[MMM1] WARM-UP: BLUE (Nekoatl) vs BLACK (FrozenStorm)

GG. It does seem to be a rather one-sided scenario. I think part of the problem is that the turn 2 Blue player often faces a catch 22 scenario where they need to gain info to determine if they can protect a hero, but they have to commit to a hero in order to use Lawful Search to get that information. If I were to suggest a design tweak, it would be to make Lawful Search an upgrade or unit rather than a spell.

A game to get a feel for P1 again before we do the set of 10 is probably a good idea, but Iā€™m afraid that will have to wait a short while. Iā€™ll post a turn when I get an opportunity.

1 Like

No worries, Iā€™m in no rush :wink: Not sure how Lawful Search would work as a building or Upgrade, maybe if it cost 2 and it was 1+tap to use? The ability has to cost gold, and being able to peak at hand every turn renders Eyes of the Chancellor less good (and it already isnā€™t great). Perhaps if you dropped the card draw, and gave Eyes a buff of some kind (though again, Blue and Truth are decently okay in most other matchups, buffing too much would be dangerous)

This is what I would try first, if given the task:

$0

Lawful Search
Upgrade

$1: Draw a card, sacrifice this, then choose one:

  • Look at an opponentā€™s hand.
  • Look at an opponentā€™s discard.

Itā€™s almost the same, but provides 2 advantages. It doesnā€™t require a hero to play, and it can be ā€œfloatedā€ to a later turn. I donā€™t know if those advantages would be enough to imbalance other matchups or not, though.

4 Likes

I woke up this morning and realized I had overlooked 2 options for problems Iā€™d tried to solve, due to bad results from those cards early in the thread. But, I think I can make better use of them now that I have more experience with this matchup. Iā€™ll try them during this game to confirm that they actually arenā€™t as bad as my first impressions would suggest.

"P1T1


StartingHand Workers

STARTING HAND
Arrest
Porkhand Magistrate
Jail
Building Inspector
Manufactured Truth


WORKERS
Jail


NextHand

Traffic Director
Bluecoat Musketeer
Reputable Newsman
Lawful Search
Spectral Aven


Discard

Manufactured Truth
Porkhand Magistrate
Arrest


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Building Inspector - ($2)
Bigby Hayes - ($0)

Float ($0)
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]: Building Inspector (1/1) $1 tax
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Bigby Hayes (2/3)
    [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
    "
2 Likes

Apologies for the long wait @Nekoatl, GL HF!

Game 13, Player 2, Turn 1

P1 Blue vs P2 Black

[details=Starting Hand]
Deteriorate
Poisonblade Rogue
Thieving Imp
Graveyard
Sacrifice the Weak
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Vandy (3)
  • Deteriorate Inspector, you get 1g
  • Poisonblade Rogue (1)
  • Worker (0)

[details=Workers]
Graveyard
[/details]

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

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

  • :heart: Base HP: 16

####In Patrol:

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

####In Play:

  • Poisonblade Rogue (2/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Skeletal Archery
Summon Skeletons
Skeleton Javelineer
Pestering Haunt
[/details]

[details=End of Turn Discard]
Deteriorate
Sacrifice the Weak
Thieving Imp
[/details]

[details=My Thoughts]
Major counter pressure, letā€™s see what Bigby has to say about this XD
[/details]

No worries; GL HF.

Btw, isnā€™t it a bit early for your base to have only 16 HP?

"P1T2


Tech StartingHand Workers

TECH
Brave Knight
Overeager Cadet


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


WORKERS
Jail
Spectral Aven


NextHand

Lawful Search
Bluecoat Musketeer
Overeager Cadet
Porkhand Magistrate


Tech 2 card(s)
Get Paid + Scavenger - ($6)
Worker - ($5)
Traffic Director - ($4)
Reputable Newsman: $2 - ($2)
Tech I - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Traffic Director (1/1A) Untargetable
  • :psfist: [I]Elite[/I]: Reputable Newsman (1/3) $2 blocked
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Bigby Hayes (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
    "

Game 13, Player 2, Turn 2

P1 Blue vs P2 Black

[details=Starting Hand]
Skeletal Archery
Summon Skeletons
Skeleton Javelineer
Pestering Haunt
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Dark Pact, Crypt Crawler
[/details]


###Main:

  • Vandy kills TD and sparks Newsman
  • Midband Vandy to heal (4)
  • Skeleton Javelineer (3)
  • Tech 1 (2)
  • Worker (1)

[details=Workers]
Skeletal Archery, Graveyard
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 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: Skeleton Javelineer (1/1)
  • :exhaust: Technician: Poisonblade Rogue (2/1)
  • :target: Lookout:

####In Play:

  • Vandy (3/4 lvl 3)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

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

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Throws up blockers, thatā€™s fine, Iā€™m totally safe and making great progress
[/details]

"P1T3


Tech StartingHand Workers

TECH
Jurisdiction
Jurisdiction


STARTING HAND


WORKERS
Jail
Spectral Aven
Porkhand Magistrate


NextHand

Brave Knight
Building Inspector
Manufactured Truth


Discard

Traffic Director
Jurisdiction
Jurisdiction
Lawful Search
Arrest


Tech 2 card(s)
Get Paid + float - ($7)
Lawful Search - ($6)
Worker - ($5)
Overeager Cadet
Bluecoat Musketeer - ($3)
Bigby kills Rogue, you draw 1

Float ($3)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Bluecoat Musketeer (2/2)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Overeager Cadet (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Bigby Hayes (2/1[3])
  • Reputable Newsman (0/2[3]) $2 blocked
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 7
    "

Game 13, Player 2, Turn 3

P1 Blue vs P2 Black

[details=Starting Hand]
Jandra, the Negator
Summon Skeletons
Dark Pact
Sacrifice the Weak
Deteriorate (techn)
Crypt Crawler Thieving Imp (DP)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Shadow Blade, Hooded Executioner
Dark Pact, Crypt Crawler
[/details]


###Main:

  • Vandy kills Musketeer
  • Deteriorate Cadet, Jav chucks a spear to ace him
  • Dark Pact, draw 2
  • Crypt Crawler (6)
  • Thieving Imp, discard #2 of 4 (3)
  • Maxband Vandy, Doom Imp and Newsman (1)
  • Worker (0)

[details=Workers]
Jandra, the Negator, Skeletal Archery, Graveyard
[/details]

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

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

  • :heart: Base HP: 18
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Crypt Crawler (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Thieving Imp (4/4)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Skeleton Javelineer (1/1 no rune)
  • Vandy (4/5 lvl 5)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Pestering Haunt
Shadow Blade
Deteriorate
Poisonblade Rogue
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
I want to play a little safe as all that float makes me smell an Arrest + MTruth + tech up counter play, which would be rough for my tempo. So instead of the Heroā€™s Hall, Iā€™ll max out Vandy, and play next turn for Heroā€™s Hall + Tech 2. Grabbing Shadow Blade to bleed his cards more, as heā€™s already pretty low on cards, and Hooded Exec for another cheap body + Free Speech insurance.
[/details]

Ughā€¦ bad card to draw; bad card to discard.

Btw, you forgot to damage your base with Dark Pact.

"P1T4


Tech StartingHand Workers

TECH
Brave Knight
Overeager Cadet


STARTING HAND


WORKERS
Jail
Spectral Aven
Porkhand Magistrate


NextHand

Arrest
Overeager Cadet
Jurisdiction


Discard

Brave Knight
Jurisdiction
Free Speech
Traffic Director
Brave Knight
Lawful Search


Tech 2 card(s)
Get Paid + float - ($10)
Level Bigby x4 - ($6)
Bigby draws 1
Manufactured Truth: Newsman copies Crawler - ($5)
Newsman kills Crawler
Building Inspector - ($4)
Jurisdiction: Free Speech - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Building Inspector (1/1A): $1 tax
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Bigby Hayes (3/4)
  • Reputable Newsman (2/1[5]) $2 blocked, doomed
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 2
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
    "

Game 13, Player 2, Turn 4

P1 Blue vs P2 Black

[details=Starting Hand]
Pestering Haunt
Shadow Blade
Deteriorate
Poisonblade Rogue
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Metamorphosis, Dark Pact
Shadow Blade, Hooded Executioner
Dark Pact, Crypt Crawler
[/details]


###Main:

  • Vandy kills Inspector
  • Heroā€™s Hall (6)
  • Tech 2 Disease (2)
  • Worker (1)

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

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

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

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5
  • Heroā€™s Hall HP: 4

####In Patrol:

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

####In Play:

  • Vandy (4/4 lvl 5)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 9

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

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Pretty wasted jurisdiction Free Speech, Iā€™m totally fine with teching up and waiting for my big play. Meta + another DP, hopefully get a triple off next turn or the turn after
[/details]

"P1T5


Tech StartingHand Workers

TECH
Scribe
Scribe


STARTING HAND
Arrest
Jurisdiction
Lawful Search
Bluecoat Musketeer


WORKERS
Jail
Spectral Aven
Porkhand Magistrate
Bluecoat Musketeer


NextHand

Arrest
Scribe
Lawful Search


Tech 2 card(s)
Get Paid - ($7)
Bigby draws
Worker - ($6)
Overeager Cadet
Jurisdiction: Free Speech - ($2)
Heroesā€™ Hall - ($0)

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


[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]: Overeager Cadet (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Bigby Hayes (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 11
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
    "
1 Like

I donā€™t like where this is going for youā€¦

Game 13, Player 2, Turn 5

P1 Blue vs P2 Black

[details=Starting Hand]
Summon Skeletons
Hooded Executioner
Sacrifice the Weak
Dark Pact
Deteriorate
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Cursed Ghoul, Gorgon
Metamorphosis, Dark Pact
Shadow Blade, Hooded Executioner
Dark Pact, Crypt Crawler
[/details]


###Main:

  • Garth (8)
  • Orpal (6)
  • Hooded Exec boosted, Cadet disappears (1)
  • Vandy breaks your Heroā€™s Hall, your base to 18
  • Jav hits your base to 17
  • Worker (0)

[details=Workers]
Summon Skeletons, Poisonblade Rogue, Jandra, the Negator, Skeletal Archery, Graveyard
[/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
  • Tech2 HP: 5
  • Heroā€™s Hall HP: 4

####In Patrol:

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

####In Play:

  • Vandy (4/4 lvl 5)
  • Garth (1/3 lvl !)
  • Hooded Executioner (3/3)
  • Skeleton Javelineer (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Dark Pact
Crypt Crawler
Shadow Blade
Pestering Haunt
Thieving Imp
[/details]

[details=End of Turn Discard]
Cursed Ghoul
Gorgon
Deteriorate
Dark Pact
Sacrifice the Weak
[/details]

[details=My Thoughts]
Once again, this is way too expensive for him to do, Iā€™m snowballing the board way too hard.
[/details]

Yeah, I knew I was in trouble the moment you picked the Brave Knight to discard. I expected you to doom the Newsman that turn, so I wanted to have him copy the Knight, hit something for 5, then die as a Technician during your upkeep, with a sturdy 3/3A patroller to defend Bigby. Obviously that didnā€™t work out, as I instead had to scramble to find an alternate defense, heh. Good job playing the Imp there; GG.

I think the Knight can actually be really good if used carefully, but Jurisdiction still seems just too expensive to be a competitive choice. The flexibility it offers is tempting, but it doesnā€™t seem worth the price tag (though maybe it would work well with a spec that can provide extra income?).

Speculation aside, I think thatā€™s probably enough practice. Do you want to start the 10-game thread?

1 Like

Iā€™m not sure the Brave Knight would have changed much, but agree that it was probably the most beneficial discard.

Iā€™m game to start the series, you want P1 or P2 first?

Iā€™ll take P2 to start.

Jurisdiction seems like a late-mid- or late-game card to me, and especially if youā€™re P2. You want to be already swimming in gold and something bad/surprising has just happened, so that Jurisdiction can find you exactly the answer you need.

I think double Jurisdiction was two much for T3 (especially since you know youā€™re going to want Free Speech against Vandy), but one might have been okay. But teching one or 2 in on T4/T5 seems more useful, because itā€™ll arrive when you can afford to do it and something else.

I guess by teching Jurisdiction instead of Free Speech, youā€™re really making it accessible through Bigbyā€™s draw, which let you play it one turn earlier than youā€™d be able to if youā€™d just had Quince. But it meant you were paying 2 extra to play Free Speech on the turn after Vandy starting taking advantage of spells and abilities, so you didnā€™t really get a lockdown from it. Maybe it would have worked if youā€™d been Player 1? But then youā€™d have been really starved for cash.

My plan was to tech in only 1 Jurisdiction and Stash it, but Vandy hit max before I got it in hand, so I decided to double my chances of drawing it and then worker one of them. My hope was to never need to use it, but between allowing me to use Bigby for draws without the risk of having to sacrifice him to make room for Quince, and the flexibility of being able to use an early Injunction should the need arise, it seemed worth trying as a backup option.

Once I start playing Flagstone Garrisons, it becomes completely obsolete, as I become able to tech in the spell I need, draw my entire deck, and play it that turn. Maybe with other specs it could work as a late game option, but in this case its only potential value is to deal with situations Iā€™m not yet otherwise prepared for before I have access to Tech II. And yeah, it does seem to be too expensive for that.

Btw, I was player 1 in that game. :wink:

1 Like

Itā€™s just too expensive in general. I think itā€™s niche useful in a Truth tech plan where you arenā€™t sure if youā€™ll need a clutch injunction, community service, free speech or boot camp / elite training, but outside of that I havenā€™t found the added expense to ever be worth the flexibility in mono blue. You usually know by the time youā€™d use it which of those spells you might want in a pinch.

Iā€™ll start a P1 game later today

2 Likes

Game 2, Player 2, Turn 4:

For Sac the weak, did you sac your Haunt? If you did, you attacked with him this turn?