EricF ([Balance]/Growth/Finesse) vs zhavier (Mono Blue)

P2, turn 11

[details=Summary]Prospect
Nature
T rex

Last trex in deck[/details]
Gold (20)
Midori kills Bigsby, River to max
Nature Reclaims the second council (18)
Prospector, frees basilisk (18)
River breaks Jail
T-Rex, destroying 2 of your workers (10)
Arg pokes your Base for 1
Discard 0, draw 1, rs, draw 1. Float 10 gold.

SQL - Tiny Basilisk (1/2 +1)
Scavenger - Spore Shambler (0/1)
Tech - young treant (0/2)

T-rex (10/10)
L5 River (3/4)
L8 Midori (4/1)
Nimble fencer (3/1)
Mimic (5/1)
L5 arg (1/1)

Base - 16

Other stuff as previously stated

Hand: 2
Deck: 4
Discard: 0

I will concede here, I think I wasnā€™t doing enough to capitalize on the injunctions, or maybe I just needed a different tech 2 plan.

Iā€™m open to another game if you are.

Sure, Iā€™ll start a new one Monday.

I think you did need an endgame plan of some sort. Either Juggernaut, tech lab to Garrison/DS, or a tech lab to Liberty Gryphon.

Blueā€™s biggest weakness is an opponent just getting to Tech 3. At that point all the Law and Truth plans stop working, and you need to be winning.

Also, rich earth is just super weak. This game went 11 turns, and it still only saved me 6 gold. 2 gold spent turn 1, to get 5 back (although one of those got stolen)ā€¦ its all very marginal.

2 Likes

I think the argument for rich earth is more the acceleration than the overall gold return. I admit it probably is a bit marginal, but 3 turns after you play it you have 1 more gold available to you than you would have if you had just floated the 2g instead of playing the card.

The thing is, that argument works in other games where there is a gating mechanism on the cards you can play (e.g. land in Magic). Acceleration/Ramp is valuable, because it allows you to play powerful cards more quickly than you could have done otherwise.

However, in Codex, there is no gating mechanism, and the only reason for Rich Earth is gold return. Iā€™ve also tried it a lot recently, and very rarely found it to be worthwhile. I think Iā€™ll probably just worker it from here on.

1 Like

This. If it instead pretended to be an extra worker (so you still got that extra one gold per turn to make your worker for ā€œfreeā€) it would be far more useful, as it could allow super early tech 2, or give flexibility. Currently it is just a more expensive and more limited (though harder to kill) merfolk prospector.

1 Like

Iā€™m now imagining a different version of the card that would allow something like P2T1: get 5g, Rich Earth for 2, worker for 1, Merfolk for 1 and Tech 1 for 1, and P2T2: get 7g, worker for 1, Tech 2 for 4 and 2 drop. Admittedly terribly weak on defense, but still an interesting thought.

I like the economic play that Rich Earth offers. Set aside for a moment that early pressure forcing bad trades onto player 2 is really the dominant strategy in the game.

Rich Earth is sort of an attempt to flip player 1 into being player 2. Player 1 starts out with 4 gold to the opponents 0, then 9 to the opponents 5, and so on. During normal play, player 2 will slowly pull ahead economically if the game drags on as the +1/turn overcomes the +4 initial gold player 1 has. With Rich Earth and everything else equal, Player 2 canā€™t ever pull ahead in money. Player 1 will remain 2 ahead the whole game.

Thatā€™s significant. Maybe not enough to make Rich Earth into a dominant card, but itā€™s significant. A lot of RTS play is about economy and Codex isnā€™t that different in my (limited) experience.

I thikn Prospector is a much better attempt at achieving the same kind of economic advantage, but Rich Earth is at least more difficult to interact with.

When casted by player 2, it would seriously hurt early game defense, but change to a 2/turn advantage which would add up very quickly. That would probably result in player 2 dying before really getting in the game, but itā€™s possible it could be a good way to take advantage of an early game stumble by player 1.

1 Like

I think the problem with this kind of analysis is that youā€™re assuming both players worker every turn. If the game can move into a state where both players no longer want to worker any more, then P2 pulls ahead again, because they have more gold, whereas P1 just gets free workers.

In practice, I find itā€™s unusual to reach T7 without one player having established a dominant lead. It does happen occasionally, but itā€™s pretty unusual. This means that a lot of the time as you go into a game, you do so knowing you probably only have 6 turns. This means that workering past 8 or 9 becomes an extremely nuanced decision - a worker at this stage is unlikely to pay out a lot of gold while it actually matters, and youā€™ve reached the point in the game where cards are usually much more valuable than gold.

I think this is a really good thing, and itā€™s one of the factors which makes the game interesting and fun. If workering every turn was always the best thing to do, Codex would be a worse game. However, it doesnā€™t help Rich Earthā€™s caseā€¦

1 Like

Round 3ā€¦ Fight!

[details=P1, Turn 1]Ironbark Treant -> Worker
Forestā€™s Favor
Spore Shambler
Verdant Tree
Rampant Growth[/details]
4 gold (4)
Worker (3)
Spore Shambler (0)
Discard 3, Draw 5

No patrol

Spore Shambler (2/3)

Base - 20

5 workers, 0 gold
Hand: 5
Deck: 0
Discard: 3

P2T1


StartingHand Workers

STARTING HAND
Porkhand Magistrate
Spectral Aven
Bluecoat Musketeer
Building Inspector
Reputable Newsman


WORKERS
Bluecoat Musketeer


NextHand

Jail
Arrest
Manufactured Truth
Traffic Director
Lawful Search


Discard

Building Inspector
Spectral Aven
Porkhand Magistrate


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Reputable Newsman, calling out 2 - ($2)
Onimaru - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Onimaru 2/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Reputable Newsman 0/3, calling out 2
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[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

[details=P1, Turn 2]Tiger Cub
Rich Earth -> Worker
Merfolk Prospector
Playful Panda
Young Treant

Tech Basilisk + Galina

Draw: Galina
[/details]
5 gold (5)
Worker (4)
Tech 1 (3)
Young Treant, rs, and draw 1 (1)
Merfolk Prospector (0)
Discard 3, Draw 4, rs, Draw 1.

SQL - Spore Shambler (2/3)
Scavenger - Young Treant (0/2)

Merfolk Prospector (1/1)

Base - 20
Tech 1 - 5

6 workers, 0 gold
Hand: 5
Deck: 2
Discard: 0

[details=Next Hand]Forestā€™s Favor
Verdant Tree
Rampant Growth
Tiny Basilisk
Tiger Cub
[/details]

P2T2


Tech StartingHand Workers

TECH
Brave Knight
Brave Knight


STARTING HAND
Arrest
Traffic Director
Jail
Manufactured Truth
Lawful Search


WORKERS
Bluecoat Musketeer
Lawful Search


NextHand

Brave Knight
Manufactured Truth
Brave Knight
Jail
Traffic Director


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Midband Onimaru, kill Spore Shambler - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Reputable Newsman 0/3+A, calling out 2
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Onimaru 3/2, lvl 5
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=P1, Turn 3]Forestā€™s Favor -> Worker
Verdant Tree
Rampant Growth
Tiny Basilisk
Tiger Cub

Tech Cloud Sprite and Leaping Lizard
[/details]
6 gold (6)
Tiny Basilisk (4)
Worker (3)
Verdant Tree (1)
Prospect (2)
Arg (0)
Discard 2, Draw 2, rs, Draw 2

SQL - Wisp (0/1)
Scavenger - Young Treant (0/2)
Tech - Tiny Basilisk (1/2)

Merfolk Prospector (1/1)
L1 Arg (1/3)

Base - 20
Tech 1 - 5

Verdant Tree - 3

7 workers, 0 gold
Hand: 4
Deck: 3
Discard: 0

[details=Next Hand]Playful Panda
Galina Glimmer
Spore Shambler
Leaping Lizard
If technician dies, draw G&&Cloud_Sprite((lkd
[/details]

P2T3


Tech StartingHand Workers

TECH
Art of War
Elite Training


STARTING HAND
Traffic Director
Manufactured Truth
Brave Knight
Jail
Brave Knight


WORKERS
Bluecoat Musketeer
Lawful Search
Jail


NextHand

Arrest
Building Inspector
Spectral Aven
Porkhand Magistrate
Elite Training


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Brave Knight - ($3)
Oni kills Wisp
Manufactured Truth newsman into Brave Knight, trades with Basilisk and goes to my hand - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight 3/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Onimaru 3/2, lvl 5
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8

[details=P1, Turn 4]Playful Panda -> Worker
Galina Glimmer
Spore Shambler
Leaping Lizard
Cloud Sprite

Grab Nimble Fencer + Grounded Guide
[/details]
7 gold + Prospect (8)
Worker (7)
Tap Tree. Tech II Finesse (3)
Cloud Sprite (1)
Leaping Lizard (0)
Discard 2, Draw 2, rs, Draw 2

SQL - Leaping Lizard (3/5 +1)
Scavenger - Young Treant (0/2)
Tech - L1 Arg (1/3)

Merfolk Prospector (1/1)
Cloud Sprite (3/2)

Base - 20
Tech 1 - 5
Tech 2 - 5
Spec: Finesse

Verdant Tree - 3

8 workers, 0 gold
Hand: 4
Deck: 3
Discard: 0

[details=Next Hand]Rampant Growth
Tiger Cub
Galina Glimmer
Spore Shambler
If Tech dies, draw G$$Nimble%Z%Fencerzz
[/details]

P2T4


Tech StartingHand Workers

TECH
Free Speech
The Art of War


STARTING HAND
Porkhand Magistrate
Building Inspector
Spectral Aven
Arrest
Elite Training


WORKERS
Bluecoat Musketeer
Lawful Search
Jail
Spectral Aven


NextHand

Traffic Director
Manufactured Truth
The Art of War
Brave Knight


Discard

Arrest
Elite Training
Porkhand Magistrate
Building Inspector
Free Speech
Art of War


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Arrest Leaping Lizard Jumping Jehosephat - ($6)
Elite Training Brave Knight and Oni - ($4)
Brave Knight kills Arg, Oni to lvl 7, sparkshot treant for 1
Oni to Max - ($3)
Heroesā€™ Hall - ($1)

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight 4/3+A, Elite Training
  • :psfist: [I]Elite[/I]: Soldier 2/1
  • :ps_: [I]Scavenger[/I]: Soldier 1/1
  • :pschip: [I]Technician[/I]: Soldier 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru 5/5+A, lvl 8, Elite Training
    [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: 4
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9

[details=P1, Turn 5]Rampant Growth
Tiger Cub -> Worker
Galina Glimmer
Spore Shambler
Nimble Fencer

Tech in Dinosize and Circle of Life
[/details]
8 gold + Prospect (9)
Tree heals Treant
Nimble Fencer (7)
Midori (5)
Rampant Growth on Fencer (3)
Fencer ā€œKillsā€ Brave Knight
Worker (2)
Galina Glimmer (1)
Cloud Sprite swoops down and kills the Elite Soldier
Discard 1, Draw 2, rs, Draw 1. Float 1 gold.

SQL - Galina Glimmer (2/2 +1)
Scavenger - L1 Midori (2/3)
Tech - Young Treant (0/2)

Merfolk Prospector (1/1)
Leaping Lizard (3/5)
Nimble Fencer (2/1)
Cloud Sprite (3/2)

Base - 20
Tech 1 - 5
Tech 2 - 5
Spec: Finesse

Verdant Tree - 3

9 workers, 1 gold
Hand: 3
Deck: 3
Discard: 0

[details=Next Hand]Tiny Basilisk
Grounded Guide
Dinosize
[/details]

P2T5


Tech StartingHand Workers

TECH
Judgment Day
Judgment Day


STARTING HAND
The Art of War
Traffic Director
Manufactured Truth
Brave Knight


WORKERS
Bluecoat Musketeer
Lawful Search
Jail
Spectral Aven
Brave Knight


NextHand

The Art of War
Reputable Newsman
Free Speech


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Brave Knight - ($6)
The Art of War, Oni hits your base for 7 - ($3)
Manufactured Truth Soldier into Brave Knight, kills Galina - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight 3/3+A
  • :psfist: [I]Elite[/I]: Onimaru 7/5+2A, lvl 8
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Soldier 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[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: 3
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

[details=P1, Turn 6]Tiny Basilisk
Grounded Guide
Dinosize

Tech second Fencer and a Maestro
[/details]
9 gold + Prospect (11)
Heal Fencer
Grounded Guide (6)
Arg (4)
Dinosize Midori (0)

Cloud Sprite ā€œkillsā€ Brave Knight
Midori kills Onimaru, levels to 3
Leaping Lizard kills Soldier
Nimble Fencer breaks Heroā€™s Hall

Discard 1, Draw 3.

SQL - Young Treant (1/2 +1)
Scavenger - Grounded Guide (4/4)
Tech - Wisp (1/1)

Merfolk Prospector (2/1)
Leaping Lizard (4/4)
Nimble Fencer (4/4)
L3 Midori (2/2)
L1 Arg (1/3)
Cloud Sprite (4/2)

Base - 13
Tech 1 - 5
Tech 2 - 5
Spec: Finesse

Verdant Tree - 3

9 workers, 0 gold
Hand: 3
Deck: 0
Discard: 5

[details=Next Hand]Rampant Growth
Spore Shambler
Circle of Life
[/details]

[details=Discard Pile]Galina Glimmer
Tiny Basilisk
Dinosize
Nimble Fencer
Maestro
[/details]