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:
Squad Leader: Bloodrage Ogre (3/2)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy (4/5, lvl5)
Lobber (4/3, doomed)
Buildings:
Base HP: 20
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!
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
Patrol as below
Discard 1 Draw 3
Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Nimble Fencer (2/3a)
Elite:
Scavenger:
Technician:
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
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!
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
Balance tests game 2 P1T4
P1 [Fire]/Peace/Demonology vs. P2 [Demonology]/Necromancy/Finesse
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.
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! I might not even need to fetch the second DP awesome!!!
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
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.
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?