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 )
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:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L6 Jaina(1/1) 2(-)
Lobber(2/2) tap: ping building
Buildings:
Base HP: 20
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
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
Patrol as below
Discard 3 draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 14
Tech1 HP: 5
In Patrol:
Squad Leader: Thieving Imp (2/1+1armor)
Elite:
Scavenger: Skeleton (1/1)
Technician:
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
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:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Doubleshot Archer(4/3) long-range, attacks: deal 3 base dmg
Buildings:
Base HP: 20
Tech I HP: 5
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
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:
Squad Leader:
Elite:
Scavenger:
Technician:
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:
Base HP: 20
Tech I HP: 5
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
GG WP 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
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
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:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L4 Zane(3/1)
Buildings:
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
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
Patrol as below
Discard 3 draw 3 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Garth (1/3+1armor lvl 1)
Elite:
Scavenger: Skeleton (1/1)
Technician: Skeleton Javelineer (1/1)
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
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 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!
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…