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[Balance Changes] Red v Black (FrozenStorm & dwardd)

Hey @dwarddd! Thanks for testing changes with me. Let’s see how nerfed Black fares

As a reminder, I am posting all the tweaks to cards we’re playing with here:


Red Starter:

Scorch can target any unit, patrolling hero, or building

Anarchy:

Zane Level 1 add “Dies: instead of opponent getting hero Levels, opponent gains 3 gold”
Detonate costs 2 (instead of 3)
Sanitorium cost reduced to 3, loses the ability cost of 1g (just tap to draw 1, play cards)
Pirate Gunship loses Obliterate

Blood:

Rickety Mine gains Haste, ability changes from coin flip to “When this arrives, put two Ore runes on it. Tap: gain 3 gold, remove an ore rune. When this runs out of Ore runes, trash it and deal 1 damage to you and your opponent’s base”

Fire:

Jaina Midband loses the “patrolling” designation
Fire Dart costs 1 (instead of 2)
Flame Arrow costs 3 (instead of 4)
Doubleshot Archer costs 2 (instead of 3)


Black Starter:

Deteriorate costs 1 (instead of 0)
Pestering Haunt costs 1 (instead of 0)
Thieving Imp reduced to a 2/1 (instead of 2/2)

Demonology:

Vandy midband loses “Resist 1”, now midbands at 4/5 and maxbands at 6
Dark Pact becomes “Deal 1 damage to your Demonology Hero, and 2 damage to your base. Draw 2 cards” (cannot target opponent’s base, and also damages your Hero)
Metamorphosis grants stealth instead of invisibility, only gives +1/1 instead of +2/2, still gives readiness
Banefire Golem costs 5 (instead of 6)

Necromancy:

Garth midband adds “Once-Per-Turn”
Garth maxband fetches cost 4 or less (instead of 5 or less)
Lich’s Bargain deals 6 damage to your base (instead of 4)
Bone Collector reduced to 2 ATK (2/3 instead of 3/3), gets Frenzy 1
Corpse Catapult moves to 2/5 instead of 1/4
Wight gains “Arrives: create two 1/1 black Skeleton tokens” (it keeps other abilities)

Disease:

Crypt Crawler costs 1 for a 2/2 (instead of 2 for a 3/3). It keeps Sparkshot and the anti-flier ability

1 Like

That’s useful, thanks! With Red as P1 I think this game must be skewed towards me winning after the changes, but that’s what we are here to find out :slight_smile:

P1T1


StartingHand Workers

STARTING HAND
Bloodburn
Scorch
Mad Man
Pillage
Careless Musketeer


WORKERS
Careless Musketeer


NextHand

Bloodrage Ogre
Bombaster
Nautical Dog
Makeshift Rambaster
Charge


Discard

Scorch
Bloodburn
Pillage


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Jaina - ($1)
Madman - ($0)
Madman pings your base for 1

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Jaina(2/3)
  • Mad Man(1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

hmm any base dmg is nice here as it cuts out lich’s bargain and punishes dark pact; that said i will go for Jaina as first hero because those cheap fire spells look CHEAP

Ya I think I’m pretty neutered lol might be rough. Oh well GL HF!

Balance Test: Game 1 Player 2, Turn 1

P2 Black vs P1 Red

Starting Hand

Thieving Imp
Jandra, the Negator
Skeletal Archery
Poisonblade Rogue
Skeleton Javelineer

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Thieving Imp, discard 1 of 5 (2)
  • Skeleton Javelineer (1)
  • Worker (0)
Workers

Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 19

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

In Play:

  • nothing

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Pestering Haunt
Graveyard
Deteriorate
Summon Skeletons

End of Turn Discard
My Thoughts

This is going to be rough sledding lol, the Imp nerf really hurts defensive capabilities. I’m probably going to be relying on Garth and trying to bleed cards, but idk lol.


P1T2


Tech StartingHand Workers

TECH
Lobber
Lobber


STARTING HAND
Makeshift Rambaster
Bloodrage Ogre
Charge
Bombaster
Nautical Dog


WORKERS
Careless Musketeer
Nautical Dog


NextHand

Bombaster
Charge
Scorch
Lobber


Tech 2 card(s)
Get Paid, discard #1 - ($5)
Worker - ($4)
Jaina kills Imp
Madman trades Javelineer
MSR deals 3 to your base - ($2)
Tech 1 - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Jaina(2/1)
  • Makeshift Rambaster(1/2) can’t patrol, +2atk against buildings

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

hmm any base dmg is nice here as it cuts out lich’s bargain and punishes dark pact; that said i will go for Jaina as first hero because those cheap fire spells look CHEAP

My cards aren’t helping me out much lol

Balance Test: Game 1 Player 2, Turn 2

P2 Black vs P1 Red

Starting Hand

Pestering Haunt
Graveyard
Deteriorate
Summon Skeletons

Events of Turn:


Upkeep:

  • Get Gold (6)
  • draw 1 techn
  • Tech 2 cards in (except turn 1)
All Teched Cards

Sickness, Hooded Executioner


Main:

  • Orpal (4)
  • Sacrifice the Weak, go away Rambaster (2)
  • Worker (1)
  • Tech 1 (0)
Workers

Pestering Haunt, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 rs draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Orpal (1+1/3 lvl 1))
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothing

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Deteriorate
Graveyard
Summon Skeletons
Thieving Imp
Sickness

End of Turn Discard
My Thoughts

No blockers in this hand… ruff. I spose I trade even on the MSR and lay Orpal out to do lasting damage at least. I’ll tech a sickness in case the plan is rain fire on buildings, and a Hoodie to continue trying to build card advantage


I guess a better hand would have had a nicer blocker in? but then you’ve already used Skel Jav, what did you want in hand? (for the purposes of the match, I won’t assume you definitely didn’t have any cards you mention :wink: )

P1T3


Tech StartingHand Workers

TECH
Doubleshot Archer
Fire Dart


STARTING HAND
Bombaster
Lobber
Scorch
Charge


WORKERS
Careless Musketeer
Nautical Dog
Scorch


NextHand

Bloodrage Ogre
Bloodburn
Mad Man(1/1)
Pillage


Discard

Makeshift Rambaster(1/2) can’t patrol, +2atk against buildings
Charge
Bombaster
Doubleshot Archer
Fire Dart


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
midband Jaina - ($3)
Jaina kills Orpal, 2- runes, J to lvl 6
Lobber, deals 2 to your base - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L6 Jaina(1/1) 2(-)
  • Lobber(2/2) tap: ping building

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

my pressure isn’t quite high enough to rush for base w/o tech 2 I don’t think; maybe I’ll try out those cheaper doubleshot archers but for now I’ll do what I reckon to be a fairly safe tech of a few fire spells

Good point, yeah I wanted a blocker but I had already used two of them lol. Jandra or PBR though realistically, just jandra is what I really

Balance Test: Game 1 Player 2, Turn 3

P2 Black vs P1 Red

Starting Hand

Deteriorate
Graveyard
Summon Skeletons
Thieving Imp
Sickness

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Carrion Curse, Skeletal Lord
Sickness, Hooded Executioner


Main:

  • Garth (5)
  • make a Skeleton (4)
  • Thieving Imp, discard #2 of 4 (1)
  • Worker (0)
Workers

Graveyard, Pestering Haunt, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Garth (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Skeleton Javelineer
Skeletal Archery
Sacrifice the Weak
Jandra, the Negator
Hooded Executioner

End of Turn Discard
My Thoughts

??? The straight face plan hurtz… so does not having Hoodie here XD wish Sickness is in the next hand. Oh well, navigating best I can. Skeles are still pretty strong so leaning that direction


P1T4


Tech StartingHand Workers

TECH
Doubleshot Archer
Molting Firebird


STARTING HAND
Bloodrage Ogre
Pillage
Mad Man(1/1)
Bloodburn


WORKERS
Careless Musketeer
Nautical Dog
Scorch
Pillage


NextHand

Lobber
Bloodburn
Charge


Tech 2 card(s)
Get Paid + float, discard #2 - ($9)
Worker - ($8)
tech 2 fire - ($4)
maxband Jaina - ($3)
jaina taps to kill imp
lobber kills skele, takes 1
brogre - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bloodrage Ogre(3/2) rage
  • :target: Lookout:

In Play:

  • L6 Jaina(1/1) 2(-)
  • Lobber(2/1) tap: ping building

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

Balance Test: Game 1 Player 2, Turn 4

P2 Black vs P1 Red

Starting Hand

Skeleton Javelineer
Skeletal Archery
Sacrifice the Weak
Jandra, the Negator
Hooded Executioner

Events of Turn:


Upkeep:

  • Get Gold (8+1scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Carrion Curse, Nether Drain
Carrion Curse, Skeletal Lord
Sickness, Hooded Executioner


Main:

  • Hooded Executioner + boost, Brogre dies (4)
  • Garth kills Jaina, goes to level 3
  • Midband Garth (3)
  • Hero’s Hall (1)
  • Worker (0)
Workers

Jandra, the Negator, Graveyard, Pestering Haunt, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 rs draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Hooded Executioner (3/3)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Garth (2/4 lvl 4)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Nether Drain
Thieving Imp
Sacrifice the Weak
Skeletal Archery
Skeleton Javelineer

End of Turn Discard
My Thoughts

Well, I’m not in the worst shape… I’ll grab a hero’s hall here and hope there was a whiff on hotter fire or bird.


P1T5


Tech StartingHand Workers

TECH
Flame Arrow
Hotter Fire


STARTING HAND
Lobber
Charge
Bloodburn
Doubleshot Archer


WORKERS
Careless Musketeer
Nautical Dog
Scorch
Pillage


NextHand

Makeshift Rambaster(1/2) can’t patrol, +2atk against buildings
Bombaster
Doubleshot Archer
Mad Man(1/1)
Fire Dart


Discard

Bloodrage Ogre(3/2) rage
Lobber(2/1) tap: ping building
Charge
Bloodburn
Lobber
Flame Arrow
Hotter Fire


Tech 2 card(s)
Get Paid + float, tech draw - ($9)
Maxband Drakk - ($2)
Lobber trades with Hoody
Doubleshot Archer - ($0)
hasty Doublshot kills Garth, your base to 11

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Doubleshot Archer(4/3) long-range, attacks: deal 3 base dmg

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

i don’t mind skipping worker as it keeps my hand up and i think i can finish fairly soon - unless they manage to wipe my board with orpal spells I think I’m ahead

Yikes, that’s probably game lol… Hasty archer is nasssty and I did not line up draws well for this

Balance Test: Game 1 Player 2, Turn 5

P2 Black vs P1 Red

Starting Hand

Nether Drain
Thieving Imp
Sacrifice the Weak
Skeletal Archery
Skeleton Javelineer

Events of Turn:


Upkeep:

  • Get Gold (9+1scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Death and Decay x2
Carrion Curse, Nether Drain
Carrion Curse, Skeletal Lord
Sickness, Hooded Executioner


Main:

  • Vandy (8)
  • Sacrifice the Weak, bye archer (6)
  • Thieving Imp, discard #4 of 5 (3)
  • Worker (2)
Workers

Skeleton Javlineer, Jandra, the Negator, Graveyard, Pestering Haunt, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 11
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/1+1armor)
  • :psfist: Elite: Vandy (2+1/3 lvl 1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 2
  • Workers: 10

End of Turn Hand

Carrion Curse
Sickness
Skeletal Lord
Deteriorate

End of Turn Discard
My Thoughts

Archer, owwie. that’s probs game


Whereas my draws have worked out very well! I don’t really think I even played that that well, early pressure from this Red could simply out-value this version of Black by a solid 20 damage xd

P1T6


StartingHand Workers

STARTING HAND
Fire Dart
Bombaster
Makeshift Rambaster(1/2) can’t patrol, +2atk against buildings
Doubleshot Archer
Mad Man(1/1)


WORKERS
Careless Musketeer
Nautical Dog
Scorch
Pillage


NextHand

Lobber
Charge
Bombaster
Molting Firebird


Tech 0 card(s)
Get Paid, discard #4, remember to type in a maxband Drakk (i’m hoping you didn’t also forgot him!) - ($8)
Zane, he trades with imp, you get 3 g - ($6)
Drakk kills Vandy, takes 3
Doubleshot Archer - ($4)
Doubleshot Archer hastily + frenzy deals 8dmg to your base
Hire a makeshift rambaster, he finishes you off! - ($2)

Float ($2)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Makeshift Rambaster(1/2) can’t patrol, +2atk against buildings
  • L6 Drakk(3/1)
  • Doubleshot Archer(4/3) long-range, attacks: deal 3 base dmg

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

i don’t mind skipping worker as it keeps my hand up and i think i can finish fairly soon - unless they manage to wipe my board with orpal spells I think I’m ahead

1 Like

GG WP :slight_smile: Imp losing 1hp is a serious hit to Black’s defenses. I definitely could have used Sickness and Hoodie to split the opposite way turn 3/4, and then a carrion curse turn 5 instead of nether drain, but them’s the breaks sometimes, and yeah just way harder to trade for value. I’m afraid we nuked Black way too hard for this, but could also just be that Red v Black was pretty even before and this matchup specifically is just super neutered for Black. I’ll try a P1 game tomorrow.

Also that Doubleshot Archer is super nasty now at 2g, yikes lol

I think long-range is great ability personally, especially with the amount of haste-granting there is in Red; I was really quite tied between choosing Blood/Fire/Finesse, MonoRed and MonoPurple for this tourney because I think these Red buffs are kinda large.

Also, both times you hired it Imp’s lower hp was pivotal… against an aggressive deck Black does seem to have suffered a bit… but then again you did have poor draws (and poor imp discards too!)
Another game is needed :slight_smile:

1 Like

Okay, I’m concerned but will remain optimistic here, GL HF!

Balance Test: Game 2 Player 1, Turn 1

P1 Black vs P2 Red

Starting Hand

Deteriorate
Jandra, the Negator
Summon Skeletons
Sacrifice the Weak
Skeletal Archery

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Jandra, the Negator (1)
  • Worker (0)
Workers

Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 3 draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Jandra, The Negator (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Graveyard
Pestering Haunt
Thieving Imp
Poisonblade Rogue
Skeleton Javelineer

End of Turn Discard
My Thoughts

Jeezus, can’t go Haunt or Jav + Hero, no combat spells next turn… making it hard to tell if we just killed black or my draws are making it feel that way. I think the stock Demon units plan isn’t bad now so may try to gun for that


P2T1


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Careless Musketeer
Pillage
Bombaster
Scorch


WORKERS
Careless Musketeer


NextHand

Bloodrage Ogre
Bloodburn
Nautical Dog
Charge
Mad Man


Discard

Pillage
Scorch
Makeshift Rambaster


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bombaster - ($2)
Jaina - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bombaster(2+1/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Jaina(2/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

the only way they could kill Jaina is by skipping a worker so all good

Balance Test: Game 2 Player 1, Turn 2

P1 Black vs P2 Red

Starting Hand

Graveyard
Pestering Haunt
Thieving Imp
Poisonblade Rogue
Skeleton Javelineer

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Soul Stone, Twilight Baron


Main:

  • Thieving Imp, discard #5 of 5 (2)
  • Worker (1)
  • Tech 1 (0)
Workers

Poisonblade Rogue, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 3 rs draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Jandra, The Negator (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Thieving Imp (2/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Skeleton Javelineer
Graveyard
Soul Stone
Summon Skeletons
Deteriorate

End of Turn Discard
My Thoughts

Really rough… but I spose Imp is still good for hitting card econ, so we do it. Hope Jandra survives so we can Soul Stone her


P2T2


Tech StartingHand Workers

TECH
Surprise Attack
Surprise Attack


STARTING HAND
Bloodburn
Bloodrage Ogre
Charge
Nautical Dog
Mad Man


WORKERS
Careless Musketeer
Bloodburn


NextHand

Charge
Makeshift Rambaster
Scorch
Bombaster(2+1/2)
Surprise Attack


Tech 2 card(s)
Get Paid, discard number 5 - ($6)
Worker - ($5)
Jaina and Bombaster trade with Jandra
Midband Zane - ($0)
Zane kills Imp, we both get gold - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L4 Zane(3/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

hmmm, this seems to put the board in an overall favourable position, idk if it’s the best play but it seems a passable one

should be able to take out some blockers whatever mode of them he goes for - Zane maxband can do a skele and unless they go for a baron (come to think of it that could be quite likely… but still Zane maxband + shark gets it) sharks should be able to kill most things he can summon

Balance Test: Game 2 Player 1, Turn 3

P1 Black vs P2 Red

Starting Hand

Skeleton Javelineer
Graveyard
Soul Stone
Summon Skeletons
Deteriorate

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Soul Stone, Gargoyle
Soul Stone, Twilight Baron


Main:

  • Garth (4)
  • Make a skeleton (3)
  • Skeleton Javelineer (2)
  • Worker (1)
Workers

Graveyard, Poisonblade Rogue, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 3 draw 3 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Garth (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Pestering Haunt
Sacrifice the Weak
Twilight Baron
Soul Stone
Summon Skeletons

End of Turn Discard
My Thoughts

Okay, Zane is a nuisance but I’ll get big gold for his death, and dwardd skipped tech1 for that? So almost certainly it’s gonna be sharks? w/e that’s fine, trades poorly with skeletons, we’ll try to get a Soul Stone’d TB still


P2T3


Tech StartingHand Workers

TECH
Gunpoint Taxman
Sanatorium


STARTING HAND
Makeshift Rambaster
Bombaster(2+1/2)
Scorch
Charge
Surprise Attack


WORKERS
Careless Musketeer
Bloodburn
Scorch


NextHand

Surprise Attack
Nautical Dog
Mad Man
Bloodrage Ogre
Pillage


Discard

Surprise Attack
Makeshift Rambaster
Charge
Gunpoint Taxman
Sanatorium


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
maxband Zane, kill tech skeleton in lookout - ($5)
Zane kills Garth
Tech 1 - ($4)
Bombaster - ($2)

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Bombaster(2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L6 Zane(4/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

sharks wouldn’t be efficient (it rarely is when it’s predictable) i could get 4atk through to his tech 1, but that’s no good

instead lets efficiently kill some of his board, make mine bigger and leave a scary float - if i have 10g and haven’t revealed any tech cards it’s only sensible for them to prepare as if i have two surprise attacks - hopefully between Zane and Pillage I can then punish his defensive attempts and also build tech 2