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

Surprised, like I said, but in a way not… I feel like this kind of validated for me how key Garth is.

Partly, also, I think Neko slow-played a little too much :wink: There should either be a lot of board or a free speech coming out I feel like.

But yea, Black Starter, BCs and Garth in general are still super strong early game XD Who knew?

Let’s see how the rest of the games go before we get too confident we know what’s going on here

2 Likes

Agreed, a single game isn’t a large enough sample size! It’s definitely interesting to see that Black can absolutely still win while completely cutting out a hero most players think is either OP or merely “very very strong” and not replacing her, though we’ll see whether that still holds true as you two get a sense for this version of the matchup.

1 Like

I definitely think only having two heroes isn’t necessarily devastating. I’ve had a lot of games where I cycled between two different heroes frequently and still did well.

1 Like

I think it’s fine if the game ends early and you have pressure. I expected this to go past turn 8 or so, and most games that go that late I end up using all three

1 Like

Vandy trained me to be hyper-cautious about giving away free levels in the early game, and that experience bled into this game. I should have opened with Newsman and Onimaru on turn 1, probably.

1 Like

I agree, I think Oni strats become way more viable with Vandy out of the picture.
Possibly even Quince strats, though mono-blue often doesn’t have much worth copying.

Okay @Nekoatl come at me harder this time, GL HF!

Game 2, Player 1, Turn 1

P1 Black but no Vandy or her Spells vs P2 Blue

Starting Hand

Skeletal Archery
Thieving Imp
Pestering Haunt
Graveyard
Deteriorate

Events of Turn:


Upkeep:

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

Main:

  • Garth (2)
  • Pestering Haunt (2)
  • Make a skeleton (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:

  • Garth (1/3 lvl 1)
  • Pestering Haunt (1/1)
  • Skeleton (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

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

End of Turn Discard
My Thoughts

Last game went unexpectedly well but I feel like Neko went a little light on me, we’ll see if Elite Training, Free Speech and a little more aggro are able to keep me off Death and Decay this time!


No Newsman in hand this time around, so I can’t stop you from killing Onimaru if you have Sacrifice the Weak in hand… but since Garth takes $3 to midband instead of $2 and doesn’t have sparkshot, it looks like I can at least make you skip a worker if you want to claim those free levels!

P2T1


StartingHand Workers

STARTING HAND
Arrest
Jail
Building Inspector
Spectral Aven
Bluecoat Musketeer


WORKERS
Jail


NextHand

Reputable Newsman
Lawful Search
Porkhand Magistrate
Manufactured Truth
Traffic Director


Discard

Building Inspector
Spectral Aven
Arrest


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

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bluecoat Musketeer (1/2A)
  • :psfist: Elite: L1 General Onimaru (3/3) Frenzy 1
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

So he says, but no Newsman in hand this time around. Well, I’ll gamble that he doesn’t have Sacrifice the Weak in hand, for science. This wouldn’t be so risky if not for that pesky Haunt. I’ll patrol Bigby in Elite and SQL the Musketeer, this way Garth’ll have to midband if he wants to survive killing Onimaru, and he’ll have to play StW to even have that option. With his P1 economy, doing both means skipping a worker, which I’ll be happy to give away free levels for. It might still work out in his favor if he goes Lich’s Bargain, though, to end the game quickly before the worker difference has a chance to catch up.

Wish I had Imp or Deteriorate to help punish better here, but yeah that’s a very safe Oni patrol with no Vandy.

Game 2, Player 1, Turn 2

P1 Black but no Vandy or her Spells vs P2 Blue

Starting Hand

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

Events of Turn:


Upkeep:

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

Plague Spitter, Bone Collector


Main:

  • Skeleton Javelineer (4)
  • Make a skeleton (3)
  • Haunt pings your base to 19
  • Worker (2)
  • Tech 1 (1)
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: Skeleton (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

In Play:

  • Garth (1/3 lvl 1)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Deteriorate
Sacrifice the Weak
Summon Skeletons
Plague Spitter
Jandra, the Negator

End of Turn Discard
My Thoughts

Not going to be as smooth of sledding here. MT and Arrest are going to cause a lot more problems. Arguably Nether Drain or Doom Grasp or maybe Hoodie are good choices here, but I’m going to opt for Spitter and a BC. Hopefully that does the job still okay. I’m almost certainly losing SQL and Techn here, unless he doesn’t have Porky or Newsie to block with


You’re floating $1, yes?

Correct, my bad there. Now kill my technician so I can take advantage of it XD

When you put it that way, I’m less enthusiastic about it, but it still seems like the best choice here.

P2T2


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Reputable Newsman
Traffic Director
Manufactured Truth
Porkhand Magistrate
Lawful Search


WORKERS
Jail
Porkhand Magistrate


NextHand

Spectral Aven
Overeager Cadet
Arrest
Building Inspector


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Onimaru kills SQL
Musketeer snipes Javelineer
Tech I - ($4)
Reputable Newsman: $2 blocked - ($2)
Traffic Director - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

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

In Play:

  • L1 General Onimaru (2/2) Frenzy 1
  • Bluecoat Musketeer (1/2) Long-range

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

Thoughts

Going with Cadets to save money to level Onimaru.

I agree that it was your best option, just was hoping to psyche you out of it lol. Need mindgames on my side with no Shadow Blades or invisible demon queens.

Game 2, Player 1, Turn 3

P1 Black but no Vandy or her Spells vs P2 Blue

Starting Hand

Deteriorate
Sacrifice the Weak
Summon Skeletons
Plague Spitter
Jandra, the Negator
Thieving Imp (techn)

Events of Turn:


Upkeep:

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

Doom Grasp, Hooded Executioner
Plague Spitter, Bone Collector


Main:

  • Deteriorate Musketeer, Haunt kills it
  • Plague Spitter (4)
  • Thieving Imp, discard #2 of 4 (1)
  • Worker (0)
Workers

Poisonblade Rogue, Skeletal Archery

  • :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

In Patrol:

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

In Play:

  • Garth (1/3 lvl 1)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Bone Collector
Graveyard
Doom Grasp
Deteriorate

End of Turn Discard
My Thoughts

Okay yeah, I do want that Hoodie and Doom Grasp. Might lay Graveyard next turn if I dont draw either, probably dropping BC also.


I dunno, you seem to be causing plenty of trouble as is.

P2T3


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Arrest
Overeager Cadet
Building Inspector
Spectral Aven


WORKERS
Jail
Porkhand Magistrate
Arrest


NextHand

Overeager Cadet
Lawful Search
Manufactured Truth
Building Inspector


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Midband Onimaru - ($3)
Onimaru kills Plague Spitter
Maxband Onimaru - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

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

In Play:

  • L8 General Onimaru (1/2) Frenzy 1, readiness [3-]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

What a mess. It seems I have only bad options here, and oddly, sacrificing maxband Onimaru seems the least bad. The Imp taking the Cadet really hurt, and the Haunt is such a thorn in my side. I’ll aggressively rush Garrisons even though I can’t afford to build a Tech II. Chances are I won’t have both in hand next turn, and even if I do, I can probably pull strings to get Bigby in play to stash one of them.

Can’t argue that I somehow underestimated at gut check just how much the starter decks play a role in making this matchup hell for Blue. I thought Vandy was a more key piece of that puzzle.

Game 2, Player 1, Turn 4

P1 Black but no Vandy or her Spells vs P2 Blue

Starting Hand

Bone Collector
Graveyard
Doom Grasp
Deteriorate

Events of Turn:


Upkeep:

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

Blackhand Dozer, Nether Drain
Doom Grasp, Hooded Executioner
Plague Spitter, Bone Collector


Main:

  • Imp kills SQL, takes 1
  • Deteriorate Newsie, Haunt and skeleton take him down
  • Garth kills lookout
  • Graveyard (5)
  • Bone Collector (3)
  • Make a skeleton (2)
  • Worker (1)
Workers

Doom Grasp, Poisonblade Rogue, Skeletal Archery

  • :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

In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Bone Collector (3/3)

In Play:

  • Garth (1/2 lvl 1)
  • Graveyard (3hp)
  • Thieving Imp (2/1)
  • Skeleton (1/1)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Hooded Executioner
Skeleton Javelineer

End of Turn Discard

Plague Spitter
Nether Drain
Blackhand Dozer
Deteriorate

My Thoughts

Huh, interesting choice, Maxing Oni but neutering him… must have whiffed the Arrest and MTruth (or I got lucky and DCd one with Imp). I’m going to set up Graveyard + BC in that case, and worker the DG. Doesn’t feel like I’ll need it now. I can kill a lot of stuff by using Deteriorate to trade favorably, let’s do that. Possible I’ll lose Garth here, so teching a dozer and… Well Nether Drain is still really handy, let’s tech that also. Carrion Curse is a decent consideration also but I think I’m probably rushing tech 3 at this point.


1 Like

Same here, though those Plague Spitters are also helping you out a lot, having both diseased touch and anti-air.

P2T4


Tech StartingHand Workers

TECH
Spectral Flagbearer
Spectral Flagbearer


STARTING HAND
Lawful Search
Manufactured Truth
Overeager Cadet
Building Inspector


WORKERS
Jail
Porkhand Magistrate
Arrest
Lawful Search


NextHand

Overeager Cadet
Flagstone Garrison
Flagstone Garrison
Spectral Aven


Discard

Reputable Newsman
Traffic Director
Building Inspector
Manufactured Truth
Spectral Flagbearer
Spectral Flagbearer


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech II: Peace - ($3)
Overeager Cadet

Float ($3)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2A)
  • :psfist: Elite: L8 General Onimaru (2/2) Frenzy 1, readiness [3-]
  • :ps_: Scavenger: Soldier (1/1) Sparkshot
  • :pschip: Technician: Soldier (1/1) Sparkshot
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 3
  • Workers: 9

Thoughts

Tempting to build a Tower with this $3 for more stopping power, but I expect to have other need for both the gold and the add-on slot soon, so I’ll float instead. Floating may also make him cautious of Judgment Day, so hopefully he won’t gain too much board advantage.

Yeah Black tech 1 is also way better than Blue tech 1, and Garth is still above average early game despite poor combat stats just because of how effective cardless 1/1s are for keeping key pieces safe.

Game 2, Player 1, Turn 5

P1 Black but no Vandy or her Spells vs P2 Blue

Starting Hand

Hooded Executioner
Skeleton Javelineer

Events of Turn:


Upkeep:

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

Zarramonde, the Obliterator x2
Blackhand Dozer, Nether Drain
Doom Grasp, Hooded Executioner
Plague Spitter, Bone Collector


Main:

  • BC kills SQL, takes 2, I get a skeleton
  • Imp trades with Oni, Garth to level 3
  • Garth kills scav, you get 1g
  • Midband Garth (8)
  • Replay Imp from the Grave, you discard #1 of 4 (5)
  • Haunt hits your tech 2 to 4hp
  • Worker (4)
  • Tech 2 Demonology (0)
Workers

Skeleton Javelineer, Doom Grasp, Poisonblade Rogue, Skeletal Archery

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ

In Patrol:

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

In Play:

  • Garth (2/4 lvl 4)
  • Graveyard (3hp)
  • Bone Collector (3/1)
  • Skeleton (1/1)
  • Skeleton (1/1)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Sacrifice the Weak
Summon Skeletons
Zarramonde, the Obliterator

End of Turn Discard
My Thoughts

Seems pretty safe to take good trades but leave the technician, and aim for tech 3 next turn. Even with all that gold, decent chance I avoid total board flood if I force a discard, and flood or not I still have a solid board myself. Next turn maxband Garth + Worker + T3 and I should be in pretty good shape. Teching both Zarras to fatten the deck w/ a draw for em.

Well drawing one on the RS isn’t great, maybe I shouldn’t have patrolled techn… Hopefully the other one stays in the deck until next dc draw.


I dunno, I think Blue Tech I is quite strong under the right circumstances. The problem is they don’t really start to shine until they have Tech II support.

P2T5


Tech StartingHand Workers

TECH
Spectral Hound
Spectral Hound


STARTING HAND
Flagstone Garrison
Flagstone Garrison
Overeager Cadet
Spectral Aven
Bluecoat Musketeer
Spectral Hound
Spectral Flagbearer
Building Inspector
Traffic Director
Overeager Cadet
Manufactured Truth
Spectral Hound
Spectral Flagbearer
Overeager Cadet
Reputable Newsman


WORKERS
Jail
Porkhand Magistrate
Arrest
Lawful Search
Bluecoat Musketeer


NextHand

Building Inspector
Traffic Director
Reputable Newsman
Manufactured Truth


Tech 2 card(s)
Get Paid + float + Scavenger - ($13)
Flagstone Garrison - ($10)
Flagstone Garrison - ($7)
Spectral Aven - ($5)
Spectral Hound - ($4)
Spectral Flagbearer - ($3)
Overeager Cadet
Spectral Hound - ($2)
Overeager Cadet
Spectral Flagbearer - ($1)
Worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spectral Hound (3/3A)
  • :psfist: Elite: Overeager Cadet (3/2)
  • :ps_: Scavenger: Spectral Flagbearer (2/2) Tempting Target
  • :pschip: Technician: Spectral Flagbearer (2/2) Tempting Target
  • :target: Lookout: Spectral Hound (3/3) Resist 1

In Play:

  • Flagstone Garrison (4)
  • Flagstone Garrison (4)
  • Overeager Cadet (2/2)
  • Spectral Aven (2/2) Flying
  • Soldier (1/1) Sparkshot

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

I’d rather the Imp have taken the Aven, but at least I didn’t lose a Garrison.

So much for Imp hitting a key piece lol XD

Game 2, Player 1, Turn 6

P1 Black but no Vandy or her Spells vs P2 Blue

Starting Hand

Sacrifice the Weak
Summon Skeletons
Zarramonde, the Obliterator

Events of Turn:


Upkeep:

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

Sickness, Blackhand Dozer
Zarramonde, the Obliterator x2
Blackhand Dozer, Nether Drain
Doom Grasp, Hooded Executioner
Plague Spitter, Bone Collector


Main:

  • Garth hits Hound, Imp finishes him
  • BC trades with Lookout, I get a skeleton
  • Haunt trades with Soldier, replay him from Grave
  • Maxband Garth, fetching a Blackhand Dozer (6)
  • Worker (5)
  • Tech 3 (0)
Workers

Summon Skeletons, Skeleton Javelineer, Doom Grasp, Poisonblade Rogue, Skeletal Archery

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1)
  • :psfist: Elite: Skeleton (1/1)
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout: Blackhand Dozer (7/6)

In Play:

  • Garth (3/4 lvl 7)
  • Graveyard (3hp, holding BC and Imp)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Plague Spitter
Zarramonde, the Obliterator
Blackhand Dozer
Hooded Executioner

End of Turn Discard
My Thoughts

Seems perhaps I was wrong lol. That’s a lot of board flood. Likely he tech Elite Training and is able to roll me here a bit, let’s see if I can make it work!


Patrolling with the Dozer may not have been your best option.

P2T6


Tech StartingHand Workers

TECH
Drill Sergeant
Drill Sergeant


STARTING HAND
Reputable Newsman
Manufactured Truth
Traffic Director
Building Inspector
Overeager Cadet
Spectral Flagbearer
Drill Sergeant
Spectral Hound
Overeager Cadet
Spectral Hound
Drill Sergeant


WORKERS
Jail
Porkhand Magistrate
Arrest
Lawful Search
Bluecoat Musketeer


NextHand

Spectral Hound
Manufactured Truth
Spectral Flagbearer
Traffic Director
Spectral Hound


Tech 2 card(s)
Get Paid - ($10)
Flagbearer kills SQL
Cadets and a Flagbearer trade with Dozer
Aven kills Haunt, Graveyard breaks
Building Inspector - ($9)
Overeager Cadet
Drill Sergeant - ($6)
Overeager Cadet
Drill Sergeant - ($3)
Reputable Newsman: $4 blocked - ($1)
Tech Lab: Truth - ($0)
Move all runes to Newsman

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Reputable Newsman (4/7A) $4 blocked [4+]
  • :psfist: Elite: Overeager Cadet (3/2)
  • :ps_: Scavenger: Overeager Cadet (2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Flagstone Garrison (4)
  • Flagstone Garrison (4)
  • Drill Sergeant (3/3)
  • Drill Sergeant (3/3)
  • Spectral Flagbearer (2/1) Tempting target
  • Spectral Aven (2/2) Flying
  • Building Inspector (1/1) $1 tax

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Peace)
  • :heart: Tech Lab HP: 4 (Truth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

I think I have this pretty well in hand, but Death Rites could still be a problem. Newsman could perhaps prevent that, and probably should try. I have to try to prevent Sacrifice the Weak from taking him out, so I’ll increase his attack to let the Building Inspector and Aven screen for him.