[details=Starting Hand]
Dinosize (discarded)
Bird’s Nest
Blooming Ancient
Fading Argonaut
Blooming Ancient [/details]
##Events of Turn:
###Upkeep:
Get Gold (9)
Draw 1 techn
Tech 2 cards (except turn 1)
[details=All Teched Cards]
Stampede, Giant Panda
Bird’s Nest, Stampede
Blooming Ancient, Giant Panda
Blooming Ancient, Dinosize
Stewardess of the Undone, Bird’s Nest [/details]
###Main:
Stewardess of the Undone, bounce mirror to your hand but it can’t so it pops, no scavenger gold for that, +1 rune to BA (6)
BA kills Quince, Arg maxbands, Water Elemental Arrives, BA +1 rune, you get a card
Arg kills Glaxx, takes 4
Giant Panda, +2 runes (3)
Rook, +1 rune (1)
Distribute a rune each to Wisp, Elemental and Stewardess
Skip worker
[details=Workers]
Bird’s Nest, Tinkerer, Neo Plexus, Plasmodium, Time Spiral [/details]
Patrol as below
Discard 2 Draw 1 rs Draw 3
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Tech1 HP: 4
Tech2 HP: 5 GROWTH
####In Patrol:
Squad Leader: Stewardess of the Undone (3/4+1armor)
Elite:
Scavenger: Water Elemental (4/4)
Technician: Wisp (1/2)
Lookout:
####In Play:
Rook (2/4 lvl 1)
Giant Panda (2/4)
Arg (1/1 lvl 5)
Blooming Ancient (4/4 from 2 damage and +2/2)
###Economy Info:
####Cards:
Hand: 4
Deck: 7
Disc: 0
####Gold:
Gold: 0
Workers: 9
[details=End of Turn Hand]
Battle Suits
Giant Panda
Blooming Ancient
Forgotten Fighter [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Wow yea he really sold the farm to get the nullcraft out of play, I have total command of the board now. 2x Stampede ought to be enough to close this game out in short order. Skipping worker b/c my endgame is limited by cards at this point, not gold [/details]
It would be better to Deteriorate the Fargo in the future. Then either Hound/Glax can kill it (and only take 1 damage not 2), and the other can kill the wisp, taking 0 damage, rather then them both taking 2 damage (and hound dieing) running into fargo.
No, I thought that too but someone recently pointed out that this doesn’t count as “dying” somehow and thus no patrol death bonus. I’ll see if I can find it in rules thread or whatever game it was
If you bounce a token (e.g. Wisp), then it doesn’t die (it tries to go to hand, and then disappears). In this case, there are no patrol bonuses. However, a Mirror is an illusion, so it dies as soon as it gets targeted, and does trigger patrol bonuses (because it died).
Yea I have another Ancient and Giant Panda in hand, which means 5 more runes. plenty to give me lethal. Want to roll back to the turn where you could have Deteriorate / StW optimally and try replaying from there? Or just start a new game?
I’m actually keeping roughly the same turn, the only difference will be Arg will “target” the hound w/ midband to pop it, so you keep Glaxx. I’ll re-draw my next hand as well
[details=Starting Hand]
Forgotten Fighter
Giant Panda
Stewardess of the Undone
Temporal Research (techn) [/details]
##Events of Turn:
###Upkeep:
Get Gold (9)
Draw 1 techn
Tech 2 cards (except turn 1)
[details=All Teched Cards]
Stampede, Giant Panda
Bird’s Nest, Stampede
Blooming Ancient, Giant Panda
Blooming Ancient, Dinosize
Stewardess of the Undone, Bird’s Nest [/details]
###Main:
Stewardess of the Undone, no tech 0s to bounce, BA +1 rune (6)
BA kills Quince, Arg maxbands, Water Elemental Arrives, BA +1 rune, you get a card
Arg “buffs” Hound, which targets it and it pops
Giant Panda, +2 runes (3)
Rook, +1 rune (1)
Distribute a rune each to Wisp, Elemental and Stewardess
Skip worker
[details=Workers]
Bird’s Nest, Tinkerer, Neo Plexus, Plasmodium, Time Spiral [/details]
Patrol as below
Discard 2 Draw 1 rs Draw 3
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Tech1 HP: 4
Tech2 HP: 5 GROWTH
####In Patrol:
Squad Leader: Stewardess of the Undone (3/4+1armor)
Elite:
Scavenger: Water Elemental (4/4)
Technician: Wisp (1/2)
Lookout:
####In Play:
Rook (2/4 lvl 1)
Giant Panda (2/4)
Arg (1/5 lvl 5)
Blooming Ancient (4/4 from 2 damage and +2/2)
###Economy Info:
####Cards:
Hand: 4
Deck: 7
Disc: 0
####Gold:
Gold: 1
Workers: 9
[details=End of Turn Hand]
Battle Suits
Blooming Ancient
Stampede
Dinosize [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Much better trade but really it just keeps Glaxx, should still be good to go but we’ll see how it goes
…
Reshuffle nets a Stampede, lovely [/details]
No not really, I drew Stampede + Dinosize this time, which adds 18 attack to my board and also gets a kill… Sorry for advocating for the re-do, it was definitely a bigger hole you were in than I thought. I haven’t checked all your techs and turns yet, what do you think went wrong?
Well, I played poorly but also - I think that teching Meta and not playing it (as opposed to tutoring for it) is definitely a problem. I definitely teched heavy for Vandy and wasn’t expecting you to kill her. I went down on cards and had Dark Pact in hand the turn you killed her.
This really isn’t a Meta-friendly deck. Vir and Quince are not good Meta buddies. Vir is okay combat-wise, but Quince gets his free mirror eaten, isn’t combat efficient, and neither one has a great Ultimate / Maxband ability to help a Meta plan quickly end the game. It also isn’t a great Hero’s Hall deck.
Vandy is useful to this deck as a Dark Pact spammer and a good combat bully, and her maxband compliments Glaxx as a good tech-building killer for a momentum shift into the Future T2 + Quince endgame (Dark Pact can help you lay cheap blocking to stall like Hound, as well as sacrifice fodder for your Omegacrons).
Dark Pact also compliments a Truth T2/3 gameplan. That’s great as well
As fun as Meta and Hive are, if you want to win with this deck that’s just not your endgame 99% of the time
That’s probably true. I’m just trying out things as I slowly getting to conclusions regarding what works. I was in a position to kill Rook and thought that I could Meta. You are right, it was not a good call.
I enjoy reading your thoughts on the games, though. Very interesting to see that you considered Rook dying and was ok with it as long as tech 2 survived, and I had no way of bringing it down.
There are definitely times in this game where you have an urge to play to the absolute best case scenario, and hope all your great advantages stick around. In practice though, your opponent always has good options just like you do, so you have to be willing to make trades in the interest of keeping your primary win condition as safe as possible (or feint what your primary win condition is, if you can pull that off).
I don’t mean to be hyper-critical in saying Meta was a really bad choice, just wanting to help improve
I welcome all criticism and suggestions! It’s just that - improving my play is not my only object in playing (this is not work after all), and so I’m pretty happy to play around. I know that many Sirlin fans are all about ‘play to win’ and such (a good book, for sure), and sometimes I like to play that way as well. but with Codex I’m still exploring the world, and looking for unusual plays that may work, honing my own instincts. The forums are fine and all but I feel like I’m running against the boundaries of the medium as I don’t really remember all the cards and continuously looking them up is very tedious when I’m trying to play even a bit more serious.
Autocard Anywhere definitely helps with that, but you’re right that it takes a lot of repetition to get a good handle on the particulars of everything you’re likely to run up against.
I’m all about playing around myself (not a strict playing to win disciple, though certainly I appreciate that mentality for tournament play). So like I said, I don’t mean to be hyper-critical. Goofing and experimenting is certainly welcome here