, again flooding patrol and not giving any free sparkshot kills. I want to hold onto time spiral to potentially warp in a KotC next turn (if he leaves tinkerer up). Plus it keeps my hand size at 5

Next turn I can suicide any OCs that survive, lay DS for the reshuffle, and start the death from above of Nullcraft
[/spoiler][/details]

"P1T5


Tech StartingHand Workers

TECH
T Rex
T Rex


STARTING HAND
Soul Stone
Forest’s Favor
Ironbark Treant
Tiny Basilisk
Bloodlust


WORKERS
Tiger Cub
W - Verdant Tree
W - Rich Earth
W - Playful Panda
Ironbark Treant


NextHand

Spore Shambler
Kidnaping
Kidnapping
Merfolk Prospector (1/1)


Discard

Bloodlust
Forest’s Favor
T Rex
T Rex


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
tech 2 Balance - ($4)
tiny basilisk - ($2)
soul stone - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk SS, (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Vandy, lvl 3, (3/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drak (1/3)
    [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: 2
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Great stratwegy. Knights is awesome combo with peace engine. i’m really struggling to come up with unique decks combos that actually work. but ill get there. my only hope is that he continues to make expensive trades until i get T Rex out.

"

Game 1, Player 2, Turn 5

P1 [Balance]/Blood/Demonz vs P2 [Future]/Peace/Necro

[details=Starting Hand]
Battle Suits
Time Spiral
Temporal Research
Forgotten Fighter
Drill Sergeant
OC(rs DS)
Hooded Exec(OC1)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Hooded Executioner, Drill Sergeant
Knight of the Conclave, Drill Sergeant
Flagstone Garrison, Knight of the Conclave
Overeager Cadet x2
[/details]


###Main:

  • Overeager Cadets suicide into Tiny B, break his soul stone
  • Drill Sergeant, rs draw 1 (5)
  • Overeager Cadet, +1rune draw 1
  • Hooded Executioner, +1rune draw 1 (3)
  • Overeager Cadet, +1rune draw 1
  • Drill Sergeant, +1rune nothing to draw (0)
  • Fading argonaut walks past Tiny B (can’t attack it), trades with Vandy, you get 1g Garth to lvl 3
  • DS gives 2 runes to Nullcraft, kill Drakk, my base to 19, Garth to lvl 5
  • DS gives a rune to skeleton and tinkerer each, they walk past Tiny B and hit your base to 15

[details=Workers]
Hardened Mox, Neo Plexus, Plasmodium
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 4 rs Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE

####In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Overeager Cadet (2/2)
  • :exhaust: Technician: Hooded Executioner (3/3)
  • :target: Lookout:

####In Play:

  • Drill Sergeant (3/3)
  • Drill Sergeant (3/3)
  • Skeleton (2/2)
  • Tinkerer (2/3)
  • Knight of the Conclave (4/4 forecast 2)
  • Knight of the Conclave (4/4 forecast 2)
  • Flagstone Garrison (4hp)
  • Garth (2/4 lvl 5)
  • Nullcraft (3/3)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Battle Suits
Time Spiral
Temporal Research
Forgotten Fighter
Fading Argonaut
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Annihilation, can’t quite kill Drakk AND tech 2 (bad draw of DS2 last card), but still this is GG. I can run down his base next turn almost guaranteed.
[/details]

Ahhh, i gotta GG it here man.

Dannnng, that was an awesome strategy. I should have seen it coming. I think i struggle to try and come up with new deck strategies that have real synergy and originality, but I’ll get there one day.

I love the Knights of the Conclave with Peace engine. So brilliant, and totally should have thought of it first.

I was basically going for Vandy as my strong board presence, and then Kidnapping to trade your units into one another. But Peace engine is a perfect counter because all those units are so cheap. I should have had a back up strategy.

I’ve been wanting to try [Necro]/Fire/Balance too. You down to give it a shot against your championship deck?

Yea absolutely, just to be clear do you mean the deck I just played or the one I personally won CAPS on ([Necro/Demon]/Finesse)?

Your deck has good Metamorphosis Synergy and Blood as a reasonable Tech 2 backup plan, but I think it’d be better off with a different starting deck. Since you want Vandy for early board presence, Black would be the logical choice. Deteriorate and Sac the Weak help with early pressure trades, Summon Skeletons and haunt and jav are great for building a War Drums horde for Drakk (and Archery just makes Summon Skeletons disgusting), Jandra and Imp can always play well into Demon Tech 1/2 paired with Soul Stone, and Graveyard + Blood tech 2 is just disgusting.

Necro/Blood is a known nasty deck, pairs well with Fire or Demonology, for all the reasons above.

Also agree that Kidnapping wasn’t a great move against my deck, see my thoughts. It would have been a good tech as a reaction to me going Bone Collector, but since my more likely option is Cadets, Bloodlust + Crash Bombers would have been a better option. Easy enough to offset the card deficit with Dark Pact.

That or Shadow Blade and hope to snipe an OC / Garrison / delay my draws, but that’s riskier.

I’m fine to play against either the deck you just used, or your personal one (Necro Demon, Finesse). Since I went first this time, do you want to start a new thread, or just continue here and post your turn?

Thanks for all the pointers. Im starting to learn better ways to view the game, thinking through logical outcomes of early decisions and such. Looking forward to getting better.

1 Like

I’m good to play whatever, already have this deck open in the spreadsheet so I’ll stick with it.

I’m game to go first, will start a new thread later.

Just asking: does playing a forecast card trigger Flagstone Garrison ? I read both cards and the online Codex Cards Database and I’m stil not convinced on how it works

It does, you are playing a unit from your hand. It’s not going into play directly, but you’re still playing it. EricF has been making tremendously good usage of this in the current CAUS

Good ol’ EricF wouldn’t miss such a thing ! :wink:

I’ll have a look on his games then ! I’m still wondering why not playing Past instead of Necro, but I bet he has his reasons.