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

P2T4


Tech StartingHand Workers

TECH
Insurance Agent
Insurance Agent


STARTING HAND
Manufactured Truth
Spectral Aven
Porkhand Magistrate
Building Inspector


WORKERS
Lawful Search
Jail
Arrest
Spectral Aven


NextHand

Reputable Newsman
Bluecoat Musketeer
Spectral Flagbearer
Justice Juggernaut


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech II: Law - ($3)
Bigby draws
Building Inspector - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Building Inspector (1/1A) $1 tax
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :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: Tech II HP: 5 (Law)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9

Thoughts

Okay, gearing up for deployment… let’s hope this works. 2 Bone Collectors means he’s probably going Necromancy, if so, that’s a nice change of pace, and I should probably plan for Judgment Day on my next cycle… don’t want to go for it just yet, though, in part because I don’t expect Bigby to survive, and in part because I want to have access to both Agents and Juggernauts… the Agents will hopefully accelerate my cycle, anyway. Though, in hindsight, I should probably have gone with Scribes instead of Flagbearers, despite the vulnerability to Shadow Blade, because they’re insurable and the card draw would help to offset the discard.

Set 3, Game 4, Player 1, Turn 5

P1 Black w/ Demon Taxes vs P2 Blue

Starting Hand

Thieving Imp
Sacrifice the Weak
Soul Stone

Events of Turn:


Upkeep:

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

Death and Decay, Metamorphosis
Sickness, Dark Pact
Soul Stone, Bone Collector
Dark Pact, Bone Collector


Main:

  • Orpal (6)
  • Fresh BC Saddler kills SQL, takes 2, I get a skeleton
  • Midband Vandy, kill techn take 3, you draw 1 (3)
  • Soul Stone injured BC Grant (1)
  • BC Grant destroys your tower, your base to 18, I get a skeleton
  • Jav tosses his spear at Bigby
  • Haunt trades with Bigby, maxbands Vandy, dooming ready skeleton from last turn
  • Doom Skele and PBR break your tech 2, your base to 16
  • Worker (0)
Workers

Graveyard, Summon Skeletons, Jandra, the Negator, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 2 rs Draw 1
  • 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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (4/5 lvl 6)
  • Orpal (1/3 lvl 1)
  • Bone Collector Grant (4/2, soul stone attached)
  • Bone Collector Saddler (3/1)
  • Skeleton Javelineer (1/1, no rune)
  • Skeleton (1/1)
  • Skeleton (1/1)
  • Skeleton (3/3, doomed)
  • Poisonblade Rogue (2/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Sickness
Deteriorate
Death and Decay

End of Turn Discard
My Thoughts

Teching up was perhaps a little greedy, I can punish pretty hard here. Hoping to 3-hero Meta turn after next. Do want to get rid of Bigby b/c a Judgment Day before I can Meta would be sad indeed.


Note that Flagbearer interferes with Soul Stone. I haven’t done analysis to see if there us an equivalent line.

I can just delay when I do it to after the Flagbearer dies, the BC getting the Soul Stone doesn’t attack til after it dies anyway.

That is an interesting interaction though, I didn’t realize Soul Stone could go on opposing units! (Why would you ever want it to? Aside from popping illusions I guess?)

You could use it to interfere with Behind the Ferns and/or arrives/dies triggers, though in most cases, I’d be hard pressed to justify the tradeoff.

1 Like

I think it’s more of a “it would take more words to limit it, so why bother?” situation.

1 Like

Just one word, right? “friendly” unit or “your” unit?

I think some beneficial spells aren’t limited to friendly targets to make them vulnerable to Flagbearers.

4 Likes

P2T5


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Spectral Flagbearer
Justice Juggernaut
Bluecoat Musketeer
Reputable Newsman
Traffic Director


WORKERS
Lawful Search
Jail
Arrest
Spectral Aven
Bluecoat Musketeer


NextHand

Manufactured Truth
Insurance Agent
Insurance Agent
Porkhand Magistrate


Discard

Building Inspector
Spectral Flagbearer
Spectral Flagbearer
Justice Juggernaut
Flagstone Garrison
Flagstone Garrison


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Rebuild Tech II
Reputable Newsman - ($8)
Sirus Quince, maxband - ($2)
Traffic Director, mirrored - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director {Copy of A} (1/1A) Untargetable
  • :psfist: Elite:
  • :ps_: Scavenger: Traffic Director {A} (1/1) Untargetable
  • :pschip: Technician: L5 Sirus Quince (1/5)
  • :target: Lookout:

In Play:

  • Reputable Newsman (0/3) $6 blocked

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 10

Thoughts

This is pure stall, with an emphasis on mitigating damage to hopefully deploy some Tech II units next turn. Not optimistic, but I don’t want to overextend and leave myself without a chance to recover. It looks like I’ll need Garrisons to accelerate my next cycle, so I’ll tech them in now, but there’s no point in building a Tech Lab just yet.

Set 3, Game 4, Player 1, Turn 6

P1 Black w/ Demon Taxes vs P2 Blue

Starting Hand

Sickness
Deteriorate
Death and Decay

Events of Turn:


Upkeep:

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

Gorgon, Cursed Ghoul
Death and Decay, Metamorphosis
Sickness, Dark Pact
Soul Stone, Bone Collector
Dark Pact, Bone Collector


Main:

  • Poisonblade Rogue, trades with sql
  • Sickness to Quince and Newsman (7)
  • Vandy kills Quince, you get a card, Orpal to level 3
  • A skeleton trades with TD, you get 1g
  • Midband Orpal, kill Newsman (6)
  • Soul Stone BC and Jav take down Tech 2, your base to 14, I get a skeleton
  • Regular BC and ready skeleton hit your base to 10, I get a skeleton
  • Tech 2 Disease (2)
  • Worker (1)
Workers

Deteriorate, 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
  • Tech2 HP: 5 Disease
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Vandy (4/5 lvl 6)
  • Orpal (2/4 lvl 4)
  • Bone Collector Grant (4/2, soul stone attached)
  • Bone Collector Saddler (3/1)
  • Skeleton Javelineer (1/1, no rune)
  • Skeleton (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Sacrifice the Weak
Dark Pact
Pestering Haunt

End of Turn Discard
My Thoughts

This should be gg


Vandy’s been nerfed of her Sparkshot.

2 Likes

Totally forgot that. In that case, a Skeleton will trade with it, and instead of breaking tech 1, I’ll put four in the base

P2T6


Tech StartingHand Workers

TECH
Free Speech
Judgment Day


STARTING HAND
Porkhand Magistrate
Manufactured Truth
Insurance Agent
Insurance Agent


WORKERS
Lawful Search
Jail
Arrest
Spectral Aven
Bluecoat Musketeer
Manufactured Truth


NextHand

Free Speech
Insurance Agent
Flagstone Garrison
Reputable Newsman
Flagstone Garrison


Tech 2 card(s)
Get Paid + float + Scavenger - ($12)
Worker - ($11)
Rebuild Tech II
General Onimaru - ($9)
Porkhand Magistrate - ($6)
Tower - ($3)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Porkhand Magistrate (2/3)
  • :pschip: Technician: L1 General Onimaru (2/3) Frenzy 1
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 10
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 11

Thoughts

This is probably hopeless, but I’ll throw out some more defense… maybe I can stash a Garrison and switch to a Tech Lab later… No point in going for Oni’s maxband ability vs. Orpal, and I need the Tower in case of Meta.

I think I can beat that just with my board, ya? Orpal hit porky, bc kill oni, sac new skele to finish piggy, rest hit base for 12?

I didn’t do the math, but I’m not surprised. GG then!

1 Like

Well GG WP! I’ll try to start my last P1 game tonight or tomorrow morning. That mostly felt like standard black to me, same for you?

It wasn’t that bad, but definitely was tougher than the Jandra opening games. You didn’t decimate my hand or bring Garth into the fray, but you still managed to overwhelm me in board presence.

Ok apologies for the delay, GL HF!

Set 3, Game 5, Player 1, Turn 1

P1 Black w/ Demon Taxes vs P2 Blue

Starting Hand

Skeletal Archery
Deteriorate
Jandra, the Negator
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

Sacrifice the Weak
Poisonblade Rogue
Pestering Haunt
Thieving Imp
Graveyard

End of Turn Discard
My Thoughts

Stick to Vandy, I suppose!


No worries, it’s not like there’s any time constraint on these games, and also I needed time to deliberate after that solid beatdown last game. GL HF!

P2T1


StartingHand Workers

STARTING HAND
Porkhand Magistrate
Jail
Traffic Director
Spectral Aven
Building Inspector


WORKERS
Jail


NextHand

Manufactured Truth
Arrest
Lawful Search
Reputable Newsman
Bluecoat Musketeer


Discard

Spectral Aven
Porkhand Magistrate
Building Inspector


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Traffic Director - ($3)
Tower - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

Buildings:

  • :heart: Base HP: 20
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

My immediate goal is to get my Tower up and have it stay up. After that… I think I’ll try using Scribes to help flood the batlefield as patrollers and try to build some kind of counteroffense behind them. I’m toying with the idea of attempting to use Mind Control, and maybe a $1 Newsman to prevent Garth from interfering with Nether Drain. With Deteriorate and Dark Pact bumped up to $1, it might be worth it in the short term, maybe?

Indeed, no rush :slight_smile:

Set 3, Game 5, Player 1, Turn 2

P1 Black w/ Demon Taxes vs P2 Blue

Starting Hand

Sacrifice the Weak
Poisonblade Rogue
Pestering Haunt
Thieving Imp
Graveyard

Events of Turn:


Upkeep:

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

Dark Pact, Bone Collector


Main:

  • Thieving Imp, discard #2 of 5 (2)
  • Vandy kills TD, takes 2
  • Worker (1)
  • Tech1 (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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (2/1 lvl 1)
  • Thieving Imp (2/2)
  • Skeleton Javelineer (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Deteriorate
Dark Pact
Jandra, the Negator
Pestering Haunt
Sacrifice the Weak

End of Turn Discard
My Thoughts

Same ol’ same ol’ still seems to make sense, little removed though