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

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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Building Inspector (1/1) $1 tax
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 General Onimaru (2/3) Frenzy 1

Buildings:

  • :heart: 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.

2 Likes

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

Game 4, Player 2, Turn 1

P2 Black but no Garth or his Spells vs P1 Blue

Starting Hand

Sacrifice the Weak
Graveyard
Deteriorate
Pestering Haunt
Thieving Imp

Events of Turn:


Upkeep:

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

Main:

  • Orpal (3)
  • Pestering Haunt
  • Deteriorate BI, you get 1g
  • Graveyard (1)
  • Worker (0)
Workers

Sacrifice The Weak

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • Pestering Haunt (1/1)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Skeletal Archery
Poisonblade Rogue
Skeleton Javelineer

End of Turn Discard
My Thoughts

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


Disease units do seem to be more annoying than Demons here, although the Shrine makes Meta much more scary.

P1T2


Tech StartingHand Workers

TECH
Scribe
Tax Collector


STARTING HAND
Traffic Director
Bluecoat Musketeer
Manufactured Truth
Jail
Spectral Aven


WORKERS
Lawful Search
Manufactured Truth


NextHand

Scribe
Reputable Newsman
Tax Collector
Porkhand Magistrate
Building Inspector


Tech 2 card(s)
Get Paid + Scavenger - ($6)
Worker - ($5)
Tech I - ($4)
Jail - ($1)
Onimaru kills Orpal

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


Board Info:
In Patrol:

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

In Play:

  • Jail (3)
  • L1 General Onimaru (0/1) Frenzy 1 [2-]

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

Thoughts

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.

You overpaid on your tech 1 here, anything you’re doing with that extra 1g?

1 Like

Nah, I don’t want to spend another card.

1 Like

Game 4, Player 2, Turn 2

P2 Black but no Garth or his Spells vs P1 Blue

Starting Hand

Skeletal Archery
Poisonblade Rogue
Skeleton Javelineer

Events of Turn:


Upkeep:

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

Dark Pact, Sickness


Main:

  • Vandy (4)
  • Hero’s Hall (2)
  • Haunt pings the Jail to 2hp
  • Tech 1 (1)
  • Worker (0)
Workers

Poisonblade Rogue, Sacrifice The Weak

  • :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
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Pestering Haunt (1/1)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

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?


P1T3


Tech StartingHand Workers

TECH
Scribe
Tax Collector


STARTING HAND
Reputable Newsman
Building Inspector
Porkhand Magistrate
Scribe
Tax Collector
Arrest


WORKERS
Lawful Search
Manufactured Truth
Arrest


NextHand

Porkhand Magistrate
Scribe
Traffic Director
Bluecoat Musketeer
Spectral Aven


Tech 2 card(s)
Get Paid + float - ($7)
Scribe - ($5)
Worker - ($4)
Tower - ($1)
Building Inspector - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Scribe (2/3)
  • :ps_: Scavenger:
  • :pschip: Technician: Building Inspector (1/1) $1 tax
  • :target: Lookout:

In Play:

  • Jail (2)
  • L1 General Onimaru (0/1) Frenzy 1 [2-]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

Seems the Jail is having a deterrent effect. Tower is still irrelevant to the Haunt, but not to Vandy.

Game 4, Player 2, Turn 3

P2 Black but no Garth or his Spells vs P1 Blue

Starting Hand

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

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Orpal (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: 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.


Since you didn’t kill the Building Inspector, it should be affected by Vandy’s maxband, yes?

Ah, yes I suppose so. Original pass of the turn I killed bi, let’s Doom him instead

P1T4


Tech StartingHand Workers

TECH
Insurance Agent
Insurance Agent


STARTING HAND
Spectral Aven
Bluecoat Musketeer
Traffic Director
Porkhand Magistrate
Scribe
Tax Collector


WORKERS
Lawful Search
Manufactured Truth
Arrest
Spectral Aven


NextHand

Tax Collector
Tax Collector
Bluecoat Musketeer
Reputable Newsman


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Scribe - ($4)
Porkhand Magistrate - ($1)
Traffic Director - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1A) Untargetable
  • :psfist: Elite: Scribe (2/3)
  • :ps_: Scavenger: {doomed} Building Inspector (3/3) $1 tax
  • :pschip: Technician: Porkhand Magistrate (2/3)
  • :target: Lookout:

In Play:

  • Jail (2)

Buildings:

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

Game 4, Player 2, Turn 4

P2 Black but no Garth or his Spells vs P1 Blue

Starting Hand

Skeleton Javelineer
Sickness
Hooded Executioner
Deteriorate
Dark Pact
Metamorphosis + Thieving Imp (DP)

Events of Turn:


Upkeep:

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

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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Orpal (4/5+1armor lvl 6)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: 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.


P1T5


Tech StartingHand Workers

TECH
Free Speech
Free Speech


STARTING HAND
Reputable Newsman
Tax Collector
Bluecoat Musketeer
Tax Collector
Insurance Agent


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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Reputable Newsman (1/3) $8 blocked
  • :ps_: Scavenger:
  • :pschip: Technician: Scribe (0/2) [1-]
  • :target: Lookout:

In Play:

  • Jail (2)
  • L1 General Onimaru (2/3) Frenzy 1

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: 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.

No Free Speech?

Game 4, Player 2, Turn 5

P2 Black but no Garth or his Spells vs P1 Blue

Starting Hand

Summon Skeletons
Hooded Executioner
Dark Pact
Deteriorate
Metamorphosis
Thieving Imp + Death and Decay (DP)

Events of Turn:


Upkeep:

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

Hooded Executioner, Gargoyle
Death and Decay x2
Hooded Executioner, Metamorphosis
Dark Pact, Sickness


Main:

  • Dark Pact, draw 2 base to 14
  • Deteriorate Newsie, Orpal kills him and takes 1, spreads a -1/1 to Scribe
  • Death and Decay, Oni dies, Scribe dies, Jail breaks, buildings take 3 (2)
  • Haunt breaks your tower, your base to 13
  • Vandy breaks the tech 1, your base to 11
  • Worker (1)
Workers

Metamorphosis, Sickness, Jandra, the Negator, Poisonblade Rogue, Sacrifice The Weak

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 2 rs Draw 3
  • 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: Orpal (4/4+1armor lvl 6)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (6/7 lvl 5)
  • Pestering Haunt (1/1)
  • Graveyard (3hp)
  • Skeletal Archery

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Death and Decay
Skeleton Javelineer
Dark Pact
Death and Decay
Deteriorate

End of Turn Discard
My Thoughts

A lot of gold Neko’s floating… Better break the tech building again. Basically it’s have Free Speech or lose next turn to my other DnD


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:

  • :psblueshield: Squad Leader: Porkhand Magistrate (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Bigby Hayes (2/3)
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 11
  • :heart: Tech I HP: 5
  • :heart: 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.

Indeed lol, and it feels like you have to cast it every turn.

I have another DnD, so that + haunt breaks tower gives Vandy + Orpal lethal, ggwp

1 Like

GGWP and GLHF.

P1T1


StartingHand Workers

STARTING HAND
Bluecoat Musketeer
Lawful Search
Building Inspector
Spectral Aven
Jail


WORKERS
Lawful Search


NextHand

Arrest
Porkhand Magistrate
Reputable Newsman
Manufactured Truth
Traffic Director


Discard

Building Inspector
Bluecoat Musketeer
Spectral Aven


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Jail - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Jail (3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Thoughts

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).

GL HF! Jail I think is a smart response to no Garth, makes supporting Vandy much more difficult

Game 5, Player 2, Turn 1

P2 Black but no Garth or his Spells vs P1 Blue

Starting Hand

Skeletal Archery
Thieving Imp
Deteriorate
Pestering Haunt
Graveyard

Events of Turn:


Upkeep:

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

Main:

  • Vandy (3)
  • Graveyard (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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (2/3 lvl 1)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Sacrifice the Weak
Poisonblade Rogue
Skeleton Javelineer
Summon Skeletons
Jandra, the Negator

End of Turn Discard
My Thoughts

Interesting pivot for Neko to open Jail, we’ll see how it pans out!


She’s much less scary when not backed up by units and/or other heroes.

P1T2


Tech StartingHand Workers

TECH
Jurisdiction
Jurisdiction


STARTING HAND
Porkhand Magistrate
Arrest
Traffic Director
Reputable Newsman
Manufactured Truth


WORKERS
Lawful Search
Reputable Newsman


NextHand

Traffic Director
Porkhand Magistrate
Arrest
Bluecoat Musketeer
Jurisdiction


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bigby Hayes, midband - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Bigby Hayes (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Jail (3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

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.

Game 5, Player 2, Turn 2

P2 Black but no Garth or his Spells vs P1 Blue

Starting Hand

Sacrifice the Weak
Poisonblade Rogue
Skeleton Javelineer
Summon Skeletons
Jandra, the Negator

Events of Turn:


Upkeep:

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

Dark Pact, Shadow Blade


Main:

  • Tech 1 (5)
  • Jandra, the Negator, to Jail (2)
  • Skeleton Javelineer, Jandra pops out (1)
  • Worker (0)
Workers

Poisonblade Rogue, Skeletal Archery

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Jandra, the Negator (3/3)
  • Graveyard (3hp)
  • Skeleton Javelineer (in your Jail)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Shadow Blade
Summon Skeletons
Dark Pact
Pestering Haunt

End of Turn Discard
My Thoughts

Jandra seems like a decent way to combat this Jail, Neko will probably suspect Soul Stone so I’ll go Shadow Blade just to mess with that.