Nopethebard vs @nekoatl

I think that is GG.

Whew, GG, I could have been in real trouble if not for the insanely lucky draws on my last 2 turns.

Do you have any advice?

Gimme a bit to look through your hidden info. You’re asking about this last game or in general?

Both. But mostly general.

Shadow Night Black is our resident purple expert, but I’ve been crushed by him enough times that I can offer some useful feedback. Blue is more of my specialty, and the advice from game 1 follows the game 2 advice. Hope this helps!

For mono-purple, teching 2x Stewardess on T2 is popular and powerful, as they produce the most impact and give the best value super early in the game, and can be workered later when they’re less useful. I do this unless I expect to need a lot of other cards from my codex very quickly.

I almost never tech in a card before I’ve built the matching tech building to be able to play it, and in the rare cases where I do, I pay close attention to when I’ll next reshuffle my discard pile into my deck.

Gold is very scarce in the early game, so I care more about the efficiency of my tech choices early on, and more about raw power later in the game when more workers have been hired.

The midgame Purple strategy that I struggle most to deal with uses Temporal Distortion on a Hyperion to pull in another Hyperion, then another Distrotion to that Hyperion to pull in something else (usually a Tricycloid). I’ve yet to win a game against this strategy.

I really like the idea of comboing Warp-Gate Disciple and Now!, but I’ve yet to successfully win a game with it (not that I’ve tried all that many times yet). So, this is pure theorycrafting on my part, but I think getting sustained value out of Disciples and Chronofixers would be a lot easier after an Nebula is in play.

Playing Spectral Aven against Black starter is difficult at best, because of deteriorate. If you want to use the Aven against black, you can try using Spectral Flagbearers (preferably as Scavenger and/or Technician) to screen the Aven from targeting, but beware this doesn’t work against Disease because of Crypt Crawler.

Quince is an extremely powerful hero when backed by lots of gold (and preferably while accompanied by Macciatus), but is genearlly a weak choice for the early game where gold is scarce. Onimaru, despite being super expensive to level, can attack and kill most L1 heroes by himself thanks to frenzy, and he becomes a terror if he does manage to survive to hit level 8 and start spamming The Art of War.

Teching Overeager Cadet and Brave Knight on T2 is not a bad strategy as mono-blue (especially if you haven’t workered Manufactured Truth), but I prefer 2x Overeager Cadet. Diversifying your tech choices does mean having more options, but in the early game I think it’s more important to save gold to quickly hit Tech II for Garrisons, and to midband Onimaru if he kills a hero.

When going Peace, it’s worth building both Garrisons quickly. You will likely end up wasting draw power by playing units while both your deck and discard are empty, but having 2 helps you more quickly (and inexpensively) dig for a desired card, allowing for far greater consistency and responsiveness. Also, if 1 gets destroyed, having a backup is extremely valuable.

It looks like on Game 1 Turn 5 you only teched in 1 card, despite not finishing turn 4 with 10 or more workers, which is not (corrected typo) allowed. I suggest using the Codex Tracking Spreadsheet if possible, as it makes it easier to catch these kinds of mistakes (maybe in conjunction with my output formatter for ease of use). Legality aside, when building a Peace engine, I recommend flooding your deck with lots of low-cost units to fuel Garrison draws and Drill Sergeant runes.

2 Likes

Okay. Thanks.

You want to play again?

Sure. I’ll let you decide if I stick with [Necromancy]/Growth/Blood or switch to [Discipline]/Fire/Truth.

Either way I’ll play mono white this time. I guess Necromancy/Growth/Blood. I rolled a 98, so I’ll post turn 1 in a little while.

Good luck have fun!
P1t1

Summary

Hand
Smoker
Morningstar Flagbearer
Safe attacking
Aged Sensei
Savior monk
Workers savior monk

Get paid ($4)
Worker ($3)
Hire Setsuki ($1)
Hire Aged Sensei ($0)
In play: Setsuki and Aged Sensei
Base: 20
5 workers
Hand: 5
Deck: 0
Discard: 3

New hand

Fox Primus
Fox Viper
Snapback
Sensei’s Advice
Grappling hook

Thoughts

Time for early game ninja pressure!

GL HF

P2T1


StartingHand Workers

STARTING HAND
Jandra, the Negator
Deteriorate
Skeletal Archery
Sacrifice the Weak
Poisonblade Rogue


WORKERS
Jandra, the Negator


NextHand

Graveyard
Summon Skeletons
Pestering Haunt
Skeleton Javelineer
Thieving Imp


Discard

Deteriorate
Poisonblade Rogue
Sacrifice the Weak
Skeletal Archery


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth Torken - ($2)
Skeleton - ($1)
Deteriorate Aged Sensei

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Garth Torken (1/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 6

Thoughts

White, huh… DeGrey can wipe out my Wisps and Skeletons, and Mind-Parry can protect against my targeted removal. Hmm… maybe i should aim for building up large non-token units. Luckily White has no access to haste until tech II. And since that Sensei isn’t patrolling, I’ll pick it off now while it can’t get a Scavenger or Technician bonus.

A moment of silence for the Aged Sensei. He shall be avenged…
P1t2

Summary

Hand
Fox Viper
Fox Primus
Snapback
Sensei’s Advice
Grappling hook
Workers fox Viper
Tech Speed of the Fox and Rambasa Twin

Get paid ($5)
Worker ($4)
Tech 1 ($3)
Grappling hook ($3) move the skeleton to elite.
Setsuki gains 3 levels ($0)
Setsuki kills skeleton
In play: Setsuki
Base: 20
Tech 1: 5
6 workers
Hand: 5
Deck: 5
Discard: 0

New hand

Rambasa Twin
Grappling hook
Safe attacking
Sensei’s Advice
Speed of the Fox

Thoughts

I think I’m off to a good start.

P2T2


Tech StartingHand Workers

TECH
Giant Panda
Giant Panda


STARTING HAND
Thieving Imp
Pestering Haunt
Graveyard
Summon Skeletons
Skeleton Javelineer


WORKERS
Jandra, the Negator
Thieving Imp


NextHand

Giant Panda
Summon Skeletons
Poisonblade Rogue
Skeleton Javelineer
Deteriorate


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Expensive Tech I - ($4)
Pestering Haunt
Skeleton - ($3)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Garth Torken (1/3)
  • Pestering Haunt (1/1) Unstoppable

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 7

Thoughts

Giant Panda’s high health value might (?) help discourage Setsuki’s swift attacks. A Tower might also, but either way I have to expect her to heal to full before I finish her off. Might be easier to just go with Doom Grasp… it’s good value if used on a high-level hero, especially if I get free levels from the kill, but I’m still worried it’ll be prevented by Mind-Parry Monk. Maybe I should should try to aggressively destroy his tech II building, but that’s easier said than done. There’s also the concern about whether I can use Skeletons as effective patrollers going forward, considering Shuriken Hail. Guess I’ll go for the Pandas, as they’ll have the most reliable synergy with Blooming Ancients later.

I’m reading through this thread and I have a little advice; don’t go for blood’s tech 3, go for the tech 2. Pirate Gang Commander isn’t super scary, Crashbarrow is :wink:

Definitely agree with the advice of Temporal Distortion over Warp Gate Disciple also

I guess scrambling to wack the tech 3 building over and over was a waste.
P1t3

Summary

Hand
Rambasa Twin
Grappling hook
Safe attacking
Sensei’s Advice
Speed of the Fox
Workers safe attacking
Tech hidden ninja and Vigor Adept

Get paid ($6)
Worker ($5)
Grappling hook ($5) skeleton to Lookout.
Setsuki kills skeleton.
Hire Rambasa Twin ($1). His brother comes along too!
Float 1 gold
Squad leader: Rambasa Twin Mario
Scavenger: Rambasa Twin Luigi
In Play: Setsuki
Base: 20
Tech 1: 5
7 workers
Hand: 4
Deck: 1
Discard: 5

New hand

Fox Primus
Morningstar Flagbearer
Aged Sensei
Snapback

Thoughts

Better build tech 2 promptly.

P2T3


Tech StartingHand Workers

TECH
Blooming Elm
Blooming Elm


STARTING HAND
Summon Skeletons
Deteriorate
Giant Panda
Skeleton Javelineer
Poisonblade Rogue


WORKERS
Jandra, the Negator
Thieving Imp
Poisonblade Rogue


NextHand

Graveyard
Skeletal Archery
Sacrifice the Weak
Giant Panda


Discard

Deteriorate
Pestering Haunt
Skeleton Javelineer
Summon Skeletons
Blooming Elm
Blooming Elm


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Giant Panda - ($6)
Tech II: Growth - ($2)
Deteriorate SQL
Garth and Haunt kill SQL
Skeleton - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • L1 Garth Torken (1/1) [2 damage]
  • Giant Panda (2/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 8

Thoughts

Well, if nothing else, I don’t need to worry about Grappling hook this turn.

P1t4

Summary

Hand
Fox Primus
Morningstar Flagbearer
Aged Sensei
Snapback
Workers Fox Primus
Tech young lightning dragon and versatile style.

Get paid + float ($8)
Worker ($7)
Build tech 2 discipline ($3)
Setsuki kills the wisp.
Hire Morningstar Flagbearer ($0)
Squad leader: Morningstar Flagbearer
Scavenger: Rambasa Twin
In play: Setsuki
8 workers
Base: 20
Tech 1: 5
Tech 2: 5
Hand: 4
Deck: 6
Discard: 0

New hand

Versatile style
Hidden ninja
Aged Sensei
Smoker

P2T4


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Giant Panda
Graveyard
Sacrifice the Weak
Skeletal Archery
Skeleton Javelineer
Summon Skeletons


WORKERS
Jandra, the Negator
Thieving Imp
Poisonblade Rogue
Skeleton Javelineer


NextHand

Deteriorate
Blooming Elm
Bone Collector
Pestering Haunt
Bone Collector


Discard

Sacrifice the Weak
Summon Skeletons
Skeletal Archery


Tech 2 card(s)
Get Paid + float - ($9)
Midband Garth - ($6)
Sacriffice Skeleton to draw
Skeleton - ($5)
Sacriffice Skeleton to draw
Worker - ($4)
Graveyard - ($2)
Giant Panda - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Giant Panda (2/4)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3)
  • L4 Garth Torken (2/4)
  • Giant Panda (2/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

If he’s going for Discipline, maybe my token army can survive. For now, though, I should recover my hand size before Hidden Ninja removes that ability.

P1t5

Summary

Hand
Versatile style
Hidden ninja
Aged Sensei
Smoker
Workers smoker
Tech martial Mastery and training Ground

Get paid ($8)
Worker ($7)
Cast Hidden Ninja on Setsuki and Rambasa Twin ($5). I draw a card.
Hire Grave ($3)
Maxband Setsuki ($1)
Hire Aged Sensei ($0)
Rambasa Twin and Setsuki kill Garth. Rambasa Twin dies. Grave gains 2 levels.
Squad leader: Morningstar Flagbearer
Scavenger: Grave
Technician: Aged Sensei
In play: Setsuki
Base: 20
Tech 1: 5
Tech 2: 5
Hand: 4
Deck: 1
Discard: 5