Black Balance Testing (Frozenstorm v zhavier)

@FrozenStorm

I believe you were interested in testing some of the changes. Care to do some testing with the 1g deteriorate?

Any color vs black. I’ll play either side.

1 Like

Yea I’m game. Since you’ve already been trying out the black part vs Blue, why don’t you stay on Black and I can try out the other monos. I’ll start with Green and work my way through the other colors, sound good to you?

Sounds Good. You can start as P1.

Okay, let the gimpy black games begin! GL HF @zhavier

Game 1, Player 1, Turn 1

P1 Green vs P2 Black w/ 1g Deteriorate

Starting Hand

Playful Panda
Verdant Tree
Young Treant
Forest’s Favor
Merfolk Prospector

Events of Turn:


Upkeep:

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

Main:

  • Playful Panda (2)
  • Merfolk Prospector (1)
  • Worker (0)
Workers

Young Treant

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician: Merfolk Prospector (1/1)
  • :target: Lookout:

In Play:

  • Playful Panda (2/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Rampant Growth
Ironbark Treant
Rich Earth
Spore Shambler

End of Turn Discard
My Thoughts

Can’t say I’m a Green meanie, but imma do my best here. Certainly feels good to lay this much StW ground cover and not fear freebie Deteriorate trades!


P2T1


StartingHand Workers

STARTING HAND
Thieving Imp
Graveyard
Sacrifice the Weak
Skeletal Archery
Jandra, the Negator


WORKERS
Jandra, the Negator


NextHand

Poisonblade Rogue
Skeleton Javelineer
Summon Skeletons
Deteriorate
Pestering Haunt


Discard

Skeletal Archery
Graveyard
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Thieving Imp, discard 3 of 4 - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp 2/2+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

Game 1, Player 1, Turn 2

P1 Green vs P2 Black w/ 1g Deteriorate

Starting Hand

Rampant Growth
Ironbark Treant
Rich Earth (discarded)
Spore Shambler

Events of Turn:


Upkeep:

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

Tiny Basilisk, Huntress


Main:

  • Prospect for some gold (6)
  • Cala + Midband (2)
  • Worker (1)
  • Tech 1 (0)
Workers

Ironbark Treant, Young Treant

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 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: Cala (3/4+1armor lvl 3 providing resist 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Merfolk Prospector (1/1)
  • Playful Panda (2/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Tiger Cub
Rampant Growth
Rich Earth
Tiny Basilisk

End of Turn Discard
My Thoughts

Cala midband makes targeting all the more difficult, I’ll protect my kin that way. Teching a Huntress and Tiny B, next round probably Ferocity and another unit


"P2T2


Tech StartingHand Workers

TECH
Bone Collector
Nether Drain


STARTING HAND
Pestering Haunt
Skeleton Javelineer
Poisonblade Rogue
Deteriorate
Summon Skeletons


WORKERS
Jandra, the Negator
Poisonblade Rogue


NextHand

Skeletal Archery
Sacrifice the Weak
Nether Drain
Graveyard


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Pestering Haunt
Skeleton Javelineer - ($5)
Garth + Skeleton - ($2)
Tech 1 - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp 2/2+A
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton 1/1
  • :pschip: Technician: Skeleton Javelineer 1/1
  • :target: Lookout:

In Play:

  • Pestering Haunt 1/1
  • Garth 1/3, lvl 1

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
    "

Game 1, Player 1, Turn 3

P1 Green vs P2 Black w/ 1g Deteriorate

Starting Hand

Tiger Cub
Rampant Growth
Rich Earth
Tiny Basilisk

Events of Turn:


Upkeep:

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

Murkwood Allies, Feral Strike
Tiny Basilisk, Huntress


Main:

  • Prospect for some gold (7)
  • Discard 2, Cala stealth bombs Garth and maxbands
  • Hero’s Hall (5)
  • Tiny Basilisk (3)
  • Worker (2)
Workers

Rich Earth, Ironbark Treant, Young Treant

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Playful Panda (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout: Tiny Basilisk (1/2)

In Play:

  • Merfolk Prospector (1/1)
  • Calamandra (4/5 lvl 5)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 7

End of Turn Hand

Forest’s Favor
Huntress

End of Turn Discard

Feral Strike
Murkwood Allies
Tiger Cub
Rampant Growth

My Thoughts

Who needs cards anyway? :wink: I can get Tigers for a couple turns and tech up or get a buddy out for Cala, trade the board off and hopefully Feral Strike XD Probably begging for a Doom Grasp but so be it


P2T3


Tech StartingHand Workers

TECH
Sickness
Banefire Golem


STARTING HAND
Graveyard
Sacrifice the Weak
Skeletal Archery
Nether Drain


WORKERS
Jandra, the Negator
Poisonblade Rogue
Skeletal Archery


NextHand

Bone Collector
Graveyard
Deteriorate
Summon Skeletons
Nether Drain


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Haunt trades with Prospector
Tech 2 Demonology - ($3)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp 2/2+A
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton 1/1
  • :pschip: Technician: Skeleton Javelineer 1/1
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 8

Game 1, Player 1, Turn 4

P1 Green vs P2 Black w/ 1g Deteriorate

Starting Hand

Forest’s Favor
Huntress

Events of Turn:


Upkeep:

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

Rampaging Elephant, Spirit of the Panda
Murkwood Allies, Feral Strike
Tiny Basilisk, Huntress


Main:

  • Cala asks Stalking Tiger to join the party (5)
  • Worker (4)
  • Tech 2 Feral (0)
Workers

Huntress, Rich Earth, Ironbark Treant, Young Treant

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Stalking Tiger (4/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Playful Panda (2/2)
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout: Tiny Basilisk (1/2)

In Play:

  • Calamandra (4/5 lvl 5)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Spore Shambler
Verdant Tree
Rampant Growth

End of Turn Discard
My Thoughts

Quick demonz, so Dozer probably coming to play. Should be able to keep Tiny B safe enough to counteract that. and I’ll grab a big ol’ Elephant to stick down as well.


"P2T4


Tech StartingHand Workers

TECH
Doom Grasp
Voidblocker


STARTING HAND
Deteriorate
Bone Collector
Summon Skeletons
Graveyard
Nether Drain


WORKERS
Jandra, the Negator
Poisonblade Rogue
Skeletal Archery
Graveyard


NextHand

Pestering Haunt
Sickness
Sacrifice the Weak
Banefire Golem


Discard

Nether Drain
Summon Skeletons
Deteriorate
Doom Grasp
Voidblocker


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Bone Collector - ($8)
Garth lvl 2 + skeleton - ($4)
Nether Drain Cala - ($3)
Tower - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp 2/2+A
  • :psfist: Elite: Skeleton 2/1
  • :ps_: Scavenger: Skeleton Javelineer 1/1
  • :pschip: Technician: Bone Collector 3/3
  • :target: Lookout: Skeleton 1/1

In Play:

  • Garth 2/4, lvl 4

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
    "

Game 1, Player 1, Turn 5

P1 Green vs P2 Black w/ 1g Deteriorate

Starting Hand

Spore Shambler
Verdant Tree
Rampant Growth

Events of Turn:


Upkeep:

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

Moment’s Peace, Dinosize
Rampaging Elephant, Spirit of the Panda
Murkwood Allies, Feral Strike
Tiny Basilisk, Huntress


Main:

  • Cala kills Imp, takes 3
  • Spore Shambler (5)
  • Shambler lends its runes to our stalking tiger (3)
  • Tiger kills BC, takes 4, you get a card
  • Midori (1)
  • Tiny Basilisk trades with Garth, Cala maxbands
  • Worker (0)
Workers

Rampant Growth, Huntress, Rich Earth, Ironbark Treant, Young Treant

  • :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
  • Tech2 HP: 5 FERAL
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Playful Panda (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician: Spore Shambler (0/1)
  • :target: Lookout:

In Play:

  • Midori (2/3 lvl 1)
  • Stalking Tiger (6/2)
  • Calamandra (4/5 lvl 5, resist 1 to all)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Feral Strike
Murkwood Allies
Rampaging Elephant

End of Turn Discard
My Thoughts

Hmm, he opts for tower instead… that works fine! I’ll have Midori fly-by for tower kills moving forward if I whiff my Feral Strike.


P2T5


Tech StartingHand Workers

TECH
Blackhand Dozer
Sickness


STARTING HAND
Banefire Golem
Sickness
Sacrifice the Weak
Pestering Haunt
Summon Skeletons


WORKERS
Jandra, the Negator
Poisonblade Rogue
Skeletal Archery
Graveyard


NextHand

Deteriorate
Bone Collector
Voidblocker
Thieving Imp
Doom Grasp


Discard

Sickness
Blackhand Dozer
Sickness
Summon Skeletons
Banefire Golem
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($9)
Maxband Orpal - ($2)
Sickness on Midori and Cal - ($0)
Pestering Haunt

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton 1/1+A
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton 1/1
  • :pschip: Technician: Skeleton Javelineer 1/1
  • :target: Lookout:

In Play:

  • Orpal 2/5, lvl 6
  • Pestering Haunt 1/1

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9

Game 1, Player 1, Turn 6

P1 Green vs P2 Black w/ 1g Deteriorate

Starting Hand

Feral Strike
Murkwood Allies
Rampaging Elephant
Gigadon + Tiny B (feral strike)

Events of Turn:


Upkeep:

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

Dinosize, Huntress
Moment’s Peace, Dinosize
Rampaging Elephant, Spirit of the Panda
Murkwood Allies, Feral Strike
Tiny Basilisk, Huntress


Main:

  • Discard 2 and give Cala stealth
  • Cala kills SQL, takes 2, tower activation
  • Feral Strike + Boost, grab Tiny Basilisk and Gigadon from codex, play Rampaging Elephant and Gigadon from my hand (2)
  • Stalking Tiger trades with Orpal, Midori to level 3, since Tiger had +2/2 it doesn’t die from -1/1s so no orpal trigger
  • Tiny Basilisk (0)
Workers

Rampant Growth, Huntress, Rich Earth, Ironbark Treant, Young Treant

  • :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
  • Tech2 HP: 5 FERAL
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Playful Panda (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician: Spore Shambler (0/1)
  • :target: Lookout: Gigadon (8/8)

In Play:

  • Midori (1/2 lvl 3 -1/1)
  • Rampaging Elephant (6/7)
  • Tiny Basilisk (1/2)
  • Calamandra (3/2 lvl 5, resist 1 to all, -1/1)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Merfolk Prospector
Tiger Cub

End of Turn Discard

Tiny Basilisk
Moment’s Peace
Dinosize
Verdant Tree
Huntress
Dinosize
Feral Strike
Murkwood Allies
Stalking Tiger

My Thoughts

Orpal’s the biggest threat here so we want to get a kill, that means giving up Tiger but we gain safety for Giga and Elephant. Feral Strike can grab me a Tiny B and I can play the Elephant I already have, let’s do that! Next turn I can get Arg, Max Midori, whatever we need :slight_smile:


1 Like

Yeah I should just concede here. I thought draining you of cards would work out better than it did and you got decently lucky and draws I’d say.

I’ll post my turn 1 shortly

1 Like

P1T1


StartingHand Workers

STARTING HAND
Skeleton Javelineer
Skeletal Archery
Poisonblade Rogue
Pestering Haunt
Deteriorate


WORKERS
Poisonblade Rogue


NextHand

Jandra, the Negator
Graveyard
Thieving Imp
Sacrifice the Weak


Discard

Deteriorate
Skeletal Archery


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Pestering Haunt
Skeleton Javelineer - ($2)
Vandy - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt
  • Skeleton Javelineer
  • Vandy

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

Looking back, now Im wondering what 2 cards you discarded to give Cala stealth that last turn.

Ha, you’re right, I needed to swap Tiny B for something to discard, and brought out arg instead

I would still have conceded, but no Tiny B would be a decent bit better position for me. That said, you would have discarded the rampaging elephant then gotten another with feral strike, in the order you had it.

1 Like

Oh for sure, no Tiny B is much easier to deal with XD Sorry, we just had our second child, so I’m a bit loopy lol. Probably won’t be the last playing mistake I make!

Game 2, Player 2, Turn 1

P2 Green vs P1 Black w/ 1g Deteriorate

Starting Hand

Merfolk Prospector
Rich Earth
Forest’s Favor
Playful Panda
Rampant Growth

Events of Turn:


Upkeep:

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

Main:

  • Rich Earth (2)
  • Merfolk Prospector (1)
  • Worker
Workers

Young Treant

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • Rich Earth

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Spore Shambler
Young Treant
Tiger Cub
Verdant Tree

End of Turn Discard
My Thoughts

I’m thinking next turn I will mid Cala + Tower, or Ironbark + Arg + Tower perhaps. Rich Earth feels super risky against a bully Vandy start, but we’ll see if like Murkwood or Tiny B can put a dent in it XD


3 Likes