[BALANCE TESTING] FrozenStorm (Black + Vandy Ban) vs NekoAtl (Blue)

Not actually sure tbh lol

Set 2, Game 2, Player 1, Turn 5

P1 Black but no Garth or his Spells vs P2 Blue

Starting Hand

Pestering Haunt
Shadow Blade

Events of Turn:


Upkeep:

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

Death and Decay, Blackhand Dozer
Dark Pact, Metamorphosis
Shadow Blade, Hooded Executioner
Dark Pact, Bone Collector


Main:

  • Skeleton hits Oni and dies
  • Shadow Blade Oni, you discard #2 of 5, Orpal to level 3 (6)
  • Orpal kills BI, takes 2, you draw 1
  • Vandy and Imp break tech 1, your base to 14, Imp dies to tower
  • Thieving Imp from Graveyard, discard #1 of 5 (3)
  • Worker (2)
Workers

Pestering Haunt, Janda, the Negator, Summon Skeletons, Skeletal Archery, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Vandy (4/4 lvl 5)
  • Orpal (1/1 lvl 3)
  • Thieving Imp (2/2)
  • Graveyard (3hp, holding Skeleton Javelineer and Bone Collector)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 4
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 9

End of Turn Hand

Dark Pact
Metamorphosis

End of Turn Discard
My Thoughts

Speed bump here with no Dark Pact or Meta, but no matter. Continue marching forward, break the tech 1 again, keep discarding his cards…


P2T5


Tech StartingHand Workers

TECH
Spectral Hound
Spectral Hound


STARTING HAND
Spectral Flagbearer
Free Speech
Spectral Flagbearer
Porkhand Magistrate
Free Speech
Flagstone Garrison


WORKERS
Lawful Search
Spectral Aven
Jail
Bluecoat Musketeer
Porkhand Magistrate


NextHand

Flagstone Garrison
Manufactured Truth
Reputable Newsman
Arrest


Discard

Free Speech
Spectral Flagbearer
Free Speech
Building Inspector
Flagstone Garrison
Spectral Flagbearer
Spectral Hound
Spectral Hound


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Rebuild Tech I
Sirus Quince - ($8)
Free Speech - ($6)
Mirror Illusion - ($4)

Float ($4)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Mirror Illusion (1/1)
  • :ps_: Scavenger: Mirror Illusion (0/1)
  • :pschip: Technician: Sirus Quince (1/3)
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 8

Gold:

  • Gold: 4
  • Workers: 10

Thoughts

No Meta? Surprising.

Set 2, Game 2, Player 1, Turn 6

P1 Black but no Garth or his Spells vs P2 Blue

Starting Hand

Dark Pact
Metamorphosis

Events of Turn:


Upkeep:

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

Death and Decay, Zarramonde, The Obliterator
Death and Decay, Blackhand Dozer
Dark Pact, Metamorphosis
Shadow Blade, Hooded Executioner
Dark Pact, Bone Collector


Main:

  • Midband Orpal, kill Elite (10)
  • Imp kills scav, takes 1, you get 1g
  • Vandy kills Quince, takes 2, Orpal maxbands
  • Worker (9)
  • Tech 2 Demonz (5)
  • Bone Collector from Grave (3)
Workers

Metamorphosis, Pestering Haunt, Janda, the Negator, Summon Skeletons, Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Vandy (4/2 lvl 5)
  • Orpal (2/5 lvl 6)
  • Thieving Imp (2/1)
  • Bone Collector (3/3)
  • Graveyard (3hp, holding Skeleton Javelineer )

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 3
  • Workers: 10

End of Turn Hand

Hooded Executioner
Sacrifice the Weak
Deteriorate

End of Turn Discard

Death and Decay
Blackhand Dozer
Shadow Blade
Death and Decay
Zarramonde, the Obliterator
Dark Pact

My Thoughts

Another speed bump, but w/e… I’ll tech like 2x Plague Lord next turn and tech up + lab


P2T6


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Manufactured Truth
Arrest
Reputable Newsman
Flagstone Garrison
Traffic Director


WORKERS
Lawful Search
Spectral Aven
Jail
Bluecoat Musketeer
Porkhand Magistrate
Manufactured Truth


NextHand

Spectral Hound
Flagstone Garrison
Free Speech
Flagstone Garrison


Tech 2 card(s)
Get Paid + float + Scavenger - ($15)
Worker - ($14)
Traffic Director - ($13)
Reputable Newsman: $8 blocked - ($11)
Bigby Hayes - ($9)

Float ($9)
Stash 1, Discard 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1A) Untargetable
  • :psfist: Elite: Reputable Newsman (1/3) $8 blocked
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Bigby Hayes (2/3)
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 9
  • Workers: 11

Thoughts

Seems like he may not even be tyring to play Meta? In which case, I should aim to defend against D$D.

Wacky game on our hands here…

Set 2, Game 2, Player 1, Turn 7

P1 Black but no Garth or his Spells vs P2 Blue

Starting Hand

Hooded Executioner
Sacrifice the Weak
Deteriorate

Events of Turn:


Upkeep:

  • Get Gold (10+3float)
  • Elect to Tech 2 cards in
All Teched Cards

Plague Lord x2
Death and Decay, Zarramonde, The Obliterator
Death and Decay, Blackhand Dozer
Dark Pact, Metamorphosis
Shadow Blade, Hooded Executioner
Dark Pact, Bone Collector


Main:

  • Hooded Executioner + boost, wave bai to Newsman (8)
  • Imp kills SQL, dies and goes to my graveyard
  • BC trades with Bigby, you draw 1, I get a skeleton
  • Replay BC from the Grave (6)
  • Vandy and Orpal break your tech 2, your base to 12
  • Break my HH for a Tech Lab Disease (5)
  • Tech 3 (0)
Workers

Metamorphosis, Pestering Haunt, Janda, the Negator, Summon Skeletons, Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Tech3 HP: 5
  • Tech Lab HP: 4 DISEASE

In Patrol:

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

In Play:

  • Vandy (4/1 lvl 5)
  • Orpal (2/4 lvl 6)
  • Skeleton (1/1)
  • Bone Collector (3/3)
  • Hooded Executioner (3/3)
  • Graveyard (3hp, holding Skeleton Javelineer and Thieving Imp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Dark Pact
Dark Pact
Plague Lord
Sacrifice the Weak

End of Turn Discard
My Thoughts

Maybe (at least for this matchup), Vandy is the problem…


Yeah, I’m very curious to see why you haven’t finished me off yet.

P2T7


Tech StartingHand Workers

TECH
Judgment Day
Jurisdiction


STARTING HAND
Flagstone Garrison
Free Speech
Spectral Hound
Flagstone Garrison
Arrest


WORKERS
Lawful Search
Spectral Aven
Jail
Bluecoat Musketeer
Porkhand Magistrate
Manufactured Truth


NextHand

Free Speech
Spectral Flagbearer
Overeager Cadet
Building Inspector
Spectral Hound


Discard

Reputable Newsman
Traffic Director
Free Speech
Flagstone Garrison
Arrest
Flagstone Garrison
Judgment Day
Jurisdiction


Tech 2 card(s)
Get Paid + float - ($20)
Rebuild Tech II
Sirus Quince - ($18)
Free Speech - ($16)
Mirror Illusion - ($14)
Maxband Quince - ($10)
Spectral Hound, mirrored - ($9)

Float ($9)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spectral Hound (3/3A) {Copy of A}
  • :psfist: Elite: L5 Sirus Quince (2/5)
  • :ps_: Scavenger:
  • :pschip: Technician: Spectral Hound (3/3) {A}
  • :target: Lookout:

In Play:

  • Mirror Illusion (0/1)

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 8

Gold:

  • Gold: 9
  • Workers: 11

I’m trying, fam! Your free speeches have lined up well (unsurprisingly) and if you have Garrison(s) in hand right now this might get ugly for me…

Set 2, Game 2, Player 1, Turn 8

P1 Black but no Garth or his Spells vs P2 Blue

Starting Hand

Dark Pact
Dark Pact
Plague Lord
Sacrifice the Weak

Events of Turn:


Upkeep:

  • Get Gold (10)
  • no techs
All Teched Cards

Plague Lord x2
Death and Decay, Zarramonde, The Obliterator
Death and Decay, Blackhand Dozer
Dark Pact, Metamorphosis
Shadow Blade, Hooded Executioner
Dark Pact, Bone Collector


Main:

  • Plague Lord, your stuff weakens (4)
  • Hoodie trades with SQL
  • Vandy trades with Quince, levels fizzle
  • Orpal kills techn, takes 3, you draw 1
  • Skeleton trades with backline Mirror
  • BC hits your tech2 to 2hp, takes 1, I get a skeleton
  • Thieving Imp rises from the grave, discard #6 of 6 (1)
  • Worker (0)
Workers

Sacrifice the Weak, Metamorphosis, Pestering Haunt, Janda, the Negator, Summon Skeletons, Skeletal Archery, Poisonblade Rogue

  • :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 DEMONZ
  • Tech3 HP: 5
  • Tech Lab HP: 4 DISEASE

In Patrol:

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

In Play:

  • Orpal (2/1 lvl 6)
  • Skeleton (1/1)
  • Bone Collector (3/2)
  • Thieving Imp (2/2)
  • Plague Lord (4/7)
  • Graveyard (3hp, holding Skeleton Javelineer and Hooded Executioner)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Death and Decay
Blackhand Dozer
Zarramonde, the Obliterator
Shadow Blade

End of Turn Discard
My Thoughts

Ooof this is gonna be close…


Skeleton can’t kill the backline Mirror because Plague Lord beat him to it. Should I apply an extra damage to my Tech II?

1 Like

Derp. No, your tower, and I’ll re-draw my hand just to not make that decision unfair

P2T8


Tech StartingHand Workers

TECH
Drill Sergeant
Drill Sergeant


STARTING HAND
Free Speech
Overeager Cadet
Building Inspector
Spectral Flagbearer
Spectral Hound
Spectral Flagbearer


WORKERS
Lawful Search
Spectral Aven
Jail
Bluecoat Musketeer
Porkhand Magistrate
Manufactured Truth
Building Inspector


NextHand

Overeager Cadet
Jurisdiction
Reputable Newsman
Free Speech
Spectral Flagbearer


Tech 2 card(s)
Get Paid + float - ($20)
Worker - ($19)
Tech III - ($14)
Bigy Hayes - ($12)
General Onimaru - ($10)
Overeager Cadet
Midband Bigby - ($8)

Float ($8)
Stash 1, Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Bigby Hayes (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger: L1 General Onimaru (2/3) Frenzy 1
  • :pschip: Technician: Overeager Cadet (2/2)
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Peace)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 3

Economy Info:
Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 8
  • Workers: 12

Thoughts

I’d really like to Tech Lab some Gryphons, but I hesistate to give up my Tower under these circumstances… maybe Drill Sergeants and a Tech III bluff could work, since he’s going Disease? I would be relieved to finally get a turn with an intact Tech II, except I just discarded both Garrisons. With Quince unavailable, I can only hope D&D isn’t incoming.

Well finally I have an endgame and nothing to prevent me from using it!

  • Death and Decay, your base takes 7 from tech 2 and tower (3)
  • Imp kills Bigby
  • Plague Lord and BC kill your base, GG WP!

Your previous free speech lined up perfect with my Meta and a Dark Pact, and then I bottom-decked Dark Pact to prevent digging for it the next turn.

I’ll start game 3 tomorrow, I feel like the early game got off to a really rough start for you in that one. Building the tech 1 early I don’t think is a great option, better to take the base damage than let me set up an eventual double break don’t you think?

5 Likes

That Free Speech sniping the DP/Meta turn was pretty funny, not gonna lie.

3 Likes

Ok last round on P1, where it is seeming like Vandy bullying is still enough to win a tech 3 race even if Meta isn’t quite as scary.

GL HF @Nekoatl, thanks for being up to trying this! I know it’s not the most fun matchup to play on your side

Set 2, Game 3, Player 1, Turn 1

P1 Black but no Garth or his Spells vs P2 Blue

Starting Hand

Thieving Imp
Graveyard
Sacrifice the Weak
Deteriorate
Pestering Haunt

Events of Turn:


Upkeep:

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

Main:

  • Vandy (2)
  • Pestering Haunt
  • Worker (1)
Workers

Sacrifice The Weak

  • :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:

  • Pestering Haunt (1/1)
  • Vandy (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

End of Turn Hand

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

End of Turn Discard
My Thoughts

yikes this is a rough hand. Nothing I want to worker, lots of stuff I want to be able to play next turn. Guess I try Haunt + Vandy like game 1 though, and worker… StW? It seems to be my least used of the 4, and least useful against the unit spam Neko’s gameplan typically relies upon


1 Like

P2T1


StartingHand Workers

STARTING HAND
Jail
Porkhand Magistrate
Bluecoat Musketeer
Lawful Search
Manufactured Truth


WORKERS
Jail


NextHand

Building Inspector
Traffic Director
Spectral Aven
Reputable Newsman
Arrest


Discard

Porkhand Magistrate
Manufactured Truth
Lawful Search


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bluecoat Musketeer - ($2)

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bluecoat Musketeer (1/2) Long-range
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 6

Thoughts

This opening hand is even worse than last game’s, and he’s got the Haunt, to boot. Going to deliberately try to trigger a reshuffle before teching in cards this time around… maybe it’ll help.

Sure you wanted technician there? The cycle would be before you tech, yea?

I’ll admit to feeling a bit guilty when I brought this up to you two for this reason, “do I really want to submit Nekoatl to more cruelty at the hands of Black?” I was pretty relieved when the Black Without Vandy tests were even, haha

3 Likes

@FrozenStorm Yeah, I want the extra card even at the cost of a premature reshuffle.

@Hobusu No worries, if I didn’t want to do it, I’d have said no.

4 Likes

You’re a good sport @Nekoatl we and the community writ large appreciate the thought experiment going on here.

I applaud the trying something different approach here

Set 2, Game 3, Player 1, Turn 2

P1 Black but no Garth or his Spells vs P2 Blue

Starting Hand

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

Events of Turn:


Upkeep:

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

Dark Pact, Bone Collector


Main:

  • Poisonblade Rogue (4)
  • Skeleton Javelineer (3)
  • Vandy kills Musketeer, takes 1, you draw 1
  • Haunt hits your base to 19
  • Worker (2)
  • Tech 1 (1)
Workers

Jandra, The Negator, Sacrifice The Weak

  • :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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)
  • Skeleton Javelineer (1/1)
  • Poisonblade Rogue (2/1)
  • Vandy (2/2 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Bone Collector
Skeletal Archery
Thieving Imp
Dark Pact

End of Turn Discard
My Thoughts

Interesting that he’s intentionally leaving me an opening here… I’m almost inclined to respond to that with a Hero’s Hall right now (Neko can’t as easily answer Carrion Curse or Sickness).

But I’m not going to do that. BC is too good to pass up on, as is dropping Jav. Next turn I’ll be likely looking to do some combo of Midband Vandy, BC, Hero’s Hall and Graveyard


1 Like

I feel like the extra card draw is helping, maybe? If nothing else, I can drop 2 units now without worrying about being punished for it by the Imp.

P2T2


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Spectral Aven
Traffic Director
Building Inspector
Arrest
Reputable Newsman
Bluecoat Musketeer


WORKERS
Jail
Bluecoat Musketeer


NextHand

Spectral Aven
Porkhand Magistrate
Manufactured Truth
Arrest
Lawful Search


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech I - ($6)
Tower - ($3)
Traffic Director - ($2)
Reputable Newsman - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1A) Untargetable
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Reputable Newsman (0/3) $2 blocked
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

The early reshuffle means the Garrisons will hit a bit later in my cycle, giving me more time to prepare a Tech II building for them. A larger hand size makes it harder for a random discard to take one. I’m kind of tempted to block $3 with Newsman, but I suspect he didn’t tech in a Shadow Blade yet, and if he fetches one, that’s less attack damage to worry about, meaning more mileage from my Tower and Tech I.

It’s honestly not a bad idea, you’re not getting a ton of value out of your teched cards turn 3 anyway.

Set 2, Game 3, Player 1, Turn 3

P1 Black but no Garth or his Spells vs P2 Blue

Starting Hand

Bone Collector
Skeletal Archery
Thieving Imp
Dark Pact

Events of Turn:


Upkeep:

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

Carrion Curse, Hooded Executioner
Dark Pact, Bone Collector


Main:

  • Dark Pact, draw 2
  • Poisonblade Rogue trades with TD
  • Vandy and skeleton kill Newsie, skeleton dies vandy takes 1, you draw 1
  • Graveyard (5)
  • Hero’s Hall (3)
  • Bone Collector (1)
  • Pestering Haunt pings your tower to 3hp, goes to graveyard
  • Worker (0)
Workers

Skeletal Archery, Jandra, The Negator, Sacrifice The Weak

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Graveyard (3hp, holding Pestering Haunt)
  • Bone Collector (3/3)
  • Vandy (2/1 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Deteriorate
Thieving Imp
Poisonblade Rogue
Carrion Curse

End of Turn Discard
My Thoughts

I’m gonna go for the Carrion Curse now in the hopes I might be able to get it next turn and hit some Garrisons or Free Speeches with it. Going to ditch Jav and PBR before graveyard to keep it relatively empty (they make good workers, too), and leave Vandy on lvl 1 for now.