[Balance Changes] Red v Black (FrozenStorm & dwardd)

I guess a better hand would have had a nicer blocker in? but then you’ve already used Skel Jav, what did you want in hand? (for the purposes of the match, I won’t assume you definitely didn’t have any cards you mention :wink: )

P1T3


Tech StartingHand Workers

TECH
Doubleshot Archer
Fire Dart


STARTING HAND
Bombaster
Lobber
Scorch
Charge


WORKERS
Careless Musketeer
Nautical Dog
Scorch


NextHand

Bloodrage Ogre
Bloodburn
Mad Man(1/1)
Pillage


Discard

Makeshift Rambaster(1/2) can’t patrol, +2atk against buildings
Charge
Bombaster
Doubleshot Archer
Fire Dart


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
midband Jaina - ($3)
Jaina kills Orpal, 2- runes, J to lvl 6
Lobber, deals 2 to your base - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L6 Jaina(1/1) 2(-)
  • Lobber(2/2) tap: ping building

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

my pressure isn’t quite high enough to rush for base w/o tech 2 I don’t think; maybe I’ll try out those cheaper doubleshot archers but for now I’ll do what I reckon to be a fairly safe tech of a few fire spells

Good point, yeah I wanted a blocker but I had already used two of them lol. Jandra or PBR though realistically, just jandra is what I really

Balance Test: Game 1 Player 2, Turn 3

P2 Black vs P1 Red

Starting Hand

Deteriorate
Graveyard
Summon Skeletons
Thieving Imp
Sickness

Events of Turn:


Upkeep:

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

Carrion Curse, Skeletal Lord
Sickness, Hooded Executioner


Main:

  • Garth (5)
  • make a Skeleton (4)
  • Thieving Imp, discard #2 of 4 (1)
  • Worker (0)
Workers

Graveyard, Pestering Haunt, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5

In Patrol:

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

In Play:

  • Garth (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Skeleton Javelineer
Skeletal Archery
Sacrifice the Weak
Jandra, the Negator
Hooded Executioner

End of Turn Discard
My Thoughts

??? The straight face plan hurtz… so does not having Hoodie here XD wish Sickness is in the next hand. Oh well, navigating best I can. Skeles are still pretty strong so leaning that direction


P1T4


Tech StartingHand Workers

TECH
Doubleshot Archer
Molting Firebird


STARTING HAND
Bloodrage Ogre
Pillage
Mad Man(1/1)
Bloodburn


WORKERS
Careless Musketeer
Nautical Dog
Scorch
Pillage


NextHand

Lobber
Bloodburn
Charge


Tech 2 card(s)
Get Paid + float, discard #2 - ($9)
Worker - ($8)
tech 2 fire - ($4)
maxband Jaina - ($3)
jaina taps to kill imp
lobber kills skele, takes 1
brogre - ($1)

Float ($1)
Discard 1, draw 1, reshuffle, draw 2


Board Info:
In Patrol:

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

In Play:

  • L6 Jaina(1/1) 2(-)
  • Lobber(2/1) tap: ping building

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

Balance Test: Game 1 Player 2, Turn 4

P2 Black vs P1 Red

Starting Hand

Skeleton Javelineer
Skeletal Archery
Sacrifice the Weak
Jandra, the Negator
Hooded Executioner

Events of Turn:


Upkeep:

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

Carrion Curse, Nether Drain
Carrion Curse, Skeletal Lord
Sickness, Hooded Executioner


Main:

  • Hooded Executioner + boost, Brogre dies (4)
  • Garth kills Jaina, goes to level 3
  • Midband Garth (3)
  • Hero’s Hall (1)
  • Worker (0)
Workers

Jandra, the Negator, Graveyard, Pestering Haunt, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Garth (2/4 lvl 4)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Nether Drain
Thieving Imp
Sacrifice the Weak
Skeletal Archery
Skeleton Javelineer

End of Turn Discard
My Thoughts

Well, I’m not in the worst shape… I’ll grab a hero’s hall here and hope there was a whiff on hotter fire or bird.


P1T5


Tech StartingHand Workers

TECH
Flame Arrow
Hotter Fire


STARTING HAND
Lobber
Charge
Bloodburn
Doubleshot Archer


WORKERS
Careless Musketeer
Nautical Dog
Scorch
Pillage


NextHand

Makeshift Rambaster(1/2) can’t patrol, +2atk against buildings
Bombaster
Doubleshot Archer
Mad Man(1/1)
Fire Dart


Discard

Bloodrage Ogre(3/2) rage
Lobber(2/1) tap: ping building
Charge
Bloodburn
Lobber
Flame Arrow
Hotter Fire


Tech 2 card(s)
Get Paid + float, tech draw - ($9)
Maxband Drakk - ($2)
Lobber trades with Hoody
Doubleshot Archer - ($0)
hasty Doublshot kills Garth, your base to 11

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Doubleshot Archer(4/3) long-range, attacks: deal 3 base dmg

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

i don’t mind skipping worker as it keeps my hand up and i think i can finish fairly soon - unless they manage to wipe my board with orpal spells I think I’m ahead

Yikes, that’s probably game lol… Hasty archer is nasssty and I did not line up draws well for this

Balance Test: Game 1 Player 2, Turn 5

P2 Black vs P1 Red

Starting Hand

Nether Drain
Thieving Imp
Sacrifice the Weak
Skeletal Archery
Skeleton Javelineer

Events of Turn:


Upkeep:

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

Death and Decay x2
Carrion Curse, Nether Drain
Carrion Curse, Skeletal Lord
Sickness, Hooded Executioner


Main:

  • Vandy (8)
  • Sacrifice the Weak, bye archer (6)
  • Thieving Imp, discard #4 of 5 (3)
  • Worker (2)
Workers

Skeleton Javlineer, Jandra, the Negator, Graveyard, Pestering Haunt, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 11
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 2
  • Workers: 10

End of Turn Hand

Carrion Curse
Sickness
Skeletal Lord
Deteriorate

End of Turn Discard
My Thoughts

Archer, owwie. that’s probs game


Whereas my draws have worked out very well! I don’t really think I even played that that well, early pressure from this Red could simply out-value this version of Black by a solid 20 damage xd

P1T6


StartingHand Workers

STARTING HAND
Fire Dart
Bombaster
Makeshift Rambaster(1/2) can’t patrol, +2atk against buildings
Doubleshot Archer
Mad Man(1/1)


WORKERS
Careless Musketeer
Nautical Dog
Scorch
Pillage


NextHand

Lobber
Charge
Bombaster
Molting Firebird


Tech 0 card(s)
Get Paid, discard #4, remember to type in a maxband Drakk (i’m hoping you didn’t also forgot him!) - ($8)
Zane, he trades with imp, you get 3 g - ($6)
Drakk kills Vandy, takes 3
Doubleshot Archer - ($4)
Doubleshot Archer hastily + frenzy deals 8dmg to your base
Hire a makeshift rambaster, he finishes you off! - ($2)

Float ($2)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Makeshift Rambaster(1/2) can’t patrol, +2atk against buildings
  • L6 Drakk(3/1)
  • Doubleshot Archer(4/3) long-range, attacks: deal 3 base dmg

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

i don’t mind skipping worker as it keeps my hand up and i think i can finish fairly soon - unless they manage to wipe my board with orpal spells I think I’m ahead

1 Like

GG WP :slight_smile: Imp losing 1hp is a serious hit to Black’s defenses. I definitely could have used Sickness and Hoodie to split the opposite way turn 3/4, and then a carrion curse turn 5 instead of nether drain, but them’s the breaks sometimes, and yeah just way harder to trade for value. I’m afraid we nuked Black way too hard for this, but could also just be that Red v Black was pretty even before and this matchup specifically is just super neutered for Black. I’ll try a P1 game tomorrow.

Also that Doubleshot Archer is super nasty now at 2g, yikes lol

I think long-range is great ability personally, especially with the amount of haste-granting there is in Red; I was really quite tied between choosing Blood/Fire/Finesse, MonoRed and MonoPurple for this tourney because I think these Red buffs are kinda large.

Also, both times you hired it Imp’s lower hp was pivotal… against an aggressive deck Black does seem to have suffered a bit… but then again you did have poor draws (and poor imp discards too!)
Another game is needed :slight_smile:

1 Like

Okay, I’m concerned but will remain optimistic here, GL HF!

Balance Test: Game 2 Player 1, Turn 1

P1 Black vs P2 Red

Starting Hand

Deteriorate
Jandra, the Negator
Summon Skeletons
Sacrifice the Weak
Skeletal Archery

Events of Turn:


Upkeep:

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

Main:

  • Jandra, the Negator (1)
  • Worker (0)
Workers

Skeletal Archery

  • :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: Jandra, The Negator (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Graveyard
Pestering Haunt
Thieving Imp
Poisonblade Rogue
Skeleton Javelineer

End of Turn Discard
My Thoughts

Jeezus, can’t go Haunt or Jav + Hero, no combat spells next turn… making it hard to tell if we just killed black or my draws are making it feel that way. I think the stock Demon units plan isn’t bad now so may try to gun for that


P2T1


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Careless Musketeer
Pillage
Bombaster
Scorch


WORKERS
Careless Musketeer


NextHand

Bloodrage Ogre
Bloodburn
Nautical Dog
Charge
Mad Man


Discard

Pillage
Scorch
Makeshift Rambaster


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bombaster - ($2)
Jaina - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bombaster(2+1/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Jaina(2/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

the only way they could kill Jaina is by skipping a worker so all good

Balance Test: Game 2 Player 1, Turn 2

P1 Black vs P2 Red

Starting Hand

Graveyard
Pestering Haunt
Thieving Imp
Poisonblade Rogue
Skeleton Javelineer

Events of Turn:


Upkeep:

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

Soul Stone, Twilight Baron


Main:

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

Poisonblade Rogue, Skeletal Archery

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Jandra, The Negator (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Thieving Imp (2/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Skeleton Javelineer
Graveyard
Soul Stone
Summon Skeletons
Deteriorate

End of Turn Discard
My Thoughts

Really rough… but I spose Imp is still good for hitting card econ, so we do it. Hope Jandra survives so we can Soul Stone her


P2T2


Tech StartingHand Workers

TECH
Surprise Attack
Surprise Attack


STARTING HAND
Bloodburn
Bloodrage Ogre
Charge
Nautical Dog
Mad Man


WORKERS
Careless Musketeer
Bloodburn


NextHand

Charge
Makeshift Rambaster
Scorch
Bombaster(2+1/2)
Surprise Attack


Tech 2 card(s)
Get Paid, discard number 5 - ($6)
Worker - ($5)
Jaina and Bombaster trade with Jandra
Midband Zane - ($0)
Zane kills Imp, we both get gold - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L4 Zane(3/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

hmmm, this seems to put the board in an overall favourable position, idk if it’s the best play but it seems a passable one

should be able to take out some blockers whatever mode of them he goes for - Zane maxband can do a skele and unless they go for a baron (come to think of it that could be quite likely… but still Zane maxband + shark gets it) sharks should be able to kill most things he can summon

Balance Test: Game 2 Player 1, Turn 3

P1 Black vs P2 Red

Starting Hand

Skeleton Javelineer
Graveyard
Soul Stone
Summon Skeletons
Deteriorate

Events of Turn:


Upkeep:

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

Soul Stone, Gargoyle
Soul Stone, Twilight Baron


Main:

  • Garth (4)
  • Make a skeleton (3)
  • Skeleton Javelineer (2)
  • Worker (1)
Workers

Graveyard, Poisonblade Rogue, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 3 draw 3 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: Garth (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Pestering Haunt
Sacrifice the Weak
Twilight Baron
Soul Stone
Summon Skeletons

End of Turn Discard
My Thoughts

Okay, Zane is a nuisance but I’ll get big gold for his death, and dwardd skipped tech1 for that? So almost certainly it’s gonna be sharks? w/e that’s fine, trades poorly with skeletons, we’ll try to get a Soul Stone’d TB still


P2T3


Tech StartingHand Workers

TECH
Gunpoint Taxman
Sanatorium


STARTING HAND
Makeshift Rambaster
Bombaster(2+1/2)
Scorch
Charge
Surprise Attack


WORKERS
Careless Musketeer
Bloodburn
Scorch


NextHand

Surprise Attack
Nautical Dog
Mad Man
Bloodrage Ogre
Pillage


Discard

Surprise Attack
Makeshift Rambaster
Charge
Gunpoint Taxman
Sanatorium


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
maxband Zane, kill tech skeleton in lookout - ($5)
Zane kills Garth
Tech 1 - ($4)
Bombaster - ($2)

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • L6 Zane(4/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

sharks wouldn’t be efficient (it rarely is when it’s predictable) i could get 4atk through to his tech 1, but that’s no good

instead lets efficiently kill some of his board, make mine bigger and leave a scary float - if i have 10g and haven’t revealed any tech cards it’s only sensible for them to prepare as if i have two surprise attacks - hopefully between Zane and Pillage I can then punish his defensive attempts and also build tech 2

I’ll pack it in here lol, this is a total disaster. I think we killed Black Starter and Vandy pretty well with these nerfs XD

I think you may be right; on their own they are damaging - I think the unchanged blue would be the only original starter which didn’t have an advantage against this Black. Combined with the buffs to many (overall, all?) of the other starters, the changes are crippling.

Ah well, they’ll definitely make a new meta for this tournament, don’t pick black starter!

1 Like

I wanted to see if I should enter Necro/Blood/Fire or Nightmare as a sort of “control group” deck, to test the changes against past tourney results, but I think that’s not really necessary after this test. The Imp nerf I think was the step over the top. Deteriorate, Haunt, and DP going to 1 gold I think are sufficient to knock Vandy in line. DP also hurting her was reasonable though definitely a bigger hit. Garth I almost think we didn’t hit hard enough, though the LB nerf was warranted 100%. BC maybe actually was fine? Maybe he could have just done Tap to get a skeleton rather than attacks?

I’m really afraid of Fire just completely dominating this upcoming tourney, the Archer buff might have been a step too far.

Yeah I was considering going for Nightmare for that reason but decided that I don’t know it well enough anyway. That’s part of the reason I chose Purple, because I felt I’d be able to feel the effects of the changes well; also I think overall it’s been buffed quite nicely so win-win for me.

Given how sparse tech 2 changes were I’m surprised the Archer warranted a buff. Ironically, of the 4 decks I can see entered, none of them include Fire, but there is still 5 that I won’t find out till the tourney starts…

Also, this matchup is particularly harsh on Black as LB and DP’s base dmg becomes quite important when Jaina can start raining fire on you any time…

1 Like