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

OH LAWD MAKE IT STOP!

Set 3, Game 7, Player 2, Turn 6

P2 Black w/ Demon Taxes vs P1 Blue

Starting Hand

Skeletal Lord
Summon Skeletons
Deteriorate

Events of Turn:


Upkeep:

  • Get Gold (10)
  • no techs for right now
All Teched Cards

Death and Decay x2
Carrion Curse x2
Skeletal Lord, Dark Pact
Hooded Executioner, Lich’s Bargain


Main:

  • Deteriorate BK (9)
  • Orpal hits BK
  • Maxband Orpal (7)
  • Make a skeleton then sacrifice it, putting -1/1 on BK, it dies and does not return to your hand, -1/1 spreads to Scribe and Newsman (6)
  • Midband Garth, he kills Newsman (3)
  • Two skeletons trade with Scribe, you draw
  • One skeleton makes it his mission to hit the tower to 3hp
  • One skeleton is sacrificed to draw one
Workers

Pestering Haunt, Jandra, the Negator, Lich’s Bargain, Thieving Imp, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Orpal (2/5 lvl 6)
  • Garth (2/3 lvl 4)
  • Hooded Executioner (3/3)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 10

End of Turn Hand

Skeleton Javelineer
Carrion Curse
Sacrifice the Weak
Skeletal Archery
Deteriorate

End of Turn Discard
My Thoughts

Neko can’t keep the injunctions up forever… right? Let’s hope I can reach around for a DnD

Well… I had to whiff sooner or later. Guess I’ll have Bigby go out with a bang.

P1T7


Tech StartingHand Workers

TECH
Free Speech
Jurisdiction


STARTING HAND
Spectral Flagbearer
Tax Collector
Porkhand Magistrate
Judgment Day
Arrest


WORKERS
Jail
Spectral Aven
Traffic Director
Bluecoat Musketeer
Lawful Search
Building Inspector
Spectral Flagbearer


NextHand

Injunction
Scribe
Insurance Agent
Manufactured Truth


Discard

Brave Knight
Reputable Newsman
Scribe
Judgment Day
Porkhand Magistrate
Arrest
Free Speech
Jurisdiction


Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Judgment Day - ($5)
Tax Collector steals $1 - ($4)
Bigby breaks Graveyard
Tech II: Law - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tax Collector (2/3)
  • :target: Lookout:

In Play:

  • L5 Bigby Hayes (3/4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Law)
  • :heart: Tower HP: 3

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 11

Thoughts

If I factor in the cost of the Graveyard, Judgment Day slightly favors me in terms of value, and more importantly, it gives him fewer tools to break my infrastructure with, which is especially important since I’m now at risk of D&D. And speaking of D&D, I can’t afford to procrastinate on Free Speech any longer… doubling one up with a Jurisdiction for flexible sourcing.

Wouldn’t have mattered too much, just a Garth fetch or skeleton differentiation XD

Set 3, Game 7, Player 2, Turn 7

P2 Black w/ Demon Taxes vs P1 Blue

Starting Hand

Skeleton Javelineer
Carrion Curse
Sacrifice the Weak
Skeletal Archery
Deteriorate
Death and Decay (techn)

Events of Turn:


Upkeep:

  • Get Gold (10+3Float-1tax)
  • Tech 1 card in
All Teched Cards

Gargoyle
Death and Decay x2
Carrion Curse x2
Skeletal Lord, Dark Pact
Hooded Executioner, Lich’s Bargain


Main:

  • Death and Decay, Tax collector dies you draw 1, tech 1 and tower break, which put your base on 13hp; Tech 2 and Bigby weakened (4)
  • Orpal breaks the tech 2, your base to 11
  • Garth kills Bigby, goes to level 6
  • Maxband Garth, fetch Gargoyle (3)
  • Carrion Curse, if there’s a spell in your techn draw discard that and MTruth, if not Injunction + MTruth (0)
Workers

Pestering Haunt, Jandra, the Negator, Lich’s Bargain, Thieving Imp, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Orpal (2/5 lvl 6)
  • Garth (3/4 lvl 7)
  • Gargoyle (0/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Carrion Curse
Skeletal Lord
Summon Skeletons
Death and Decay
Dark Pact

End of Turn Discard
My Thoughts

Didn’t matter either way, DnD seals the deal for me :slight_smile:

Technician draw was the other Tax Collector.

P1T8


Tech StartingHand Workers

TECH
Free Speech


STARTING HAND
Scribe
Injunction
Manufactured Truth
Insurance Agent
Tax Collector


WORKERS
Jail
Spectral Aven
Traffic Director
Bluecoat Musketeer
Lawful Search
Building Inspector
Spectral Flagbearer


NextHand

Scribe
Free Speech
Manufactured Truth
Insurance Agent
Free Speech


Tech 1 card(s)
Get Paid - ($11)
Rebuild Tech I
General Onimaru, maxband - ($2)

Float ($2)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: General Onimaru (5/5) Frenzy 1, readiness
  • :ps_: Scavenger: Soldier (1/1) Sparkshot
  • :pschip: Technician: Soldier (1/1) Sparkshot
  • :target: Lookout: Soldier (1/1) Sparkshot, resist 1

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 11

Thoughts

Guess I’ll just slip in the other Free Speech, as I don’t know of any other card that can turn this around.

I’ll DnD again, have Garg kill Oni, make a skeleton, Orpal breaks the tech 1, and Garth puts your base on 3hp. I’m guessing that’s a scoop but can format the turn properly if need be, just LMK!

Naw, you got me… I can stop your heroes from finishing me off, but have no answer to the Gargoyle. GG WP! I don’t seem to have any luck with Law spec, do I?

P1T1


StartingHand Workers

STARTING HAND
Lawful Search
Spectral Aven
Traffic Director
Porkhand Magistrate
Bluecoat Musketeer


WORKERS
Bluecoat Musketeer


NextHand

Jail
Building Inspector
Manufactured Truth
Reputable Newsman
Spectral Aven


Discard

Lawful Search
Porkhand Magistrate


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Traffic Director - ($2)
Bigby Hayes - ($0)

Float ($0)
Stash 1, Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Traffic Director (1/1) Untargetable
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Bigby Hayes (2/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

Thoughts

A little disappointing to see Search and Aven both in T1 hand, but at least I also have Director.

1 Like

I was between TB and Garg, but yeah glad I ultimately chose Garg. You’ve got your Bigby game on point w/ his spells, but I’m not convinced there is a winning line w/ Law T2 that isn’t primarily driven by Insurance Agents and a T3 finish. I can totally sympathize with the conundrum of balancing lockdown stuff like Law has, but I feel like almost all the Law T2 cards aside from Insurance Agent could have used a little love. Constable should have haste IMO or just better stats / gold efficiency, GatG should have 2 attack and affect heroes, JJ should have… 5 attack? I understand that’s a big buff for it but it’s also still counterable & and it’s slow & expensive… And Censorship Council should maybe be 3g? Idk, the point is none of them are super exciting.

Anywho, GL HF!

Set 3, Game 8, Player 2, Turn 1

P2 Black w/ Demon Taxes vs P1 Blue

Starting Hand

Poisonblade Rogue
Pestering Haunt
Deteriorate
Sacrifice the Weak
Graveyard

Events of Turn:


Upkeep:

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

Main:

  • Pestering Haunt (4)
  • Vandy + lvl 2 (1)
  • Worker (0)
Workers

Poisonblade Rogue

  • :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: Vandy (2+1/3 lvl 2)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Skeletal Archery
Jandra, the Negator
Summon Skeletons
Skeleton Javelineer
Thieving Imp

End of Turn Discard
My Thoughts

Same start to last game, don’t want to just let Bigby maxband but not a lot of excellent choices here. Orpal would be an alternative I suppose, but I mean I won last game so it wasn’t a disaster to do this…

I think Justice Juggernaut + Insurance Agent would be incredibly potent once it gets rolling, but I’ve yet to get it off the ground. Maybe I should try using Promise of Payment to accelerate it sometime.

Btw, I’m utterly baffled by the choice to spend $1 on a Vandy level when I can’t rush in a Tax Collector with a card still in my deck and only $5 on hand, and couldn’t play one without having previously built my Tech I besides. Sure you wouldn’t rather just float?

I don’t want Bigby to trade away and levels to go to Oni, so it’s a way to have Vandy midband if Bigby suicides (she’s lvl 4 mid in our little experiment here).

I’m not saying I know for sure it’s a great decision, but it worked for me last game and my opening hand was pretty similar so I figured I’d see if last game was a fluke for me or it was actually fine to let Bigby maxband

1 Like

Alright, I’ll cooperate with that experiment.

P1T2


Tech StartingHand Workers

TECH
Scribe
Scribe


STARTING HAND
Spectral Aven
Reputable Newsman
Jail
Manufactured Truth
Building Inspector


WORKERS
Bluecoat Musketeer
Jail


NextHand

Reputable Newsman
Scribe
Arrest
Scribe
Porkhand Magistrate


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Midband Bigby - ($2)
Director and Bigby kill Vandy
Building Inspector - ($1)
Tech I - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • L5 Bigby Hayes (3/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

Well, if he’s investing extra value in that Vandy level, I’m extra motivated to take her out, and I’ll happily pay to midband Bigby to do so, as I find his card draws quite helpful. I’ll Scavenger the Inspector, as it ensures a favorable trade in terms of gold, and barring a timely Graveyard, breaks even in terms of cards. Stashing the Newsman to defend against spells of replacement heroes, and teching in… Scribes, to counter Carrion Curse, in light of StW’s potential to clear away a $3 Newsman.

It doesn’t seem totally crazy, does it? Early maxband on Bigby is not the most threatening thing. Perhaps laying Orpal out and floating 1 would be better, I was conflicted on that, but no great options

Set 3, Game 8, Player 2, Turn 2

P2 Black w/ Demon Taxes vs P1 Blue

Starting Hand

Skeletal Archery
Jandra, the Negator
Summon Skeletons
Skeleton Javelineer
Thieving Imp

Events of Turn:


Upkeep:

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

Hooded Executioner, Sickness


Main:

  • Thieving Imp, discard #3 of 5 (3)
  • Pestering Haunt trades with BI
  • Skeleton Javelineer (2)
  • Tech 1 (1)
  • Worker (0)
Workers

Jandra, the Negator, Poisonblade Rogue

  • :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: Thieving Imp (2+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Skeleton Javelineer (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Graveyard
Hooded Executioner
Deteriorate
Sacrifice the Weak

End of Turn Discard
My Thoughts

Doing things a little different from last game… Really no idea if this is viable or not

Definitely not totally crazy, and in some ways it seems clever, though I’m quite happy with it, at least for the moment. If I were to argue against it, I’d say that Orpal is pretty good at taking the wind out of Onimaru’s sails, especially in the early game, and that maxband Bigby gives me good control over my hand size and composition, which largely negates the threat of your discard mechanics. From my perspective, I’m just happy to get a good value trade more than anything, although it’s a bit bittersweet in that I didn’t get more combat value out of Bigby before losing the opportunity to heal him. Essentially, you’re leading me into sacrificing combat value for hand resilience, but that being the case, I would think following up with a SQL hero would be stronger than dropping the Imp, unless you either aren’t sure which hero to switch to, are planning to follow up with a Vandy replay, or don’t want to telegraph your strategy by playing a hero before you have a desired spell in hand.

P1T3


Tech StartingHand Workers

TECH
Brave Knight
Brave Knight


STARTING HAND
Reputable Newsman
Arrest
Porkhand Magistrate
Scribe
Scribe
Spectral Aven
Traffic Director
Lawful Search


WORKERS
Bluecoat Musketeer
Jail
Traffic Director


NextHand

Manufactured Truth
Brave Knight
Spectral Aven
Brave Knight
Arrest


Tech 2 card(s)
Get Paid + Scavenger - ($7)
Bigby draws
Scribe - ($5)
Scribe - ($3)
Worker - ($2)
Reputable Newsman - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Scribe (1/3)
  • :pschip: Technician: Scribe (1/3)
  • :target: Lookout:

In Play:

  • L5 Bigby Hayes (3/4)
  • Reputable Newsman (0/2) $2 blocked

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

I think I’ll aim to put a Scribe in Elite to protect a backline $2 Newsman to protect against StW, Bargain, and Sickness, and just accept that I might lose cards to Carrion Curse, and as such, I’ll tech in units… but which ones to go for? Tax Collector is probably a bad choice, because it’s only effective as a surprise play, and it’s too soon to go for tech IIs… I think I’ll try to lay down some Knights, as they seem like strong counters to Vandy’s maxband as long as I take steps to protect them from spells and abilities. On second thought, an Executioner could take down a single patroller, so I’ll aim for 2 Scribes and, since Deteriorate could render them ineffective defenders, place them to recover value instead of for combat effectiveness.

Yeah maybe it’s a bit silly, I’m still undecided

Set 3, Game 8, Player 2, Turn 3

P2 Black w/ Demon Taxes vs P1 Blue

Starting Hand

Graveyard
Hooded Executioner
Deteriorate
Sacrifice the Weak

Events of Turn:


Upkeep:

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

Carrion Curse,
Hooded Executioner, Sickness


Main:

  • Hooded Executioner + boost, get rid of Newsman (2)
  • Jav long ranges scav Scribe, Imp kills it, you get 1g
  • Worker (1)
Workers

Graveyard, Jandra, the Negator, Poisonblade Rogue

  • :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

In Patrol:

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

In Play:

  • Skeleton Javelineer (1/1, no rune)
  • Thieving Imp (2/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Summon Skeletons
Pestering Haunt
Sickness
Skeletal Archery

End of Turn Discard
My Thoughts

Still shrugging a little, Orpal does seem to be strong though, so going to hit those spells hard and see where it takes me

P1T4


Tech StartingHand Workers

TECH
Spectral Flagbearer
Spectral Flagbearer


STARTING HAND
Spectral Aven
Manufactured Truth
Brave Knight
Arrest
Brave Knight
Lawful Search


WORKERS
Bluecoat Musketeer
Jail
Traffic Director
Lawful Search


NextHand

Building Inspector
Spectral Flagbearer
Manufactured Truth
Porkhand Magistrate
Spectral Aven


Tech 2 card(s)
Get Paid + Scavenger - ($8)
Brave Knight - ($5)
Manufactured Truth, Scribe was really a Knight! - ($4)
Bigby sidelines Executioner
“Brave Knight” kills Executioner, retreats to hand
Scribe - ($2)
Worker - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brave Knight (3/3A) Readiness, “brave”
  • :psfist: Elite:
  • :ps_: Scavenger: Scribe (1/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Bigby Hayes (3/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

Thoughts

Gonna creep into Truth, as the Scribes seem to work well with it. Going with SQL for the Kniight so even if it gets Deteriorated, both he Imp and Javelineer will need to trade to take him down, and though this does risk Deteriorate finishing him off to bypass his ability, with all the draw power I’m running, I’m not really concerned about it. Going with Search as my worker choice because Eyes will obsolete it.

That certainly had me lookin’ silly!

Set 3, Game 8, Player 2, Turn 4

P2 Black w/ Demon Taxes vs P1 Blue

Starting Hand

Summon Skeletons
Pestering Haunt
Sickness
Skeletal Archery

Events of Turn:


Upkeep:

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

Shrine of Forbidden Knowledge, Banefire Golem
Carrion Curse, Sickness
Hooded Executioner, Sickness


Main:

  • Imp and Jav ram BK
  • Orpal (7)
  • Sickness BK (killing it to discard) and Bigby (5)
  • Tech 2 Demonology (1)
  • Worker (0)
Workers

Skeletal Archery, Graveyard, Jandra, the Negator, Poisonblade Rogue

  • :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
  • Tech2 HP: 5 DEMONZ

In Patrol:

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

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Thieving Imp
Summon Skeletons
Shrine of Forbidden Knowledge
Pestering Haunt

End of Turn Discard
My Thoughts

I think this is going well for me? Idk it’s kinda hard to know but I feel like I’m getting decent trading and the “Bigby spends a lot of resources stalling to no strong win con” is in effect atm. We’ll see if I still feel that way when the stall leads to Liberty Gryphon destruction, but until that happens let’s grab Demonz and see where it leads!

I dunno, you got me to delay my Tech II (and thus miss the chance for free levels here), kept me from breaking your Tech I before you had a chance to tech up, and managed to get some enfeeblement on Bigby, so not too shabby from my perspective. Well, I did think it was a mistake for you to kill the Scavenger instead of the Technician, but looking at my hand size now, I’m not so sure about that anymore.

P1T5


Tech StartingHand Workers

TECH
Macciatus, The Whisperer
Reteller of Truths


STARTING HAND
Porkhand Magistrate
Building Inspector
Manufactured Truth
Spectral Aven
Spectral Flagbearer


WORKERS
Bluecoat Musketeer
Jail
Traffic Director
Lawful Search
Building Inspector


NextHand

Brave Knight
Arrest
Reputable Newsman


Discard

Brave Knight
Manufactured Truth
Porkhand Magistrate
Macciatus, The Whisperer
Reteller of Truths


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Spectral Aven - ($6)
Manufactured Truth, Scribe was really an Aven! - ($5)
Bigby and “Aven” kill Orpal
Spectral Flagbearer - ($4)
Tech II: Truth - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Spectral Aven (2/2) Flying
  • :pschip: Technician: Spectral Flagbearer (2/2) Tempting Target
  • :target: Lookout:

In Play:

  • L5 Bigby Hayes (1/2) [2-]
  • Scribe (1/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

I had intended to go with Eyes of the Chancellor to hide the Reteller so the Flagbearers could interfere with Orpal’s abilities, but Sickness makes that a less viable strategy, and seeing him go Demonology has me more concerned about Zarramonde’s ability than Orpal’s, so I’ll take Macciatus instead. Seeing Demonology, I’m really glad I decided to tech in those Flagbearers.

You’re right, this really isn’t a terribly uneven game.

Set 3, Game 8, Player 2, Turn 5

P2 Black w/ Demon Taxes vs P1 Blue

Starting Hand

Thieving Imp
Summon Skeletons
Shrine of Forbidden Knowledge
Pestering Haunt

Events of Turn:


Upkeep:

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

Blackhand Dozer, Zarramonde, the Obliterator
Shrine of Forbidden Knowledge, Banefire Golem
Carrion Curse, Sickness
Hooded Executioner, Sickness


Main:

  • Shrine of Forbidden Knowledge (6)
  • Thieving Imp, discard #3 of 3 (3)
  • Vandy (1)
  • Worker (0)
Workers

Pestering Haunt, Skeletal Archery, Graveyard, Jandra, the Negator, Poisonblade Rogue

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

In Play:

  • Shrine of Forbidden Knowledge (5hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Sacrifice the Weak
Carrion Curse
Sickness
Deteriorate

End of Turn Discard
My Thoughts

Here comes the Gryphon rush, and I’m not in great position to do something about it… Let’s hope that changes!

Agreed, though depending on our next hands, I think it could quickly become one.

P1T6


Tech StartingHand Workers

TECH
Liberty Gryphon
Liberty Gryphon


STARTING HAND
Reputable Newsman
Brave Knight
Arrest


WORKERS
Bluecoat Musketeer
Jail
Traffic Director
Lawful Search
Building Inspector
Arrest


NextHand

Scribe
Spectral Flagbearer
Brave Knight


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Sirus Quince - ($6)
Bigby sidelines Imp
Scribe and Aven kill Vandy
Tech III - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Sirus Quince (1/4A)
  • :psfist: Elite:
  • :ps_: Scavenger: Mirror Illusion (0/1)
  • :pschip: Technician: Spectral Flagbearer (2/2) Tempting target
  • :target: Lookout:

In Play:

  • L5 Bigby Hayes (1/2) [2-]
  • Spectral Aven (2/2) Flying
  • Scribe (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

Thoughts

Early teching Gryphons because I want to keep my cycle small… I could go for spells here, and maybe should, but I want to be ready to break some buildings ASAP. Hmm… with that in mind, I’ll rush my Tech III and hope for a lucky draw next turn!

I think I’ve probably lost this T3 race

Set 3, Game 8, Player 2, Turn 6

P2 Black w/ Demon Taxes vs P1 Blue

Starting Hand

Sacrifice the Weak
Carrion Curse
Sickness
Deteriorate
Skeleton Javelineer (techn)

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Base takes 1
  • Elect to tech 2 cards in
All Teched Cards

Death and Decay x2
Blackhand Dozer, Zarramonde, the Obliterator
Shrine of Forbidden Knowledge, Banefire Golem
Carrion Curse, Sickness
Hooded Executioner, Sickness


Main:

  • Orpal + maxband (3)
  • Deteriorate Flagbearer, you draw 1 (2)
  • Sickness Quince and Scribe, plague spreads from Scribe to Aven and Mirror, you get 1g (0)
  • Imp pokes Quince for 1
  • pray no gryphons
Workers

Pestering Haunt, Skeletal Archery, Graveyard, Jandra, the Negator, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ

In Patrol:

  • :psblueshield: Squad Leader: Orpal (2/5+1armor lvl 6)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Thieving Imp (2/2)
  • Shrine of Forbidden Knowledge (5hp)

Economy Info:

Cards:

  • Hand: 6
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Hooded Executioner
Sickness
Banefire Golem
Death and Decay
Carrion Curse
Sacrifice the Weak

End of Turn Discard
My Thoughts

Let’s hope I can stick out the Gryphons or beat Neko to them with DnD!

Yeah, lucky Bigby draw… this looks rather severe.

P1T7


StartingHand Workers

STARTING HAND
Spectral Flagbearer
Scribe
Brave Knight
Macciatus, The Whisperer
Liberty Gryphon


WORKERS
Bluecoat Musketeer
Jail
Traffic Director
Lawful Search
Building Inspector
Arrest


NextHand

Brave Knight
Porkhand Magistrate
Liberty Gryphon
Reputable Newsman


Discard

Spectral Flagbearer
Scribe
Spectral Aven
Brave Knight
Scribe


Tech 0 card(s)
Get Paid + float + Scavenger - ($12)
Bigby draws
Maxband Quince - ($10)
Mirror Illusion - ($8)
Liberty Gryphon, mirrored - ($5)
Macciatus, The Whisperer - ($3)
Spectral Flagbearer - ($2)
General Onimaru - ($0)
Gryphon kills Orpal
Gryphon breaks Tech II

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 General Onimaru (2/3A) Frenzy 1
  • :psfist: Elite:
  • :ps_: Scavenger: Macciatus, The Whisperer (3/3)
  • :pschip: Technician: Spectral Flagbearer (3/3) Tempting target
  • :target: Lookout:

In Play:

  • L5 Bigby Hayes (1/2) [2-]
  • L5 Sirus Quince (0/4) [1-]
  • Liberty Gryphon {A} (6/6) Flying, haste, unstoppable, unattackable, untargetable
  • Liberty Gryphon {Copy of A} (6/6) Flying, haste, unstoppable, unattackable, untargetable

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

Skipping tech in favor of focusing on unit deployment… no need for Free Speech to defend against ultimates when I have the threat of hasty Gryphons. … Lucky Bibgy draw, and I can barely afford quite a nice line of support for double Gryphons. I think I’ve got this in the bag.