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:
Squad Leader: Lobber (2/2)
Elite:
Scavenger:
Technician: Jaina (2/3, lvl1)
Lookout:
In Play:
- Vandy (4/3, lvl5)
- Makeshift Rambaster (1/1)
Buildings:
Base HP: 19
Tech I HP: 5
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 ![]()