GG WP. I’m gonna rescind my previous statement about Garth maybe being a better compliment for Vandy than Orpal. No amount of extra tech 0-II units can outweigh the ability to snipe key cards like Flagstone Garrison, Free Speech, and Judgment Day or the ability to wipe out my board and infrastructure. I’m confident saying that in Black vs. Blue, at least, Garth is the least dangerous hero, hands down.
Alright, here we go. GL HF.
P1T1
StartingHand Workers
STARTING HAND
Lawful Search
Reputable Newsman
Arrest
Porkhand Magistrate
Building Inspector
WORKERS
Lawful Search
NextHand
Jail
Manufactured Truth
Traffic Director
Bluecoat Musketeer
Spectral Aven
Discard
Arrest
Reputable Newsman
Porkhand Magistrate
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Building Inspector - ($2)
General Onimaru - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Building Inspector (1/1) $1 tax
Technician:
Lookout:
In Play:
L1 General Onimaru (2/3) Frenzy 1
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
Thoughts
I ran into gold issues last game, and now I’m at a worker disadvantage, so I don’t think spamming Technician patrollers is gonna work this time around. The Tower helped a lot last game, but it was also very limiting. Still, without Free Speech, I probably have to build one, and if so, the sooner the better, but when can I afford to? I think I’ll try going with Law tech I units and follow them up with Insurance Agents. I need card draw and gold, and Garrisons aren’t working, so I don’t see any other option, really.
I am a little surprised but I guess I shouldn’t be. I always used Disease as my Tech 2 meta plan in this matchup, because it’s the most effective at broadening the threat range and also at breaking a Garrison stall. And I agree that Carrion Curse is a very good countermeasure for most of your Vandy / Meta breakers, so despite being a worse “combat partner” for meta (can’t kill buildings AND doesn’t bring a nasty Ghoul or Crow or Gorgon or Dozer with to the Meta party), Orpal is the nastier partner in this particular matchup.
I also agree that this is more like the normal matchup than the no Vandy one so far, though it is definitely less nasty than the normal one.
GL HF! Let’s see if I can’t be quite as oppressive as P2
Man tough opening hand, no blockers… I probably want to deteriorate BI, and Graveyard + Haunt with a hero in front of it isn’t bad… but if I go Vandy, he probably just maxbands Oni. So I’ll go Orpal so that if max Oni is the choice, at least he’s gimpy
I feel like trying something unorthodox. This should more quickly make my hands resilient to Carrion Curse, and there’s no point killing an attacking Haunt next turn with the Graveyard ready and nothing else to reanimate. Since the Haunt is already in play, and will go to the Graveyard when killed, it can’t be used to freely push something else out of Jail, so hopefully this will slow him down a bit.
Summon Skeletons
Jandra, the Negator
Deteriorate
Dark Pact
End of Turn Discard
My Thoughts
Such a weird start by him… I think I’ll just leave Oni there, Neko clearly wants him dead, and then tech spells. DP + Sickness ought to be able to handle most things Neko would be up to, right?
Summon Skeletons
Jandra, the Negator
Deteriorate
Dark Pact
Skeletal Archery + Thieving Imp (DP)
Events of Turn:
Upkeep:
Get Gold (7)
Tech 2 cards in (except turn 1)
All Teched Cards
Hooded Executioner, Metamorphosis
Dark Pact, Sickness
Main:
Dark Pact, base to 18 draw 2
Orpal (5)
Midband Vandy (3)
Skeletal Archery (1)
Vandy kills Scribe, takes 3
Haunt trades with Oni, Vandy maxbands and doom whiffs
Replay Haunt from the grave
Worker (0)
Workers
Jandra, the Negator, Poisonblade Rogue, Sacrifice The Weak
Patrol as below
Discard 3 Draw 2 rs Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Orpal (1/3+1armor lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy (4/5 lvl 5)
Pestering Haunt (1/1)
Graveyard (3hp)
Skeletal Archery
Economy Info:
Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Skeleton Javelineer
Sickness
Hooded Executioner
Deteriorate
Dark Pact
End of Turn Discard
My Thoughts
I’m mostly expecting Free Speech? I mean this sets up too easy for meta… Grabbing a Hoodie in addition. If I draw Sickness I probably do that, if not… Well lets see.
…
Hmmm. I guess I could play Archery just to thin the deck? Sure, okay. I don’t have a ton of other useful ways to spend the 2g right now anyway.
Squad Leader: Traffic Director (1/1A) Untargetable
Elite: Scribe (2/3)
Scavenger: {doomed} Building Inspector (3/3) $1 tax
Technician: Porkhand Magistrate (2/3)
Lookout:
In Play:
Jail (2)
Buildings:
Base HP: 20
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Lack of gold is awkward, postponing my Tech II to get more value out of my current hand. Hopefully I’ll only draw 1 Agent so I can stash it and play both on turn 6.
Death and Decay x2
Hooded Executioner, Metamorphosis
Dark Pact, Sickness
Main:
Dark Pact, draw 2 base to 16
Haunt smacks into Porky, goes to graveyard, Porky takes 1
Metamorphosis, Vandy and Orpal go Demon mode (2)
Orpal kills SQL, plague spreads to Scribe and Porky
Deteriorate Porky, he dies, you draw 1
Vandy breaks your tech 1, your base to 18
Replay Haunt from Grave
Worker (1)
Workers
Jandra, the Negator, Poisonblade Rogue, Sacrifice The Weak
Patrol as below
Discard 3 Draw 1 rs Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 16
Tech1 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Orpal (4/5+1armor lvl 6)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy (6/7 lvl 5)
Pestering Haunt (1/1)
Graveyard (3hp)
Skeletal Archery
Economy Info:
Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 9
End of Turn Hand
Summon Skeletons
Hooded Executioner
Dark Pact
Deteriorate
Metamorphosis
End of Turn Discard
My Thoughts
Well I have 66% to draw Meta on the DP here, teching both DnD for next turn.
…
Hit, break the tech 1, expect Quince to come out and Free speech here, if not that maybe Newsie + flood? He won’t have a ton of units to choose from though with no tech 1, so I should be in pretty good shape.
WORKERS
Lawful Search
Manufactured Truth
Arrest
Spectral Aven
Bluecoat Musketeer
NextHand
Insurance Agent
Tax Collector
Traffic Director
Scribe
Tax Collector
Tech 2 card(s)
Get Paid + Scavenger - ($9)
Rebuild Tech I
Reputable Newsman - ($7)
Worker - ($6)
General Onimaru - ($4)
Float ($4)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite: Reputable Newsman (1/3) $8 blocked
Scavenger:
Technician: Scribe (0/2) [1-]
Lookout:
In Play:
Jail (2)
L1 General Onimaru (2/3) Frenzy 1
Buildings:
Base HP: 18
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 4
Workers: 9
Thoughts
That’s not helpful, but at least I no longer have a gold shortage… and I don’t need to worry about giving away free levels anymore. Best thing I can do right now is provide lots of targets to choose from.
It’s not so easy to consistently cast Free Speech when it’s needed, even without Carrion Curse.
P1T6
Tech StartingHand Workers
TECH
Judgment Day
Jurisdiction
STARTING HAND
Scribe
Insurance Agent
Tax Collector
Tax Collector
Traffic Director
Porkhand Magistrate
WORKERS
Lawful Search
Manufactured Truth
Arrest
Spectral Aven
Bluecoat Musketeer
Traffic Director
NextHand
Free Speech
Free Speech
Building Inspector
Insurance Agent
Insurance Agent
Tech 2 card(s)
Get Paid + float - ($13)
Rebuild Tech I
Tower - ($10)
Worker - ($9)
Porkhand Magistrate - ($6)
Bigby Hayes - ($4)
Float ($4)
Discard 4, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Porkhand Magistrate (2/3A)
Elite:
Scavenger:
Technician: L1 Bigby Hayes (2/3)
Lookout:
Buildings:
Base HP: 11
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 4
Workers: 10
Thoughts
Going to draw both Free Speeches next turn, if I get a next turn. With just 1 hero, I can’t split them and cast both. Probably wouldn’t matter even if I could, though.
Jail seemed to have even more of a deterrent effect than I expected last game (not that it helped), guess I’ll use it again, this time pre-Haunt. If I manage to actually prevent the Haunt from being played, I’ll have a lot more options (still not sure it would help, though).
Okay, no Haunt so far, which gives me a bit of breathing room for the moment. I’ll take advantage of it to try a different approach and mix in some spells with the hope of preempting Carrion Curse, but that being the case I wish I could retcon my T1 worker choice.