Nerfs highly significant here, as without them Blue’s entire board including Tower goes away at virtually no cost to Black.
As-is, Black still ends up way ahead, but at least the Tower gets to stay alive to harass future attacks.
Skeleton Javelineer (4/3 doomed, no javelin, Soul Stone)
Economy Info:
Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Hooded Executioner
Sacrifice the Weak
Shadow Blade
Deteriorate
End of Turn Discard
My Thoughts
This seems the logical choice, prep a Meta and tech 2 demonz, wipe the board, hope to finish off stuff next turn. Probably Drop Hoodie, attack a bit, and tech 2 next turn, then Garth + Meta next turn
I had hoped the presence of a $2 Newsman would discourage Soul Stone as a tech choice, but I guess not. Since I’m losing board control, I’ll tech in a Judgment Day, and I’ll go with a Reteller in hopes of making it invisible and spamming both Flagbearers each turn. Avoiding card plays for maximum draws, and workering Search because Eyes would render it mostly obsolete.
Late drawing Eyes/Jurisdiction, Shrine will probably hit next turn. Floating Judgment 'cuz I don’t want to give up my other non-discarded cards and teching in a Speech as I’m very likely going to need it.
Metamorphosis
Thieving Imp
Shrine of Forbidden Knowledge
Graveyard
Events of Turn:
Upkeep:
Get Gold (9)
Tech 2 cards in (except turn 1)
All Teched Cards
Blackhand Dozer, Death and Decay
Sickness, Voidblocker
Metamorphosis, Shrine of Forbidden Knowledge
Hooded Executioner, Shadow Blade
Dark Pact, Soul Stone
Main:
Shrine of Forbidden Knowledge (6)
Jandra trades with Reteller, who goes back to your hand, and you draw 1
Vandy kills Flagbearer, goes to your discard, takes 3
LOL, 2 cards left in deck, and they’re the 2 I’ve been waiting for. Well, at least he doesn’t have any Demon units in play, but a StW or Executioner could clear the Newsman and enable Meta, or a Sickness could wreck my patrol… but at least Vandy’s almost dead.
Dark Pact
Jandra, the Negator
Blackhand Dozer
Deteriorate
Shadow Blade
Skeleton Javelineer + Hooded Executioner
Events of Turn:
Upkeep:
Get Gold (10+1float)
Base takes 1
Tech 1 card in
All Teched Cards
Blackhand Dozer
Blackhand Dozer, Death and Decay
Sickness, Voidblocker
Metamorphosis, Shrine of Forbidden Knowledge
Hooded Executioner, Shadow Blade
Dark Pact, Soul Stone
Main:
Dark Pact, draw 2 base to 15 (10)
Hooded Executioner + boost, undoes newsman (5)
Blackhand Dozer (1)
Deteriorate Flagbearer, goes back to your hand (0)
Tech 0 card(s)
Get Paid + float - ($12)
Eyes of the Chancellor - ($9)
Liberty Gryphon - ($6)
Sirus Quince - ($4)
Gryphon breaks Shrine
Free Speech - ($2)
Eyes hide Reteller
Reteller trades with Vandy
Reteller of Truths - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Reteller of Truths (3/3A)
Elite:
Scavenger: Mirror Illusion (0/1)
Technician: L3 Sirus Quince (1/4)
Lookout:
In Play:
Eyes of the Chancellor
Liberty Gryphon (5/5) Flying, haste, unstoppable, unattackable, untargetable
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Truth)
Tech III HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 4
Gold:
Gold: 0
Workers: 11
Thoughts
Whew, managed to survive long enough to get some quality recon going, amazingly enough. I think I might win this one. I can’t afford a complete lockdown, even though I have the cards for it, but I’ll lead with Quince here and try to follow-up with Judgment Day next turn, if possible. Gryphon should survive and keep hitting key targets.
I’ll GG to that! Nicely done. The Newsman drop on my Meta attempt was critical.
I will start a game 4 as P1 given that we’re wanting to expand to 10 games.
Any thoughts on this game? I’m not sure if indexing towards demonz as I have is the right call, I definitely feel the squeeze on gold now each turn so it’s tough to get done what I want to get done. Tower is a big MVP for you in that regard.
I definitely think scaling back the number of Illusions I’m running was a good decision.
I really just want the Flagbearers to shut down Shadow Blade and protect my hand size, so going with 2 Flagbearers and 1 Reteller to recycle them seems sufficient. The Shrine is devastating when you drop it on a board with Demonized heroes and/or Dozers, but playing it before that seems much less effective… I guess maybe you wanted to be sure to slip it through before I got around to using Injunction, which was worrying but didn’t seem particularly effective. I think if you’re going to use it, it should be as a finisher, not an opener… same with Meta, considering the nerfs to Vandy and Meta. But, if you don’t have enough gold to suppress my spell usage while developing your board, I would encourage experimenting with another spec, because it’s the discards making spells unreliable that make the Shrine so difficult to deal with.
Also, choosing Orpal rather than Vandy as your first hero would have been more troublesome for me, as $2 Newsman + Flagbearers is a solid defense against Vandy’s non-ultimate spells, whereas defending against both Sickness and Carrion Curse would have been much more difficult. Also, the Jandra opening is much less intimidating than any of your single-hero openings, since Jandra alone can’t kill a L1 hero SQL and is an ideal model for MTruth, not to mention she’s vulnerable to Bigby’s midband and Arrest making her unreliable on defense… and if you let me safely play Bigby on T1, I can have any card I want ready to play on T2.
I also consistently felt the squeeze on gold when I started trying to mix in spells, but I had enough to scrape by. In general, though, I feel like I actually have options with these balance changes, instead of feeling perpetually cornered. I think this might be my first Blue v Black win without running Garrisons? … which has me excited to try out another idea I’ve had for a while.
With the Vandy nerfs, I have more options than on a standard Vandy opening, but none of them are particularly good options. I think the least bad is SQL midband Bigby, however. He’d have to skip a worker and pay to max Vandy if he wants the kill, and if he just wounds, I can pay to max and get a card draw, if nothing else.
It’s just tough for me to do knowing it’s harder to get Vandy that initial heal. Gold feels really tight as P1 with this start and the balance changes, which I think is moreso an anchoring affect to how I’m used to feeling with it and not a function of it actually being too hard to use, but it’s a hurdle for me all the same.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tower - ($2)
Tech I - ($1)
Traffic Director - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Traffic Director (1/1A) Untargetable
Elite:
Scavenger:
Technician: L3 Bigby Hayes (2/4)
Lookout:
Buildings:
Base HP: 20
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
He’s really going for that unit spam. I could try to protect Bigby with Porkhand, but I think the Tower is probably a better long-term investment; it’s definitely more resistant to removal by spell and doesn’t cost a card to play.
Bone Collector
Sacrifice the Weak
Thieving Imp
Summon Skeletons
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in (except turn 1)
All Teched Cards
Soul Stone, Bone Collector
Dark Pact, Bone Collector
Main:
Vandy kills SQL, takes 2
Bone Collector (4)
Thieving Imp, discard #2 of 5 (1)
Worker (0)
Workers
Summon Skeletons, Jandra, the Negator, Skeletal Archery
Patrol as below
Discard 1 Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Thieving Imp (2/2+1armor)
Elite:
Scavenger:
Technician: Poisonblade Rogue (2/1)
Lookout:
In Play:
Vandy (2/1 lvl 1)
Bone Collector (3/3)
Skeleton Javelineer (1/1)
Pestering Haunt (1/1)
Economy Info:
Cards:
Hand: 3
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Dark Pact
Graveyard
Deteriorate
End of Turn Discard
Sacrifice the Weak
Soul Stone
Bone Collector
My Thoughts
As expected. Going to tech a Soul Stone for my BC, and another BC, and see what Neko does. Drawing into DP so I do have that as an option, which is nice
Locking down his discard ability and prepping to ramp up into Juggernauts. Should be interesting! He really does have a lot of attack power over there, though, even with the Imp dead. I’m sure to take a fair bit of damage, but getting both Flagbearers out now means it’s not as bad for me if my Tech I goes down. The important thing is to strain his resources.
Sickness, Dark Pact
Soul Stone, Bone Collector
Dark Pact, Bone Collector
Main:
Deteriorate SQL, it dies (6)
Dark Pact, rs draw 2 (5)
BC kills Newsie, you draw 1
Bone Collector (3)
Hero’s Hall (1)
Worker (0)
Workers
Graveyard, Summon Skeletons, Jandra, the Negator, Skeletal Archery
Patrol as below
Discard 1 Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Bone Collector (3/3)
Elite:
Scavenger: Skeleton (1/1)
Technician: Poisonblade Rogue (2/1)
Lookout:
In Play:
Vandy (2/1 lvl 1)
Bone Collector (3/2)
Skeleton Javelineer (1/1)
Pestering Haunt (1/1)
Economy Info:
Cards:
Hand: 3
Deck: 2
Disc: 2
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Thieving Imp
Sacrifice the Weak
Soul Stone
End of Turn Discard
My Thoughts
Bit rough. Sickness is the cure for those flagbearers so let’s grab that, and another DP to hopefully use next turn. Maybe I’ll get lucky and redrew the Deteriorate though.
…
Well the other BC isn’t a bad thing to play, and I can make a HH to help here too. Let’s do that