FURY ROAD: Players can only have one patroller at a time.
FLAGSTONE MINES: Players can hire any number of workers per turn.
BIG GAME HUNTERS: Each player gets an extra [2 gold] during each of their upkeeps.
HARD TIMES MILL: Workers cost an extra [1 gold] to hire.
NO RUSH 15 MINUTES: Prevent all damage until after each player has taken 4 turns.
DAGGERFALL PRISON CAMP: Hiring workers doesn’t cost a card. (Track how many workers you have some other way.)
MYSTICAL FOREST: Whenever you would ready a unit or hero during your turn, you may put a +1/+1 rune on it instead.
BURIAL GROUNDS: Whenever a hero dies, it’s gone forever this game.
PINNACLE: Heroes can cast ultimate spells even if they aren’t max level and even if they arrived that turn. Dead heroes must wait an extra turn to be resummoned.
VORTOSS RUINS: Players can’t build the heroes’ hall or tech lab add-ons, but automatically get their effects.
BLOODBOWL: All units have +1 ATK and haste.
LOST TEMPLE: Players ignore all tech building requirements and don’t need heroes to cast spells.
We will start with FURY ROAD.
@FrozenStorm Shall be taking on the role of Black, and we shall see if the map cards have a significant effect on the matchup.
I suspect FURY ROAD will not be kind to Blue, but we shall see.
P1T1
StartingHand Workers
STARTING HAND
Reputable Newsman
Porkhand Magistrate
Spectral Aven
Traffic Director
Bluecoat Musketeer
WORKERS
Porkhand Magistrate
NextHand
Arrest
Lawful Search
Jail
Manufactured Truth
Building Inspector
[details=End of Turn Discard]
Sacrifice the Weak
Jandra, the Negator
Deteriorate [/details]
[details=My Thoughts]
So the name of this Map I think will be Soul Stone XD We’ll see how things start out, I expect Oni to kill the Imp but what I don’t want is Oni getting base damage. I almost want Jandra here, but I think I’ll wait until first cycle to plop her down + soul stone her. [/details]
[details=End of Turn Hand]
Sacrifice the Weak
Graveyard
Jandra, the Negator
Sickness [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Teching a Sickness in case he opts to trade into Vandy, and a Dark Pact in case he leaves her up. No idea how to effectively block here lol [/details]
[details=Starting Hand]
Sacrifice the Weak
Graveyard
Jandra, the Negator
Sickness [/details]
##Events of Turn:
###Upkeep:
Get Gold (7)
Tech 2 cards (except turn 1)
[details=All Teched Cards]
Dark Pact, Shadow Blade
Sickness, Dark Pact [/details]
###Main:
Orpal (5)
Sickness, Quince gets weak and Mirror pops (3)
Sacrifice the Weak, BK and Jav die (1)
Worker (0)
[details=Workers]
Jandra, the Negator, Poisonblade Rogue, Summon Skeletons [/details]
Patrol as below
Discard 1 Draw 3
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 19
Tech1 HP: 5
####In Patrol:
Squad Leader: Orpal (1/3+1armor lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
###Economy Info:
####Cards:
Hand: 3
Deck: 1
Disc: 5
####Gold:
Gold: 0
Workers: 8
[details=End of Turn Hand]
Deteriorate
Thieving Imp
Dark Pact [/details]
[details=End of Turn Discard]
Dark Pact
Skeleton Javelineer
Shadow Blade
Sickness
Sacrifice the Weak
Graveyard [/details]
[details=My Thoughts]
I’m thinking that next turn, I’ll be maxing Orpal + building a hero’s hall, that or building tech 2. Since Quince is gimped, I imagine I can ride to victory off of Heroes without too much fear of Free Speech, though I imagine he teched it. But this keeps his threat lowest, and gives me a potential chance to go for Death and Decay on the turn. We’ll see how it plays out [/details]
[details=Starting Hand]
Deteriorate
Thieving Imp
Dark Pact [/details]
##Events of Turn:
###Upkeep:
Get Gold (8)
Tech 2 cards (except turn 1)
[details=All Teched Cards]
Abomination x2
Dark Pact, Shadow Blade
Sickness, Dark Pact [/details]
###Main:
Tech 2 Disease (4)
Worker (3)
[details=Workers]
Deteriorate, Jandra, the Negator, Poisonblade Rogue, Summon Skeletons [/details]
Patrol as below
Discard 2 Draw 1 rs Draw 3
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 19
Tech1 HP: 5
####In Patrol:
Squad Leader: Orpal (1/3+1armor lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
###Economy Info:
####Cards:
Hand: 4
Deck: 7
Disc: 0
####Gold:
Gold: 3
Workers: 9
[details=End of Turn Hand]
Skeletal Archery
Sacrifice the Weak
Thieving Imp
Abomination [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
I really want to land an Abom against the Peace machine, so tech 2 of them and don’t worker the Dark Pact, might need to dig for cards to break the thing out of jail. Hopefully, we can transition to death and decay…
…
Well good draw to get Abom + Another unit at least [/details]
[details=All Teched Cards]
Death and Decay, Cursed Ghoul
Abomination x2
Dark Pact, Shadow Blade
Sickness, Dark Pact [/details]
###Main:
Vandy (10)
Abomination, breaks Pestering Haunt from Jail (4)
Thieving Imp, breaks Abom out, TD and Haunt die (1)
[details=Workers]
Deteriorate, Jandra, the Negator, Poisonblade Rogue, Summon Skeletons [/details]
Patrol as below
Discard 1 Draw 3
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 19
Tech1 HP: 5
Tech2 HP: 5 DISEASE
####In Patrol:
Squad Leader: Orpal (1/3+1armor lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Vandy (2/3 lvl 1)
Abomination (6/6)
###Economy Info:
####Cards:
Hand: 3
Deck: 4
Disc: 4
####Gold:
Gold: 0
Workers: 10
[details=End of Turn Hand]
Dark Pact
Dark Pact
Graveyard [/details]
[details=End of Turn Discard]
Pestering Haunt
Death and Decay
Cursed Ghoul
Sacrifice the Weak [/details]
[details=My Thoughts]
Likely I’m going to get wrecked here, but I don’t really have much choice. I could throw Garth in front as the sacrificial lamb but I want Vandy to strike back with. [/details]
I know I’m late to this - but isn’t the main affect of being allowed only one patroller that Rook goes from being really good to being probably the best hero in the game?
That doesn’t really effect the blue black matchup. Also, anarchy is quite strong, even moreso Past is VERY strong, as anything you patrol can be vanished away. The main thing this map does is make it so having a broad field of attackers or defenders doesnt necessarily protect the key pieces of your strategy. There is only 1 sacrifical lamb, and then I can attack your tech 2, or the maxband vandy, etc.
An interesting way to play with maps is the Starcraft way: create a map pool of say 7 maps, then randomize who goes P1 first - and let the other one choose the two first maps, going back to the first player choosing 3 maps, going back to P2 choosing the last 2 maps. Then you play a best of 7. That’s where I hope Codex can go towards, with a changing map pool etc. (Lost Temple sounds bonkers and not at all the same game).
Personally, I haven’t even began to understand mono-color matches, let alone multicolor. So I don’t feel the need to play with maps, but I am fascinated by the way they change the game.
Lost temple I think has very little interplay, and generally just comes down to what tech 3 you have in your codex. I suspect that one favors blue actually.