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

This would have been a good time to draw an Injunction.

P2T9


Tech StartingHand Workers

TECH
Injunction
Injunction


STARTING HAND
Mind Control
Eyes of the Chancellor
Eyes of the Chancellor
Free Speech
Porkhand Magistrate


WORKERS
Jail
Bluecoat Musketeer
Building Inspector
Traffic Director
Lawful Search
Eyes of the Chancellor


NextHand

Manufactured Truth
Brave Knight
Eyes of the Chancellor
Liberty Gryphon
Brave Knight


Discard

Scribe
Scribe
Mind Control
Mind Control
Porkhand Magistrate
Free Speech
Injunction
Injunction


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Mind Control SQL - ($5)
Bigby kills Technician
Quince kills Haunt
Tech III - ($0)

Float ($0)
Stash 1, Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Hooded Executioner (3/3) {Mind Control}
  • :target: Lookout:

In Play:

  • L5 Bigby Hayes (3/1)
  • L5 Sirus Quince (1/2)

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: 5
  • Deck: 5
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 11

Thoughts

An Injunction would be extremely useful here, but I didn’t prepare any, regretably, so I can’t keep total control of this situation. I at least want to use Mind Control now while I still have Quince, and I want to build a Tech III before I draw my Gryphons. I can do both and worker one of the Eyes, stashing the other, since he hasn’t yet built his Tech III, I don’t need to worry about multiple invisible attackers yet. I can bet he’ll use his other Executioner to remove the one I steal, exposing my heroes and infrastructure, but Vandy alone shouldn’t be able to break a tech building, and he doesn’t have access to haste, so I think the best defense is a good offense here. Also, if he pays to boost-kill, at least that would leave him less gold with which to present other threats.

I think I’ll scoop to that, GG WP! I’m excited to see what being P2 is like, you ground that out exceptionally well

GG WP. The nerfs helped a lot; these first 5 games felt fairly well balanced from my side. It was a pretty even split, and I generally felt like I deserved the losses, like “Aw, I should have done that instead.” rather than “Is there any way to make this work?”.

How were they on your end? I know you had some solid wins, but did either of the games you lost feel like you had no agency?

P1T1


StartingHand Workers

STARTING HAND
Lawful Search
Bluecoat Musketeer
Manufactured Truth
Arrest
Jail


WORKERS
Jail


NextHand

Building Inspector
Traffic Director
Spectral Aven
Porkhand Magistrate
Reputable Newsman


Discard

Manufactured Truth
Lawful Search
Arrest


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bluecoat Musketeer - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Bluecoat Musketeer (1/2) Long-range
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

Thoughts

This might be thougher without the P2 gold advantage, but I’ll start by trying to win value in trades and see where I can go from there.

It’s hard for me to gauge; I definitely felt hamstrung in the losses but I think that has more to due with what I’m “used to” than what is actually underpowered. I over-indexed on Meta in game 3 (and I agree that opening Jandra just wasn’t as threatening), this last game I definitely felt hard pressed to get much going though. I definitely just totally spaced on Aven though, which felt like a big mistake on my part.

1 Like

Arrighty, time to try out P2! GL HF

Set 3, Game 6, Player 2, Turn 1

P2 Black w/ Demon Taxes vs P1 Blue

Starting Hand

Deteriorate
Graveyard
Thieving Imp
Jandra, the Negator
Poisonblade Rogue

Events of Turn:


Upkeep:

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

Main:

  • Vandy (3)
  • Graveyard (1)
  • Worker (0)
Workers

Poisonblade Rogue

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

In Play:

  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Skeleton Javelineer
Summon Skeletons
Pestering Haunt
Skeletal Archery
Sacrifice the Weak

End of Turn Discard
My Thoughts

Musketeer is a weirdly weak start for Neko here… I am totally cool to go with Graveyard and Vandy then


GL HF!

P1T2


Tech StartingHand Workers

TECH
Elite Training
Elite Training


STARTING HAND
Porkhand Magistrate
Spectral Aven
Traffic Director
Building Inspector
Reputable Newsman


WORKERS
Jail
Porkhand Magistrate


NextHand

Spectral Aven
Lawful Search
Arrest
Manufactured Truth


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Building Inspector - ($4)
Reputable Newsman - ($2)
General Onimaru - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Reputable Newsman (0/3A) $2 blocked
  • :psfist: Elite:
  • :ps_: Scavenger: Bluecoat Musketeer (1/2A) Long-range
  • :pschip: Technician:
  • :target: Lookout: Building Inspector (1/1) $1 tax, resist 1

In Play:

  • L1 General Onimaru (2/3) Frenzy 1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

Graveyard right out the gate? Interesting… I really want to try punishing that opening, so I’ll go ham with Onimaru. I’m almost tempted to tech in a General’s Hammer to break the Graveyard, but it’s just so unreasonably expensive to cast (compare to Wrecking Ball), so I won’t. Instead, I’ll double down on Elite Training and flood the board. Maybe I’ll try pairing it with Dreamscape later for efficient unit removal.

For Nekoatl

Elite Training only works on your own cards, unfortunately, so it can’t be used for removal.

1 Like

Jebaited, I can feel the Elite Training coming…

Set 3, Game 6, Player 2, Turn 2

P2 Black w/ Demon Taxes vs P1 Blue

Starting Hand

Skeleton Javelineer
Summon Skeletons
Pestering Haunt
Skeletal Archery
Sacrifice the Weak

Events of Turn:


Upkeep:

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

Carrion Curse, Hooded Executioner


Main:

  • Skeleton Javelineer (5)
  • Midband Vandy (2)
  • Worker (1)
Workers

Skeletal Archery, Poisonblade Rogue

  • :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: Vandy (3+1/4 lvl 4)
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

In Play:

  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Summon Skeletons
Carrion Curse
Deteriorate
Sacrifice the Weak
Thieving Imp

End of Turn Discard
My Thoughts

ooof not having deteriorate or much for blockers is pretty rough here. I think I’m likely to get blown up, going to play for Carrion Curse


P1T3


Tech StartingHand Workers

TECH
Scribe
Scribe


STARTING HAND
Spectral Aven
Manufactured Truth
Arrest
Lawful Search
Elite Training


WORKERS
Jail
Porkhand Magistrate
Spectral Aven


NextHand

Scribe
Scribe
Manufactured Truth
Elite Training
Traffic Director


Tech 2 card(s)
Get Paid - ($6)
Lawful Search your hand… yikes! Maybe I don’t wanna kill Vandy after all… - ($5)
Musketeer snipes Javelineer
Tech I - ($4)
Worker - ($3)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Reputable Newsman (0/3A) $2 blocked
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Building Inspector (1/1) $1 tax, resist 1

In Play:

  • L1 General Onimaru (2/3) Frenzy 1
  • Bluecoat Musketeer (1/2) Long-range

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 7

Thoughts

Whiff… gonna have to pull and peek, not sure what to tech though… I guess Scribes since I’m burning cards. … Carrion Curse! Seems he’s planning to punish me for killing Vandy, kinda makes me want to. Odd choice to level her up though, but maybe he just wants me to work harder for the kill. Good that I discouraged his Tech I and Heroes’ Hall, at least, but that won’t last much longer. Graveyard is a pain, and I could break it, but I’d have to spend $3 and 2 cards on spells and $2 to play the Aven which would be a prime target for that Deteriorate, or worse (and more likely), Vandy’s maxband… not really a good value trade, and would require skipping a worker and further delaying my Tech I. So that’s off the table, which leaves me very little to do this turn. I don’t like giving away a Technician bonus, but it’s better than letting Vandy buff the thing right before it attacks… though this leaves the threat of one-sided StW. Well, he can cause plenty of damage, but right now all I can do is try to make it expensive for him.

Set 3, Game 6, Player 2, Turn 3

P2 Black w/ Demon Taxes vs P1 Blue

Starting Hand

Summon Skeletons
Carrion Curse
Deteriorate
Sacrifice the Weak
Thieving Imp

Events of Turn:


Upkeep:

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

Sickness, Gorgon
Carrion Curse, Hooded Executioner


Main:

  • Deteriorate Newsman, Vandy kills it (7)
  • Sacrifice the Weak, BI dies (5)
  • Thieving Imp, discard #4 of 5 (2)
  • Replay Jav from grave (1)
  • Tech 1 (0)
  • skip worker
Workers

Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Vandy (3/4 lvl 4)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Hooded Executioner
Pestering Haunt
Deteriorate
Carrion Curse
Sickness

End of Turn Discard
My Thoughts

Gonna try to tech up next turn but clear out the board this turn


P1T4


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Elite Training
Traffic Director
Scribe
Scribe
Manufactured Truth
Lawful Search
Arrest


WORKERS
Jail
Porkhand Magistrate
Spectral Aven
Lawful Search


NextHand

Manufactured Truth
Elite Training
Elite Training
Traffic Director
Reputable Newsman


Tech 2 card(s)
Get Paid + float - ($10)
Scribe - ($8)
Scribe - ($6)
Worker - ($5)
Tech II: Peace - ($1)
Bluecoat snipes Javelineer

Float ($1)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Scribe (1/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Scribe (1/3)
  • :target: Lookout:

In Play:

  • L1 General Onimaru (2/3) Frenzy 1
  • Bluecoat Musketeer (1/2) Long-range

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

Thoughts

He skipped a worker??? There were plenty of opportunities to set aside $1 for one, so I guess he just didn’t want to give up any of his cards in hand? Well, I’m not complaining. Since he’s going for discards, and because I seem to have the opportunity, I’ll try to race to deploy Garrisons to counterbalance, despite have non-proc-triggering spells in my cycle.

Set 3, Game 6, Player 2, Turn 4

P2 Black w/ Demon Taxes vs P1 Blue

Starting Hand

Hooded Executioner
Pestering Haunt
Deteriorate
Carrion Curse
Sickness
Sacrifice the Weak (techn)

Events of Turn:


Upkeep:

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

Abomination, Cursed Crow
Sickness, Gorgon
Carrion Curse, Hooded Executioner


Main:

  • Deteriorate Scribe, Vandy kills it (6)
  • Replay Skeleton (5)
  • Worker (4)
  • Tech 2 Disease (0)
Workers

Pestering Haunt, Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE

In Patrol:

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

In Play:

  • Vandy (3/4 lvl 4)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Jandra, the Negator
Gorgon
Summon Skeletons
Abomination
Cursed Crow

End of Turn Discard
My Thoughts

I really have no idea what I’m doing…


P1T5


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Elite Training
Traffic Director
Elite Training
Manufactured Truth
Reputable Newsman


WORKERS
Jail
Porkhand Magistrate
Spectral Aven
Lawful Search
Manufactured Truth


NextHand

Arrest
Building Inspector
Flagstone Garrison


Discard

Scribe
Elite Training
Elite Training
Traffic Director
Overeager Cadet
Overeager Cadet


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Reputable Newsman - ($6)
Elite Training on Musketeer and Newsman - ($4)
Elite Training on Musketeer and Newsman - ($2)
Musketeer obliterates SQL, double sparkshots Imp to death
Onimaru breaks Graveyard

Float ($2)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Scribe (1/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Reputable Newsman (2/3AA) $3 blocked, anti-air, sparkshot x2
  • :target: Lookout:

In Play:

  • L1 General Onimaru (2/3) Frenzy 1
  • Bluecoat Musketeer (3/2) Anti-air, sparkshot x2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 2
  • Workers: 9

Thoughts

Whiff on the Garrisons… that’s bad. Now I desperately need to try to use the Newsman to block Carrion Curse, but I think I can actually manage that, probably. Disease is a somewhat concerning choice, especially for dealing with unit spam.

Set 3, Game 6, Player 2, Turn 5

P2 Black w/ Demon Taxes vs P1 Blue

Starting Hand

Jandra, the Negator
Gorgon
Summon Skeletons
Abomination
Cursed Crow

Events of Turn:


Upkeep:

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

Metamorphosis, Dark Pact
Abomination, Cursed Crow
Sickness, Gorgon
Carrion Curse, Hooded Executioner


Main:

  • Abomination (2)
  • Vandy kills Scribe
  • Worker (1)
Workers

Jandra, the Negator, Pestering Haunt, Skeletal Archery, Poisonblade Rogue

  • :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
  • Tech2 HP: 5 DISEASE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Abomination (6/6)

In Play:

  • Vandy (3/4 lvl 4)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Sacrifice the Weak
Deteriorate
Hooded Executioner
Sickness
Carrion Curse

End of Turn Discard

Metamorphosis
Dark Pact
Graveyard
Thieving Imp
Skeleton Javelineer
Cursed Crow
Summon Skeletons
Gorgon

My Thoughts

This is not going well…


P1T6


Tech StartingHand Workers

TECH
Drill Sergeant
Drill Sergeant


STARTING HAND
Arrest
Building Inspector
Flagstone Garrison


WORKERS
Jail
Porkhand Magistrate
Spectral Aven
Lawful Search
Manufactured Truth


NextHand

Elite Training
Scribe


Tech 2 card(s)
Get Paid + float - ($11)
Flagstone Garrison - ($8)
Building Inspector, dies - ($7)
Flagstone Garrison - ($4)
Expensive Arrest - ($1)
Onimaru does 3 damage to your Tech II

Float ($1)
Discard 0, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Bluecoat Musketeer (0/1)
  • :pschip: Technician: Reputable Newsman (0/2) $3 blocked
  • :target: Lookout:

In Play:

  • Flagstone Garrison (4)
  • Flagstone Garrison (4)
  • L1 General Onimaru (2/3) Frenzy 1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

Thoughts

Abominations are awkward, but Drill Sergeants can survive them and gain runes even from units that don’t survive being played… Scribes can survive as well. Once I get the engine up, I’ll be able to quickly react with my tech choices, and start phasing out my weaker tech 0 units.

Set 3, Game 6, Player 2, Turn 6

P2 Black w/ Demon Taxes vs P1 Blue

Starting Hand

Sacrifice the Weak
Deteriorate
Hooded Executioner
Sickness
Carrion Curse

Events of Turn:


Upkeep:

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

Plague Lord x2
Metamorphosis, Dark Pact
Abomination, Cursed Crow
Sickness, Gorgon
Carrion Curse, Hooded Executioner


Main:

  • Orpal (8)
  • Sickness Musketeer and Newsman, you get a gold (6)
  • Deteriorate Newsman, you get a card (5)
  • Vandy kills Oni, maxbands and dooms nothing
  • Hooded Executioner (3)
  • Hero’s Hall (1)
  • Worker (0)
Workers

Jandra, the Negator, Pestering Haunt, Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 2 DISEASE
  • 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)
  • Abomination (6/6)
  • Hooded Executioner (2/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Dark Pact
Plague Lord
Sacrifice the Weak

End of Turn Discard
My Thoughts

Nice break for me, I can wipe his board (save for the Garrisons), gambit a bit for tech 3, and then either Meta or tech up.

Shucks, bummer rs draw of Plague Lord


P1T7


Tech StartingHand Workers

TECH
Free Speech
Injunction


STARTING HAND
Elite Training
Scribe
Building Inspector
Elite Training
Scribe
Arrest
Drill Sergeant
Overeager Cadet
Drill Sergeant
Overeager Cadet
Traffic Director


WORKERS
Jail
Porkhand Magistrate
Spectral Aven
Lawful Search
Manufactured Truth
Building Inspector


NextHand

Elite Training
Injunction
Traffic Director
Free Speech
Arrest


Tech 2 card(s)
Get Paid + float + Scavenger - ($11)
Scribe - ($9)
Drill Sergeant - ($6)
Drill Sergeant - ($3)
Overeager Cadet
Overeager Cadet
Worker - ($2)
Scribe - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Scribe (0/2A)
  • :psfist: Elite: Drill Sergeant (6/5) [3+]
  • :ps_: Scavenger: Drill Sergeant (6/6) [4+]
  • :pschip: Technician: Scribe (0/2)
  • :target: Lookout: Overeager Cadet (1/1) Resist 1

In Play:

  • Flagstone Garrison (4)
  • Flagstone Garrison (4)
  • Overeager Cadet (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

Just cycling in useful spells now. As for patrolling, I’m half-tempted to spread runes around to insulate against Orpal maxband’s free runes, but I want to invest in the Drill Sergeants more than I want to preserve the small fry.

Set 3, Game 6, Player 2, Turn 7

P2 Black w/ Demon Taxes vs P1 Blue

Starting Hand

Dark Pact
Plague Lord
Sacrifice the Weak
Summon Skeletons + Thieving Imp (dp)

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Tech 1 card
All Teched Cards

Gorgon
Plague Lord x2
Metamorphosis, Dark Pact
Abomination, Cursed Crow
Sickness, Gorgon
Carrion Curse, Hooded Executioner


Main:

  • Dark Pact, draw 2 base to 18 (9)
  • Garth (7)
  • Orpal hits SQL, Hoodie finishes it
  • Abomination trades with Drill Sergeant
  • Vandy taps to fetch and then cast Metamorphosis, Garth and Orpal maxband, Garth fetches a Gorgon (0)
Workers

Jandra, the Negator, Pestering Haunt, Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 2 DISEASE
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Gorgon (2/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Garth (4/5 lvl 7)
  • :target: Lookout:

In Play:

  • Vandy (5/6 lvl 6)
  • Orpal (3/7 lvl 6)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Graveyard
Deteriorate
Skeleton Javelineer
Cursed Crow
Plague Lord

End of Turn Discard
My Thoughts

Teching a Gorgon so if I draw the meta, I can fetch it

No meta, doesn’t really seem wise to try teching up, honestly I think I’m just pretty boned no matter what. So might as well Meta?


Which Drill Sergeant did you kill?

The scavenger one, sorry. I figure a rune is worth a gold