I think this will be game over with a guaranteed DS in my next hand.
I still really love the new Garrison. But maybe it’s for other deck combinations a bit too drastic of a nerf. At least it feels very oppressive here (in a positive way for this deck that is too strong for the otherwisely balanced meta).
Balance tests game 2 P1T6
P1 [Fire]/Peace/Demonology vs. P2 [Demonology]/Necromancy/Finesse
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Firebat (3/3)
Drill Sergeant (3/3)
STARTING HAND
Dark Pact
Flagstone Garrison (4)
Lobber (2/2)
Mad Man (1/1)
Nautical Dog (1/1)
Bombaster (2/2)
WORKERS
Careless Musketeer (2/1)
Bloodburn
Scorch
Charge
Pillage
Bombaster (2/2)
NextHand
Flagstone Garrison (4 )
Drill Sergeant (3/3)
Discard
Bloodrage Ogre (3/2)
Lobber (2/2)
Overeager Cadet (2/2)
Overeager Cadet (2/2)
Dark Pact
Firebat (3/3)
Drill Sergeant (3/3)
Lobber (2/2)
Tech 2 card(s)
Get Paid + float - ($12)
DP my base - ($11)
Garrison - ($8)
MM, exhaust to draw - ($7)
dog, exhaust to draw - ($6)
worker - ($5)
lobber trades SL - ($4)
Jaina - ($2)
Oni trades Vandy, you draw, Jaina to lvl3
Vandy breaks tower
MSR breaks tech 1
Float ($2)
Discard 0, draw 2
Board Info:
In Patrol:
Squad Leader: Jaina (2/3, lvl3)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Vandy (4/2, lvl5)
- Makeshift Rambaster (1/2)
- Flagstone Garrison (4)
- Mad Man (1/1)
- Nautical Dog (1/1)
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Peace)
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 2
- Deck: 0
- Disc: 8
Gold:
- Gold: 2
- Workers: 10
Thoughts
this should be it