then let’s get started for real!
tbh that garth sacrifice was quite a surprise, but I alreafy was confused how your garth start functions with your preference for an early DP. Now I have my answer
edit: forgot my teched cards, spectators please look into discard pile
Balance tests game 1 P2T3
P1 [Demonology]/Necromancy/Finesse vs. P2 [Fire]/Peace/Demonology
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Pillage
Charge
Bloodburn
Nautical Dog (1/1)
WORKERS
Careless Musketeer (2/1)
Scorch
Bloodburn
NextHand
Makeshift Rambaster (1/2)
Lobber (2/2)
Bombaster (2/2)
Lobber (2/2)
Mad Man (1/1)
Discard
Bloodrage Ogre (3/1)
Charge
Nautical Dog (1/1)
Pillage
Drill Seargeant
Garrison
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 - ($2)
Float ($2)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader: Vandy (4/5, lvl5)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 19
Tech I HP: 5
Tech II (Peace) HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 6
Gold:
- Gold: 2
- Workers: 8
Thoughts
LOL, Frozen and his beloved GY…
I’m pretty sure that Vandy will die here, but at the cost of 6g and a tech skip that seems fine. I guess he has 2x Fencer + 1x Starlet + 1x DP in his cycle now, that might give me enough time to get the tech 2 head start that Peace needs against Nightmare.
The Garrison nerf is very interesting as I was already thinkging about maybe not even teching a Garrison but instead go for a DP heavy DS strategy