Black Balance Testing (Frozenstorm v zhavier)

We can put this on hold while we play out xcafs, or play both at the same time! I’m easy.

P1T2


Tech StartingHand Workers

TECH
Shadow Blade
Shadow Blade


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


WORKERS
Poisonblade Rogue
Jandra, the Negator


NextHand

Summon Skeletons
Shadow Blade
Skeletal Archery
Deteriorate


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Thieving Imp, discard 3 of 4 - ($0)
Vandy kills Prospector
Haunt and Skeleton hit base to 18

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

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

In Play:

  • Pestering Haunt 1/1
  • Skeleton Javelineer 1/1
  • Vandy 2/2
  • Thieving Imp 2/2

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Probably best to hold until xcafs, I’ve got my plate full with a new baby at home :slight_smile:

Game 2, Player 2, Turn 2

P2 Green vs P1 Black w/ 1g Deteriorate

Starting Hand

Spore Shambler
Young Treant
Tiger Cub (discarded)
Verdant Tree

Events of Turn:


Upkeep:

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

Tiny Basilisk, Murkwood Allies


Main:

  • Young Treant, draw 1 (6)
  • Tower (3)
  • Tech 1 (2)
  • Arg (0)
  • Worker
Workers

Verdant Tree, Forest’s Favor

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Arg (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Young Treant (0/2)
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Rich Earth

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Playful Panda
Spore Shambler
Tiny Basilisk
Tiger Cub

End of Turn Discard
My Thoughts

Arg + YT + Tower actually feels best now, given the discard. Murkwood + Tiny B definitely, Tiny B is good at keeping maxband Vandy down XD


P1T3


Tech StartingHand Workers

TECH
Sickness
Dark Pact


STARTING HAND
Summon Skeletons
Shadow Blade
Deteriorate
Skeletal Archery


WORKERS
Poisonblade Rogue
Jandra, the Negator
Skeletal Archery


NextHand

Graveyard
Sacrifice the Weak
Summon Skeletons
Shadow Blade


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Javelineer hits Arg
Shadow Blade Arg, you discard 3 of 4, Vandy to Midband heals - ($2)
Haunt kills Wisp
Heroes Hall - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

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

In Play:

  • Vandy 3/4, lvl 3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Game 2, Player 2, Turn 3

P2 Green vs P1 Black w/ 1g Deteriorate

Starting Hand

Playful Panda
Spore Shambler
Tiny Basilisk
Tiger Cub
Murkwood Allies (techn)

Events of Turn:


Upkeep:

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

Centaur, Tiny Basilisk
Tiny Basilisk, Murkwood Allies


Main:

  • Cala (5)
  • Murkwood Allies, bust out a bunch of frogs (0)
  • Worker
Workers

Tiger Cub, Verdant Tree, Forest’s Favor

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

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

In Play:

  • Calamandra (2/3 lvl 1)
  • Frog (1/1)
  • Young Treant (0/2)
  • Rich Earth

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Merfolk Prospector
Ironbark Treant
Rampant Growth
Playful Panda

End of Turn Discard
My Thoughts

Yea, shadow blade was kind of expected, and he hits up Tiny B… but at least I got Murkwood on the technician. This is also beatable, but hopefully not in such an awful way so as to prevent my striking back in a meaningful way…


P1T4


Tech StartingHand Workers

TECH
Sickness
Metamorphosis


STARTING HAND
Sacrifice the Weak
Graveyard
Shadow Blade
Summon Skeletons
Shadow Blade
Sickness


WORKERS
Poisonblade Rogue
Jandra, the Negator
Skeletal Archery


NextHand

Dark Pact
Skeleton Javelineer
Deteriorate
Pestering Haunt
Shadow Blade


Tech 2 card(s)
Get Paid - ($7)
Vandy tap discard for Dark Pact - ($6)
Orpal - ($4)
Sickness on SQL and Calamandra - ($2)
Max Vandy, Doom Imp and Young Treant - ($0)

Float ($0)
Discard 5, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp 4/4+A, DOOMED
  • :psfist: Elite:
  • :ps_: Scavenger: Orpal 1/3, lvl 1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy 4/5, lvl 5

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Game 2, Player 2, Turn 4

P2 Green vs P1 Black w/ 1g Deteriorate

Starting Hand

Merfolk Prospector
Ironbark Treant
Rampant Growth
Playful Panda

Events of Turn:


Upkeep:

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

Barkcoat Bear, Ferocity
Centaur, Tiny Basilisk
Tiny Basilisk, Murkwood Allies


Main:

  • Midband Cala (6)
  • Playful Panda (4)
  • Tech 2 Feral (0)
  • Worker
Workers

Merfolk Prospector, Tiger Cub, Verdant Tree, Forest’s Favor

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FERAL
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Frog (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Frog (1/1)
  • :exhaust: Technician: Young Treant (2/4 doomed to give me cards, reflected in deck state)
  • :target: Lookout: Frog (1/1)

In Play:

  • Calamandra (2/3 lvl 3, -1/1 and granting resist 1 to all)
  • Wisp (0/1)
  • Playful Panda (2/2)
  • Rich Earth

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Spore Shambler
Tiny Basilisk
Tiny Basilisk
Murkwood Allies
Centaur

End of Turn Discard

Barkcoat Bear
Ferocity
Ironbark Treant
Rampant Growth
Young Treant

My Thoughts

Meta threat imminent, hopefully I can avoid too much damage though. I don’t think it’s a good call to sell out my cards to take the kill on Vandy w/ max cala + Growth, so I think I’ll Mid Cala for the resist, and tech up. Panda will make a decent addition to the field as well, so he comes too. Next turn Basilisks + tech 3? We’ll see I guess!


"P1T5


Tech StartingHand Workers

TECH
Plague Lab
Plague Lab


STARTING HAND
Deteriorate
Pestering Haunt
Dark Pact
Skeleton Javelineer
Shadow Blade
Metamorphosis
Sickness


WORKERS
Poisonblade Rogue
Jandra, the Negator
Skeletal Archery


NextHand

Sickness
Dark Pact
Sacrifice the Weak
Summon Skeletons
Shadow Blade


Discard

Dark Pact
Plague Lab
Plague Lab
Metamorphosis
Thieving Imp
Skeleton Javelineer
Shadow Blade
Sickness
Deteriorate


Tech 2 card(s)
Get Paid - ($7)
Dark Pact
Metamorphosis - ($1)
Vandy kills SQL
Orpal kills Cal, takes 2
Pestering Haunt
Skeleton Javelineer - ($0)
Sac javelineer for orpal, kills wisp, trigger hits scav and panda

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Orpal 4/5+A, lvl 6, +2 runes, Demon
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy 6/5, lvl 5, +2 runes, Demon
  • Pestering Haunt 1/1

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 7
    "

Game 2, Player 2, Turn 5

P2 Green vs P1 Black w/ 1g Deteriorate

Starting Hand

Spore Shambler
Tiny Basilisk
Tiny Basilisk
Murkwood Allies
Centaur

Events of Turn:


Upkeep:

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

Dinosize, Spirit of the Panda
Barkcoat Bear, Ferocity
Centaur, Tiny Basilisk
Tiny Basilisk, Murkwood Allies


Main:

  • Centaur (7)
  • Spore Shambler (4)
  • Shambler gives both runes to Centaur (2)
  • Tiny Basilisk (0)
  • Worker
Workers

Tiny Basilisk, Merfolk Prospector, Tiger Cub, Verdant Tree, Forest’s Favor

  • :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: 5 FERAL
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Centaur (5/6+1armor, ++)
  • :psfist: Elite: Spore Shambler (0+1/1)
  • :pspig: Scavenger: Frog (1/1)
  • :exhaust: Technician: Playful Panda (1/1, -)
  • :target: Lookout: Tiny Basilisk (1/2)

In Play:

  • Rich Earth

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Spirit of the Panda
Dinosize
Ferocity

End of Turn Discard
My Thoughts

Yep there’s the meta. I need lots of units to protect against StW, Shadow Blade and Orpal’s spreading disease. Luckily he’s one gold short of DnD for now, so I think if I shambler + super buff centaur, and lay Tiny B in resist, that makes Centaur in SQL safe to take out one of the bash bros. Teching Dinosize and Spirit of the Panda, to help me hit back (if Centaur lives, SotP on him is a nice bonus)

Ferocity will be awesome if tiny b lives too


"P1T6


Tech StartingHand Workers

TECH
Abomination
Abomination


STARTING HAND
Sickness
Summon Skeletons
Shadow Blade
Sacrifice the Weak
Dark Pact


WORKERS
Poisonblade Rogue
Jandra, the Negator
Skeletal Archery
Summon Skeletons


NextHand

Pestering Haunt
Graveyard
Sickness
Shadow Blade


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Haunt kills panda, triggers orpal which hits shambler and basilisk paying resist - ($5)
Sickness is on frog and basilisk, which die, paying resist - ($2)
Sac the weak on centaur - ($0)
Orpal breaks tower
Vandy breaks tech 2, base to 16

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

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

In Play:

  • Vandy 6/5, lvl 5, +2 runes, Demon
  • Orpal 4/4, lvl 6, +2 runes, Demon

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 13
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I wanted tech 2 here but clearing his board is a lot safer, at least I get to worker this time :stuck_out_tongue:

"

For zhavier

Unless I’m missing something, I think it would have been strictly better to:

Worker (6)
Haunt trades with Panda, spread runes to kill Frog and Shambler.
Shadow Blade kills Basilisk (2)
StW kills Centaur (0)

Specifically, you force a discard using Shadow Blade without paying any more.

I shall concede then, GG WP!

I tried a lot to figure out what the ideal rune placement was in that scenario, and perhaps in the end it was to put it all in on Tiny B and SQL him, then Centaur in Resist. I wasn’t even thinking that haunt running into panda was a free trigger, perhaps it would have been best to ram him into Orpal as well!

What shall we play next? a few more with Green to get a better feel, or would you prefer to switch it up?

You are correct, dreamfire, the discard would have been good.

With basilisk in SQL and runed, I’d have a hard time dealing with it, and I actually did expect you to drop the panda and trigger on frog to orpal, but that would have led to a play where I still clear your patrol I think, but tower still up.

How about white!

Sure, let’s play some White!

To finish reflection on Green, though, it felt like Deteriorate barely got played as a result of the 1g up, but its threat was still ever-present and the matchup still felt about the same as the little I’ve played of it. Probably was too greedy of me to play Rich Earth that last game. What did you think?

GL HF!

Game 3, Player 1, Turn 1

P1 White vs P2 Black w/ 1g Deteriorate

Starting Hand

Snapback
Grappling Hook
Morningstar Flagbearer
Fox Viper
Fox Primus

Events of Turn:


Upkeep:

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

Main:

  • Grave (2)
  • Worker (1)
Workers

Fox Viper

  • :pspurpleshield: Patrol as below
  • Discard 4 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:

  • Grave (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 5

End of Turn Hand

Smoker
Safe Attacking
Sensei's Advice
Aged Sensei
Savior Monk

End of Turn Discard
My Thoughts

Pretty disastrous first hand, let’s see if Grave is enough to pressure!


I dunno, you had 11 gold when you conceded, and I was worried you might actually be able to come back with that, because i was down a card and only at 8g. I would say rich earth may have influenced me skipping workers for some risky plays. I find it much harder to justify playing deteriorate at 1g, but the threat of it is still useful.

P2T1


StartingHand Workers

STARTING HAND
Thieving Imp
Summon Skeletons
Skeletal Archery
Deteriorate
Graveyard


WORKERS
Graveyard


NextHand

Jandra, the Negator
Skeleton Javelineer
Sacrifice the Weak
Poisonblade Rogue
Pestering Haunt


Discard

Summon Skeletons
Skeletal Archery
Deteriorate


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Thieving Imp, disc ard 1 of 5 - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Thieving Imp 3/2
  • :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

My hand was virtually dependent on a unit surviving. Perhaps with Max Arg + Rebuild tower I could have staved off a bit longer, but I don’t know that I would have been able to keep up.

I honestly wouldn’t mind playing more Green, it’s definitely not my best color but it is interesting to try and work out how to play it properly!

Game 3, Player 1, Turn 2

P1 White vs P2 Black w/ 1g Deteriorate

Starting Hand

Smoker (discarded)
Safe Attacking
Sensei's Advice
Aged Sensei
Savior Monk

Events of Turn:


Upkeep:

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

Reversal, Rambasa Twins


Main:

  • Midband Grave, kill Imp (4)
  • Savior Monk (2)
  • Worker (1)
  • Tech 1 (0)
Workers

Safe Attacking, Fox Viper

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • 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: Savior Monk (2/2)
  • :target: Lookout:

In Play:

  • Grave (3/1 lvl 3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Smoker
Reversal
Morningstar Flagbearer
Aged Sensei

End of Turn Discard
My Thoughts

Oof. Grabbing a Twin and Reversal to keep up pressure, we’ll see how it works out


Sounds perfect! :wink:

2 Likes

P2T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Skeleton Javelineer
Poisonblade Rogue
Pestering Haunt
Sacrifice the Weak
Jandra, the Negator


WORKERS
Graveyard
Jandra, the Negator


NextHand

Deteriorate
Pestering Haunt
Thieving Imp
Sacrifice the Weak


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Orpal - ($4)
Sacrifice the Weak, savior gone - ($2)
Skeleton Javelineer - ($1)
Tech 1 - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Orpal 1/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Game 3, Player 1, Turn 3

P1 White vs P2 Black w/ 1g Deteriorate

Starting Hand

Smoker
Reversal
Morningstar Flagbearer
Aged Sensei
Snapback (techn)

Events of Turn:


Upkeep:

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

Training Grounds x2
Reversal, Rambasa Twins


Main:

  • Maxband Grave (2)
  • Smoker (1)
  • Worker (0)
Workers

Aged Sensei, Safe Attacking, Fox Viper

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

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

In Play:


Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Grappling Hook
Fox Primus
Sensei's Advice
Rambasa Twin
Training Grounds

End of Turn Discard
My Thoughts

Nice play by him, not sure if he grabbed sickness or not. Gonna maxband Grave to be safe, through smoker in front.


P2T3


Tech StartingHand Workers

TECH
Plague Lab
Cursed Crow


STARTING HAND
Deteriorate
Sacrifice the Weak
Pestering Haunt
Thieving Imp


WORKERS
Graveyard
Jandra, the Negator
Pestering Haunt


NextHand

Bone Collector
Bone Collector
Skeletal Archery
Summon Skeletons


Discard

Deteriorate
Sacrifice the Weak
Thieving Imp
Plague Lab
Cursed Crow


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Deteriorate Smoker back to your hand - ($5)
Tech 2 Disease - ($1)
Orpal suicides to put -1 rune on Grave

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :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 (Disease)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8