[BALANCE TESTING] FrozenStorm (Black + Vandy Ban) vs NekoAtl (Blue)

Set 3, Game 2, Player 1, Turn 6

P1 Black w/ Demon Taxes vs P2 Blue

Starting Hand

Twilight Baron
Sickness
Soul Stone
Shrine of Forbidden Knowledge
Blackhand Dozer

Events of Turn:


Upkeep:

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

Doom Grasp, Voidblocker
Zarramonde, the Obliterator, Sickness
Sickness, Blackhand Dozer
Shadow Blade, Shrine of Forbidden Knowledge
Soul Stone, Twilight Baron


Main:

  • Orpal (8)
  • Sickness Aven and Oni (6)
  • Blackhand Dozer (2)
  • Worker (1)
Workers

Twilight Baron, Skeleton Javelineer, Skeletal Archery, Pestering Haunt, Poisonblade Rogue, Summon Skeletons

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 Demonology
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Orpal (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Blackhand Dozer (7/6)

In Play:

  • Thieving Imp (2/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Graveyard
Deteriorate
Shrine of Forbidden Knowledge
Jandra, the Negator

End of Turn Discard
My Thoughts

No doubt next turn is gonna be something like Tech 3 + Max Oni. Gonna get Dozer down to hopefully can break through all that


P2T6


Tech StartingHand Workers

TECH
Liberty Gryphon
Liberty Gryphon


STARTING HAND
Spectral Flagbearer
Macciatus, The Whisperer
Manufactured Truth


WORKERS
Bluecoat Musketeer
Jail
Porkhand Magistrate
Traffic Director
Manufactured Truth


NextHand

Spectral Hound
Reteller of Truths


Discard

Spectral Aven
Liberty Gryphon
Liberty Gryphon


Tech 2 card(s)
Get Paid + float - ($14)
Bigby draws
Worker - ($13)
Maxband Oni - ($8)
Oni kills Orpal
Macciatus, The Whisperer - ($6)
Spectral Flagbearer - ($5)
Tech III - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L8 General Onimaru (2/3A) Frenzy 1, readiness [2-]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Soldier (1/1) Sparkshot
  • :target: Lookout:

In Play:

  • L5 Bigby Hayes (3/2)
  • Macciatus, The Whisperer (3/3)
  • Spectral Flagbearer (3/3) Tempting target
  • Reputable Newsman (0/3) $3 blocked
  • Soldier (1/1) Sparkshot
  • Soldier (1/1) Sparkshot

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 7
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

Alright, this should get Frozen nervous about Gryphons, even though I don’t have them in cycle yet… now it’s just a question of whether or not I can stall long enough to get a solid deployment in place. No Reteller means I want the Flagbearer to survive for now; hopefully Macciatus can help with that. Overpower is not optional, so I’ll insist on getting a card if Oni goes down.

This is going to get funky lol

Set 3, Game 2, Player 1, Turn 7

P1 Black w/ Demon Taxes vs P2 Blue

Starting Hand

Graveyard
Deteriorate
Shrine of Forbidden Knowledge
Jandra, the Negator

Events of Turn:


Upkeep:

  • Get Gold (10+1float)
  • Opt to Tech 1 cards in
All Teched Cards

Voidblocker
Doom Grasp, Voidblocker
Zarramonde, the Obliterator, Sickness
Sickness, Blackhand Dozer
Shadow Blade, Shrine of Forbidden Knowledge
Soul Stone, Twilight Baron


Main:

  • Graveyard (9)
  • Shrine of Forbidden Knowledge (6)
  • Garth + lvl 5 (0)
  • Dozer crashes Oni and overpowers 3 to the tech 3, Garth maxbands and fetches a Voidblocker
  • Imp bypasses the Soldier and breaks the tech 3, your base to 18
Workers

Twilight Baron, Skeleton Javelineer, Skeletal Archery, Pestering Haunt, Poisonblade Rogue, Summon Skeletons

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 Demonology
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Voidblocker (2/6+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Garth (3/4 lvl 7)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Blackhand Dozer (7/3)
  • Thieving Imp (2/1)
  • Graveyard (3hp)
  • Shrine of Forbidden Knowledge (5hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Soul Stone
Shadow Blade
Sickness
Sacrifice the Weak
Zarramonde, the Obliterator

End of Turn Discard

Jandra, the Negator
Deteriorate

My Thoughts

I feel like Clark Griswold right now with "This is crazy This is crazy This is crazy " lol. Way more fun than the regular matchup for sure


P2T7


Tech StartingHand Workers

TECH
Eyes of the Chancellor
Jurisdiction


STARTING HAND
Spectral Hound
Reteller of Truths
Spectral Hound


WORKERS
Bluecoat Musketeer
Jail
Porkhand Magistrate
Traffic Director
Manufactured Truth


NextHand

Building Inspector
Spectral Flagbearer


Discard

Spectral Aven
Liberty Gryphon
Liberty Gryphon
Eyes of the Chancellor
Jurisdiction


Tech 2 card(s)
Get Paid - ($10)
Rebuild Tech III
Bigby draws
Reteller of Truths - ($8)
Spectral Hound - ($7)
Spectral Hound - ($6)
Sirus Quince - ($4)
Mirror Illusion - ($2)

Float ($2)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spectral Hound (4/4A)
  • :psfist: Elite:
  • :ps_: Scavenger: Spectral Hound (4/4)
  • :pschip: Technician: Reteller of Truths (4/4)
  • :target: Lookout:

In Play:

  • L5 Bigby Hayes (3/2)
  • L1 Sirus Quince (1/3)
  • Macciatus, The Whisperer (3/3)
  • Spectral Flagbearer (3/3) Tempting target
  • Reputable Newsman (0/3) $3 blocked
  • Soldier (1/1) Sparkshot
  • Soldier (1/1) Sparkshot
  • Soldier (1/1) Sparkshot
  • Mirror Illusion (0/1)
  • Mirror Illusion (0/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 10

Thoughts

Booooo, Shrine. At least the Tech III is doing its job. I could take down that Voidblocker, but that would let it hit more stuff, and I wouldn’t have enough force to break through to something else… I think I’ll hold back for the moment. I want to try to get some Mirror Illusions into the action as well, though with paper-thin defenses like this, it’s hard to get set up for it… guess I’ll build outward rather than upward… try to soak some more hits, strain his resources, and gradually wear him down… and if the tide starts to turn his way, hopefully I’ll be able to sweep in with a Judgment Day at an opportune moment next cycle.

For Nekoatl

How come you’re not blocking with the Soldiers while you set up the illusion spam? So you’ve got fodder for Sacrifice the Weak?

For spectators

The unstoppable Dozer could hit the Soldier patroller and overpower to something bigger without taking attack damage from that something. If he’s going to hit a patroller, I want it to hurt.

2 Likes

Super funky :grin: this definitely feels more fair.

Set 3, Game 2, Player 1, Turn 8

P1 Black w/ Demon Taxes vs P2 Blue

Starting Hand

Soul Stone
Shadow Blade
Sickness
Sacrifice the Weak
Zarramonde, the Obliterator

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Base takes 1 for forbidden knowledge
  • Opt to Tech 2 cards in
All Teched Cards

Death and Decay x2
Voidblocker
Doom Grasp, Voidblocker
Zarramonde, the Obliterator, Sickness
Sickness, Blackhand Dozer
Shadow Blade, Shrine of Forbidden Knowledge
Soul Stone, Twilight Baron


Main:

  • Orpal + lvl 2 (7)
  • Vandy (5)
  • Make a Skeleton (4)
  • Soul Stone Dozer (2)
  • Dozer kills Reteller (back to your hand, you draw 1) and overpowers to kill Macciatus, soul stone falls off
  • Imp trades with Flagbearer, goes to your discard
  • Sickness pops both hounds (0)
  • Garth kills Quince, takes 2, Orpal to Midband
  • Voidblocker kills Bigby, takes 4, Orpal Maxbands
  • Sacrifice skeleton to place a -1/1 on a soldier, the other two die in the process
Workers

Twilight Baron, Skeleton Javelineer, Skeletal Archery, Pestering Haunt, Poisonblade Rogue, Summon Skeletons

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

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 Demonology
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Orpal (2/5+1armor lvl 6)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Vandy (2/3 lvl 1)
  • :target: Lookout:

In Play:

  • Blackhand Dozer (7/6)
  • Voidblocker (2/2)
  • Garth (3/2 lvl 7)
  • Graveyard (3hp, holding Thieving Imp)
  • Shrine of Forbidden Knowledge (5hp)

Economy Info:

Cards:

  • Hand: 6
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Doom Grasp
Voidblocker
Sickness
Shadow Blade
Sickness
Jandra, the Negator

End of Turn Discard

Jandra, the Negator
Deteriorate

My Thoughts

Fun to actually have to play Demon tech 2 for its strengths. I’m going to risk it to get the biscuit here and leave the tech 3 up, as I am able to take out basically everything else with what I’m doing. I’ll SQL Orpal just in case Neko has one gryphon, and tech DnDs to hopefully finish the job here


You killed Quince, so Gryphons are “just” 5 atk fliers with haste instead of “2 of those” - leaving Tech 3 this turn seems just fine.

No I meant he could literally have two of them in hand (or one and another Macciatus) however unlikely

Agree, though it’s still a difficult matchup for Blue, I think at this point that’s not because of an imbalance, but just because Black’s kit is inherently difficult for Blue to work around.

P2T8


Tech StartingHand Workers

TECH
Judgment Day
Judgment Day


STARTING HAND
Spectral Flagbearer
Building Inspector
Lawful Search
Macciatus, The Whisperer


WORKERS
Bluecoat Musketeer
Jail
Porkhand Magistrate
Traffic Director
Manufactured Truth
Building Inspector


NextHand

Reteller of Truths
Spectral Aven
Spectral Flagbearer
Liberty Gryphon
Arrest


Tech 2 card(s)
Get Paid + float + Scavenger - ($13)
General Onimaru - ($11)
Lawful Search your hand - ($10)
Worker - ($9)
Maxband Onimaru - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L8 General Onimaru (4/5) Frenzy 1, readiness
  • :target: Lookout:

In Play:

  • Reputable Newsman (0/3) $3 blocked
  • Mirror Illusion (0/1)
  • Mirror Illusion (0/1)
  • Soldier (1/1) Sparkshot
  • Soldier (1/1) Sparkshot
  • Soldier (1/1) Sparkshot

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 12
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 11

Thoughts

Okay, this is bad. D&D could land any time, and even if it doesn’t hit and I get lucky to topdeck a Judgment Day off the reshuffle, I’ll probably be too beat up to make a comeback. Guess I’ll play it out, though, on the off chance that D&D is late and he commits most of his forces to disabling options instead of going for the kill.

Set 3, Game 2, Player 1, Turn 9

P1 Black w/ Demon Taxes vs P2 Blue

Starting Hand

Doom Grasp
Voidblocker
Sickness
Shadow Blade
Sickness
Jandra, the Negator

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Base takes 1 for forbidden knowledge
  • No techs
All Teched Cards

Death and Decay x2
Voidblocker
Doom Grasp, Voidblocker
Zarramonde, the Obliterator, Sickness
Sickness, Blackhand Dozer
Shadow Blade, Shrine of Forbidden Knowledge
Soul Stone, Twilight Baron


Main:

  • Dozer rams Oni and kills a Mirror with overpower, Vandy to level 3
  • Midband Vandy, she and Orpal break tech 3, your base to 16 (9)
  • Garth and Voidblocker break your tech 2, your base to 14
  • Sickness a soldier and the other mirror, other soldiers die to the spread (7)
  • Jandra, the Negator (4)
  • Thieving Imp from the graveyard, discard #4 of 6 (1)
  • Worker (0)
Workers

Sickness, Twilight Baron, Skeleton Javelineer, Skeletal Archery, Pestering Haunt, Poisonblade Rogue, Summon Skeletons

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 6
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 Demonology
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Blackhand Dozer (7/1)
  • Voidblocker (2/1)
  • Garth (3/1 lvl 7)
  • Orpal (2/4 lvl 6)
  • Vandy (3/3 lvl 4)
  • Graveyard (3hp)
  • Shrine of Forbidden Knowledge (5hp)

Economy Info:

Cards:

  • Hand: 6
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Deteriorate
Soul Stone
Death and Decay
Death and Decay
Zarramonde, the Obliterator
Sacrifice the Weak

End of Turn Discard
My Thoughts

This should be game


P2T9


Tech StartingHand Workers

TECH
Eyes of the Chancellor
Jurisdiction


STARTING HAND
Arrest
Reteller of Truths
Liberty Gryphon
Spectral Aven
Spectral Flagbearer
Lawful Search


WORKERS
Bluecoat Musketeer
Jail
Porkhand Magistrate
Traffic Director
Manufactured Truth
Building Inspector
Lawful Search


NextHand

Spectral Hound
Liberty Gryphon
Macciatus, The Whisperer
Jurisdiction
Spectral Flagbearer


Discard

Liberty Gryphon
Arrest
Spectral Aven
Spectral Flagbearer
Reteller of Truths
Eyes of the Chancellor
Jurisdiction


Tech 2 card(s)
Get Paid + float - ($13)
Rebuild Tech II
Worker - ($12)
Sirus Quince - ($10)
Arrest Jandra - ($8)

Float ($8)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Sirus Quince (1/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Mirror Illusion (0/1)
  • :pschip: Technician: Reputable Newsman (0/3) $3 blocked
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 7

Gold:

  • Gold: 8
  • Workers: 12

Thoughts

No Law spells, but Arrest, so I’ll summon Quince to cast. Still not optimistic, but at least he’s not going for my base yet.

I’ve got death and decay, can have Dozer hit your base to six, die, and then heroes finish. GG WP!

GG WP, looking forward to game 3.

1 Like

Feels like I have to work a lot harder to earn it right now, though fundamentally the matchup doesn’t feel that far off vanilla black in how I’m approaching things. Just feels like I legit have to gamble something to make plays, and it’s hard for me to tell if I’m just getting fortunate with coin flips, or if this is just fundamentally still too much in my favor. Where’s your head at Neko?

Perhaps this last P1 game will be revelatory on that front, GL HF!

Set 3, Game 3, Player 1, Turn 1

P1 Black w/ Demon Taxes vs P2 Blue

Starting Hand

Jandra, the Negator
Graveyard
Summon Skeletons
Pestering Haunt
Sacrifice the Weak

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

Summon Skeletons

  • :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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Jandra, the Negator (3/3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Poisonblade Rogue
Skeleton Javelineer
Thieving Imp
Deteriorate
Skeletal Archery

End of Turn Discard
My Thoughts

Vandy + Haunt wouldn’t be a bad choice here but I generally liked how starting Jandra + Imp went last game & the overall Demonz tech plan, so I think I’m going to veer that direction again and see if last game was just fortunate or still the real trouble spot it seemed for Blue.


Hmm, I’d say Blue vs. vanilla Black is an oppressive early game leading into a devastating late game, and vs. nerfed Black is a competitive early game leading into a devastating late game. I feel like I’m playing suboptimally, though… I’m not used to having breathing room to work with, and I’m still figuring out how to leverage that to defend against your power plays. That’s why I don’t want to blame the balancing for my losses… at least not yet.

P2T1


StartingHand Workers

STARTING HAND
Bluecoat Musketeer
Building Inspector
Arrest
Lawful Search
Manufactured Truth


WORKERS
Bluecoat Musketeer


NextHand

Porkhand Magistrate
Spectral Aven
Jail
Reputable Newsman
Traffic Director


Discard

Lawful Search
Manufactured Truth
Arrest


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bigby Hayes - ($2)
Building Inspector - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Bigby Hayes (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Building Inspector (1/1) $1 tax, resist 1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

Thoughts

I seemed to do okay in the early game last time, but completely crumpled in the face of the Shrine and Sickness. I think I’ll try opening with Flagbearers again this time around, and immediately follow up with Eyes and Jurisdiction, idea being get Eyes in play ASAP and stash Jurisdiction for maximum flexibility in responding to threats. The Hounds didn’t do anything to help me last game, anyway.

That’s a crisp summary and I’m not seeing any gaping windows of opportunity early you aren’t taking advantage of. I think things might change when we swap sides though

Set 3, Game 3, Player 1, Turn 2

P1 Black w/ Demon Taxes vs P2 Blue

Starting Hand

Poisonblade Rogue
Skeleton Javelineer
Thieving Imp
Deteriorate
Skeletal Archery

Events of Turn:


Upkeep:

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

Dark Pact, Soul Stone


Main:

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

Skeletal Archery, Summon Skeletons

  • :pspurpleshield: Patrol as below
  • Discard 3 rs 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: Thieving Imp (2/2)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Pestering Haunt
Dark Pact
Graveyard
Poisonblade Rogue
Skeleton Javelineer

End of Turn Discard
My Thoughts

Much harder to leverage anything here… Going to skip the tech 1 and try to Soul Stone Jandra, but we shall see if I can make it work. It’s certainly what Neko will expect but I just have to hope I’m dodging Arrest and MTruth


Right, in the early game, I held my own just fine, but in doing so I left myself unprepared to survive your late game. Unstoppable Demons are hard to deal with in general, and I needed to prevent you from playing the Shrine or clear away your Demon units before it dropped. Normally, I avoid relying on spells because Carrion Curse punishes them really hard, but last game I managed to keep a $3 Newsman alive longer than usual, so I would have been much better off teching in Injunctions rather than Hounds. Either that or I needed more mid-late game aggression of my own. Either way, overcommitting to low-cost Illusions was a mistake, especially since I wasn’t running Garrisons and I ended up having more gold than I knew what to do with. But then, if I had gone with a different strategy, it might have failed for some other reason, so 2 games is probably not enough to get a good read on the matchup.

P2T2


Tech StartingHand Workers

TECH
Spectral Flagbearer
Spectral Flagbearer


STARTING HAND
Spectral Aven
Traffic Director
Porkhand Magistrate
Jail
Reputable Newsman


WORKERS
Bluecoat Musketeer
Jail


NextHand

Porkhand Magistrate
Spectral Flagbearer
Spectral Aven
Spectral Flagbearer


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tower - ($3)
Tech I - ($2)
Reputable Newsman - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Bigby Hayes (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Reputable Newsman (0/3) $2 blocked
  • :target: Lookout:

In Play:

  • Building Inspector (1/1) $1 tax

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

If I can get him to trade both Demons for Bigby, even with the free levels, that’s a nice trade in my favor. I’m half-tempted to scrub my previous plan and rush Garrisons, though that would be somewhat risky… and I kind of want to see this plan through. However… I think Frozen’ll be happy to leave the Newsman alive on $3 and go for Sickness again, which Flagbearers aren’t great at defending against… in fact, he could have a Sickness in hand right now, which could allow Jandra to solo-kill Bigby and survive, and also either snipe the Inspector or allow the Imp to kill the Newsman and survive. As much as I fear his $3 discard spells, I think I have to block $2 instead, at least for now. I’m kind of tempted to tech in a Brave Knight or two to combo with Manufactured Truth and allow me to bounce and replay the Newsman to alter that choice, but Black is pretty good at finishing off Knights with non-combat damage, so I’d better not. No, Flagbearers and $2 is probably my best bet.

Injunction certainly could have made a difference last game, that’s true. I’m game to expand to 10 games instead of 6 if you are.

Set 3, Game 3, Player 1, Turn 3

P1 Black w/ Demon Taxes vs P2 Blue

Starting Hand

Pestering Haunt
Dark Pact
Graveyard
Poisonblade Rogue
Skeleton Javelineer
Deteriorate + StW

Events of Turn:


Upkeep:

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

Hooded Executioner, Shadow Blade
Dark Pact, Soul Stone


Main:

  • Vandy (5)
  • Dark Pact, draw 2 (4)
  • Deteriorate BI (3)
  • Tech 1 (2)
  • Skeleton Javelineer (1)
  • Worker (0)
Workers

Poisonblade Rogue, Skeletal Archery, Summon Skeletons

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5

In Patrol:

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

In Play:

  • Vandy (2/3 lvl 1)
  • Jandra, the Negator (3/3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Soul Stone
Graveyard
Pestering Haunt
Deteriorate
Dark Pact

End of Turn Discard
My Thoughts

Nice Newsman, Going to be vulnerable to MTruth and Arrest but no way around that really


Sounds good to me. There are a few things I’d like to try before switching over, and I can’t fit them all into a single game.

P2T3


Tech StartingHand Workers

TECH
Eyes of the Chancellor
Jurisdiction


STARTING HAND
Spectral Flagbearer
Spectral Flagbearer
Spectral Aven
Porkhand Magistrate


WORKERS
Bluecoat Musketeer
Jail
Porkhand Magistrate


NextHand

Arrest
Manufactured Truth
Lawful Search


Discard

Building Inspector
Spectral Aven
Eyes of the Chancellor
Jurisdiction


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Spectral Flagbearer - ($5)
Spectral Flagbearer - ($4)
Maxband Bigby - ($0)
Bigby kills Imp

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Reputable Newsman (0/3A) $2 blocked
  • :psfist: Elite:
  • :ps_: Scavenger: Spectral Flagbearer (2/2) Tempting target
  • :pschip: Technician: Spectral Flagbearer (2/2) Tempting target
  • :target: Lookout:

In Play:

  • L5 Bigby Hayes (3/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

After basically giving away that I’m thinking about Injunction, and having the Newsman deployed on something other than $3, I’m less confident about the Eyes/Jurisdiction angle… though not quite so much as I would be if he’d gone with Orpal instead of Vandy and/or played a Heroes’ Hall… though I suppose if he really wanted to, he could suicide Vandy to make room for Orpal. I’m tempted to shift gears and try something unusual, but with Vandy on the table and my lack of aggression right now, I also need to worry about Metamorphosis, so I’ll stay the course. Coming off his reshuffle, I’ll take the opportunity to kill the Imp and prep to use Bigby to rebuild my hand while guarding against Shadow Blade, since that worked pretty well last game.

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