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

commentary that gives away some of Black's hand

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.

Set 3, Game 3, Player 1, Turn 4

P1 Black w/ Demon Taxes vs P2 Blue

Starting Hand

Soul Stone
Graveyard
Pestering Haunt
Deteriorate
Dark Pact

Events of Turn:


Upkeep:

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

Metamorphosis, Shrine of Forbidden Knowledge
Hooded Executioner, Shadow Blade
Dark Pact, Soul Stone


Main:

  • Midband Vandy, smack Newsie around (4)
  • Deteriorate Techn, you draw 1 (3)
  • Jandra kills Newsie and overpowers scav, you get 1g
  • Soul Stone Jav, he hucks his spear to defeat Bigby, Vandy maxbands and dooms Jav (1)
  • Worker (0)
Workers

Pestering Haunt, Poisonblade Rogue, Skeletal Archery, Summon Skeletons

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (4/5 lvl 6)
  • Jandra, the Negator (3/2)
  • 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


P2T4


Tech StartingHand Workers

TECH
Judgment Day
Reteller of Truths


STARTING HAND
Manufactured Truth
Arrest
Lawful Search
Traffic Director


WORKERS
Bluecoat Musketeer
Jail
Porkhand Magistrate
Lawful Search


NextHand

Spectral Flagbearer
Manufactured Truth
Reteller of Truths
Reputable Newsman
Traffic Director


Tech 2 card(s)
Get Paid + Scavenger - ($9)
Worker - ($8)
Tech II: Truth - ($4)
Sirus Quince - ($2)
Mirror Illusion - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

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

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

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.

Set 3, Game 3, Player 1, Turn 5

P1 Black w/ Demon Taxes vs P2 Blue

Starting Hand

Hooded Executioner
Sacrifice the Weak
Shadow Blade
Deteriorate

Events of Turn:


Upkeep:

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

Sickness, Voidblocker
Metamorphosis, Shrine of Forbidden Knowledge
Hooded Executioner, Shadow Blade
Dark Pact, Soul Stone


Main:

  • Skele smacks quince and dies
  • Shadow Blade Quince, discard # 5 of 5 (5)
  • Jandra kills both mirrors, you draw 1 and get 1g
  • Vandy breaks your tower, your base to 18
  • Tech 2 Demonology (1)
  • Worker (0)
Workers

Sacrifice the Weak, Pestering Haunt, Poisonblade Rogue, Skeletal Archery, Summon Skeletons

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (4/4 lvl 6)
  • Jandra, the Negator (3/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Metamorphosis
Thieving Imp
Shrine of Forbidden Knowledge
Graveyard

End of Turn Discard

Skeleton Javelineer
Soul Stone
Voidblocker
Blackhand Dozer
Shadow Blade
Deteriorate
Hooded Executioner

My Thoughts

Continuing forward with the plan, but no need for Hoodie if I can wipe the board and discard a card


P2T5


Tech StartingHand Workers

TECH
Judgment Day
Free Speech


STARTING HAND
Reputable Newsman
Manufactured Truth
Reteller of Truths
Traffic Director
Spectral Flagbearer
Judgment Day


WORKERS
Bluecoat Musketeer
Jail
Porkhand Magistrate
Lawful Search
Judgment Day


NextHand

Building Inspector
Spectral Flagbearer
Arrest


Discard

Traffic Director
Manufactured Truth
Judgment Day
Free Speech


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tower - ($5)
Spectral Flagbearer - ($4)
Reteller of Truths - ($2)
Reputable Newsman - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spectral Flagbearer (2/2A) Tempting target
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Reteller of Truths (3/3)
  • :target: Lookout:

In Play:

  • Reputable Newsman (0/3) $6 blocked

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

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.

Set 3, Game 3, Player 1, Turn 6

P1 Black w/ Demon Taxes vs P2 Blue

Starting Hand

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
  • Orpal (4)
  • Hero’s Hall (2)
  • Worker (1)
Workers

Graveyard, Sacrifice the Weak, Pestering Haunt, Poisonblade Rogue, Skeletal Archery, Summon Skeletons

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Vandy (4/1 lvl 6)
  • Shrine of Forbidden Knowledge (5hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Dark Pact
Jandra, the Negator
Blackhand Dozer
Deteriorate
Shadow Blade

End of Turn Discard
My Thoughts

Newsie throws a wrench, so I will just punt to try a 3-hero meta, but hedge on Demonz

P2T6


Tech StartingHand Workers

TECH
Liberty Gryphon
Liberty Gryphon


STARTING HAND
Spectral Flagbearer
Building Inspector
Arrest
Spectral Aven


WORKERS
Bluecoat Musketeer
Jail
Porkhand Magistrate
Lawful Search
Judgment Day
Building Inspector


NextHand

Eyes of the Chancellor
Free Speech
Jurisdiction
Liberty Gryphon


Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Reteller of Truths - ($7)
Spectral Flagbearer - ($6)
Tech III - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spectral Flagbearer (2/2A) Tempting Target
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Reteller of Truths (3/3)
  • :target: Lookout:

In Play:

  • Reputable Newsman (0/3) $6 blocked

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: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 11

Thoughts

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.

Set 3, Game 3, Player 1, Turn 7

P1 Black w/ Demon Taxes vs P2 Blue

Starting Hand

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)
Workers

Graveyard, Sacrifice the Weak, Pestering Haunt, Poisonblade Rogue, Skeletal Archery, Summon Skeletons

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

Board Info:

Buildings:

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Vandy (4/1 lvl 6)
  • Blackhand Dozer (7/6)
  • Hooded Executioner (3/3)
  • Shrine of Forbidden Knowledge (5hp)

Economy Info:

Cards:

  • Hand: 6
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Death and Decay
Metamorphosis
Thieving Imp
Soul Stone
Sickness
Voidblocker

End of Turn Discard

Blackhand Dozer
Dark Pact
Deteriorate
Shadow Blade
Jandra, the Negator
Skeleton Javelineer

My Thoughts

All we can do is pray no Gryphon!

Uhh I think you have to pay for dark pact? Is that in the current set of changes being tested?

2 Likes

Yep! LOL. I will skip the worker and draw one extra, my bad there (knew I wasn’t going to make it through this game without fking something up)

P2T7


StartingHand Workers

STARTING HAND
Eyes of the Chancellor
Jurisdiction
Liberty Gryphon
Free Speech


WORKERS
Bluecoat Musketeer
Jail
Porkhand Magistrate
Lawful Search
Judgment Day
Building Inspector


NextHand

Manufactured Truth
Traffic Director
Spectral Aven
Spectral Flagbearer


Discard

Reputable Newsman
Free Speech
Spectral Flagbearer
Jurisdiction


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:

  • :psblueshield: Squad Leader: Reteller of Truths (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Mirror Illusion (0/1)
  • :pschip: Technician: L3 Sirus Quince (1/4)
  • :target: Lookout:

In Play:

  • Eyes of the Chancellor
  • Liberty Gryphon (5/5) Flying, haste, unstoppable, unattackable, untargetable

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: 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.

1 Like

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.

3 Likes

Arright game 4, gl hf!

Set 3, Game 4, Player 1, Turn 1

P1 Black w/ Demon Taxes vs P2 Blue

Starting Hand

Thieving Imp
Sacrifice the Weak
Skeletal Archery
Summon Skeletons
Skeleton Javelineer

Events of Turn:


Upkeep:

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

Main:

  • Vandy (2)
  • Skeleton Javelineer (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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (2/3 lvl 1)
  • Skeleton Javelineer (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Graveyard
Deteriorate
Pestering Haunt
Jandra, the Negator
Poisonblade Rogue

End of Turn Discard
My Thoughts

Time to try something new after losing, Let’s get bully Vandy going!!


GL HF. This opening definitely feels more pressuring.

P2T1


StartingHand Workers

STARTING HAND
Lawful Search
Building Inspector
Manufactured Truth
Bluecoat Musketeer
Spectral Aven


WORKERS
Lawful Search


NextHand

Arrest
Reputable Newsman
Porkhand Magistrate
Jail
Traffic Director


Discard

Manufactured Truth
Bluecoat Musketeer
Spectral Aven
Building Inspector


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bigby Hayes, midband - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Bigby Hayes (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

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.

Set 3, Game 4, Player 1, Turn 2

P1 Black w/ Demon Taxes vs P2 Blue

Starting Hand

Graveyard
Deteriorate
Pestering Haunt
Jandra, the Negator
Poisonblade Rogue

Events of Turn:


Upkeep:

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

Dark Pact, Bone Collector


Main:

  • Poisonblade Rogue (3)
  • Pestering Haunt (2)
  • Worker (1)
  • Tech 1 (0)
Workers

Jandra, the Negator, Skeletal Archery

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Poisonblade Rogue (2/1)
  • Skeleton Javelineer (1/1)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Bone Collector
Sacrifice the Weak
Thieving Imp
Summon Skeletons

End of Turn Discard
My Thoughts

This should probably prompt a tower, but we can hope it doesn’t XD


1 Like

P2T2


Tech StartingHand Workers

TECH
Spectral Flagbearer
Spectral Flagbearer


STARTING HAND
Arrest
Jail
Porkhand Magistrate
Reputable Newsman
Traffic Director


WORKERS
Lawful Search
Jail


NextHand

Reputable Newsman
Bluecoat Musketeer
Spectral Flagbearer
Arrest
Spectral Flagbearer


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:

  • :psblueshield: Squad Leader: Traffic Director (1/1A) Untargetable
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L3 Bigby Hayes (2/4)
  • :target: Lookout:

Buildings:

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

Set 3, Game 4, Player 1, Turn 3

P1 Black w/ Demon Taxes vs P2 Blue

Starting Hand

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

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

Board Info:

Buildings:

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

In Patrol:

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


P2T3


Tech StartingHand Workers

TECH
Justice Juggernaut
Justice Juggernaut


STARTING HAND
Bluecoat Musketeer
Arrest
Spectral Flagbearer
Reputable Newsman
Spectral Flagbearer


WORKERS
Lawful Search
Jail
Arrest


NextHand

Manufactured Truth
Spectral Aven


Discard

Traffic Director
Bluecoat Musketeer
Justice Juggernaut
Justice Juggernaut


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

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spectral Flagbearer (2/2A) Tempting target
  • :psfist: Elite:
  • :ps_: Scavenger: Spectral Flagbearer (2/2) Tempting target
  • :pschip: Technician: Reputable Newsman (0/3) $2 blocked
  • :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: 2
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

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.

Set 3, Game 4, Player 1, Turn 4

P1 Black w/ Demon Taxes vs P2 Blue

Starting Hand

Dark Pact
Graveyard
Deteriorate

Events of Turn:


Upkeep:

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

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

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Bone Collector (3/3)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician: Poisonblade Rogue (2/1)
  • :target: 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