Legion with [Present]/Feral/Truth vs @feathers with [Growth]/Strength/Anarchy
I am testing this build, so any advice, like picking a different starter than purple (like blue for arrest, man truth and 1 droppers or green for econ) is really appreciated.
P1T1
[details=Secrets]
Hand : plasmo, mox,ffight,tinker,tr
Tech: nope
Thoughts : Meow! [/details]
Get 4 Gold (4), tech 0 cards
Worker (3)
Mox (0)
disc 3 draw 5
[details=Secrets]
Workers : 4+Tr
Discard : plasmo,ff, tink
New Hand : rest [/details]
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Playful Panda - ($2)
Rook - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Rook (2/4+1)
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Playful Panda (2/2)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 6
[details=Thoughts]
I think I may have temporarily lost the ability to play Codex competitively with all the crazy FFA games going on. Haven’t faced Purple strater in a while, got to keep a few things in mind so no Ironbark or Prospector. The standard choice is an aggressive Blooming Ancient/MoLC build since he doesn’t have upgrade removal. The fun choice is to try to get MA off and go surprise Anarchy tech II for base race. We’ll see.
for example, is casual, so i hope u do not mind me asking for brainstorming. I thought about purple cuz is a good starter, but afaik quince mirrors do not get the battle suits bonus. So imo, unless i plan going present, BS could be a waste of tempo (Feral and trth do no not have soldiers :/). What do u think?
I agree. In this case at least T2 Battlesuits against Rook concedes too much tempo. You would worker, BS, Tech I and end your turn, leaving me plenty of room to build up my board which against my deck shouldn’t be allowed. Though to be honest I expected you to go to Present tech II just because it seemed like the best tech line, and has synergies with both Quince’s Mirrors and Cala’s Ferocity. I don’t know what your deck plans to do yet, so Purple might turn out to work best, but if you’re not going particularly BS or time runes heavy I generally find the green starter to be a stable starter deck, it all but ensures good early game presence and has tools (RG, FF, YT) that remain useful going into the late game. And I assume your deck is an aggressive Tech II deck, for which IMO the Blue starter is too fragile and niche for.
P2T2
…huh. I admit I’m a bit confused by your play. Guess I’ll see what you’ll pull out soon enough. Though I’m also skipping tech I so I’m not one to say…
Tech StartingHand Workers
TECH
Bird’s Nest
Entangling Vines
STARTING HAND
Young Treant
Spore Shambler
Rampant Growth
Tiger Cub
Verdant Tree
Bird’s Nest (YT draw)
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Young Treant - ($3)
Bird’s Nest - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Playful Panda (2/2+1)
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]: Young Treant (0/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Rook [Bird’s Nest] (2/4)
Bird (1/1)
Bird (1/1)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 2
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
[details=Thoughts]
Good draw Suppose I’m going for Growth Tech II then, go BA or MoLC depending on board state. I won’t get to build Tech II on time though, so might go HH, Zane+SA route instead if his board gets too oppressive. Not sure about his play, skipping tech I for BS seems a major tempo concession.
the plan was, if u did not get BN, to cast ferocity and make shot work of rook for cala free lvs, or higly dmg ur board, since a 2/1 mox with armor piercing is like a 3/1 against sqls. from then, mount a non stop attack. too bad u had the treant, and managed to draw a just teched nest
P2T3
Ferocity would’ve definitely been a good play, though you’d leave your board open to Rook retaliation if you attacked. And Ferocity’d Mox is definitely a good idea, which is why we need to kill that fun right here and now…
Rampant Growth
Forest’s Favor
MoLC
Playful Panda
Spore Shambler
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Entangling Vines on Mox - ($4)
Tech I - ($2)
Birds destroy Nullcraft
Rook kills FA
Float ($2)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]: Young Treant (0/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Rook {Bird’s Nest} (2/1)
[B]Buildings:[/B]
Base HP: 20
Tech I: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 2
Workers: 8
[details=Thoughts]
Mid/maxband Rook + Tech II Growth next round, hope to bottom deck a MoLC. With maxband Rook + Birds + Zane to swing I should be in good shape.
Legion with [Present]/Feral/Truth vs @feathers with [Growth]/Strength/Anarchy
no offense, but ur luck is rlly annoying. first u manage to draw the nest, and then the vines
P1T4
[details=Secrets]
Hand : btf,ff,np,sentry
Tech: Hype+TD
Thoughts : Meow! [/details]
Get 7 Gold+f (8), tech 2 cards
Worker (7)
sentry (5)
Tech II present (1)
disc 2 draw 3 rs draw 1
[details=Secrets]
Workers : 4+Tr+ts+plasmo+ff
Discard : 0
New Hand : argo,tink,feroz,hype [/details]
P2T4
Well, I teched in Vines as soon as I saw you play the Mox and know I’d delay my tech I. It is a guaranteed draw t2 or t3, so not much luck there. The only lucky part was me hitting the 1/5 of Bird’s Nest, and I’m actually curious how this kind of variance affects the game. If you want, after this match is over, we can play out the game again from T2 with me drawing neither BN or EV (random the other 3 cards) and see how much the board advantage changes.
Tech StartingHand Workers
TECH
Surprise Attack
Surprise Attack
STARTING HAND
Spore Shambler
Rampant Growth
Playful Panda
MoLC
Forest’s Favor
WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
Spore Shambler
i’d say is a p good turn for me. hyperion and no worker put me back at 5 cards. Rook died for no gain thanks to feroz and sparks got rid of a nasty bird and a patroller. So far, imo feral seem to enhance present aggression lvl.
[details=Invalid turn]P2T5
Yeah, Cala spells took me the longest time to get, when I first started Codex they just seem awkward and not as imediate-impactful/powerful as some other spells. With the right setup though they can be devastating.
That said… I got a pretty good turn myself
Rich Earth
Verdant Tree
Ironbark Treant
Spore Shambler
NextHand
Playful Panda
Rampant Growth
Surprise Attack
Forest’s Favor
Tiger Cub
Tech 2 card(s)
Get Paid + float - ($10)
MoLC - ($7)
Zane - ($5)
Surprise Attack - ($0)
Shark 1 and Zane (in that order) kills Cala
Shark 2 kills Sentry
Bird hits Hyperion for 1
Wisp throws itself pitifully at the base
MoLC active
Float ($0)
Discard 4, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Bird (1/1)
Wisp (0/1)
MoLC [5 runes]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
[details=Thoughts]
Per the plan. Tech spell + unit in case of double tech destruction. He can’t do too much with 8 gold, at most 10 damage I believe. Then I stuff up my board and win.
Rich Earth
Verdant Tree
Ironbark Treant
Spore Shambler
NextHand
Young Treant
Rampant Growth
MoLC
Playful Panda
Surprise Attack
Tech 2 card(s)
Get Paid + float - ($10)
MoLC - ($7)
Zane - ($5)
Surprise Attack - ($0)
Shark 1 and Zane (in that order) kills Cala
Shark 2 deals 3 to Tech II
Bird hits Hyperion for 1
The brave wisp faces down the might of the Vortoss race alone
Float ($0)
Discard 4, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Bird (1/1)
MoLC [4 runes]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
[details=Thoughts]
He can deal a maximum of 14 damage next turn I believe. Maxband Rook next turn, then Zane to activate MoLC the following turn and we should be in a decent spot.