MapMatch: Blue V Black - FrozenStorm and Zhavier

“Worker x3”
“P1T1”

wat

(Yes, I know about the Map Cards, before anyone brings that up.)

Are you surprised by the choice, or questioning the legality of the move?

It just seems a bit extreme, you know? I know it’s the whole point of the Map, but with how much normal Codex I’ve played it’s weird to think that he could just… Worker 30% of his starting deck on the first turn and theoretically (or actually?) build Tech II next turn.

It’s obviously legal, I just was surprised not only to see someone hire three workers on the first turn of the game, but also to realize that it might be a good choice.

2 Likes

I think wit blue v black in particular, there is very little in the starting deck that falls into the must keep category. But it is noteworthy that black will have the chance to do basically the same thing but with likely more board presence to show for it.

P1T2


Tech StartingHand Workers

TECH
Flagstone Garrison
Overeager Cadet


STARTING HAND
Bluecoat Musketeer
Traffic Director
Spectral Aven
Lawful Search


WORKERS
Porkhand Magistrate
Jail
Manufactured Truth
Bluecoat Musketeer


NextHand

Building Inspector
Arrest
Flagstone Garrison
Overeager Cadet
Spectral Aven


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 Peace - ($2)
Quince - ($0)

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Quince 1/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Mirror 0/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

Part of Black’s dominance in this matchup is Blue’s inability to properly defend a tech 2 with its 2 weak combat heroes (and one very expensive good combat hero) and tech 1 units, which all get eaten by Black early on.

I definitely think this “tech up-tempo” style that’s unlocked with the Mines map favors Blue somewhat, as it mitigates this primary weakness of the matchup (I can’t get enough board presence quickly enough, and matching his tech-up isn’t actually all that beneficial for me. Blue wins in a tech 2 or tech 3 slugfest that isn’t hero-focused).

1 Like

Okay now to see if I can get enough pressure down!

Game 4, Player 2, Turn 2

Map: Flagstone Mines (Hire as many workers as you like each turn)
P1 Blue vs P2 Black

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

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Sickness, Dark Pact
[/details]


###Main:

  • Thieving Imp, discard #4 of 5 (4)
  • Vandy deals one damage to Quince after armor, takes 1 back
  • Hero’s Hall (2)
  • Skeleton Javelineer (1)
  • Pestering Haunt
  • Worker (0)

[details=Workers]
Poisonblade Rogue, Skeletal Archery, Jandra, The Negator
[/details]

  • :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
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Vandy (2/2 lvl 1)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Graveyard
Deteriorate
Sacrifice the Weak
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
He’s quick-teching, whether it had been Truth or Peace I think Sickness is a good source of AoE here to burn down the likely Garrison + Cadet tech. Imp to reduce his card pool, Dark Pact to keep myself at card parity (it won’t be an advantage if he goes for Garrison). It’ll be interesting making Orpal the tag team early

Well that was a sub-optimal draw… Still though, Orpal max into Jav ping + Sacrifice may be able to get us the AoE we need
[/details]

P1T3


Tech StartingHand Workers

TECH
Overeager Cadet
Drill Sergeant


STARTING HAND
Building Inspector
Overeager Cadet
Arrest
Spectral Aven
Flagstone Garrison
Traffic Director
Reputable Newsman
Lawful Search


WORKERS
Porkhand Magistrate
Jail
Manufactured Truth
Bluecoat Musketeer
Spectral Aven


NextHand

Overeager Cadet
Overeager Cadet
Lawful Search
Drill Sergeant


Tech 2 card(s)
Get Paid - ($8)
Flagstone Garrison, (it was #3, so close) - ($5)
Building Inspector, draw - ($4)
Traffic Director, draw - ($3)
Reputable Newsman, naming 2, draw last in deck - ($1)
Worker - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Traffic Director 1/1+A
  • :psfist: [I]Elite[/I]: Reputable Newsman 1/3, Naming 2
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Building Inspector 1/1
  • :target: [I]Lookout[/I]: Mirror 0/1
    [B]In Play:[/B]
  • Flagstone Garrison
  • Quince 1/2, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 4
  • Deck: 1
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

I could kill Vandy or something with Quince and aven, but it costs 6, so that’s out. for 4, I can copy an imp or haunt, but that seems pretty lame He is probably going to break through and kill quince, but he might go for garrison. Sac, sickness are blocked, but maxband orpal and deteriorate are open. Imp on TD, skeleton on newsman, Det on newsman, sac skeleton to kill newsman, also hits mirror and inspector, leaves pestering and vandy to break things. Not enough to break Garrison, but plenty to kill quince.

Pressure successful XD

Game 4, Player 2, Turn 3

Map: Flagstone Mines (Hire as many workers as you like each turn)
P1 Blue vs P2 Black

[details=Starting Hand]
Graveyard
Deteriorate
Sacrifice the Weak
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Death and Decay x2
Sickness, Dark Pact
[/details]


###Main:

  • Orpal + Maxband (1)
  • Vandy kills TD, sparks Newsie
  • Haunt kills mirror
  • Jav hucks a spear at newsie
  • Sac jav to -1/1 Inspector and spread to newsie, both die, you get a card
  • Imp kills Quince, Vandy midbands
  • Worker (0)

[details=Workers]
Graveyard, Poisonblade Rogue, Skeletal Archery, Jandra, The Negator
[/details]

  • :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
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Vandy (3/4 lvl 3)
  • Thieving Imp (2/1)
  • Orpal (2/5 lvl 6)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Dark Pact
Sickness
Summon Skeletons
Sacrifice the Weak
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
I think I’ll be able to get a huge takedown with little more than DnD so grabbing both of those and getting rid of Quince so there will be no silence XD insta-maxing Orpal to get the spread and workering instead of deteriorating to maximize card draw. I’m 40% to draw DnD on the immediate recycle, with another 83% to draw with Dark Pact. Last resort is tutor for another Dark Pact, just enough gold to do that. Otherwise though, DnD + worker, likely wipe Garrison + Tech 2, maybe tech 1 as well

Well I didn’t get the 40% on the cycle, so betting on the 83%
[/details]

"P1T4


Tech StartingHand Workers

TECH
Drill Sergeant
Spectral Hound


STARTING HAND
Overeager Cadet
Lawful Search
Overeager Cadet
Drill Sergeant
Arrest
Traffic Director
Drill Sergeant
Spectral Hound
Reputable Newsman
Building Inspector


WORKERS
Porkhand Magistrate
Jail
Manufactured Truth
Bluecoat Musketeer
Spectral Aven
Lawful Search


NextHand

Spectral Hound
Building Inspector
Traffic Director
Arrest


Tech 2 card(s)
Get Paid - ($9)
Drill Sergeant, reshuffle, draw 1 - ($6)
Overeager Cadet, draw 1, +1 rune
Drill Sergeant, draw 1, +1 rune - ($3)
Overeager Cadet, draw 1, +2 rune
Reputable Newsman, naming Death and Decay (aka 8), draw last card, +2 rune - ($1)
move runes
Worker - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet 8/8+A, +6 runes
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Overeager Cadet 2/2
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Drill Sergeant 3/3
    [B]In Play:[/B]
  • Flagstone Garrison :heart: 4
  • Drill Sergeant 3/3
  • Reputable Newsman 0/3, naming 8
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 4
  • Deck: 0
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

ok, so now I need to block death and decay. everything else I should be able to deal with. wow, he is exactly 1 short of sac the weak and death and decay, seems pretty fortuitous.

"

Pfft like that’s gonna stop this train XD

Game 4, Player 2, Turn 4

Map: Flagstone Mines (Hire as many workers as you like each turn)
P1 Blue vs P2 Black

[details=Starting Hand]
Dark Pact
Sickness
Summon Skeletons
Sacrifice the Weak
Deteriorate
Skeleton Javelineer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Hooded Executioner, Plague Spitter
Death and Decay x2
Sickness, Dark Pact
[/details]


###Main:

  • Dark Pact, draw 2 base to 18
  • Haunt pings Newsie
  • Sickness, Scav Cadet and Newsie fall ill (7)
  • Summon Skeletons (4)
  • Sacrifice a skeleton, Scav Cadet gets even sicker and the plague spreads to newsie (killing him) and backline DS
  • Sacrifice the Weak, other skeleton pays tribute, juiced frontline Cadet is taken from his instructors (2)
  • Vandy eats Lookout DS
  • Orpal kills backline DS
  • Maxband Vandy, dooming Imp (0)
  • Imp destroys your Garrison

[details=Workers]
Graveyard, Poisonblade Rogue, Skeletal Archery, Jandra, The Negator
[/details]

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

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

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 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 5)
  • Orpal (2/3 lvl 6)
  • Imp (4/3 doomed)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Death and Decay
Death and Decay
Sickness
Skeleton Javelineer
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
EDIT: Need skeletons to actually pull off my intended move (Imp being a demon and all, pff), so no tech 2. Hoodies instead to help break patrol, and cut off the Garrison
[/details]

Can’t sacrifice demons to Orpal.

2 Likes

Demon Impy, indeed… I will edit my turn then, it’ll end up similar but instead of the tech 2 and worker, I will Summon Skeletons, sac one for Orpal, sac the other for StW, and Maxband Vandy to get Imp to break your Garrison. Might have been a better play anyway I suppose :wink: Especially since given that I’ve seen 2x DS, 2x Cadet, and a Garrison, it seems reasonably unlikely you’re holding another garrison, eh? :slight_smile:

Not completely lost, but I do see some mistakes I’ve made.

"P1T5


Tech StartingHand Workers

TECH
Free Speech
Judgment Day


STARTING HAND
Arrest
Building Inspector
Spectral Hound
Traffic Director


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


NextHand

Overeager Cadet
Traffic Director
Spectral Hound
Free Speech
Arrest


Tech 2 card(s)
Get Paid + Scav - ($11)
Maxband Onimaru - ($2)
Worker - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Onimaru 4/5+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Soldier 1/1
  • :pschip: [I]Technician[/I]: Soldier 1/1
  • :target: [I]Lookout[/I]: Soldier 1/1
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 11
Thoughts

now I am severely regretting dropping lawful search over arrest. He can break either my tech 1 or 2, but not both that I can see.

"

Yeah, this isn’t over just yet as I’m one damage short of a double tech kill.

Definitely the mistake was in not spreading the buff love a bit more.

My mistake was in not spending my deteriorate on that Newsman last turn (instead of haunt attack), had I pinged a tech building here I could have gotten the double kill and been in prime shape to lock you down.

I think your deck should have more than 4, no? Unless you didn’t tech anything new last turn?

Game 4, Player 2, Turn 5

Map: Flagstone Mines (Hire as many workers as you like each turn)
P1 Blue vs P2 Black

[details=Starting Hand]
Death and Decay
Death and Decay
Sickness
Skeleton Javelineer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Abomination x2
Hooded Executioner, Plague Spitter
Death and Decay x2
Sickness, Dark Pact
[/details]


###Main:

  • Death and Decay, all your buildings get hurt and your little dudes get wiped out (1)
  • Orpal Kills Oni, takes 1 damage
  • Vandy breaks your tech 2, your base to 15
  • Haunt tickles your tech 1 to 1hp

[details=Workers]
Graveyard, Poisonblade Rogue, Skeletal Archery, 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: 18
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Vandy (4/5 lvl 5)
  • Orpal (2/2 lvl 6)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 7

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Deteriorate
Dark Pact
Plague Spitter
Summon Skeletons
Sacrifice the Weak
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Want to skip worker so that I at least have the possibility of Dark Pact recycling for another DnD (or something else, I’ll probably use my last tech on Dark Pact and Soul Stone or Meta or Gorgon). Really big mistake last turn not spending the deteriorate to buy 1 more damage on a tech building, hopefully it doesn’t bite me though. He’s for sure got 3 tech 2 cards in that set of 9
[/details]

You are correct, 2 cards were missing from my deck. Fixed and redrew.

"P1T6


Tech StartingHand Workers

TECH
Air Hammer
Community Service


STARTING HAND
Overeager Cadet
Traffic Director
Free Speech
Spectral Hound
Overeager Cadet
Judgment Day


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


NextHand

Drill Sergeant
Drill Sergeant
Reputable Newsman
Flagstone Garrison
Arrest


Discard

Air Hammer
Community Service
Free Speech
Judgment Day
Traffic Director
Overeager Cadet


Tech 2 card(s)
Get Paid + float + scav - ($13)
Quince - ($11)
Free Speech - ($9)
Spectral Hound - ($8)
Tower - ($5)
Extra mirror - ($3)
rebuild tech 2
Overeager Cadet

Float ($3)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Spectral Hound 3/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Overeager Cadet 2/2
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Quince 1/3, lvl 1
  • Mirror 0/1
  • Mirror 0/1
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :heart: Tech I HP: 1
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 11
Thoughts

how ridiculous would it be to use judgment day on pestering Haunt… but honestly saving my tech 1 is almost worth it, but not really. plus I can’t Free speech then, not enough money and no tech 2. with free speech, the only thing remotely concerning is hooded Executioner. I will have a lot of money next turn, and a decent chance to make a mirror copy. he is almost certainly making tech 2, but the rest of his money, I have no idea.

"

Yikes yea, this is probably over for me…

Game 4, Player 2, Turn 6

Map: Flagstone Mines (Hire as many workers as you like each turn)
P1 Blue vs P2 Black

[details=Starting Hand]
Deteriorate
Dark Pact
Plague Spitter
Summon Skeletons
Sacrifice the Weak
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Gorgon, Metamorphosis
Abomination x2
Hooded Executioner, Plague Spitter
Death and Decay x2
Sickness, Dark Pact
[/details]


###Main:

  • Vandy kills SQL, takes 4 damage
  • Haunt trades with a mirror
  • Plague Spitter (7)
  • Worker (6)
  • Tech 2 Disease (2)

[details=Workers]
Summon Skeletons, Graveyard, Poisonblade Rogue, Skeletal Archery, Jandra, The Negator
[/details]

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

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

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Plague Spitter (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Orpal (2/2 lvl 6)
  • :target: Lookout:

####In Play:

  • Vandy (4/1 lvl 5)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 7

####Gold:

  • Gold: 2
  • Workers: 10

[details=End of Turn Hand]
Hooded Executioner
Skeleton Javelineer
Sacrifice the Weak
Abomination
Metamorphosis
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Really tough spot to be in, I needed that double tech kill. We’ll see if I can pull this off but I’m pretty doubtful…

Let’s hope he missed the garrison on this hand and drew it in the last hand, wouldn’t that be great?

Well I have Meta and Abom, likely he can’t kill both Vandy AND a tech 2 with only 3 attackers so let’s see what happens!
[/details][/spoiler]

P1T7


Tech StartingHand Workers

TECH
Spectral Hound


STARTING HAND
Drill Sergeant
Drill Sergeant
Flagstone Garrison
Arrest
Reputable Newsman
Free Speech
Spectral Hound
Spectral Hound
Traffic Director
Community Service


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


NextHand

Arrest
Judgment Day
Overeager Cadet
Air Hammer
Overeager Cadet


Discard

Community Service
Free Speech
Reputable Newsman


Tech 1 card(s)
Get Paid + float - ($14)
Arrest Plague Spitter - ($12)
Cadet dies on Orpal, midband Quince, my mirror dies to orpal maxband
Flagstone Garrison - ($9)
Drill Sergeant, reshuffle, draw - ($6)
Drill Sergeant, +1 rune, draw - ($3)
Spectral Hound, +2 Runes, draw - ($2)
Spectral Hound, +2 Runes, draw - ($1)
Traffic Director, +2 Runes, draw - ($0)
Quince trades with Vandy

Float ($0)
Discard 3, draw 5


[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]: Spectral Hound 3/3
  • :pschip: [I]Technician[/I]: Spectral Hound 3/3
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Flagstone Garrison
  • Drill Sergeant 7/7, +4 Runes
  • Drill Sergeant 6/6, +3 Runes
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :heart: Tech I HP: 1
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

I can max quince for a 3rd DS, but money wise that at most gets me 8 runes, with 2 pretty lucky draws of a 1 drop and a cadet. Chances are decent for the 1 drop, but not for the cadet, so likely 6 runes. Alternate, I have 5g and 2 draws to see how far I can get, which seems much less risky. Given that, I can start with arrest and trading cadet for orpal. loss of my mirror isn’t that bad given I can trade quince for vandy and have basically a safe board for a turn.

I can get an Abom and Gorgon down here, but it’s not going to be enough in the long-term, you’ll build up enough runes to crush me.

GG WP, I think this map definitely favors blue since it allows for teching up early and thinning the deck without Black being able to lock it down easily

I dunno, the first game with all the card advantage would have been a win for you, but perhaps not as one sided as the standard match.

We can move on to the next map, which I have as…
BIG GAME HUNTERS: Each player gets an extra [2 gold] during each of their upkeeps.
AKA Show me the money! No Idea if this will help blue, but I am optimistic.

And looking ahead, Hard times mill appears to be the opposite of what we just played, and my suspicion is that it will not help blue at all.

P1T1


StartingHand Workers

STARTING HAND
Jail
Building Inspector
Bluecoat Musketeer
Porkhand Magistrate
Manufactured Truth


WORKERS
x
x
Bluecoat Musketeer


NextHand

Lawful Search
Reputable Newsman
Arrest
Spectral Aven


Discard

Manufactured Truth
Porkhand Magistrate


Tech 0 card(s)
Get Paid - ($6)
Worker - ($5)
Jail - ($2)
Onimaru - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Onimaru 2/3+A, lvl 1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jail :heart: 3
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5

GL HF I suspect this favors Blue as well, helps offset Black’s early gold efficiency, but we shall see!

Game 5, Player 2, Turn 1

Map: Big Game Hunters (Each player gets an extra [2 gold] during each of their upkeeps.)
P1 Blue vs P2 Black

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

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Vandy + Midband (3)
  • Pestering Haunt to hail
  • Hero’s Hall (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
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Vandy (3+1/4 lvl 3)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:


###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 6

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

[details=End of Turn Discard]
Skeletal Archery
Thieving Imp
Deteriorate
[/details]

[details=My Thoughts]
Have to worry about giving Oni levels with all this extra gold, but same goes for me and Vandy :slight_smile: He wants to go Jail that’s fine, I can play around heroes and skeletons
[/details]