Thanks for trying!
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
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Lobber (2/2)
Lobber (2/2)
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…