Black Balance Testing (Frozenstorm v zhavier)

P1T6


Tech StartingHand Workers

TECH
Banefire Golem
Hooded Executioner


STARTING HAND
Summon Skeletons
Soul Stone
Shadow Blade
Sacrifice the Weak


WORKERS
Poisonblade Rogue
Jandra, the Negator
Graveyard
Skeletal Archery
Bone Collector
Summon Skeletons


NextHand

Pestering Haunt
Shrine of Forbidden Knowledge
Skeleton Javelineer


Discard

Thieving Imp
Deteriorate
Sickness
Death and Decay
Shadow Blade
Sacrifice the Weak
Banefire Golem
Hooded Executioner


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Midband Orpal - ($5)
Sac Skeleton to put a rune on Detected IPN
Shadow Blade NInja, you discard 3 of 4 then draw (i think thats the order?) - ($2)
Soul Stone Plague Spitter - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Plague Spitter 4/4+A, Soul Stone
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Orpal 2/4, lvl 4
  • :target: Lookout:

In Play:

  • Vandy 4/3, lvl 5
  • Soul Stone

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

See, if I had the right cards! But no, they are in the next hand, sigh… 50/50 vandy survives here… 8 gold means he has to have a specific set of cards

Just confirmed that’s the correct order according to sharpo (everything in Shadow Blade gets resolved at once, then any triggers can happen).

Game 6, Player 2, Turn 6

P2 White vs P1 Black w/ 1g Deteriorate

Starting Hand

Smoker
Inverse Power Ninja
Sparring Partner
Sensei's Advice

Events of Turn:


Upkeep:

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

Glorious Ninja, Sparring Partner
Porcupine, Martial Mastery
Glorious Ninja, Fox’s Den School
Sparring Partner, Speed of the Fox
Inverse Power Ninja x2


Main:

  • Snapback Vandy for Garth (4)
  • Inverse Power Ninja (1)
  • Worker (0)
Workers

Smoker, Aged Sensei, Fox Viper, Safe Attacking

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

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Tech2 HP: 5 NINJUTSU
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Inverse Power Ninja (4/4, invisible)
  • :target: Lookout:

In Play:

  • Savior Monk (2/2)
  • Fox’s Den School (invisible, 4hp)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Morningstar Flagbearer
Glorious Ninja
Speed of the Fox

End of Turn Discard

Porcupine
Martial Mastery
Fox Primus
Grappling Hook
Inverse Power Ninja
Sparring Partner
Snapback
Glorious Ninja
Sparring Partner
Sensei's Advice

My Thoughts

Yuck. Let’s hope this is salvageable, I’m not particularly optimistic though.


P1T7


Tech StartingHand Workers

TECH
Dark Pact
Blackhand Dozer


STARTING HAND
Pestering Haunt
Skeleton Javelineer
Shrine of Forbidden Knowledge


WORKERS
Poisonblade Rogue
Jandra, the Negator
Graveyard
Skeletal Archery
Bone Collector
Summon Skeletons


NextHand

Death and Decay
Banefire Golem
Metamorphosis
Skeleton Javelineer


Tech 2 card(s)
Get Paid - ($10)
Maxband Garth, Fetch Blackhand Dozer - ($4)
Shrine of Forbidden Knowledge - ($1)
Make a Skeleton - ($0)
Orpal hits Rook for -1 Rune
Garth kills Rook, Orpal to Max heals
Pestering Haunt
Plague Spitter hits Ninja to 1/1, loses Soul Stone
Sac Skeleton to Orpal, Kills IPN, spreads to Savior Monk

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Blackhand Dozer 7/6

In Play:

  • Shrine of Forbidden Knowledge :heart: 5
  • Plague Spitter 3/3
  • Pestering Haunt 1/1
  • Garth 3/2, lvl 7
  • Orpal 2/5, lvl 6

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: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

I’ll scoop, I can’t do anything with that. There’s no playing against Vandy and friends :wink: GG WP! What would you like to do next?

at elast twice that matchup reversal or entangling vines would have completely hosed my plans. I noticed in your matches with Bob that 4 out of 5 matches he lost, you teched those spells. You also lost with them on at least 2 matches, but still…

:slight_smile:

How about red? That will be another vicious one for black, methinks.

You’re probably right that I was under-using Reversal and Vines, but idk about completely hosed. I had to respect StW and Meta, and I didn’t have much to follow up with if I had busted the patrol.

Red’s good with me, go ahead and kick it off!

P1T1


StartingHand Workers

STARTING HAND
Poisonblade Rogue
Deteriorate
Skeletal Archery
Skeleton Javelineer
Thieving Imp


WORKERS
Skeletal Archery


NextHand

Pestering Haunt
Summon Skeletons
Jandra, the Negator
Graveyard
Sacrifice the Weak


Discard

Thieving Imp
Deteriorate
Poisonblade Rogue


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

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

We all gonna forget that time that Zhavier got a cheap plague spitter

Huh, didn’t notice that

Oops, and that’s not the first time I made that mistake >.<

Perhaps that would have been a big difference but idk, im not too worried about it. On with the red!

Game 7, Player 2, Turn 1

P2 Red vs P1 Black w/ 1g Deteriorate

Starting Hand

Bloodrage Ogre
Pillage
Scorch
Mad Man
Careless Musketeer

Events of Turn:


Upkeep:

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

Main:

  • Bloodrage Ogre (3)
  • Jaina (1)
  • Worker (0)
Workers

Careless Musketeer

  • :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: Jaina (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Bloodrage Ogre (3/2)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Bombaster
Bloodburn
Charge
Makeshift Rambaster
Nautical Dog

End of Turn Discard

Scorch
Pillage
Mad Man

My Thoughts

this seems good, idk tho


P1T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Sacrifice the Weak
Pestering Haunt
Summon Skeletons
Graveyard
Jandra, the Negator


WORKERS
Skeletal Archery
Graveyard


NextHand

Sacrifice the Weak
Bone Collector
Summon Skeletons
Bone Collector
Thieving Imp


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Jandra, the Negator - ($1)
Tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer 1/1+A
  • :psfist: Elite:
  • :ps_: Scavenger: Jandra, the Negator 3/3
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy 2/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

halfway decent chance vandy doesnt survive here. But that should be fine, following up with BC and Garth or BC and imp or something.

Game 7, Player 2, Turn 2

P2 Red vs P1 Black w/ 1g Deteriorate

Starting Hand

Bombaster
Bloodburn
Charge
Makeshift Rambaster
Nautical Dog

Events of Turn:


Upkeep:

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

Firebat x2


Main:

  • Jaina kills sql
  • Brogre trades with scav, you get 1g
  • Nautical Dog + Charge, kill Vandy, Jaina to level 3 (3)
  • Tech 1 (2)
  • Worker (1)
Workers

Bloodburn, Careless Musketeer

  • :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:
  • :target: Lookout:

In Play:

  • Jaina (2/2 lvl 3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Firebat
Mad Man
Scorch
Makeshift Rambaster

End of Turn Discard
My Thoughts

We’ll see what he had in mind for Jaina, for now I’ll take 2x Firebat and rain fire down on whatever he tries to pull out. Make him answer Jaina’s flame arrows, but not commit to her all together. Dunno if that’s wise or not, but we shall see


"P1T3


Tech StartingHand Workers

TECH
Doom Grasp
Nether Drain


STARTING HAND
Thieving Imp
Bone Collector
Summon Skeletons
Bone Collector
Sacrifice the Weak


WORKERS
Skeletal Archery
Graveyard
Summon Skeletons


NextHand

Deteriorate
Poisonblade Rogue
Doom Grasp
Pestering Haunt


Tech 2 card(s)
Get Paid + scav - ($7)
Worker - ($6)
Bone Collector - ($4)
Thieving Imp, discard 1 of 4 - ($1)

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


Board Info:
In Patrol:

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

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

See, no vandy… :stuck_out_tongue:

"

I don’t think 1+2=4…

I had my income wrong for the turn, sorry for the confusion my friend

1 Like

Game 7, Player 2, Turn 3

P2 Red vs P1 Black w/ 1g Deteriorate

Starting Hand

Firebat (seriously)
Mad Man
Scorch
Makeshift Rambaster

Events of Turn:


Upkeep:

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

Chameleon Lizzo, Surprise Attack
Firebat x2


Main:

  • Midband Jaina, trades with BC, sparkshots Imp, you get a gold (7)
  • Mad Man, trade with Imp (6)
  • Makeshift Rambaster, hit your tech 1 (4)
  • Zane breaks your tech 1, your base to 18 (2)
  • Worker (1)
Workers

Bloodburn, Careless Musketeer

  • :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

In Patrol:

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

In Play:

  • Zane (2/2 lvl 1)
  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Charge
Pillage

End of Turn Discard
My Thoughts

I think I’ll rush for gunships, as I’ll give zhav the benefit of the doubt that he teched a DG for Jaina. Breaking the tech 1 seems worth emptying my hand if the plan is gunships, so why not XD


"P1T4


Tech StartingHand Workers

TECH
Abomination
Abomination


STARTING HAND
Poisonblade Rogue
Pestering Haunt
Deteriorate
Doom Grasp


WORKERS
Skeletal Archery
Graveyard
Summon Skeletons
Poisonblade Rogue


NextHand

Jandra, the Negator
Bone Collector
Nether Drain
Skeleton Javelineer


Discard

Thieving Imp
Bone Collector
Doom Grasp
Deteriorate
Abomination
Abomination


Tech 2 card(s)
Get Paid + float + scav - ($9)
Worker - ($8)
Midband Orpal - ($3)
Pestering Haunt

Float ($3)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Orpal 2/4+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 3
  • Workers: 8
Thoughts

blowing all the cards

"

Game 7, Player 2, Turn 4

P2 Red vs P1 Black w/ 1g Deteriorate

Starting Hand

Charge
Pillage

Events of Turn:


Upkeep:

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

Steam Tank, Marauder
Chameleon Lizzo, Surprise Attack
Firebat x2


Main:

  • Maxband Zane, shove Orpal to scav (4)
  • Zane kills Orpal, levels fizzle, we both get 1g (5)
  • Rambaster hits your tech 1 to 2hp
  • Worker (4)
  • Tech 2 Anarchy (0)
Workers

Pillage, Bloodburn, Careless Musketeer

  • :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 ANARCHY

In Patrol:

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

In Play:

  • Zane (2/2 lvl 6)
  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Bloodrage Ogre
Bombaster
Firebat

End of Turn Discard
My Thoughts

Tech race is on, I should be able to make tech 3 next turn safely enough that he may be able to break it, but I’ll be in good shape to protect it eventually with all the haste I have