yes and yes. Will return to codex in the morning when I make fewer errors
I know that feeling well.
P1T5
Tech StartingHand Workers
TECH
Blooming Elm
Blooming Elm
STARTING HAND
Young Treant
Circle of Life
Circle of Life
Tiny Basilisk
Galina Glimmer
WORKERS
Ironbark Treant
Rich Earth
Spore Shambler
Verdant Tree
Young Treant
NextHand
Tiger Cub
Tiny Basilisk
Galina Glimmer
Forest’s Favor
Discard
Circle of Life
Circle of Life
Blooming Elm
Blooming Elm
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Find Gold - ($8)
Tech II: Growth - ($4)
Galina Glimmer - ($3)
Tiny Basilisk - ($1)
Tech Lab: Disease - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Tiny Basilisk (1/2A) Deathtouch, avoids tech 0
-
Elite: L1 Orpal Gloor (2/3)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Galina Glimmer (2/2)
- Merfolk Prospector (1/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
-
Tech Lab HP: 4 (Disease)
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 4
Gold:
- Gold: 0
- Workers: 9
Thoughts
Forgot about Snapback, but it works out almost the same. Shame to lose Midori with both Circles in hand, though. Buying a Tech Lab early just so I won’t have my gold stolen.
P2T5
Tech StartingHand Workers
TECH
Arresting Constable
Lawbringer Gryphon
STARTING HAND
Snapback
Justice Juggernaut
Fox Viper 2/1A sparkshot
Insurance Agent
WORKERS
Savior Monk
Morningstar Flagbearer
Fox Primus
Smoker
Fox Viper 2/1A sparkshot
NextHand
Grappling Hook
Snapback
Bone Collector
Justice Juggernaut
Discard
Justice Juggernaut
Arresting Constable
Lawbringer Gryphon
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Max Garth, Resurrect an Arresting Constable - ($5)
Insurance Agent - Life insurance for my constable - ($4)
Skeleton - ($3)
Bigby - ($1)
Float ($1)
Stash 1, Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Arresting Constable 2/3A - insured
-
Elite: Garth L7 4/4
-
Scavenger: Aged Sensei 1/1
-
Technician:
Skeleton 1/1 -
Lookout:
In Play:
- Insurance Agent 2/2 - insuring Constable
- Bigby Hayes 2/3
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Law)
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 2
Gold:
- Gold: 1
- Workers: 10
Thoughts
The Constable dies, but is an overall gain in cards and gold, allowing me to tech up next turn and draw the gyphons the turn after. Stashing snapback in case he manages to kill garth and do something big with heroes.
P1T6
Tech StartingHand Workers
TECH
Guargum, Eternal Sentinel
Guargum, Eternal Sentinel
STARTING HAND
Tiger Cub
Forest’s Favor
Tiny Basilisk
Galina Glimmer
WORKERS
Ironbark Treant
Rich Earth
Spore Shambler
Verdant Tree
Young Treant
Forest’s Favor
NextHand
Rampant Growth
Playful Panda
Tiny Basilisk
Circle of Life
Tech 2 card(s)
Get Paid + Galina - ($10)
Worker - ($9)
Midband Orpal - ($6)
Orpal attacks Constable, removes 1 point of armor and gives a -1/-1 rune
Galina kills Constable
Tiny Basilisk trades with Garth, levels to Orpal
Tiny Basilisk - ($4)
Find Gold - ($5)
Sacrifice Prospector to infect Sensei, -1/-1 runes spread to Skeleton and Agent
Tech III - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Tiny Basilisk (1/2) Deathtouch, avoids tech 0
-
Lookout:
In Play:
- L6 Orpal Gloor (2/5)
- Galina Glimmer (2/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
-
Tech III HP: 5
-
Tech Lab HP: 4 (Disease)
Economy Info:
Cards:
- Hand: 4
- Deck: 8
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
I want to get Guargum in before the reshuffle, in part so I can start using free Growth spells (and more reliably than using Argagarg in the face of Snapback), and in part because Blue has trouble dealing with tech III units. Being able to field 3 heroes simultaneously is nice too, and reduces Snapback’s impact, so even if I don’t draw Guargum quickly, there’s benefit to having the building.
P2T6
Tech StartingHand Workers
TECH
Lawbringer Gryphon
Martial Mastery
STARTING HANDSnapback
Bone Collector
Justice Juggernaut
Grappling Hook
Safe Attacking
WORKERS
Savior Monk
Morningstar Flagbearer
Fox Primus
Smoker
Fox Viper 2/1A sparkshot
Safe Attacking
NextHand
Tax Collector 2/3A
Martial Mastery
Sensei’s Advice
Justice Juggernaut
Rambasa Twin
Tech 2 card(s)
Get Paid + float + 4 gold from death of insured Constable - ($15)
Worker - ($14)
Tech III - ($9)
Bigby trades with Basilisk, levels fizzle
Agent kills Galina
Grave - ($7)
Snapback Orpal to Midori - ($4)
Mid Grave - ($2)
Float ($2)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Grave L3 3/4A
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Law)
Economy Info:
Cards:
- Hand: 5
- Deck: 9
- Disc: 0
Gold:
- Gold: 2
- Workers: 11
Thoughts
A narrow chance of the draw I want, raised slightly with the MM. Whoever playes their tech III first will probably win at this point!Unless I can kill his with a sword, so I will drop 2 extra gold here to make it harder for a simple max midori to take out my Grave.
P1T7
Tech StartingHand Workers
TECH
Spirit of the Panda
Spirit of the Panda
STARTING HAND
Playful Panda
Rampant Growth
Circle of Life
Tiny Basilisk
Guargum, Eternal Sentinel
WORKERS
Ironbark Treant
Rich Earth
Spore Shambler
Verdant Tree
Young Treant
Forest’s Favor
NextHand
Circle of Life
Blooming Elm
Merfolk Prospector
Galina Glimmer
Guargum, Eternal Sentinel
Discard
Tiny Basilisk
Galina Glimmer
Rampant Growth
Circle of Life
Guargum, Eternal Sentinel
Playful Panda
Spirit of the Panda
Spirit of the Panda
Tech 2 card(s)
Get Paid - ($10)
Midband Midori - ($6)
Rampant Growth - ($4)
Tiny Basilisk - ($2)
Argagarg Garg - ($0)
Midori kills Grave, levels to Argagarg
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Tiny Basilisk (1/2A) Deathtouch, ignores tech 0
-
Elite:
-
Scavenger: Wisp (1/2)
-
Technician:
-
Lookout: L3 Argagarg Garg (1/4) Resist 1
In Play:
- L5 Master Midori (3/3) [1 damage]
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
-
Tech III HP: 5
-
Tech Lab HP: 4 (Disease)
Economy Info:
Cards:
- Hand: 5
- Deck: 2
- Disc: 8
Gold:
- Gold: 0
- Workers: 10
Thoughts
I do suspect he may be planning to throw a sword at my Guargum.
P2T7
Tech StartingHand Workers
TECH
Injunction
Doom Grasp
STARTING HAND
Sensei’s Advice
Tax Collector 2/3A
Rambasa Twin
Martial Mastery
Justice Juggernaut
WORKERS
Savior Monk
Morningstar Flagbearer
Fox Primus
Smoker
Fox Viper 2/1A sparkshot
Safe Attacking
NextHand
Aged Sensei 1/1
Lawbringer Gryphon
Grappling Hook
Lawbringer Gryphon
Justice Juggernaut
Discard
Sensei’s Advice
Martial Mastery
Tax Collector 2/3A
Injunction
Doom Grasp
Tech 2 card(s)
Get Paid + float - ($13)
Rambasa Twin - ($9)
Garth - ($7)
Skeleton - ($6)
Justice Juggernaut - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Twin 1 3/2A
-
Elite:
-
Scavenger: Twin 2 3/2A
-
Technician: Skeleton 1/1
-
Lookout:
In Play:
- Garth L1 1/3
- Justice Juggernaut 4/6 2 lives.
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Law)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 5
Gold:
- Gold: 0
- Workers: 11
Thoughts
Assuming he has Garganum, how do I get out of this? I need to have enough units that his Obliterate won’t immediately obliterate my gryphon; I can doom grasp at an appropriate time; I can injunction. Juggernaut is alright as it can survive being obliterated once. However. I probably lose.
P1T8
Tech StartingHand Workers
TECH
Polymorph: Squirrel
Polymorph: Squirrel
STARTING HAND
Galina Glimmer
Merfolk Prospector
Guargum, Eternal Sentinel
Blooming Elm
Circle of Life
WORKERS
Ironbark Treant
Rich Earth
Spore Shambler
Verdant Tree
Young Treant
Forest’s Favor
NextHand
Blooming Elm
Tiger Cub
Circle of Life
Galina Glimmer
Rampant Growth
Tech 2 card(s)
Get Paid - ($10)
Basilisk trades with SQL
Argagarg boosts Wisp
Wisp trades with other Twin
Midor kills Skeleton
Guargum, Eternal Sentinel - ($0)
Float ($0)
Discard 4, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Guargum, Eternal Sentinel (12/12) Resist 3, obliterate 4
In Play:
- L3 Argagarg Garg (1/4) Resist 1
- L5 Master Midori (3/2) [2 damage]
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
-
Tech III HP: 5
-
Tech Lab HP: 4 (Disease)
Economy Info:
Cards:
- Hand: 5
- Deck: 12
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
Last chance to deploy Guargum before reshuffle, and probably last chance before he gets a Gryphon in play… I’m going for it.
P2T8
Tech StartingHand Workers
TECH
Injunction
Martial Mastery
STARTING HAND
Lawbringer Gryphon
Aged Sensei 1/1
Lawbringer Gryphon
Grappling Hook
Justice Juggernaut
Insurance Agent 1/1 [-] - insuring Constable
WORKERS
Savior Monk
Morningstar Flagbearer
Fox Primus
Smoker
Fox Viper 2/1A sparkshot
Safe Attacking
NextHand
Snapback
Arresting Constable 2/3A - insured
Bone Collector 3/3
Doom Grasp
Martial Mastery
Tech 2 card(s)
Get Paid + Scav - ($12)
Juggernaut unstoppably kills Midori, takes 3, 2 levels to Garth
Aged Sensei - ($11)
Max Garth, bring out Insurance Agent, insures Sensei - ($7)
Justice Juggernaut #2 - ($1)
Insurance agent #2, insures Sensei - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Aged Sensei 1/1
-
Lookout:
In Play:
- Garth L7 3/4
- Justice Juggernaut 4/3 2 lives.
- Justice Juggernaut #2 4/6 2 lives
- Insurance Agent 2/2 - insuring Sensei
- Insurance Agent 2/2 - insuring Sensei
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Law)
Economy Info:
Cards:
- Hand: 5
- Deck: 9
- Disc: 0
Gold:
- Gold: 0
- Workers: 11
Thoughts
No point in playing the Gyrphon, it will just get obliterated. The juggernaut survives to do some damage, the agent + sensei gains an extra card to go for that injunction.
P1T9
Tech StartingHand Workers
TECH
Dinosize
Dinosize
STARTING HAND
Blooming Elm
Tiger Cub
Rampant Growth
Galina Glimmer
Circle of Life
WORKERS
Ironbark Treant
Rich Earth
Spore Shambler
Verdant Tree
Young Treant
Forest’s Favor
NextHand
Playful Panda
Merfolk Prospector
Circle of Life
Blooming Elm
Discard
Rampant Growth
Circle of Life
Dinosize
Dinosize
Tech 2 card(s)
Get Paid - ($10)
Argagarg kills Sensei - ($9)
Blooming Elm - ($6)
Guargum kills Garth, Agents die, 'nauts crumble
Galina Glimmer - ($5)
Tiger Cub - ($3)
Orpal Gloor - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Water Elemental (3/3A) Anti-air
-
Elite: L1 Orpal Gloor (2/3)
-
Scavenger: Tiger Cub (2/2)
-
Technician: Galina Glimmer (2/2)
-
Lookout:
In Play:
- Blooming Elm (4)
- L5 Argagarg Garg (1/5)
- Guargum, Eternal Sentinel (12/9) Resist 3, obliterate 4
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
-
Tech III HP: 5
-
Tech Lab HP: 4 (Disease)
Economy Info:
Cards:
- Hand: 4
- Deck: 8
- Disc: 4
Gold:
- Gold: 1
- Workers: 10
Thoughts
Disappointing to not draw a Growth spell., but I’ll work with this.
Both players please note that while it has not been in the turn summary since being built, James does have a Tech 3 building and has since turn 6
Temporarily withdrawn
Hold up, I have noticed an error in my play on T8 which affects this turn and will mean I have to do some re-drawing. I’ll just check my proposed solution is OK with @FrozenStorm, hidden as it involves my tech choices
Error and solution
On Turn 8, I meant to tech an insurance agent and then resurrect it with Garth, but forgot to actually put it in the tech slot on the spreadsheet, and ended up teching two other cards - both things I drew in my T9 hand. If it is OK, I will replace the T8 martial mastery tech with the insurance agest that was always meant to be there and just redraw my T9 hand?
That sounds fine @James, just be sure to take the two cards you drew in the RS, and re-draw two (remember that the things that died on @Nekoatl’s turn 9, like the two insurance agents and Aged Sensei, would not be a part of that draw)
Sorted, enough draws from the insurance that I could play the same turn anyway
P2T9
Tech StartingHand Workers
TECH
Martial Mastery
Judgment Day
STARTING HAND
Bone Collector 3/3
Arresting Constable 2/3A - insured
Snapback
Twin 2 3/2A
Injunction
Lawbringer Gryphon
Martial Mastery
Grappling Hook
Tax Collector 2/3A
Injunction
WORKERS
Savior Monk
Morningstar Flagbearer
Fox Primus
Smoker
Fox Viper 2/1A sparkshot
Safe Attacking
NextHand
Lawbringer Gryphon
Doom Grasp
Injunction
Injunction
Sensei’s Advice
Tech 2 card(s)
Get Paid - ($11)
Daw 2 and get 2g from Sensei’s wise life insurance - ($13)
Tech draw
Bigby - ($11)
Injunction on Tech III - Guargum is tied up in legal red tape - ($8)
Grave - ($6)
Martial Mastery - discard, draw 2, look at your hand - ($5)
Juggernaut #1 kills Elm
Juggernaut #2 kills Argagarg, levels to Bigby
Tax collector, steals your float - ($4)
Bone collector - ($2)
Float ($2)
Stash 1, Discard 4, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Tax Collector 2/3A
-
Elite: Grave L1 3/3
-
Scavenger: Bone Collector 3/3
-
Technician:
-
Lookout:
In Play:
- Bigby L3 2/4
- Justice Juggernaut 4/3 2 lives. [crumbling]
- Justice Juggernaut #2 4/6 2 lives [crumbling]
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Law)
-
Tech III HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 11
- Disc: 0
Gold:
- Gold: 2
- Workers: 11
Thoughts
No point in playing the Gryphon, it will just get obliterated. The juggernaut survives to do some damage, the agent + sensei gains an extra card to go for that injunction.
Alas, Injunction can only target Tech I or II.
Oh nooooo. Take 3:
P2T9
Tech StartingHand Workers
TECH
Martial Mastery
Judgment Day
STARTING HAND
Bone Collector 3/3
Arresting Constable 2/3A - insured
Snapback
Twin 2 3/2A
Injunction
Lawbringer Gryphon
Martial Mastery
Grappling Hook
Tax Collector 2/3A
Injunction
WORKERS
Savior Monk
Morningstar Flagbearer
Fox Primus
Smoker
Fox Viper 2/1A sparkshot
Safe Attacking
NextHand
Lawbringer Gryphon
Lawbringer Gryphon
Sensei’s Advice
Doom Grasp
Martial Mastery
Tech 2 card(s)
Get Paid - ($11)
Daw 2 and get 2g from Sensei’s wise life insurance - ($13)
Tech draw
Rambasa Twins - ($9)
Grave - ($7)
Bigby - ($5)
Martial Mastery - discard, draw 2, look at your hand - ($4)
Juggernaut #1 kills Elm
Juggernaut #2 kills Argagarg, levels to Grave
Tax collector, steals your float - ($3)
Bone collector - ($1)
Float ($1)
Discard 4, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Tax Collector 2/3A
-
Elite: Bigby L1 3/3
-
Scavenger: Bone Collector 3/3
-
Technician: Twin 1 3/2
-
Lookout: Twin 2 3/2
In Play:
- Grave L3 3/4
- Justice Juggernaut 4/3 2 lives, crumbling
- Justice Juggernaut #2 4/6 2 lives, crumbling
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Law)
-
Tech III HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 10
- Disc: 0
Gold:
- Gold: 1
- Workers: 11
Thoughts
O.O
The juggernauts have 4 attack and Argagarg has 5 health, so I think I think you need to boost him a little if you want a solo hero kill.
Indeed. Sorry, that made sense on a previous version of this. The healthier juggernaut will kill the water ele and be left on 3 health.
P1T10
Tech StartingHand Workers
TECH
Stampede
Stampede
STARTING HAND
Circle of Life
Playful Panda
Merfolk Prospector
Blooming Elm
WORKERS
Ironbark Treant
Rich Earth
Spore Shambler
Verdant Tree
Young Treant
Forest’s Favor
NextHand
Tiny Basilisk
Tiny Basilisk
Guargum, Eternal Sentinel
Spirit of the Panda
Spirit of the Panda
Discard
Rampant Growth
Circle of Life
Dinosize
Dinosize
Blooming Elm
Tiger Cub
Blooming Elm
Circle of Life
Merfolk Prospector
Stampede
Stampede
Tech 2 card(s)
Get Paid + Galina - ($11)
Playful Panda - ($9)
Midband Orpal - ($6)
Sacrifice Wisp to weaken SQL
Argagarg buffs Galina
Galina kills SQL
Master Midori, midband - ($0)
Orpal kills Lookout
Tiger Cub trades with Bigby, levels to Orpal
Guargum attacks Scavenger, but obliterate kills all your units, so Guargum kills Grave instead.
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: L5 Master Midori (3/4)
-
Lookout:
In Play:
- L5 Argagarg Garg (1/5)
- L6 Orpal Gloor (2/5)
- Guargum, Eternal Sentinel (12/6) Resist 2, obliterate 4
- Galina Glimmer (2/2)
- Playful Panda (2/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
-
Tech III HP: 5
-
Tech Lab HP: 4 (Disease)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 11
Gold:
- Gold: 0
- Workers: 10
Thoughts
Still no Growth spells. Guargum’s pulling his weight without them, but it’s a struggle to keep up with that unit spam. I’m gradually trying to get more units in play to power Galina, but I keep spending all my gold.