Hey @Penatronic per our DMs, we’re gonna try out the nerfs and buffs in this thread. Namely, here are the specific changes we’ll try for this first game:
Black:
Deteriorate costs 1
Vandy:
Dark Pact costs 1
No resist on midband
Garth:
2/3 at midband
Lich's Bargain deals 6 base damage instead of 4
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
Before we start, any amendments to that list? Did we want to change Arresting Constable?
1 Like
Reducing cost from 4 to 3? Ok with me.
Do we really feel like that makes a difference for him? I still feel like he should have haste or be a bigger body or have it be once a turn he can do the disable without tapping
I think he’s a lot more valuable at 3 gold than at 4, haste doesn’t feel very thematic for the spec.
A 2/3 for 3 gold barely feels like a tech 1 unit for that ability though. Maybe we try keeping him at 4g but doing once per turn disable? He’s like arrest on a body permanently then, that seems cool. Haste- y but no haste explicitly, and he gets to attack as well as do the arresting?
He already disables. You’re saying he just does it without tapping? I could see slightly increasing his body to 2/4 or something to make him a little more durable.
Honestly it’s not a change I think is that high priority so I don’t mind any version of it or none at all, you decide.
1 Like
Okay I wanna go w/ a bigger buff just for testing, if it’s insanely oppressive so be it but I suspect it needs a kinda big bufferoo. Also I just read the card and realized it only works on units under tech 2??? Come tf on.
Final changeset:
Black:
Deteriorate costs 1
Vandy:
Dark Pact costs 1
No resist on midband
Garth:
2/3 at midband
Lich's Bargain deals 6 base damage instead of 4
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
Arresting Constable:
Ability changes to "0 -> Disable a unit or hero. ONCE PER TURN"
GL HF @Penatronic !
Game 1 Player 1, Turn 1
P1 Bash team vs P2 Disease/Discipline/Law
Starting Hand
Wither
Older Brother
Granfalloon Flagbearer
Timely Messenger
Bloom
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in except turn 1
All Teched Cards
Main:
- Troq (2)
-
Timely Messenger, your base to 19 (1)
- Worker (0)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Troq (2/3a lvl 1)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Brick Thief
Fruit Ninja
Spark
Tenderfoot
Helpful Turtle
End of Turn Discard
My Thoughts
Woo testing things let’s go!
I deliberated way too long on that turn, obviously rusty but the complexity of decision making reminds me why I love this game!
“P2T1
StartingHand Workers
STARTING HAND
Thieving Imp
Graveyard
Skeleton Javelineer
Poisonblade Rogue
Deteriorate
WORKERS
Poisonblade Rogue
NextHand
Skeletal Archery
Summon Skeletons
Pestering Haunt
Sacrifice the Weak
Discard
Deteriorate
Graveyard
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon thieving imp, you discard 4 of 5 - ($1)
Summon skeleton javelineer - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Skeleton Javelineer (1/1), javelin rune
-
Technician: Thieving Imp (2/2)
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 19
Economy Info:
Cards:
Gold:
Thoughts
I see two lines of play: orpal in elite, deteriorate the messenger and put haunt in SQL OR thieving imp and haunt in tech and scavenger. Option 1 I have a chance to maintain board presence if he doesn’t have 2 combat spells, and even if he does clean me out He gets -1/-1 counters and has to double spell. Second option is more passive/economic, but I will definitely be behind on the board. I guess I can also just play imp and say go but it feels like I’m just letting him get way out ahead on the board…. Also thinking the best use of deteriorate may be not to use it at all so he has to plan around me having it on t2.
"
Boo bad discard!
Game 1 Player 1, Turn 2
P1 Bash team vs P2 Disease/Discipline/Law
Starting Hand
Brick Thief
Fruit Ninja
Spark
Tenderfoot (discard, boo)
Helpful Turtle
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in except turn 1
All Teched Cards
Main:
- Troq kills scav, you get 1g
- Helpful Turtle (3)
- Worker (2)
- Tech 1 (1)
Workers
Fruit Ninja, Granfalloon Flagbearer
-
-
Patrol as below
- Discard 2 rs Draw 4
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Timely Messenger (1/1a)
-
Elite:
-
Scavenger:
-
Technician: Helpful Turtle (1/2)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Older Brother
Brick Thief
Bloom
Bone Collector
End of Turn Discard
My Thoughts
Hmm I kinda wanna run a Meta win con with this new Troq, but first I think I run w/ the still very powerful BCs
"P2T2
Tech StartingHand Workers
TECH
Plague Spitter
Rambasa Twin
STARTING HAND
Pestering Haunt
Skeletal Archery
Sacrifice the Weak
Summon Skeletons
WORKERS
Poisonblade Rogue
Skeletal Archery
NextHand
Jandra, the Negator
Pestering Haunt
Graveyard
Skeleton Javelineer (1/1), javelin rune
Sacrifice the Weak
Tech 2 card(s)
Get Paid plus scav - ($7)
Worker - ($6)
Tech 1 - ($4)
Summon orpal - ($2)
Float ($2)
Discard 3, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Thieving Imp (2/2A)
-
Elite: Orpal lvl1 (2/3)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 19
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
That split feels pretty bad on turn two, wish I had an extra gold to summon skeletons, haunt not being able to patrol barely feels worth it. Just gotta make my patrol as prickly as possible. My plan is rambasa + insurance agent and sparring partner + plague lab. I think if I went first I would tech sparring partners first but I need bodies now.
Holy crap I may have been wrong on my starting split but missing a t1 on this draw sucks.
"
Game 1 Player 1, Turn 3
P1 Bash team vs P2 Disease/Discipline/Law
Starting Hand
Older Brother
Brick Thief
Bloom
Bone Collector
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Troq heals 1
- Tech 2 cards in except turn 1
All Teched Cards
Dark Pact, Metamorphosis
Bone Collector x2
Main:
-
Bloom Troq, kills SQL takes 2 (5)
- Bone Collector (3)
- Hero’s Hall (1)
- Worker (0)
Workers
Older Brother, Fruit Ninja, Granfalloon Flagbearer
-
-
Patrol as below
- Discard 1 Draw 3
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Heroes Hall HP: 4
In Patrol:
-
Squad Leader: Bone Collector (3/3a)
-
Elite:
-
Scavenger:
-
Technician: Helpful Turtle (1/2)
-
Lookout: Timely Messenger (1/1)
In Play:
- Troq Bashar (3/2 lvl 1, +)
Economy Info:
Cards:
Gold:
End of Turn Hand
Bone Collector
Tenderfoot
Wither
End of Turn Discard
My Thoughts
A wiff on this turn feels particularly bad. I had to edit because I put a worker card in before generating the template
P2T3
Tech StartingHand Workers
TECH
Plague Lab
Plague Lab
STARTING HAND
Jandra, the Negator
Sacrifice the Weak
Pestering Haunt
Skeleton Javelineer (1/1), javelin rune
Graveyard
WORKERS
Poisonblade Rogue
Skeletal Archery
Sacrifice the Weak
NextHand
Rambasa Twin
Plague Spitter
Summon Skeletons
Deteriorate
Discard
Thieving Imp (2/2)
Graveyard
Pestering Haunt
Plague Lab
Plague Lab
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech II Disease - ($4)
Summon Jandra - ($1)
Summon Skele Jav - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Skeleton Javelineer (1/1A), javelin rune
-
Elite: Orpal lvl1 (2/3)
-
Scavenger:
-
Technician: Jandra, the Negator (3/3)
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 19
-
Tech I HP: 5
-
Tech II HP: 5 (Disease)
Economy Info:
Cards:
Gold:
Thoughts
I feel like I am so behind now on board I need to go Plague Lab now instead of insurance agent.
Game 1 Player 1, Turn 4
P1 Bash team vs P2 Disease/Discipline/Law
Starting Hand
Bone Collector
Tenderfoot
Wither
Events of Turn:
Upkeep:
- Get Gold (7)
- Troq heals 1
- Tech 2 cards in except turn 1
All Teched Cards
Skeletal Lord, Necromancer
Dark Pact, Metamorphosis
Bone Collector x2
Main:
- Vandy (5)
- Troq kills SQL, takes 1
- Bone Collector kills Orpal, -2/2, Vandy midbands, I get a skeleton
- Worker (4)
- Tech 2 Necromancy (0)
Workers
Wither, Older Brother, Fruit Ninja, Granfalloon Flagbearer
-
-
Patrol as below
- Discard 2 Draw 1 rs Draw 3
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 NECRO
- Heroes Hall HP: 4
In Patrol:
-
Squad Leader: Vandy (3/4a lvl 3)
-
Elite:
-
Scavenger: Skeleton (1/1)
-
Technician: Helpful Turtle (1/2)
-
Lookout: Timely Messenger (1/1)
In Play:
- Troq Bashar (3/2 lvl 1, +)
- Bone Collector (1/1, --)
Economy Info:
Cards:
Gold:
End of Turn Hand
Spark
Bone Collector
Dark Pact
Brick Thief
End of Turn Discard
My Thoughts
Ehhh I guess I can delay Meta one turn…
"P2T4
Tech StartingHand Workers
TECH
Gorgon
Gorgon
STARTING HAND
Rambasa Twin
Plague Spitter
Deteriorate
Summon Skeletons
WORKERS
Poisonblade Rogue
Skeletal Archery
Sacrifice the Weak
Summon Skeletons
NextHand
Rambasa Twin
Plague Lab
Thieving Imp (2/2)
Skeleton Javelineer (1/1A), javelin rune
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Plague spitter - ($4)
Build tower - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Plague spitter (3/3A)
-
Elite:
-
Scavenger:
-
Technician: Jandra, the Negator (3/3)
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 19
-
Tech I HP: 5
-
Tech II HP: 5 (Disease)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
I forgot he had proposed that boot destroyed a t1 and t0 unit. Not really reasonable at all.
"
1 Like
Game 1 Player 1, Turn 5
P1 Bash team vs P2 Disease/Discipline/Law
Starting Hand
Spark
Bone Collector
Dark Pact
Brick Thief
Bloom + Tenderfoot (DP, yas)
Events of Turn:
Upkeep:
- Get Gold (8)
- Troq heals 1
- Tech 2 cards in except turn 1
All Teched Cards
Dark Pact, The Boot
Skeletal Lord, Necromancer
Dark Pact, Metamorphosis
Bone Collector x2
Main:
- Dark Pact, base to 18 draw 2, pay one for it now as it should be (7)
- Bloom Vandy (5)
- Garth (3)
- BC, Skele, Turtle and Messenger kill Spitter, I get a skeleton
- Vandy kills Jandra, survives on 1hp, thanks Bloom, you draw 1
- Maxband Vandy, dooming new skeleton (1)
- Troq hits tower for 3
- Worker (0)
Workers
Spark, Wither, Older Brother, Fruit Ninja, Granfalloon Flagbearer
-
-
Patrol as below
- Discard 3 Draw 3 rs Draw 2
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 NECRO
- Heroes Hall HP: 4
In Patrol:
-
Squad Leader: Skeleton (3/3a)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Garth (1/3 lvl 1)
In Play:
- Troq Bashar (3/2 lvl 1, +)
- Vandy (5/6 lvl 5, +)
Economy Info:
Cards:
Gold:
End of Turn Hand
Necromancer
Metamorphosis
Skeletal Lord
Brick Thief
The Boot
End of Turn Discard
My Thoughts
Go for DP here, if I get Bloom & not Meta that’s absolutely the play, if not meta at least I think it’s BC and doom him and Jandra, if I draw Meta though I guess it depends if I draw Lord or Necromancer. I may want to play those but Abom or Plague Lab would really make that sour. I didn’t really think through horde being bad against Disease, probably should have gone Demon or Bashing tech 2 lmao oh well. Teching the Boot bc I wanna try it, and another DP cuz even at 1g it’s still really good.
…
#theDream yes Bloom, no Meta. Easy choice then, wipe the board, prep for meta, love it.
…
OMG and I drew Brick Thief that’s too good. Pray no combo Sickness + Spreading plague draw, that’s about the only out I see for Penatronic
[b]P2T5[/b]
Tech StartingHand Workers
TECH
Sickness
Sickness
STARTING HAND
Thieving Imp (2/2)
Gorgon
Skeleton Javelineer (1/1A), javelin rune
Rambasa Twin
Pestering Haunt
WORKERS
Poisonblade Rogue
Skeletal Archery
Sacrifice the Weak
Summon Skeletons
Pestering Haunt
NextHand
Deteriorate
Gorgon
Graveyard
Plague Lab
Discard
Plague spitter (3/3A)
Jandra, the Negator (3/3)
Skeleton Javelineer (1/1A), javelin rune
Plague Lab
Sickness
Sickness
Tech 2 card(s)
Get Paid + float + draw a card from tech - ($10)
Worker - ($9)
Thieving Imp, you discard 4 of 5 - ($6)
Rambasa Twins - ($2)
Summon the sacrificial Orpal - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Orpal(1/3A)
-
Elite: Thieving Imp (3/2)
-
Scavenger: Rambasa Twin (3/2)
-
Technician: Rambasa Twin (3/2)
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 19
-
Tech I HP: 5
-
Tech II HP: 5 (Disease)
-
Tower HP: 1
Economy Info:
Cards:
Gold:
Thoughts
Oh man that Plague Lab looks terrible now, hahaha. Frozen completely playing me like a fiddle! Too bad I don’t have a gorgon in this hand, that would help offset the hero beatdown. If he teched in and pulled a metamorphosis I am completely blown out.
Sacrificial Orpal is no fun, but actually the Imp hit Brick Thief which would have given me the instakill on base
Game 1 Player 1, Turn 6
P1 Bash team vs P2 Disease/Discipline/Law
Starting Hand
Necromancer
Metamorphosis
Skeletal Lord
Brick Thief (discard, aw well)
The Boot
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in except turn 1
All Teched Cards
Wight, The Boot
Dark Pact, The Boot
Skeletal Lord, Necromancer
Dark Pact, Metamorphosis
Bone Collector x2
Main:
- Metamorphosis, Demon mode for everyone, Garth fetches Wight (3)
- Garth kills Orpal, levels fizzle, takes 1 damage from tower and a -1/1
- Troq hits your base to 13 and deals one to tower, breaking it, your base to 11
- Vandy breaks your tech2, your base to 11
- Make a skeleton, sacrifice to draw (2)
- Tenderfoot (1)
- Worker (0)
Workers
Necromancer, Spark, Wither, Older Brother, Fruit Ninja, Granfalloon Flagbearer
-
-
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 NECRO
- Heroes Hall HP: 4
In Patrol:
-
Squad Leader: Wight (4/4a)
-
Elite: Tenderfoot (1+1/2)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Troq Bashar (7/8 lvl 7, +, invis demon)
- Vandy (7/8 lvl 5, +, invis demon)
- Garth (4/5, -, invis demon)
Economy Info:
Cards:
Gold:
End of Turn Hand
Dark Pact
Timely Messenger
Dark Pact
Bloom
End of Turn Discard
My Thoughts
This is still game even if I don’t get to finish w/ Brick Thief + Meta
I’m thoroughly smoked, I was afraid of that metamorphosis. GG.
I’m not sure if I misplayed my first few turns or the combination of draws and P2 put me in a really untenable position. The turn you traded in all your dorks was right before I was going to drop a Plague Lab, lol!
I hadnt planned this spec around using arresting constable but maybe I should have tried it. Disable doesn’t prevent casting spells so the meta still would have come down.
Yeah that’s why I feel like it’s a reasonable buff. I didn’t quite get to use boot there though I did tech it.
GG WP Wanna run it back?
yeah I should give this spec a second shot, I go first this time I assume.
[b]P1T1[/b]
StartingHand Workers
STARTING HAND
Deteriorate
Jandra, the Negator
Skeleton Javelineer
Skeletal Archery
Graveyard
WORKERS
Skeletal Archery
NextHand
Sacrifice the Weak
Poisonblade Rogue
Summon Skeletons
Pestering Haunt
Thieving Imp
Discard
Jandra, the Negator
Graveyard
Deteriorate
Tech card(s)
Get Paid - ($4)
Worker - ($3)
Skele Jav - ($2)
Grave - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Grave (2/3A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Skeleton Javelineer (1/1), Jav Rune
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold: