Grave a much better start I think I think we underrate how good Wither and Bloom are for hero game plans. GL HF!
General Reposti for 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"
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…
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
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
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.
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.
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
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
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.
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
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.