I think you can’t overrate Bloom in case you intend to go for a hero game plan. See now why I was so depressed about having Bloom in the wrong hand in my first XCAPS22 game against you and afterwards about having gotten it discarded in my second game that I lost against you…
Tech StartingHand Workers
TECH
Sparring Partner
Rambasa Twin
STARTING HAND
Summon Skeletons
Poisonblade Rogue
Pestering Haunt
Sacrifice the Weak
Thieving Imp
WORKERS
Skeletal Archery
Sacrifice the Weak
NextHand
Jandra, the Negator
Rambasa Twin
Thieving Imp
Sparring Partner
Graveyard
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Poisonblade rogue - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Skeleton Javelineer (1/1), Jav Rune
- Elite:
- Scavenger:
- Technician: Poisonblade Rogue (2/1)
- Lookout:
In Play:
- Grave lvl1 (2/3)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Game 2 Player 2, Turn 2
P2 Bash team vs P1 Disease/Discipline/Law
Starting Hand
Granfalloon Flagbearer
Timely Messenger
Older Brother
Tenderfoot
Helpful Turtle
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in except turn 1
All Teched Cards
Dark Pact, Hooded Executioner
Main:
- Vandy kills SQL
- Timely messenger, trades with PBR, you draw 1 (5)
- Tenderfoot (4)
- Worker (3)
- Tech 1 (2)
- Hero’s Hall (0)
Workers
Helpful Turtle, Fruit Ninja
- Patrol as below
- Discard 2 rs Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: Tenderfoot (1/2a)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Vandy (3/3 lvl 1)
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Spark
Granfalloon Flagbearer
Brick Thief
Older Brother
End of Turn Discard
My Thoughts
Continue the hero game plan, hoodie should be good at clearing out Plague Spitter if it comes (hopefully). Killing PBR seems worth, and realistically StW costs 3 so I don’t think I need to midband vandy. Mid grave just to trade w/ vandy fruitlessly seems an odd choice
P1T3
Tech StartingHand Workers
TECH
Sparring Partner
Reversal
STARTING HAND
Jandra, the Negator
Thieving Imp
Graveyard
Sparring Partner
Rambasa Twin
Pestering Haunt
WORKERS
Skeletal Archery
Sacrifice the Weak
Jandra, the Negator
NextHand
Sparring Partner
Thieving Imp
Summon Skeletons
Graveyard
Deteriorate
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Rambasa twins - ($1)
Sparring partner - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: Rambasa Twin (3/2A)
- Elite:
- Scavenger: Rambasa Twin (3/2)
- Technician: Sparring Partner (2/2)
- Lookout:
In Play:
- Grave lvl1 (2/3)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Double draw vs a double whiff, doesn’t bode super well does it lol
Game 2 Player 2, Turn 3
P2 Bash team vs P1 Disease/Discipline/Law
Starting Hand
Spark
Granfalloon Flagbearer
Brick Thief
Older Brother
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in except turn 1
All Teched Cards
The Boot, Voidblocker
Dark Pact, Hooded Executioner
Main:
- Midband Vandy, kill SQL (5)
- Troq (3)
- Older Brother (1)
- Worker (0)
Workers
Spark, Helpful Turtle, Fruit Ninja
- Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: Older Brother (2/2a)
- Elite:
- Scavenger: Troq (2/3 lvl 1)
- Technician: Tenderfoot (1/2)
- Lookout:
In Play:
- Vandy (4/2 lvl 3)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 4
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Wither
Hooded Executioner
Bloom
Timely Messenger
End of Turn Discard
My Thoughts
That’s some really strong board being built there. I guess I can lay Troq out, still wanna tech The Boot to try it out, think I’ll go demon tech 2 this time and probably in service of hero plan so I spose we’ll tech voidblocker for now.
The combination of wiffs and P1/P2 feels like it’s made all the difference in these two games so far. I was shocked when I saw that in the last tournament P2 won the majority of games.
[b]P1T4[/b]Tech StartingHand Workers
TECH
Plague Lab
Plague Lab
STARTING HAND
Summon Skeletons
Deteriorate
Sparring Partner
Thieving Imp
Graveyard
WORKERS
Skeletal Archery
Sacrifice the Weak
Jandra, the Negator
Summon Skeletons
NextHand
Pestering Haunt
Reversal
Poisonblade Rogue (2/1)
Discard
Deteriorate
Plague Lab
Plague Lab
Tech 2 card(s)
Rambasa Twin goes to codex
Get Paid - ($7)
Worker - ($6)
Sparring partner #1 trains with Grave
Sparring partner #2 - ($5)
Thieving Imp, you discard #2 of 4 - ($2)
Graveyard - ($0)
Rambasa Twin trades with SQL and goes to graveyard*
Grave kills torq, you get a gold, sparkshots the tenderfoot
Grave midbands and heals
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Thieving imp (2/2A)
- Elite:
- Scavenger:
- Technician: Sparring Partner (2/2)
- Lookout:
In Play:
- Grave lvl3 (4/5)+
- Sparring Partner (2/2)
- Graveyard (3HP)
- Rambasa Twin (buried)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 3
- Deck: 1
- Disc: 3
Gold:
- Gold: 0
- Workers: 8
Thoughts
LEEEEEROOOOYYY JEEENNKKIINNNSS
*I think I am allowed to either let Rambasa Twin go to graveyard or codex based on a post in the rules question megathread Rules Questions thread - #2910 by zhavier
Yeah and then you go and discard the one of two teched cards, and I bottom decked the other one, soooo…
Game 2 Player 2, Turn 4
P2 Bash team vs P1 Disease/Discipline/Law
Starting Hand
Wither
Hooded Executioner (discarded, woooof)
Bloom
Timely Messenger
Events of Turn:
Upkeep:
- Get Gold (8+1scav)
- Tech 2 cards in except turn 1
All Teched Cards
The Boot, Banefire Golem
The Boot, Voidblocker
Dark Pact, Hooded Executioner
Main:
- Garth (7)
- Maxband Vandy, doom Tenderfoot and backline SP (5)
- Tenderfoot kills Imp
- Vandy kills techn SP, you draw 1, graveyard gettin’ big
- Worker (4)
- Tech 2 Demonology (0)
Workers
Wither, Spark, Helpful Turtle, Fruit Ninja
- Patrol as below
- Discard 2 Draw 1 rs Draw 3
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 Demonology
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Garth (1/3 lvl 1)
- Lookout:
In Play:
- Vandy (5/4 lvl 5)
- Tenderfoot (3/1 doomed)
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Dark Pact
Voidblocker
Granfalloon Flagbearer
Older Brother
End of Turn Discard
My Thoughts
Ooof woulda been nice to have Hoodie here to blow up that graveyard completely… alas, will not be in the cards. I think I can still probably collapse it in reasonably short order but it’ll get good value in the meantime. I spose we pivot to a stock standard tech2/3 demon plan from here. Banefire will be good at keeping weenies down, as will another Boot. If I lose vandy here (likely) maybe I’d want another DP in the deck? But I spose maybe not.
that is pretty rough. Look, a maxband hero to boot!
[b]P1T6[/b]Tech StartingHand Workers
TECH
Gorgon
Gorgon
STARTING HAND
Plague Lab
Poisonblade Rogue (2/1)
Skeleton Javelineer (1/1), Jav Rune
Plague Lab
Reversal
WORKERS
Skeletal Archery
Sacrifice the Weak
Jandra, the Negator
Summon Skeletons
Pestering Haunt
NextHand
Poisonblade Rogue (2/1)
Reversal
Deteriorate
Gorgon
Skeleton Javelineer (1/1), Jav Rune
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech II Disease - ($3)
Play Thieving Imp from graveyard, you discard #1 of 4 - ($0)
Grave kills Garth, you draw, Grave to lvl5
Doomed Sparring Partner kills Vandy, goes to graveyard
Grave to maxband
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Grave lvl7 (5/6A)+, sword rune
- Elite:
- Scavenger:
- Technician: Thieving Imp (2/2)
- Lookout:
In Play:
- Graveyard (3HP)
- Rambasa Twin (buried)
- Sparring Partner (buried)
- Sparring Partner (buried)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Disease)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Thoughts
Plaguelab.dec really should be used vs creature focused specs, not hero focused specs.
not ideal, for sure. Time to try out the buffs!
Game 2 Player 2, Turn 5
P2 Bash team vs P1 Disease/Discipline/Law
Starting Hand
Dark Pact (discarded)
Voidblocker
Granfalloon Flagbearer
Older Brother
The Boot (techn)
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in except turn 1
All Teched Cards
Dark Pact, Blackhand Dozer
The Boot, Banefire Golem
The Boot, Voidblocker
Dark Pact, Hooded Executioner
Main:
- Voidblocker (6)
- Troq (4)
- The Boot, kick grave back down to level 1. I guess he keeps the sword rune and can get another? (0)
Workers
Wither, Spark, Helpful Turtle, Fruit Ninja
- Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 Demonology
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: Voidblocker (2/6a)
- Elite:
- Scavenger:
- Technician: Troq (2/3 lvl 1)
- Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 5
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Bloom
Hooded Executioner
Banefire Golem
Brick Thief
End of Turn Discard
My Thoughts
Big shrug at this point lol. I guess I’m banking on the graveyard toppling itself? Idk what I’m doing really
Tech StartingHand Workers
TECH
Plague Lord
Plague Lord
STARTING HAND
Plague Lab
Plague Lab
Gorgon
Reversal
WORKERS
Skeletal Archery
Sacrifice the Weak
Jandra, the Negator
Summon Skeletons
Pestering Haunt
Poisonblade Rogue (2/1)
NextHand
Plague Lab
Plague Lab
Gorgon
Plague Lord
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Grave uses Revesral on Voidblocker, it takes 2 damage after armor and is disabled - ($5)
Gorgon - ($2)
Play Sparring Partner from Graveyard - ($1)
Gave kills Torq, you draw, Grave midbands
Imp hits your T2 for 2 damage
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Gorgon (2/4A)
- Elite:
- Scavenger:
- Technician: Sparring Partner (2/2)
- Lookout:
In Play:
- Thieving Imp (2/2)
- Grave lvl3 (4/5)+, sword rune
- Graveyard (3HP)
- Rambasa Twin (buried)
- Sparring Partner (buried)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Disease)
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
Thoughts
going first with good draws is too easy
really not looking good lol
Game 2 Player 2, Turn 6
P2 Bash team vs P1 Disease/Discipline/Law
Starting Hand
Bloom
Hooded Executioner
Banefire Golem
Brick Thief
Timely Messenger (techn)
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in except turn 1
All Teched Cards
Zarramonde, the Obliterator x2
Dark Pact, Blackhand Dozer
The Boot, Banefire Golem
The Boot, Voidblocker
Dark Pact, Hooded Executioner
Main:
- Hooded Executioner (7)
- Worker (6)
- Tech 3 (1)
Workers
Brick Thief, Wither, Spark, Helpful Turtle, Fruit Ninja
- Patrol as below
- Discard 3 Draw 1 rs Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 3 Demonology
- Tech3 HP: 5
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader:
- Elite: Hooded Executioner (3+1/3)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Voidblocker (2/4)
Economy Info:
Cards:
- Hand: 5
- Deck: 8
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
End of Turn Hand
The Boot
Zarramonde, the Obliterator
The Boot
Tenderfoot
Zarramonde, the Obliterator
End of Turn Discard
My Thoughts
Okay the tech 3 at least provide persistent threat, let’s do that I spose
"P1T9
StartingHand Workers
STARTING HAND
Plague Lab
Plague Lab
Gorgon
Plague Lord
WORKERS
Skeletal Archery
Sacrifice the Weak
Jandra, the Negator
Summon Skeletons
Pestering Haunt
Poisonblade Rogue (2/1)
NextHand
Plague Lord
Gorgon
Skeleton Javelineer (1/1), Jav Rune
Reversal
Deteriorate
Tech 2 card(s)
Get Paid + float - ($11)
No Worker
Summon orpal - ($9)
Tech 3 - ($4)
Plague lab, void blocker and executioner get a -1/-1 - ($1)
Sparring partner spars with imp
Play sparring partner #2 from graveyard - ($0)
Gorgon kills elite
Grave and imp destroy your t3, base takes 2
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Grave lvl3 (4/5)+, sword rune
- Elite:
- Scavenger: Sparring Partner (2/2)
- Technician: Orpal lvl1 (1/3)
- Lookout:
In Play:
- Thieving Imp (3/3)+
- Gorgon (2/1)
- Sparring Partner (2/2)
- Plague Lab (4HP)
- Graveyard (3HP)
- Rambasa Twin (buried)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Disease)
- Tech III HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
Game 2 Player 2, Turn 7
P2 Bash team vs P1 Disease/Discipline/Law
Starting Hand
The Boot
Zarramonde, the Obliterator
The Boot
Tenderfoot
Zarramonde, the Obliterator
Events of Turn:
Upkeep:
- Get Gold (10+1float)
- no techs
All Teched Cards
Zarramonde, the Obliterator x2
Dark Pact, Blackhand Dozer
The Boot, Banefire Golem
The Boot, Voidblocker
Dark Pact, Hooded Executioner
Main:
- Troq (9)
- The Boot, take out Imp and backline SP (5)
- The Boot (the other boot?), take out the other SP, Graveyard topples, you draw 1 (1)
- Tenderfoot (0)
Workers
Brick Thief, Wither, Spark, Helpful Turtle, Fruit Ninja
- Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
- Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 3 Demonology
- Tech3 HP: 5
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: Voidblocker (1/3, -)
- Elite:
- Scavenger: Troq (2/3 lvl 1)
- Technician:
- Lookout: Tenderfoot (1/2)
In Play:
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 5
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Blackhand Dozer
Dark Pact
Older Brother
Banefire Golem
End of Turn Discard
My Thoughts
Gonna be tough to beat the Grave w/ many swords, especially with this horrendous double Tech 3 draw LMAO, but we’ll do our best
StartingHand Workers
STARTING HAND
Skeleton Javelineer (1/1), Jav Rune
Deteriorate
Plague Lord
Reversal
Gorgon
WORKERS
Skeletal Archery
Sacrifice the Weak
Jandra, the Negator
Summon Skeletons
Pestering Haunt
Poisonblade Rogue (2/1)
NextHand
Plague Lab
Sparring Partner (2/2)
Reversal
Plague Lord
Sickness
Tech 0 card(s)
Get Paid plus scav - ($11)
No worker
summon Plague lord, put -1/-1 on torq, tenderfoot and voidblocker - ($5)
Tap plague lab and double your -1/-1 counters, voidblocker and tenderfoot die - ($3)
Double +1/+1 counter on grave
Orpal gives torq a kiss, you get a gold, orpal to lvl3
Grave destroys your T3, base takes 2 dmg
Gorgon hits your T2 for 2 damage
summon Gorgon - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Plague Lord (4/7A)
- Elite:
- Scavenger: Gorgon (2/4)
- Technician: Grave lvl3 (5/6)++, sword rune
- Lookout:
In Play:
- Gorgon (2/1)
- Orpal lvl3 (1/3)
- Plague Lab (4HP)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Disease)
- Tech III HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
yaaas plague lab. I should be playing this with neutral starter instead of the sparring partners, I think.
I don’t think Voidblocker “doubles up” on runes. “for any card with runes, and another (read: one more) of that kind”.
See Codex Card Database | Plague Lab
If a given card has two kinds of runes, Plague Lab can still only add one rune to that card. You choose which kind of rune to add from among the kinds of runes it already has. — Sirlin, 03/02/16
I’m 99% sure that’s what is intended there, so Voidblocker would be left on 1hp still
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.
I want to keep trying Bashing and Neutral + Heroes, so this time I think I’ll do Bashing/Strength/Ninja