[2.1a] Testing - Zango v FrozenStorm - Garrison Nerf - Burning Legion

Hey @zango! As discussed in the Balance 2.1 discussion thread, we’re starting off a thread to test the following change to Flagstone Garrison proposed by @charnel_mouse:

Whenever you play a unit from your hand, you may exhaust it. If you do, draw a card.

We’ll still be keeping all the non Garrison changes in the 2.1 patch

Hoping to play a couple P1/P2 pairs of games with a couple different decks, but let’s start with Nightmare and see how it goes! GL HF!

Testing FG Nerf - Game 1, Player 1, Turn 1

P1 Nightmare 2.1a vs P2 Burning Legion 2.1a

Starting Hand

Skeletal Archery
Poisonblade Rogue
Pestering Haunt
Sacrifice the Weak
Thieving Imp

Events of Turn:


Upkeep:

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

Main:

  • Thieving Imp, discard #5 of 5 (1)
  • Pestering Haunt
  • Worker (0)
Workers

Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Skeleton Javelineer
Deteriorate
Summon Skeletons
Jandra, the Negator

End of Turn Discard
My Thoughts

Really excited to see how this garrison idea works out! It feels like just the right kind of thing to try to reign in its power while keeping its strength. It feels like ti’s more glass cannon now than safe grinder


3 Likes

Sounds like a great plan to just play a single game on each side for different MUs. Either way we’re not going to do a proper statistical analysis and just want to see how the nerf feels…

Edit:
First edit was wrong match title.
Second edit is that I want to suggest: if we start a march and the opening split is really really bad, I think we should draw a new hand. What do you think?

GL & HF

PS: I’d appreciate it a lot if you made sure that your card count is always up to date :wink:

Balance tests game 1 P2T1

P1 [Demonology]/Necromancy/Finesse vs. P2 [Fire]/Peace/Demonology

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Bloodrage Ogre (3/2)
Careless Musketeer (2/1)
Charge
Bombaster (2/2)
Makeshift Rambaster (1/2)


WORKERS
Careless Musketeer (2/1)


NextHand

Scorch
Bloodburn
Mad Man (1/1)
Nautical Dog (1/1)


Discard

Bombaster (2/2)
Charge
Makeshift Rambaster (1/2)


Tech 0 card(s)
discard #5
Get Paid - ($5)
Worker - ($4)
Vandy - ($2)
bogre - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy (2/3, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bloodrage Ogre (3/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

it’s probably huge that I have bogre here, but unfortunately my second hand is kind of weak.
Post draw I realized that my second hand is awesome as I’ll probably want to midband Vandy and possibly play a unit

I will endeavor to do so!

Also I forgot this is Red starter lol. Confirming it’s Fire / Demon / Peace?

Testing FG Nerf - Game 1, Player 1, Turn 2

P1 Nightmare 2.1a vs P2 Burning Legion 2.1a

Starting Hand

Skeleton Javelineer
Deteriorate
Summon Skeletons
Jandra, the Negator

Events of Turn:


Upkeep:

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

Nimble Fencer x2


Main:

  • Pestering Haunt hits your base to 19
  • Garth (3)
  • Make a skeleton (2)
  • Worker (1)
  • Tech 1 (0)
Workers

Jandra, the Negator, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards after your turn

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Garth (1/3 lvl 1)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Graveyard
Skeletal Archery
Nimble Fencer
Skeleton Javelineer
Sacrifice the Weak

End of Turn Discard
My Thoughts

Bit scary, forgot this was Red starter with the haste… Think it’s just double fencers hold the line for now


Yes it is. Does this change anything? If you want to redo anything please let me know

1 Like

Thanks for trying!

Assuming that the confirmation and this red starter issue doesn’t change anything I’ll post my next turn, but the offer still beholds to roll back anything if you want to.

Balance tests game 1 P2T2

P1 [Demonology]/Necromancy/Finesse vs. P2 [Fire]/Peace/Demonology

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Lobber (2/2)
Lobber (2/2)


STARTING HAND
Mad Man (1/1)
Bloodburn
Nautical Dog (1/1)
Scorch


WORKERS
Careless Musketeer (2/1)
Scorch


NextHand

Pillage
Nautical Dog (1/1)
Charge
Bloodburn


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
bogre kills sl
Vandy kills Imp, you gain 1, midband heals - ($3)
mm trades haunt - ($2)
Tech 1 - ($0)

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 (3/4, lvl3)
  • Bloodrage Ogre (3/1)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech 1: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I’m lost… Frozen ALWAYS goes for DP+fencer as his first tech choices with nightmare. will he stick to that plan with Garth out and Garth being safe against anything but mm+MSR or bombaster???
would have preferred to not trade that haunt, but I want him to invest another card in getting rid of that bogre (if he is as afraid of my lobbers as he should be)

Post draw: uffff, drawing 3 out of 8 with 4 haste units has 50,0% probability to AT LEAST draw 2 of them. And with that I manage to whiff completely… Woah…

No changes needed!

Testing FG Nerf - Game 1, Player 1, Turn 3

P1 Nightmare 2.1a vs P2 Burning Legion 2.1a

Starting Hand

Graveyard
Skeletal Archery
Nimble Fencer
Skeleton Javelineer
Sacrifice the Weak

Events of Turn:


Upkeep:

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

Dark Pact, Star-Crossed Starlet
Nimble Fencer x2


Main:

  • Make a skeleton (5)
  • Garth trades Brogre, Vandy maxbands
  • Nimble Fencer (3)
  • Graveyard (1)
  • Worker (0)
Workers

Skeletal Archery, Jandra, the Negator, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards after your turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3a)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Deteriorate
Nimble Fencer
Summon Skeletons
Dark Pact

End of Turn Discard
My Thoughts

Think we force Vandy on the maxband to prevent another heal or doom play, plus it takes out the Brogre. Not too afraid of meta, we’ll see though


then let’s get started for real!

tbh that garth sacrifice was quite a surprise, but I alreafy was confused how your garth start functions with your preference for an early DP. Now I have my answer :sweat_smile:

edit: forgot my teched cards, spectators please look into discard pile

Balance tests game 1 P2T3

P1 [Demonology]/Necromancy/Finesse vs. P2 [Fire]/Peace/Demonology

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Pillage
Charge
Bloodburn
Nautical Dog (1/1)


WORKERS
Careless Musketeer (2/1)
Scorch
Bloodburn


NextHand

Makeshift Rambaster (1/2)
Lobber (2/2)
Bombaster (2/2)
Lobber (2/2)
Mad Man (1/1)


Discard

Bloodrage Ogre (3/1)
Charge
Nautical Dog (1/1)
Pillage
Drill Seargeant
Garrison


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

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy (4/5, lvl5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II (Peace) HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

LOL, Frozen and his beloved GY…
I’m pretty sure that Vandy will die here, but at the cost of 6g and a tech skip that seems fine. I guess he has 2x Fencer + 1x Starlet + 1x DP in his cycle now, that might give me enough time to get the tech 2 head start that Peace needs against Nightmare.
The Garrison nerf is very interesting as I was already thinkging about maybe not even teching a Garrison but instead go for a DP heavy DS strategy

This time, you must check your post. No teched cards, gold value too high…

yeah, I accidentally clicked on discard/draw without having done anything and was too lazy to roll back on mobile and obviously didn’t see all the points that need correcting. Now everything should be fine. spectators: for tech choices please look into my last two cards in my discard pile

These things happen, I’m not stressin’ :wink: it’s simple enough to ask a clarifying question if things look out of place IMO

Testing FG Nerf - Game 1, Player 1, Turn 4

P1 Nightmare 2.1a vs P2 Burning Legion 2.1a

Starting Hand

Deteriorate
Nimble Fencer
Summon Skeletons
Dark Pact

Events of Turn:


Upkeep:

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

Maestro, Soul Stone
Dark Pact, Star-Crossed Starlet
Nimble Fencer x2


Main:

  • Nimble Fencer (5)
  • Worker (4)
  • Tech 2 Finesse (0)
Workers

Summon Skeletons, Skeletal Archery, Jandra, the Negator, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3a)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician:
  • :target: Lookout: Nimble Fencer (2/3)

In Play:

  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Skeleton Javelineer
Pestering Haunt
Sacrifice the Weak
Star-Crossed Starlet

End of Turn Discard
My Thoughts

Hmm, I miscounted gold and we don’t actually want DP here; We want to tech up and go hard next turn…

So options are:

  • Play Fencer / River + tech up
  • Vandy + DP + hope for Starlet, skip worker to clear enemy Vandy + threaten big swing next turn
    • If we whiff Starlet… that’s really bad? Play Fencer and pray?

I guess it’s tech up and play for Maestro stuff next turn, in which case I think I want 2x Fencer on board already to snipe at buildings

So here I tech… what? Maestro? Plus… Starlet? Soul Stone? Another DP? Nether Drain? Lizard?

All those seem viable. I think Soul Stone for Maestro is pretty powerful, that’s a wall you aren’t getting through easily.


Things are starting to get interesting! I would have bet quite a sum that you are not allowing me to keep Vandy, but I can understand you prioritizing getting to tech 2 by yourself.

Balance tests game 1 P2T4

P1 [Demonology]/Necromancy/Finesse vs. P2 [Fire]/Peace/Demonology

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Metamorphosis
Dark Pact


STARTING HAND
Bombaster (2/2)
Makeshift Rambaster (1/2)
Mad Man (1/1)
Lobber (2/2)
Lobber (2/2)


WORKERS
Careless Musketeer (2/1)
Scorch
Bloodburn
Bombaster (2/2)


NextHand

Metamorphosis
Dark Pact
Lobber (2/2)
Charge


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Vandy kills SL
MSR kills scavenger - ($7)
lobber - ($6)
Jaina - ($4)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Lobber (2/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Jaina (2/3, lvl1)
  • :target: Lookout:

In Play:

  • Vandy (4/3, lvl5)
  • Makeshift Rambaster (1/1)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 4
  • Workers: 9
Thoughts

I love the new nerf! in the old ways I now would have completely focused on Garrison, which would have been invincible with that much float available. now Garrison is a nice consistency backup but my main game plan is twofold: Meta plus DS with DP card draw. I chose MSR over Lobber for the extra StW protection of Jaina in case I’m able to dig deep enough into my deck to fish the singleton Meta, which should be doable with my three card draw options. But Oni with Meta and enough card draw for a consistent tAoW draw also sounds rather interesting :thinking:

She was juicy bait there, but I didn’t have the cards to efficiently make the kill

Testing FG Nerf - Game 1, Player 1, Turn 5

P1 Nightmare 2.1a vs P2 Burning Legion 2.1a

Starting Hand

Skeleton Javelineer
Pestering Haunt
Sacrifice the Weak
Star-Crossed Starlet

Events of Turn:


Upkeep:

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

Star-Crossed Starlet, Leaping Lizard
Maestro, Soul Stone
Dark Pact, Star-Crossed Starlet
Nimble Fencer x2


Main:

  • Pestering Haunt
  • Garth + Maxband, fetch Maestro from discard (1)
  • Nimble Fencer from the graveyard, for free
  • Star-Crossed Starlet from hand, for free
  • Fencers and Starlet tap to break down your tech2, your base to 17
  • Make a skeleton (0)
  • skip worker
Workers

Summon Skeletons, Skeletal Archery, Jandra, the Negator, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE

In Patrol:

  • :psblueshield: Squad Leader: Garth (3/4a lvl 7)
  • :psfist: Elite:
  • :pspig: Scavenger: Maestro (3/5)
  • :exhaust: Technician:
  • :target: Lookout: Skeleton (1/1)

In Play:

  • Nimble Fencer (2/3)
  • Nimble Fencer (2/3)
  • Star-Crossed Starlet (3/2)
  • Pestering Haunt (1/1)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Thieving Imp
Leaping Lizard
Soul Stone
Deteriorate

End of Turn Discard
My Thoughts

think this works! No Garrison online, I can shut it down and have a pretty steady wall up. Maybe we lose Maestro but with the Graveyard I should be okay. MR is the only wrinkle, could shut down my Graveyard, so I think we probably stick a skeleton in as well. I don’t mind losing Garth and the 4/2/2 current attack spots mean I think it’s better for me to put Garth out front.


For that line of yours I have the dream of god hands in my hand:
Get gold + float - ($13)
Exhaust lobber to ping your base to 19
Meta - ($7)
Vandy & Jaina invisibly and readily deal 12 to your base
Exhaust Jaina to bring your base down to 4
DP from hand your base down to 2 - ($6)
Exhaust Vandy to fetch & play second DP in order to break your base - ($4)
GG

This deck has just so many different angles. Against maestro & fencers obviously this extra nerf of Garrison really is a thing, which is why I already tried to diversify my threats, but that it works out like this with my ultra fat current cycle is just dumb luck. Yes, I was kind of ahead after that Garth sacrifice, but to have Meta for a t5 kill in hand here is just… weird…

Either way, I really like this new nerf! Do you want to analyze anything or should I directly start the next one?

edit: didn’t really realize in what a dire situation I would be in right now if I didn’t have meta. Quite a nice board state that you put yourself into. In the old version of the garrison nerf I definitely would not have put meta into my deck. Weird that a further nerf actually brought me victory here.

This is only 4 damage, isn’t it? How is it breaking the Tech II?

he has two fencers and one starlet, so it indeed breaks tech 2