well vandy was planned to die in your t4. But as she didn’t die it was clear enough that I should be able to keep her alive and then with these two insane co-heroes meta was a no brainer for me and therefore teched meta in t5. But yes, I should focus a bit more on actually tetsing the new nerf. But I won’t promise that I’ll strictly stick to the standard plan for this deck
about this game: oh I know - dog in t1 + combat hero is nothing that I ever enjoy facing. But at least I didn’t have Bogre in my turn 2 hand.
Balance tests game 2 P1T2
P1 [Fire]/Peace/Demonology vs. P2 [Demonology]/Necromancy/Finesse
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Lobber (2/2)
Lobber (2/2)
STARTING HAND
Bloodburn
Charge
Mad Man (1/1)
Scorch
Bombaster (2/2)
WORKERS
Careless Musketeer (2/1)
Bloodburn
NextHand
Bloodrage Ogre (3/2)
Lobber (2/2)
Bombaster (2/2)
Nautical Dog (1/1)
Scorch
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
dog pings SL
vandy kills SL, midband heals - ($2)
tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Vandy (3/4, lvl3)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Thoughts
what a weird start! To directly go down to three cards, which typically screams tech rush, while his deck does not provide a good rush strategy (at least none that I can see)…