[Balance Testing] FrozenStorm (Various Bashing /Miracle grow) vs Penatronic (various)

shame! shame! shame! I can fix the state by attacking it with my imp, then exhausting the newly played Gorgon?

What Imp? He got booted. You mean the Gorgon that attacked tech2?

Actually you know what it doesn’t really matter, the two gorgons mean I’m not going to mount a defense that meaningfully delays the game enough for me so let’s call it there, GG WP!

I’m game to do another MU with the proposed changes or run this matchup a couple more times, up to you. I definitely actually like the new The Boot, does it seem too extreme at 4g? That kinda feels “strong but not too strong” to me but I’m the one piloting so maybe that’s cocaine logic

the destroy tech 0 and I feels like it could be really really strong in some situations, there was one turn in the first game where it could have gotten Jandra and a T1 unit which would have been brutal.

Overall I don’t think it’s too strong at 4 gold though… it has a lot of flexibility but you’re paying for it at 4g. So for the games so far, I wouldn’t say broken. Maybe we will find it is too much later.

I’m down to keep playing test games. For the spec I was playing I definitely think I should have just been using neutral starter for bloom/wither to go with the plague lab. then maybe Necro for some hero hate to go along with the plague lab unit hate.

Let me think of another spec to test the balance changes out.

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I want to keep trying Bashing and Neutral + Heroes, so this time I think I’ll do Bashing/Strength/Ninja

I feel like I should have molac or purple peace a try, though neither are my style and both kind of run into your new favorite card, so I think instead I’ll do Strength/Balance/Anarchy. reroll or you just wanna take P1?

I can post a p1 tomorrow

1 Like

think I got all the changes but lmk if I missed something

Troq:
Swap midband and maxband
Mid at 4 and max at 7
Let maxband target any building

The Boot:
Cost moves to 4
New text: Select one of the following:
  Destroy a Tech 0 AND a Tech 1 unit
  Move an enemy hero to level 1
  Destroy an Upgrade or Ongoing Spell

Gunship: no obliterate
Bird's Nest: Sac birds when it leaves

GL HF @Penatronic !

Game 3 Player 1, Turn 1

P1 Bash squad vs P2 Strength/Balance/Anarchy

Starting Hand

Brick Thief
Older Brother
Helpful Turtle
Bloom
Granfalloon Flagbearer

Events of Turn:


Upkeep:

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

Main:

  • Brick Thief, your base to 19 (2)
  • Worker (1)
Workers

Granfalloon Flagbearer

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Brick Thief (2/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

End of Turn Hand

Fruit Ninja
Wither
Tenderfoot
Timely Messenger
Spark

End of Turn Discard
My Thoughts

Woo testing things let’s go!


y u @FrozenStorm no love me?

[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Morningstar Flagbearer
Snapback
Safe Attacking
Fox Primus
Savior Monk


WORKERS
Fox Viper


NextHand

Morningstar Flagbearer
Fox Primus
Safe Attacking
Snapback


Discard

Grappling Hook
Sensei’s Advice


Tech card(s)
Get Paid - ($5)
Worker - ($4)
Rook - ($2)
Smoker - ($1)
Aged Sensei - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook lvl1 (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger: Smoker (1/1)
  • :pschip: Technician: Aged Sensei (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I think my plan is Mimic then gunship

Ooof that’s a strong start

Game 3 Player 1, Turn 2

P1 Bash squad vs P2 Strength/Balance/Anarchy

Starting Hand

Fruit Ninja
Wither
Tenderfoot
Timely Messenger
Spark

Events of Turn:


Upkeep:

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

Iron Man, Revolver Ocelot


Main:

  • Tenderfoot (5)
  • Worker (4)
  • Tower (1)
  • Tech 1 (0)
Workers

Spark, Granfalloon Flagbearer

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Brick Thief (2/1a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Wither
Helpful Turtle
Fruit Ninja
Iron Man
Timely Messenger

End of Turn Discard
My Thoughts

Hm tower seems like a decent choice, Iron man and ocelot I spose are best t1 options and idk that I want any particular spell yet. Hidden Ninja maybe next round, maybe The Boot?


"P2T2


Tech StartingHand Workers

TECH
Bird’s Nest
Gunpoint Taxman


STARTING HAND
Snapback
Fox Primus
Safe Attacking
Morningstar Flagbearer


WORKERS
Fox Viper
Morningstar Flagbearer


NextHand

Grappling Hook
Savior Monk
Bird’s Nest
Snapback


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Safe attacking - ($2)
Heroes Hall - ($0)
Sensei advises rook
Rook kills SQL

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


Board Info:
In Patrol:

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

In Play:

  • Safe Attacking (Upgrade)
  • Aged Sensei (1/1)
  • Rook lvl1 (2/2)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Feel like my split has been super lucky, safe attacking the turn he builds a tower.

"

Game 3 Player 1, Turn 3

P1 Bash squad vs P2 Strength/Balance/Anarchy

Starting Hand

Wither
Helpful Turtle
Fruit Ninja
Iron Man
Timely Messenger

Events of Turn:


Upkeep:

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

Bird’s Nest, Glorious Ninja
Iron Man, Revolver Ocelot


Main:

  • Iron Man (3)
  • Rook (1)
  • Worker (0)
Workers

Helpful Turtle, Spark, Granfalloon Flagbearer

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Iron Man (3/4a)
  • :psfist: Elite: Tenderfoot (1+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Rook (2/4 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Older Brother
Bloom
Revolver Ocelot
Timely Messenger
Bird’s Nest

End of Turn Discard
My Thoughts

I could kill Rook here but IDK that it would actually be that great for me, so I won’t. I suspect Bird’s Nest + Midori is the plan? Iron Man + Rook will give me some good threat, let’s do that. Teching a GN in case I want to tech up next turn, and a Bird’s Nest counter to enemy birds in case I don’t


"P2T3


Tech StartingHand Workers

TECH
Wandering Mimic
Wandering Mimic


STARTING HAND
Savior Monk
Grappling Hook
Snapback
Bird’s Nest


WORKERS
Fox Viper
Morningstar Flagbearer
Savior Monk


NextHand

Fox Primus
Wandering Mimic
Sensei’s Advice
Gunpoint Taxman


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Birds nest - ($4)
Tech 2 balance - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Polly (1/1A)
  • :psfist: Elite: Tweety (2/1)
  • :ps_: Scavenger: Smoker (1/1)
  • :pschip: Technician: Aged Sensei (1/1)
  • :target: Lookout:

In Play:

  • Safe Attacking (Upgrade)
  • Rook lvl1 (2/2)
  • Bird’s Nest (ongoing)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
    "

Uhh are we forgetting the Birds nest drawback? You’ve given me a clear path to kill Rook and birds along with him…

Bird's Nest: Sac birds when it leaves

Game 3 Player 1, Turn 4

P1 Bash squad vs P2 Strength/Balance/Anarchy

Starting Hand

Older Brother
Bloom
Revolver Ocelot
Timely Messenger
Bird’s Nest

Events of Turn:


Upkeep:

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

Earthquake, Porcupine
Bird’s Nest, Glorious Ninja
Iron Man, Revolver Ocelot


Main:

  • Iron Man kills scav, you get 1g
  • Tenderfoot kills techn, you draw 1
  • Rook kills Rook, my Rook to level 3, your birds die with their nest
  • Midband Rook (5)
  • Revolver Ocelot (3)
  • Bird’s Nest (1)
  • Worker (0)
Workers

Older Brother, Helpful Turtle, Spark, Granfalloon Flagbearer

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Big Bird (1/1a)
  • :psfist: Elite:
  • :pspig: Scavenger: Tweetie Bird (1/1)
  • :exhaust: Technician: Revolver Ocelot (3/3)
  • :target: Lookout:

In Play:

  • Rook (3/5 lvl 5)
  • Tenderfoot (1/1)
  • Iron Man (3/3)
  • Bird’s Nest

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Wither
Fruit Ninja
Brick Thief
Glorious Ninja

End of Turn Discard
My Thoughts

Well this is a slam dunk kill on Rook, right? and putting down my own Bird’s nest helps nullify Mimic + Zane threat. Easy peazey? Probably max rook AND tech up next turn


Actually just a massive blunder, I haven’t played in years and forgot that the birds wouldn’t block ground attackers.

[b]P2T4[/b]
Tech StartingHand Workers

TECH
Potent Basilisk
Fairie Dragon


STARTING HAND
Fox Primus
Sensei’s Advice
Gunpoint Taxman
Wandering Mimic
Grappling Hook


WORKERS
Fox Viper
Morningstar Flagbearer
Savior Monk
Fox Primus


NextHand

Smoker (1/1)
Snapback
Wandering Mimic
Sensei’s Advice


Tech 2 card(s)
Get Paid + scav, draw - ($9)
Worker - ($8)
Wandering Mimic - ($4)
Midori - ($2)
Gunpoint Taxman - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wandering Mimic (4/4A) antiair
  • :psfist: Elite:
  • :ps_: Scavenger: Gunpoint Taxman (3/3) anti air
  • :pschip: Technician: Midori lvl1 (2/3)
  • :target: Lookout:

In Play:

  • Safe Attacking (Upgrade)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

May be worth pointing out mimic is flying and I can walk right under him, that cool?

another mistake, forgot it worked for any unit not just mine. Honestly I think it’s a terrible rule that flying cant block ground attacks but it is the game.

I think it should work in reverse of anti air (can’t block but does damage). No change to the patrol?

nah nothing to be done

Onward then :slight_smile:

I totally forgot you haven’t played in awhile, my initial reaction to “I forgot flying doesn’t block” was to reject that you forgot as impossible but that tracks given how long it’s been. Still that might mean we need a do-over for this game, that handed me a pretty big advantage. Will be curious to debrief on what your other options were there and what you might do differently in hindsight

Game 3 Player 1, Turn 5

P1 Bash squad vs P2 Strength/Balance/Anarchy

Starting Hand

Wither
Fruit Ninja
Brick Thief
Glorious Ninja

Events of Turn:


Upkeep:

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

Fox’s Den School, Earthquake
Earthquake, Porcupine
Bird’s Nest, Glorious Ninja
Iron Man, Revolver Ocelot


Main:

  • Rook to level 6 (7)
  • Rook kills GPT
  • Revolver Ocelot kills Midori, Rook maxbands
  • Tenderfoot hits your tech2 to 4hp
  • Brick Thief, pings your tech1 to 4hp (5)
  • Tech 2 Ninja (1)
  • Worker (0)
Workers

Wither, Older Brother, Helpful Turtle, Spark, Granfalloon Flagbearer

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 NINJUTSU
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Big Bird (1/1a)
  • :psfist: Elite:
  • :pspig: Scavenger: Tweetie Bird (1/1)
  • :exhaust: Technician: Iron Man (3/3)
  • :target: Lookout: Brick Thief (2/1 resist 2)

In Play:

  • Rook (4/6 lvl 8)
  • Tenderfoot (1/1)
  • Revolver Ocelot (3/1)
  • Bird’s Nest

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Porcupine
Glorious Ninja
Earthquake
Fox’s Den School

End of Turn Discard
My Thoughts

Makes more sense now why Rook was left out as bait; unintentionally. This kinda feels like a slam dunk then, don’t expect to learn too much about balance here other than bird’s nest nerf is definitely significant and swingier. Teching another Earthquake to effectively finish this, could tech The Boot as well in case maxband rook is the answer but I will just finish the game before whatever else I tech matters. So going with Fox’s Den School for funsies