MapMatch: Blue V Black - FrozenStorm and Zhavier

Nope, that’s match. GG! I didn’t have enough to finish your base. The crow was a nice touch. If you hadn’t had sac the weak, my defense would have been a more effective stalling measure to let me get the cards I needed.

I am less sure of the solvable win I thought this map was originally, but I also think I had a number of misplays. I thought you would just get out zarramonde and smash things, but instead you went for spells, but I think that was because you expected an unstoppable lierty gryphon win. But of course, T3 its 1g short for P1. I also thought you might use garth on T3 to bring out something.

Overall, I think this map favors p2, and truth P2 almost automatically wins, not sure.

Your turn.

Truth P2 definitely just needs to draw decently. I did not expect Lawbringer but I think that was pretty strictly worse than Liberty. Zarra isn’t fast enough so I figured my only decent chance was to bleed you on cards and hope you got a bad second cycle.

I’ll start the run-back of project: draw fiesta tonight or tomorrw :stuck_out_tongue_winking_eye:

Okay, let’s see what happens!

Game 24, Player 1, Turn 1

Map: LOST TEMPLE: Players ignore all tech building requirements and don’t need heroes to cast spells.
Black vs Blue

[details=Starting Hand]
Jandra, the Negator
Summon Skeletons
Deteriorate
Skeletal Archery
Thieving Imp
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Thieving Imp (1)
  • Worker (0)

[details=Workers]
Jandra, the Negator
[/details]

  • :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:

  • Thieving Imp (2/2)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 5

[details=End of Turn Hand]
Graveyard
Pestering Haunt
Skeleton Javelineer
Poisonblade Rogue
Sacrifice the Weak
[/details]

[details=End of Turn Discard]
Skeletal Archery
Deteriorate
Summon Skeletons
[/details]

[details=My Thoughts]
Even more certain Liberty Gryphons win here, Probably going to have to tech Shadow Blade or Carrion Curse and hope to get lucky, in addition to going Thieving Imp here. Maybe Cursed Crow + Soul Stone? Not a terrible plan actually… Vandy next turn to fetch the Soul stone, Graveyard to keep the Crows coming back, Dark Pact in addition? It’s a pretty solid plan. Okay then, that’ll be the play
[/details]

P2T1


StartingHand Workers

STARTING HAND
Reputable Newsman
Building Inspector
Jail
Manufactured Truth
Lawful Search


WORKERS
Manufactured Truth


NextHand

Porkhand Magistrate
Arrest
Spectral Aven
Traffic Director
Bluecoat Musketeer


Discard

Building Inspector
Lawful Search
Reputable Newsman
Jail


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
ponders his navel.

Float ($4)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 6
Thoughts

16g, 14g for quince +2 griffons + extra mirror. He will throw up a flyer to block, and I might need arrest, so his flyer will certainly be in lookout, so no arrest. Boot camp could do it, but not enough techs to get boot camp and 2 gryphons. I wonder what would happen with Community Service here… Wish I could tech more than 2 cards :stuck_out_tongue:

I want boot camp. liberty gryphons, maybe macciatus, reteller, flagbearer. Maybe it would be safer to go for flagstone and griffon, as flagstone is a bit harder for him to remove.

That’s a cool lookin’ navel!

Game 24, Player 1, Turn 2

Map: LOST TEMPLE: Players ignore all tech building requirements and don’t need heroes to cast spells.
Black vs Blue

[details=Starting Hand]
Graveyard
Pestering Haunt
Skeleton Javelineer
Poisonblade Rogue
Sacrifice the Weak
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Dark Pact, Cursed Crow
[/details]


###Main:

  • Imp kicks your base to 18
  • Vandy (3)
  • Graveyard (1)
  • Worker (0)

[details=Workers]
Poisonblade Rogue, Jandra, the Negator
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 rs 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:

  • Thieving Imp (2/2)
  • Vandy (2/3 lvl 1)
  • Graveyard (3hp)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Skeleton Javelineer
Pestering Haunt
Sacrifice the Weak
Deteriorate
Summon Skeletons
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Please don’t whiff both cards…

LMFAO welp, it was a fun one yall… I even whiffed archery! No chance at all, even if I’d gone Garth instead of Vandy I can get a Gargoyle but can’t activate it…
[/details]

P2T2


Tech StartingHand Workers

TECH
Liberty Gryphon
Flagstone Garrison


STARTING HAND
Arrest
Traffic Director
Porkhand Magistrate
Bluecoat Musketeer
Spectral Aven


WORKERS
Manufactured Truth
Porkhand Magistrate


NextHand

Lawful Search
Bluecoat Musketeer
Traffic Director
Building Inspector
Spectral Aven


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Calmly watches the world burn.

Float ($9)
Discard 4, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 9
  • Workers: 7
Thoughts

Don’t see a reason not to go for the garrison gryphon play, he could still get out the crow, though vandy is a bit odd, garth would have made more sense for the fetch.

Seriously? Wiffed, don’t let it be said I have perfect luck…

I’m dumb lol

Game 24, Player 1, Turn 3

Map: LOST TEMPLE: Players ignore all tech building requirements and don’t need heroes to cast spells.
Black vs Blue

[details=Starting Hand]
Graveyard
Pestering Haunt
Skeleton Javelineer
Poisonblade Rogue
Sacrifice the Weak
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Soul Stone, Cursed Crow
Dark Pact, Cursed Crow
[/details]


###Main:

  • Thieving Imp smashes your base to 16
  • Midband Vandy and pay to fetch dark pact, draw 2 base to 18 (3)
  • Cursed Crow (0)

[details=Workers]
Poisonblade Rogue, Jandra, the Negator
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 5 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Cursed Crow (3/3)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Thieving Imp (2/2)
  • Vandy (3/4 lvl 3)
  • Graveyard (3hp)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Dark Pact
Summon Skeletons
Dark Pact
Pestering Haunt
Soul Stone
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Well the original plan was dumb anyway, need to midband Vandy lol… so not the worst thing in the world, recycle and hope I can keep up Flying blockers (though he’ll be unstoppable soon enough, maybe right away?)
[/details]

P2T3


Tech StartingHand Workers

TECH
Spectral Flagbearer
Liberty Gryphon


STARTING HAND
Bluecoat Musketeer
Building Inspector
Lawful Search
Spectral Aven
Traffic Director
Reputable Newsman


WORKERS
Manufactured Truth
Porkhand Magistrate
Bluecoat Musketeer


NextHand

Liberty Gryphon
Reputable Newsman
Arrest
Flagstone Garrison
Jail


Tech 2 card(s)
Get Paid + float - ($16)
Lawful Search, would you believe whatever card karma ive been spending has finally ran out completely? Though your vandy midband dig for a crow seems to say we shared a fate there - ($15)
Worker - ($14)
Traffic Director - ($13)

Float ($13)
Discard 3, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Traffic Director 1/1+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 16

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 13
  • Workers: 8
Thoughts

Heh, he could deal 16 to me with what he has on board and in hand. 4 dark pact, 3 crow, 2 imp, 4 vandy + 2 vandy doom + 1 soulstone = 16 for a mere 4g, so let’s see what I can do. Aven is out, as Vandy just pops it as part of the winning move. I didn’t draw gryphon with my search, so that’s out. I can throw down TD as the absolute minimum amount of blocking to survive. Question is do I spend another card or not. If I don’t i will have at last 2 units and flagstone. Crow hitting any one of which won’t cripple me. If I get out another unit, I’ll only have gryphon and garrison, either one would be very bad.

Of course, if I float 13g, im generating 8g, and will lose a gold next turn if I don’t spend it. Oh well

Indeed I also whiffed, we’ll see if my 20% roll here is successful.

Game 24, Player 1, Turn 3

Map: LOST TEMPLE: Players ignore all tech building requirements and don’t need heroes to cast spells.
Black vs Blue

[details=Starting Hand]
Graveyard
Pestering Haunt
Skeleton Javelineer
Poisonblade Rogue
Sacrifice the Weak
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Shadow Blade, Cursed Ghoul
Soul Stone, Cursed Crow
Dark Pact, Cursed Crow
[/details]


###Main:

  • Dark Pact, draw 2 base to 16
  • Dark Pact, draw 2 base to 14 lol
  • Thieving Imp kills TD, takes 1
  • Pestering Haunt
  • Cursed Crow (3)
  • Soul Stone on Crow (1)
  • Vandy and Crow take your base to 10, you discard… #5 of 5
  • Worker (0)

[details=Workers]
Skeleton Javelineer, Poisonblade Rogue, Jandra, the Negator
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 5 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 14

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Cursed Crow (4/4 soul stone, pointless)

####In Play:

  • Thieving Imp (2/1)
  • Vandy (3/4 lvl 3)
  • Cursed Crow (3/3)
  • Pestering Haunt (1/1)
  • Graveyard (3hp)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Deteriorate
Cursed Ghoul
Skeletal Archery
Sacrifice the Weak
Dark Pact
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Arrest is going to make this not really matter most likely, but at least I’m swinging!
[/details]

heh, I meant to put TD in technician, but I must have forgotten :stuck_out_tongue:

Oh well.

P2T4


Tech StartingHand Workers

TECH
Macciatus, the Whisperer
Boot Camp


STARTING HAND
Liberty Gryphon
Arrest
Flagstone Garrison
Jail
Reputable Newsman
Building Inspector
Lawful Search
Spectral Aven
Spectral Flagbearer
Liberty Gryphon


WORKERS
Manufactured Truth
Porkhand Magistrate
Bluecoat Musketeer


NextHand

Liberty Gryphon
Lawful Search
Traffic Director
Jail


Tech 2 card(s)
Get Paid + float + lost 1g, sadface - ($20)
Flagstone Garrison - ($17)
Maxband Quince - ($11)
Liberty Gryphon, mirror copies, draw 1 - ($8)
Building Inspector, draw 1 - ($7)
Lawful Search, draw 1 - ($6)
Reputable Newsman, naming 0, draw 1 - ($4)
Spectral Flagbearer, draw last 1 - ($3)
Arrest the Lookout - ($0)
Mirror Gryphon kills your soulless crow to the graveyard
Real ish Gryphon hits your base to 9

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Building Inspector 1/1+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Reputable Newsman 0/3, Naming 0
  • :pschip: [I]Technician[/I]: Quince 1/5, lvl 5
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Flagstone Garrison :heart: 4
  • Spectral Flagbearer 2/2
  • Liberty Gryphon 5/5
  • Mirror Gryphon 5/2
    [B]Buildings:[/B]
  • :heart: Base HP: 10

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

So, this seems worse than what might have happened with just 2 gryphons to start, instead of flagstone and gryphon.

Likely response, sac Reputable and imp maybe, or create a skeleton with garth, but that would use most of his gold. He could use cursed ghoul and Max Vandy… Yea, I’ve got enough on the table to do some damage, I think

I don’t think there’s a clever way around this, I don’t have enough gold to break the Garrison. But I’ll give ya the satisfaction :wink:

Game 24, Player 1, Turn 5

Map: LOST TEMPLE: Players ignore all tech building requirements and don’t need heroes to cast spells.
Black vs Blue

[details=Starting Hand]
Deteriorate
Cursed Ghoul
Skeletal Archery
Sacrifice the Weak
Dark Pact
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Death and Decay x2
Shadow Blade, Cursed Ghoul
Soul Stone, Cursed Crow
Dark Pact, Cursed Crow
[/details]


###Main:

  • Imp trades with Inspector
  • Vandy kills Newsie and sparks Quince
  • Haunt suicides into quince
  • Dark Pact, base to 7 draw 2
  • Shadow Blade Quince Dead, you discard #3 of 4 then draw 1. Vandy maxbands, dooms Flagbearer (who dies) (4)
  • Deteriorate Gryphon, it dies
  • Resurrect Cursed Crow (1)
  • Worker (0)

[details=Workers]
Skeletal Archery, Skeleton Javelineer, Poisonblade Rogue, Jandra, the Negator
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 5 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 7

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Cursed Crow (3/3)

####In Play:

  • Vandy (4/5 lvl 5)
  • Cursed Crow (4/4 soul stone)
  • Graveyard (3hp, holding Imp and Haunt)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Dark Pact
Dark Pact
Shadow Blade
Cursed Ghoul
Deteriorate
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Hanging on by a thread
[/details]

bah, you didn’t have shadow blade in hand, and I just thought it wouldn’t be in the next 3 cards in deck. But kudos, that was pretty good and just goes to show that I underestimate sparkshot again.

P2T5


Tech StartingHand Workers

TECH
Reteller of Truths
Reteller of Truths


STARTING HAND
Liberty Gryphon
Jail
Lawful Search
Traffic Director
Spectral Aven
Arrest
Macciatus, the Whisperer
Boot Camp


WORKERS
Manufactured Truth
Porkhand Magistrate
Bluecoat Musketeer


NextHand

Lawful Search
Boot Camp
Liberty Gryphon
Repuitable Newsman
Overeager Cadet


Tech 2 card(s)
Get Paid + Scav - ($9)
Liberty Gryphon, draw 1 - ($6)
Lawful Search, draw 1, huh, don’t know what I can do against that… - ($5)
Macciatus, the Whisperer - ($3)
Arrest Lookout - ($0)
Gryphon kills Vandy

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Flagstone Garrison :heart: 4
  • Liberty Gryphon 6/6
  • Macciatus, the Whisperer 3/3
    [B]Buildings:[/B]
  • :heart: Base HP: 10

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I could put down aven, see if I draw anything from the reshuffle, I could boot camp see if I draw anything.

If I hit his base to 1, he has enough to just destroy my base. if I patrol Macciatus, he shadow blades, then easily destroys my base with dark apct and crow. if I play aven, liberty gryphon is unstoppable, but then I am facing 2 crows, shadow blade and deteriorate and 2 dark pacts. no matter where I patrol, I can’t stop 2 crows from hitting my base. If I arrest a crow and kill vandy, the most he can do to my base is 8, not 10, unless im reading it wrong. Alternately, he kills Mac and deteriorates gryphon, or just breaks garrison, and probably doesn’t use the dark pacts at all. yea, looks like the only path to survival, even if he does probably deplete my hand by 2 cards this turn.

Well I ALMOST drew well enough to end here, but alas no Death and Decay + 2x Dark Pact (the 2x Dark Pact was already pretty solid, shouldn’t have patrolled Crow I guess!)

I can Dark Pact myself for the DnD but I will not be able to finish then. It may still be my best bet, and I just cross my fingers I can hit the Liberty Gryphon discard of Cursed Crow… yea it’s between that and breaking the Garrison, betting you don’t have it in hand and can’t dig it up via Boot Camp / Lawful Search, and the odds are about the same, so Base Damage it is XD

Game 24, Player 1, Turn 6

Map: LOST TEMPLE: Players ignore all tech building requirements and don’t need heroes to cast spells.
Black vs Blue

[details=Starting Hand]
Dark Pact
Dark Pact
Shadow Blade
Cursed Ghoul
Deteriorate
Death and Decay + Sacrifice the Weak
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Gargoyle, Sickness
Death and Decay x2
Shadow Blade, Cursed Ghoul
Soul Stone, Cursed Crow
Dark Pact, Cursed Crow
[/details]


###Main:

  • Dark Pact myself to 5
  • Death and Decay, your base to 7 Macciatus dies and Garrison is weak (0)
  • Deteriorate Liberty Gryphon so it pops
  • Soul Stone Crow hits your base to 3hp, discard… #1 of 5
  • Part of me wants to Dark Pact your base to 1, but I think it strictly hurts my chances of winning so I won’t
  • Rez Haunt from Grave

[details=Workers]
Skeletal Archery, Skeleton Javelineer, Poisonblade Rogue, Jandra, the Negator
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 5

####In Patrol:

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

####In Play:

  • Cursed Crow (3/3)
  • Cursed Crow (4/4 soul stone)
  • Pestering Haunt (1/1)
  • Graveyard (3hp, holding Imp)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Summon Skeletons
Death and Decay
Death and Decay
Deteriorate
Dark Pact
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Probably this is GG
[/details]

Thankfully, or sadly, you did not hit my Liberty Gryphon (instead getting lawful search), and it was in hand, so I finish off your base. I did not expect the dark pact into Death and Decay.

GG!

I wonder if I made that rougher on myself, or if the card karma was just catching up with me.

I think teching 2x Gryphon or Gryphon + Macciatus makes the most sense, though I like the idea of Garrison as a discard counter-measure. I’d have had to have been highly fortunate to escape that though (the first game I still think was a massive fluke)

Well, it was a fun series :slight_smile: A few lame-duck maps, but overall some very interesting and quirky twists on the matchup, and I think over those 24 games I teched almost every card in Black’s codex (did not do Plague Lab or some of Necro tech 2, don’t think I did spreading plague) I’d be happy to do another mono vs mono map rundown with you, lmk if you have a good matchup suggestion!

1 Like

Thanks for all the games. Can’t believe we started this in June, heh.

I would say I teched a lot less of Blue’s options than you did of black’s options.

I’ll ponder another manic mono map matchup.

1 Like

Now that this is over, would either of you mind doing a rundown of which maps helped which color (and why)?

I can take a shot at my perspective:

FURY ROAD: Players can only have one patroller at a time.

I think this favors P1 pretty well regardless. P2 only having 1 patroller is very difficult to contend with, Zhav did well to use Jail as further. Red is probably the only color that fares well as P2 in this matchup. Zhav did well as P2 but very tough for Blue P2 with all Black’s options

FLAGSTONE MINES: Players can hire any number of workers per turn.

This map helps blue a little, gets them to tech 2 faster and thins the deck better. Black is good with the standard gold econ.

BIG GAME HUNTERS: Each player gets an extra [2 gold] during each of their upkeeps.

I assumed the extra gold would make it such that Blue has an easier time surviving early, and that was true. However Black can spend the gold on extra card bleed and make things really hard on Blue’s hand size, leaving little use for the extra gold. I think advantage Black on this one, Blue had some fortunate draws as P2 that squeaked a win, Zhav was overall pretty on point with Garrison draws in this series. I had a rough draw with StW here

HARD TIMES MILL: Workers cost an extra [1 gold] to hire.

I think this favors Black, who works much better with gold constraints, though P2 seems the bigger advantage that, combined with very good draws, gave Blue a P2 win.

NO RUSH 15 MINUTES: Prevent all damage until after each player has taken 4 turns.

By far the biggest advantage Blue can get. I almost had a cheeky way in with Death and Decay, but draws lined up for Free Speech to shut that down :frowning:

DAGGERFALL PRISON CAMP: Hiring workers doesn’t cost a card. (Track how many workers you have some other way.)

This one is very tough for Blue, who needs to thin the deck to get good access to counter-measures. Dark Pact and Graveyard and Soul Stone make things a lot easier on Black (and demonology in particular). I played P2 very poorly

MYSTICAL FOREST: Whenever you would ready a unit or hero during your turn, you may put a +1/+1 rune on it instead.

P1 Combat Heroes (Vandy + Oni) were too much to handle, Soul Stone + Gargoyle / Jandra seem like great choices (as does Doom Grasp for dealing with the Oni) but still I think primarily P1 favored.

BURIAL GROUNDS: Whenever a hero dies, it’s gone forever this game.

Think this generally favors Black. I made a bone-headed play as P1 that lost me a game but overall, Black has the tools to dominate Blue’s heroes and that leaves Blue hard pressed to stop Black’s heroes.

PINNACLE: Heroes can cast ultimate spells even if they aren’t max level and even if they arrived that turn. Dead heroes must wait an extra turn to be resummoned.

Art of War is extremely powerful in this matchup, as are Free Speech and Carrion Curse. Very rough for Black, though Zhav’s garrison luck was on point yet again

VORTOSS RUINS: Players can’t build the heroes’ hall or tech lab add-ons, but automatically get their effects.

I think this one favors P2 slightly and Blue slightly. We both made odd errors / good P2 techs, so hard to tell. Probably the one I think could go a lot of different and interesting ways

BLOODBOWL: All units have +1 ATK and haste.

Necro is S+ tier on this map, Blue hardly stood a chance.

LOST TEMPLE: Players ignore all tech building requirements and don’t need heroes to cast spells.

It was a miracle I pulled off a win here, Truth is S+ tier and should win pretty unequivocally. This map is just plain silly.

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Very silly indeed. I’d do a purple vs these maps.

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