[Balance Changes] Green v Red (FrozenStorm & bansa)

Good deal. Moment’s Peace, nice call! That really hurts

Balance Trial - Game 3 Player 2, Turn 7

P1 [Green]Codex Card Database) vs P2 Red

Starting Hand

Ember Sparks
Nautical Dog
Scorch
Bloodlust
Pillage (techn, drat)

Events of Turn:


Upkeep:

  • Get Gold (8+2float)
  • draw1 techn
  • Tech 2 cards in (except turn 1)
All Teched Cards

Lobber, Molting Firebird
Lobber, Flame Arrow
Hotter Fire, Ember Sparks
Ember Sparks, Hotter Fire
Bloodlust, Molting Firebird
Gunpoint Taxman, Kidnapping


Main:

  • Drakk (8)
  • Zane (6)
  • Bloodlust Midori and Cala (4)
  • Scorch Midori, he takes 2 (1)
  • Nautical Dog (0)
  • Midori dies at end of your turn, Zane to level 3
Workers

Careless Musketeer, Bloodburn, Bombaster

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader: Drakk (1/3+1armor lvl 1, dies and deals 1 to your base)
  • :psfist: Elite:
  • :pspig: Scavenger: Zane (2/2 lvl 3)
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Molting Firebird (4/3)
  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 12

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Bloodrage Ogre
Gunpoint Taxman
Hotter Fire
Hotter Fire

End of Turn Discard
My Thoughts

Ooof, Moment’s Peace is a big problem, as is no Hotter Fire… I need to kill Midori to prevent more Peace and to prevent him maxing to kill my bird, and I need to do anything I can to prevent my tech2 from going down (as next turn I really want to drop both hotter fires). Teching another Firebird and another Lobber, likely I’ll get patrol cleared and have to face down a Water Elemental or Huntress, but if I can drop both Hotter Fire, I hit base with Bird and probably kill everything but cala and Arg with the collateral, so there’s hope yet. Going to be tight though!


Can you edit Jaina to Zane in play?

Oh yeah forgot to write zane and dog in, carry on!

1 Like

Shoot i forgot about scorch hitting backliners :slight_smile:

P1T8


StartingHand Workers

STARTING HAND
Moment’s Peace
Playful Panda
Rampant Growth


WORKERS
Spore Shambler
Forest’s Favor
Verdant Tree
Merfolk Prospector
Stampede
Stampede


NextHand

Moment’s Peace
Fairie Dragon
Galina Glimmer
Tiger Cub


Discard

Rampant Growth
Playful Panda
Moment’s Peace


Tech 0 card(s)
Get Paid + healing - ($10)
Rebuild Tech II
Argg and Wisp - ($8)
Giant Panda kills Drakk, Argg to L3 - ($9)
Rampant Growth Ironbark kills Zane, Argg to L5, WE - ($7)
Cala to L5 - ($5)
Cala summons Predator Tiger - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental (3/3A), anti-air
  • :psfist: Elite: Young Treant (1/2)
  • :ps_: Scavenger: Predator Tiger (4/5)
  • :pschip: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Rich Earth
  • Giant Panda (5/2), Spirit of the Panda, 4 dmg
  • Ironbark Treant (3/2)
  • L5 Cala (4/5), units resist 1
  • L5 Argg (1/5)

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 10

This one is gonna be close!

Balance Trial - Game 3 Player 2, Turn 8

P1 [Green]Codex Card Database) vs P2 Red

Starting Hand

Bloodrage Ogre
Gunpoint Taxman
Hotter Fire
Hotter Fire

Events of Turn:


Upkeep:

  • Get Gold (8+1scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Flame Arrow, Fire Dart
Lobber, Molting Firebird
Lobber, Flame Arrow
Hotter Fire, Ember Sparks
Ember Sparks, Hotter Fire
Bloodlust, Molting Firebird
Gunpoint Taxman, Kidnapping


Main:

  • Hotter Fire (6)
  • Hotter Fire (3)
  • Firebird hits your base to 7 (it took one more from Drakk), lots of things die, WE has 1hp, Tiger has 2hp, arg and Cala have 2hp, Firebird dies, you draw 1
  • Rambaster trades with WE
  • Dog trades with Tiger, you get 1g
  • Gunpoint Taxman (1)
Workers

Careless Musketeer, Bloodburn, Bombaster

  • :pspurpleshield: Patrol as below
  • Discard 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout:

In Play:

  • Hotter Fire
  • Hotter Fire

Economy Info:

Cards:

  • Hand: 3
  • Deck: 15
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Nautical Dog
Lobber
Fire Dart

End of Turn Discard
My Thoughts

Nice, I can kill everything with my bird, I’m in pretty good shape, lots of burn in my deck (even though it’s thicc AF). I think I win this base race but I spose we’ll see!

Drew enough for lethal as long as there’s no Nature Reclaims, this is a good sign!


you forgot to get your zane bounty of 3g.

1 Like

He took Arg levels instead, which is 2 of it, so yeah just take one more gold. Or if you wanna rewind I’m okay with that also

2 Likes

Yea I will just take one more gold. You can finish me off now :slight_smile: it was a fun game!

P1T9


StartingHand Workers

STARTING HAND
Tiger Cub
Moment’s Peace
Fairie Dragon
Galina Glimmer
Giant Panda


WORKERS
Spore Shambler
Forest’s Favor
Verdant Tree
Merfolk Prospector
Stampede
Stampede


NextHand

Fairie Dragon
Dinosize
Dinosize


Discard

Rampant Growth
Playful Panda
Moment’s Peace
Spirit of the Panda
Giant Panda
Ironbark Treant
Young Treant
Predator Tiger
Moment’s Peace
Moment’s Peace


Tech 0 card(s)
Get Paid + float + scav + tech + zane - ($13)
Midori - ($11)
Tiger Cub - ($9)
Giant Panda - ($6)
Galina Glimmer - ($5)
Fairie Dragon puts a rune on Panda - ($1)
L2 Midori - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub (2/2A)
  • :psfist: Elite: Galina Glimmer (3/2)
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: L2 Midori (2/3)
  • :target: Lookout: Fairie Dragon (4/2), resist 1

In Play:

  • Rich Earth
  • L5 Argg (1/2), 3 dmg
  • Giant Panda (3/1), flying
  • L5 Cala (4/2), units resist 1, 3 dmg

Buildings:

  • :heart: Base HP: 7
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 10

Gold:

  • Gold: 0
  • Workers: 10

I do have Fire Dart + Lobber for exactly 7 damage, GG WP!

I’ll start a game on Monday, that was a close one!

1 Like

OK GL HF @bansa!

Balance Trial - Game 4 Player 1, Turn 1

P2 [Green]Codex Card Database) vs P1 Red

Starting Hand

Pillage
Mad Man
Makeshift Rambaster
Bombaster
Bloodburn

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Makeshift Rambaster, hit your base to 17 (2)
  • Worker (1)
Workers

Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

End of Turn Hand

Careless Musketeer
Scorch
Bloodrage Ogre
Charge
Nautical Dog

End of Turn Discard
My Thoughts

Rough first hand, get some free base damage and then Brogre + Dog? maybe first tech kidnapping?


P2T1


StartingHand Workers

STARTING HAND
Merfolk Prospector
Young Treant
Spore Shambler
Rampant Growth
Playful Panda


WORKERS
Spore Shambler


NextHand

Ironbark Treant
Verdant Tree
Tiger Cub
Rich Earth
Forest’s Favor


Discard

Young Treant
Merfolk Prospector
Rampant Growth


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Playful Panda - ($2)
Midori - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Midori (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Playful Panda (2/2)

Buildings:

  • :heart: Base HP: 17

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

Balance Trial - Game 4 Player 1, Turn 2

P2 [Green]Codex Card Database) vs P1 Red

Starting Hand

Careless Musketeer
Scorch
Bloodrage Ogre
Charge
Nautical Dog

Events of Turn:


Upkeep:

  • Get Gold (5+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Kidnapping, Lobber


Main:

  • Bloodrage Ogre (4)
  • Nautical Dog (3)
  • Worker (2)
  • Tech1 (1)
Workers

Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Scorch
Charge
Pillage
Lobber

End of Turn Discard
My Thoughts

Hmm Midori… still feels like kidnapping is going to blow stuff up, and I’ll go lobber to clear punks as well (and work well w/ the hotter fire plan that seems like a clear winner w/ the Jaina buffs, Gunship nerf and barrow nerf)


P2T2


Tech StartingHand Workers

TECH
Giant Panda
Giant Panda


STARTING HAND
Rich Earth
Forest’s Favor
Tiger Cub
Verdant Tree
Ironbark Treant


WORKERS
Spore Shambler
Rich Earth


NextHand

Giant Panda
Verdant Tree
Rampant Growth
Merfolk Prospector


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Forest’s Favor Midori - ($3)
Midori kills SQL
Panda kills Dog
Tiger Cub - ($1)
Tech I - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Playful Panda (2/1), -1
  • L1 Midori (3/1), (+), -3

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Balance Trial - Game 4 Player 1, Turn 3

P2 [Green]Codex Card Database) vs P1 Red

Starting Hand

Scorch
Charge
Pillage
Lobber

Events of Turn:


Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Lobber, Crash Bomber
Kidnapping, Lobber


Main:

  • Drakk (5)
  • Scorch Midori, he ded (2)
  • Lobber (1)
  • Worker (0)
Workers

Pillage, Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Lobber (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Drakk (1/3 lvl 3)
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Kidnapping
Bombaster
Mad Man
Charge

End of Turn Discard
My Thoughts

I guess I scorch that Midori? I don’t want him to live. Throw Lobber in front as a blocker, tech lobber and a crash bomber, all works good w/ the gameplan. Probably trying to make a play w/ Kidnapping next turn, we’ll see


P2T3


Tech StartingHand Workers

TECH
Blooming Ancient
Blooming Elm


STARTING HAND
Verdant Tree
Rampant Growth
Giant Panda
Merfolk Prospector


WORKERS
Spore Shambler
Rich Earth
Verdant Tree


NextHand

Giant Panda
Young Treant
Blooming Ancient
Ironbark Treant
Forest’s Favor


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II (Growth) - ($2)
Argg - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub (2/2A)
  • :psfist: Elite: Wisp (1/1)
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: Playful Panda (2/1), -1
  • :target: Lookout:

In Play:

  • L1 Argg (1/3)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Balance Trial - Game 4 Player 1, Turn 4

P2 [Green]Codex Card Database) vs P1 Red

Starting Hand

Kidnapping
Bombaster
Mad Man
Charge

Events of Turn:


Upkeep:

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

Hotter Fire, Molting Firebird
Lobber, Crash Bomber
Kidnapping, Lobber


Main:

  • Mid Drakk (6)
  • Kidnapping, Panda is now mine (2)
  • Panda trades with Tiger
  • Drakk kills Elite, takes 1
  • Rambaster kills scav, you get 1g
  • Lobber kills Arg, takes 1, Drakk maxbands
  • Worker (1)
Workers

Mad Man, Pillage, Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Drakk (3/4 lvl 6)
  • Lobber (2/1)
  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Bloodrage Ogre
Lobber
Nautical Dog
Crash Bomber

End of Turn Discard
My Thoughts

Wipe the board w/ Kidnapping? Hope there isn’t much for tech2 yet, I think that’s the play, plan to tech up next turn. I need cards…


P2T4


Tech StartingHand Workers

TECH
Murkwood Allies
Blooming Ancient


STARTING HAND
Forest’s Favor
Giant Panda
Young Treant
Ironbark Treant
Blooming Ancient
Blooming Elm
Giant Panda


WORKERS
Spore Shambler
Rich Earth
Verdant Tree


NextHand

Merfolk Prospector
Rampant Growth
Blooming Ancient
Forest’s Favor
Ironbark Treant


Tech 2 card(s)
Get Paid + scav + tech - ($9)
Blooming Ancient - ($5)
Young Treant, draw 1 - ($3)
Giant Panda - ($0)
BA moves (+)

Float ($0)
Discard 4, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant (1/3A), (+)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (1/2), (+)
  • :pschip: Technician: Blooming Ancient (3/5) (+)
  • :target: Lookout:

In Play:

  • Giant Panda (3/4)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Balance Trial - Game 4 Player 1, Turn 5

P2 [Green]Codex Card Database) vs P1 Red

Starting Hand

Bloodrage Ogre
Lobber
Nautical Dog
Crash Bomber

Events of Turn:


Upkeep:

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

War Drums, Desperation
Hotter Fire, Molting Firebird
Lobber, Crash Bomber
Kidnapping, Lobber


Main:

  • Bloodrage Ogre, hasted, kills YT, takes 1 (7)
  • Lobber suicides into BA, Drakk kill BA, you draw 1
  • Lobber, kills Wisp, takes 1, you get 1g (6)
  • Rambaster hits your base to 13
  • Crash Bomber (5)
  • Tech 2 Fire (1)
Workers

Mad Man, Pillage, Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 1 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Crash Bomber (2/2)
  • :target: Lookout:

In Play:

  • Drakk (3/1 lvl 6)
  • Bloodrage Ogre (3/1)
  • Lobber (2/1)
  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Scorch
War Drums
Hotter Fire

End of Turn Discard
My Thoughts

War Drums is feasible, going that and desperation


P2T5


Tech StartingHand Workers

TECH
Artisan Mantis
Stampede


STARTING HAND
Merfolk Prospector
Rampant Growth
Forest’s Favor
Blooming Ancient
Ironbark Treant
Blooming Elm


WORKERS
Spore Shambler
Rich Earth
Verdant Tree


NextHand

Playful Panda
Giant Panda
Merfolk Prospector
Murkwood Allies
Tiger Cub


Tech 2 card(s)
Get Paid + scav + tech - ($9)
Blooming Ancient - ($5)
Argg - ($3)
Blooming Elm - ($0)
BA moves (+) to Panda kills Bomber and Drakk, Argg to L3

Float ($0)
Discard 4, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Blooming Ancient (3/5A), (+)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Giant Panda (4/3), (+), -2
  • Blooming Elm (4)
  • L3 Argg (1/4)

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Note your base is at 11 (13 minus Crash Bomber minus Drakk). About to be less XD

Balance Trial - Game 4 Player 1, Turn 6

P2 [Green]Codex Card Database) vs P1 Red

Starting Hand

Scorch
War Drums
Hotter Fire
Lobber (techn)

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • draw 1 techn
  • Tech 2 cards in (except turn 1)
All Teched Cards

Flame Arrow x2
War Drums, Desperation
Hotter Fire, Molting Firebird
Lobber, Crash Bomber
Kidnapping, Lobber


Main:

  • Zane (7)
  • Hotter Fire (4)
  • Scorch BA, Brogre trades with it (1)
  • Zane kills Wisp, you get 1g
  • Lobber (0)
  • Lobbers and Rambaster hit your base to 4
Workers

Mad Man, Pillage, Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 1 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Zane (2/2 lvl 1)
  • Lobber (2/2)
  • Lobber (2/1)
  • Makeshift Rambaster (1/2)
  • Hotter Fire

Economy Info:

Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Charge
Desperation
Bombaster

End of Turn Discard
My Thoughts

Elm! Overpower! Yikes! Oh well, I can still basically force a base scare here. Bansa will have to answer Hotter Fire or basically just lose