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
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
Balance tests game 1 P2T1
P1 [Demonology]/Necromancy/Finesse vs. P2 [Fire]/Peace/Demonology
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
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
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:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy (3/4, lvl3)
Bloodrage Ogre (3/1)
Buildings:
Base HP: 19
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…
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
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
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
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
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
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
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
Patrol as below
Discard 2 Draw 1 rs Draw 3
Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 FINESSE
In Patrol:
Squad Leader: Garth (3/4a lvl 7)
Elite:
Scavenger: Maestro (3/5)
Technician:
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.