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

No worries, it became clear after I thought a while about it, but in case of small inconsistencies I really prefer the double check.

Now about the turn: you really force me into lines that I didn’t want to dive into, but well, I’m still in a very very comfortable situation, so I won’t complain about it :wink:

Balance tests game 2 P1T4

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Flagstone Garrison (4)
Dark Pact


STARTING HAND
Makeshift Rambaster (1/2)
Pillage
Charge
Mad Man (1/1)


WORKERS
Careless Musketeer (2/1)
Bloodburn
Scorch
Charge


NextHand

Pillage
Lobber (2/2)
Bloodrage Ogre (3/2)


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Vandy kills SL
mm ““trades”” starlet - ($7)
hh - ($5)
MSR deals 3 damage to tech 1 - ($3)
rebuild tech 1

Float ($3)
Discard 1, draw 1, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy (4/3, lvl5)
  • Makeshift Rambaster (1/2)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 8
Thoughts

this forces me so hard into Meta… but I really really don’t want to go down that road again when I’m supposed to test the new Garrison…
tough decision on whether I want a second Garrison in my next cycle and whether I want to push my advantage or whether MSR would be an overextension.
With playing MSR I chose to double down on card draw options in order to not run out of steam too quickly, even though I really really wanted to have cadets in this cycle.