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

Here he comes, my beloved bogre!

Balance tests game 2 P1T3

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Flagstone Garrison (4)
Drill Sergeant (3/3)


STARTING HAND
Bloodrage Ogre (3/2)
Scorch
Lobber (2/2)
Bombaster (2/2)
Nautical Dog (1/1)


WORKERS
Careless Musketeer (2/1)
Bloodburn
Scorch


NextHand

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


Discard

Bombaster (2/2)
Nautical Dog (1/1)
Flagstone Garrison (4)
Drill Sergeant (3/3)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
lobber kills SL - ($4)
bogre - ($2)
Vandy kills your Vandy, you draw, doom haunt & lobber

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy (4/5, lvl5)
  • Lobber (4/3, doomed)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

this one was a bit tricky. I think I want to break this gy next turn, so I choose the pay that’s a bit risky with bogre. if I miss on the lobber with drawing 4 out of 5, this decision will look plain dumb…
I find myself to plan for not really using Garrison, which seems to hint that the need really is a big one. but I still like it!

It’s not getting easier lol :sweat_smile:

Testing FG Nerf - Game 2, Player 2, Turn 3

P1 Nightmare 2.1a vs P2 Burning Legion 2.1a

Starting Hand

Jandra, the Negator
Deteriorate
Star-Crossed Starlet
Nimble Fencer (techn, lucky)

Events of Turn:


Upkeep:

  • Get Gold (7)
  • draw 1 techn
  • Tech 2 cards (except turn 1)
All Teched Cards

Dark Pact, Nimble Fencer
Nimble Fencer, Star-Crossed Starlet


Main:

  • Nimble Fencer (5)
  • Star-Crossed Starlet, trades with Brogre, to my graveyard (3)
  • Replay Starlet from graveyard, hit your tech1 to 1hp (1)
  • Haunt breaks your tech1, your base to 18
  • Worker (0)
Workers

Summon Skeletons

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Star-Crossed Starlet (3/2)
  • Graveyard (3hp, holding Skeleton Javelineer and Pestering Haunt when your turn starts)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Sacrifice the Weak
Thieving Imp
Skeletal Archery

End of Turn Discard
My Thoughts

This is a mess lol. Maybe breaking the tech2 buys me the time I need here, but I think more likely I’m losing my graveyard or tech1 in response and around we go


Nice one! Can you please clarify your card count statistics? Discard should be empty, is anything else also off ?

edit: probably the card count is right, there was just this misleading statement

You are correct, mentally I said “it’s discard 1 draw 3 same as last turn” and skipped over that line, not realizing the cycle comms would be off. The deck count is correct. Sorry about that!

1 Like

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.

And down goes the graveyard, this just went from bad to worse :skull_and_crossbones:

Kinda feels like we aren’t even testing Garrison

Testing FG Nerf - Game 2, Player 2, Turn 4

P1 Nightmare 2.1a vs P2 Burning Legion 2.1a

Starting Hand

Sacrifice the Weak
Thieving Imp
Skeletal Archery

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Starlet dies, graveyard’s too crowded
  • Tech 2 cards (except turn 1)
All Teched Cards

Maestro, Dark Pact
Dark Pact, Nimble Fencer
Nimble Fencer, Star-Crossed Starlet


Main:

  • Thieving Imp, discard #3 of 3 (5)
  • Tech 2 Finesse (1)
  • Worker (0)
Workers

Skeletal Archery, Poisonblade Rogue, Jandra, the Negator, Summon Skeletons

  • :pspurpleshield: Patrol as below
  • Discard 1 rs Draw 3
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 2
  • Tech2 HP: 5 FINESSE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Thieving Imp (2+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothing

Economy Info:

Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Dark Pact
Skeleton Javelineer
Graveyard

End of Turn Discard
My Thoughts

Still very messy. I probably will need a tower next turn, but I spose we’ll see if we hit DP + Maestro + some fancy fencers

This is brutal though, gutters of nerfed Nightmare P2 oppression


Let’s see whether we’ll come to a factual testing and to not test it in my in depth analysis in my thoughts only :sweat_smile:

Balance tests game 2 P1T5

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Overeager Cadet (2/2)
Overeager Cadet (2/2)


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


WORKERS
Careless Musketeer (2/1)
Bloodburn
Scorch
Charge
Pillage


NextHand

Flagstone Garrison (4)
Dark Pact


Discard

Bloodrage Ogre (3/2)
Lobber (2/2)
Overeager Cadet (2/2)
Overeager Cadet (2/2)


Tech 2 card(s)
discard #3
Get Paid + float - ($11)
Worker - ($10)
Tech 2 - ($6)
Oni - ($4)
Lobber trades Imp - ($3)
MSR & Vandy break tech 2

Float ($3)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Oni (2/3, lvl1)
  • :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: Tech II HP: 5 (Peace)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 6
  • Disc: 4

Gold:

  • Gold: 3
  • Workers: 9
Thoughts

that Imp really hurt bad. tbh I didn’t think of this nuisance when I thought about him only having three tech 0 cards in hand.
tough decision on whether it will be better to break tech 2 now or to break tech 1 and deal 4 damage to tech 2.
I expect him to have 4 Virtuosos, a DP and a Maestro in his cycle. If I break tech1 he might just fetch Guide and rcover hand size. A worst case might lead to him having lethal in T6.
If I break tech 2, he might put

Post draw: Jackpot! :partying_face: I might not even need to fetch the second DP awesome!!!

@FrozenStorm friendly poke

Think I’m out of good options :sweat:

Testing FG Nerf - Game 2, Player 2, Turn 5

P1 Nightmare 2.1a vs P2 Burning Legion 2.1a

Starting Hand

Dark Pact
Skeleton Javelineer
Graveyard
Pestering Haunt + Deteriorate (DP)

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards (except turn 1)
All Teched Cards

Grounded Guide, Discord
Maestro, Dark Pact
Dark Pact, Nimble Fencer
Nimble Fencer, Star-Crossed Starlet


Main:

  • Vandy (7)
  • Dark Pact, base to 16 draw 2 (6)
  • Graveyard (4)
  • Skeleton Javelineer (3)
  • Pestering Haunt
  • Tower (0)
Workers

Skeletal Archery, Poisonblade Rogue, Jandra, the Negator, Summon Skeletons

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 2
  • Tech2 HP: 5 FINESSE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (1/1a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Vandy (2/3 lvl 1)
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Maestro
Star-Crossed Starlet
Nimble Fencer

End of Turn Discard
My Thoughts

Don’t think I’m coming back here lol


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:

  • :psblueshield: Squad Leader: Jaina (2/3, lvl3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy (4/2, lvl5)
  • Makeshift Rambaster (1/2)
  • Flagstone Garrison (4)
  • Mad Man (1/1)
  • Nautical Dog (1/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

this should be it

Yeah I’ll throw in the towel there, GG! At least we got to see the Garrison change, that would have been an extra card and maybe my graveyard down with the old Garrison.

This was oppressive. I never really felt strongly in it this game. Last game at least I chose a gamble on Meta and just lost.

What would you like to try next?

GG, this turn 1 of yours probably put a bit too much of pressure on your hand size…

I think we probably should test any other deck with Garrison but this one. I don’t have a strong opinion on what to play or on what to test against and I can also play both sides. Do you have anything you want to test this nerf with next?