Blue (thehug0naut) vs Black (Frozenstorm) balance testing

P1T2


Tech StartingHand Workers

TECH

Free Speech (to stop Vandy/Orpal wrecking me)
Spectral Hound (big body for cheap)


STARTING HAND

Spectral Aven
Manufactured Truth
Arrest
Jail → Worker (Bad interaction with Graveyard, too passive vs Vandy)
Lawful Search


WORKERS

Porkhand Magistrate
Jail


NextHand

Lawful Search
Arrest
Spectral Hound
Building Inspector


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Spectral Aven - ($1)
Manufactured Truth, Director into Aven, deals 1 to Jandra after armour - ($0)
Oni trades with Jandra, levels whiff, Haunt dies

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Spectral Aven 2/2 [Flying]
  • Traffic Director 1/1 [Untargetable]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Options I have this turn:

  1. Trade in Oni+TD to kill Jandra, cascading to Haunt. This resets both boards and leaves me with 3 gold (after Tech I and Worker) to spend on building more aggro. I’ll want to play Aven to re-establish an attacking threat but its very weak to StW. If I pre-play Aven and copy with MT I can keep TD in play as a layer of StW cover so that seems pretty strong. Means Vandy can come out with tempo vs any other heroes though so I need to be careful. Jail is also possible but it seems far too low tempo, and interacts poorly with Graveyard anyway so probably gets workered here.

  2. Arrest Jandra, use Oni to kill Haunt. This is a high risk/high reward play, it lets me keep Jandra in play as a potential MT target (though I have to worry about wiping my own board) and it lets me threaten to kill her later when its more painful for Frozen. Then I would need to choose between building Tech I or Aven which I don’t like.

I think on balance I’m best to go for option 1. I can tech in Free Speech and Spectral Hound and try to Quince/Illusion my way into a stronger board position. With new musketeer I can use gold and MT to hit his board hard and still build some defence so being behind hero tempo probably isn’t terrible overall.

Game 4 Player 2, Turn 2

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Skeletal Archery
Deteriorate
Sacrifice the Weak
Summon Skeletons

Events of Turn:


Upkeep:

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

Crypt Crawler, Dark Pact


Main:

  • Garth (5)
  • Skeleton (4)
  • Tech 1 (3)
  • Worker (2)
  • Skeletal Archery (0)
Workers

Summon Skeletons, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Garth (1/3a lvl 1)
  • :psfist: Elite: Skeleton (2/1 anti-air)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Skeletal Archery

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Thieving Imp
Jandra, the Negator
Skeleton Javelineer
Dark Pact

End of Turn Discard
My Thoughts

Aven still gonna Aven. MTruth again will kill Garth but that’s okay, hopefully Crypt Crawler will finish the job


P1T3


Tech StartingHand Workers

TECH

Flagstone Garrison (Peace engine)
Flagstone Garrison (Ditto)


STARTING HAND

Spectral Hound
Building Inspector → Worker (Superweak vs Deteriorate)
Arrest
Lawful Search
Bluecoat Musketeer


WORKERS

Porkhand Magistrate
Jail
Building Inspector


NextHand

Free Speech
Manufactured Truth
Reputable Newsman
Flagstone Garrison


Tech 2 card(s)
Get Paid - ($6)
Quince + Mirror - ($4)
Lawful Search, draw a card, look at your hand - ($3)
Worker - ($2)
Aven deals 1 to Garth after armour
Spectral Hound - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director 1/1A [Untargetable]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Mirror Illusion 0/1
  • :target: Lookout:

In Play:

  • L1 Sirius Quince 1/3
  • Spectral Aven 2/2 [Flying]
  • Spectral Hound 3/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

At the point of seeing his hand, he’s not got a Tech I and he’d obviously like to have Vandy for DP. I can’t stop him getting at least one card draw from sac-ing Jav and I don’t think it’s worth trading Aven into that skele just to prevent him drawing twice. What I can do is trap him on Garth and weaken him for an easier kill next turn.

I’m assuming he’ll try and draw into Crypt Crawler and pop the Aven but even if he does I can be safe from Vandy/Orpal targeting and give myself the space to Tech up on time.

I need to decide on a clear tech plan. I still think Peace is what you need to counteract Black unit removal so let’s seed in a couple of Garrisons and play with ambition

Game 4 Player 2, Turn 3

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Thieving Imp
Jandra, the Negator
Skeleton Javelineer
Dark Pact

Events of Turn:


Upkeep:

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

Sickness, Gorgon
Crypt Crawler, Dark Pact


Main:

  • Skeleton (6)
  • Skeleton Javelineer (5)
  • Skele snipes TD’s armor, Garth kills and takes 1
  • Worker (4)
  • Tech 2 Disease (0)
Workers

Jandra, The Negator, Summon Skeletons, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1 anti-air)
  • :exhaust: Technician: Skeleton Javelineer (1/1 anti-air)
  • :target: Lookout:

In Play:

  • Garth (1/1 lvl 1)
  • Skeleton (1/1)
  • Skeletal Archery

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Pestering Haunt
Deteriorate
Crypt Crawler
Sacrifice the Weak

End of Turn Discard
My Thoughts

Nicely done getting Garth basically dead. I can’t really keep him safe, Tech 2 and skeletons will require coming after, and tech 2 should be relatively safe. Crypt Crawler will take care of Aven next turn, too bad I can’t do that right now but not worth the risk to midband and sac my only skele to try and draw for it. Graveyard, StW, Haunt and Det would all basically be dead draws. Imp would then be my only defense. So tech up and accept the CC next turn. Disease still the best counter to Truth and Peace. Sickness should help too


P1T4


Tech StartingHand Workers

TECH

Overeager Cadet (Peace Engine)
Overeager Cadet (Ditto)


STARTING HAND

Reputable Newsman → Worker (hard decision as I’d have liked to keep some D&D insurance but it was either this, Free Speech or Garrison so my decision was made for me)
Free Speech
Manufactured Truth
Flagstone Garrison


WORKERS

Porkhand Magistrate
Jail
Building Inspector
Reputable Newsman


NextHand

Lawful Search
Bluecoat Musketeer
Flagstone Garrison


Discard

Traffic Director
Manufactured Truth
Free Speech
Flagstone Garrison
Overeager Cadet
Overeager Cadet


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech II Peace - ($3)
Hound kills Scav, takes 1, you gain 1g
Quince kills Jav, takes 1, you draw
Manufactured Truth, Mirror into Hound - ($2)
Aven and pseudo Hound break Tech II, your base to 18
Free Speech - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Sirius Quince 1/2
  • Spectral Hound 3/2
  • Spectral Aven 2/2 [Flying]
  • Mirror Illusion 0/1

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Tech break when he doesn’t have enough attack to break mine, don’t mind if I do! Though that MT play does leave me low on hand and vulnerable to counter attack/card destruction. If he has a hoodie he will probably kill the mirror, chop Aven and midband Garth for the Quince kill.

I have the dilemma of whether to make a second mirror to patrol with, or cast Free Speech. Probably Free Speech protects me best. Regardless, I’ll have to be really careful about patroling correctly next turn as I doubt I’ll manage two tech breaks in a row Vs Frozen.

Game 4 Player 2, Turn 4

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Pestering Haunt
Deteriorate
Crypt Crawler
Sacrifice the Weak
Graveyard (techn)

Events of Turn:


Upkeep:

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

Cursed Ghoul, Soul Stone
Sickness, Gorgon
Crypt Crawler, Dark Pact


Main:

  • Midband Garth, kill Quince, Garth takes 1 and moves to level 6 (6)
  • Crypt Crawler, targets aven with a net and kills it (3)
  • Graveyard (1)
  • Worker (0)
Workers

Pestering Haunt, Jandra, The Negator, Summon Skeletons, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE

In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1a anti-air)
  • :psfist: Elite:
  • :pspig: Scavenger: Crypt Crawler (3/3)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Garth (2/2 lvl 6)
  • Skeletal Archery
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Thieving Imp
Gorgon
Cursed Ghoul
Sacrifice the Weak

End of Turn Discard
My Thoughts

Turning into a fun one :slight_smile: Don’t think I’ll have a problem burning down Peace, going to use maxband garth next turn to bring in Cursed Crow. Soul Stone will make it a Garrison breaking machine, and Graveyard should keep my Crypt Crawler at hand for Aven. Almost patrolled Skele in back and CC in front but forgot about Musketeer bringing the hasty 1 now. Less upside with this patrol but no downside, should be good, like my chances :slight_smile:


*battle music intensifies*

P1T5


Tech StartingHand Workers

TECH

Spectral Hound (Big body + draws for cheap)
Free Speech (The key to winning or losing)


STARTING HAND

Lawful Search
Flagstone Garrison
Bluecoat Musketeer → Stash (So I have a guaranteed unit)
LS Draw → Arrest


WORKERS

Porkhand Magistrate
Jail
Building Inspector
Reputable Newsman


NextHand

Flagstone Garrison
Bluecoat Musketeer
Arrest
Free Speech


Tech 2 card(s)
Get Paid - ($8)
Bigby - ($6)
Lawful Search, draw a card, look at your hand - ($5)
Hound kills skele, takes 1
Garrison - ($2)
Midband Bigby - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Bigby Hayes 2/4A [Stash]
  • :psfist: Elite:
  • :ps_: Scavenger: Mirror Illusion 0/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Spectral Hound 3/1
  • Flagstone Garrison -/4

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

After playing Bigby and Lawful Search, its clear I can’t get a good run at Garrison draws (and maybe I should have thought about that last turn) He will almost certainly be playing for D&D as a win condition and so my most important play is to get Free Speech delivered next turn.

I think his ideal turn would be something like: Worker (1g), Orpal+1 (4g), Sickness on Bigby+another (6g), Crawler kills Bigby (takes 2, Opral midbands), Garth kills -1ed Oni (takes 1, Orpal maxbands), maxband Garth summoning cursed ghoul, popping an Illusion and -1ing/popping up to two more units. Then he still has gold to summon a hoodie or summon a Skele and cast Deteriorate. If necessary he can also sac the crawler saving it for later in Graveyard and/or sac the skele to draw a card.

I think all of this tells me that (a) There’s no point playing Musketeer as he will 100% die to Orpal (b) I need midband or even maxband Bigby to make killing him more of a commitment (c) I might want to get Oni into play

Options are:

  1. Worker + Maxband Bigby (gives me 2/3A after -1/-1 rune so he will die to Garth+Crawler but Garth needs to maxband first or he dies
  2. Worker + Midband Bigby + Oni (gives me a 1/3A + 1/2 or 2/2 if elite after -1/-1 rune) Bigby dies but Oni probably survives here if I kill the Skele. If he tries to leave both I can always trade Oni in before summoning Quince but I’ll not really be able to get my engine going due to gold limitations
  3. Garrison + Oni (gives me a 1/2A + 1/2 or 2/2 if elite and engine started), both heroes die so he gets 4g more for free.
  4. Garrison + Midband Bigby (gives me a 1/3A after -1/-1 rune, almost certainly dies but will protect my tech buildings and Garrison, probably
  5. Arrest skele, trade Hound into Crawler, then Garrison or Midband Bigby + Worker, I don’t like him getting a gold and keeping Crawler in graveyard. Probably not a great line either way.

On balance I hate the worker skip but I think 4 gives me the best bet to rush another Free Speech on and build a board. I need to decide where I patrol the mirror, it might be best in Scavenger as I’ll have card draw active but no guarantees of enough gold to cycle well. Final question is do I stash the Musketeer for next turn, perhaps with the mirror in scavenger that’ll be ok to try.

Edit 1: Screwed up my tech choice. Now redone and redrawn
Edit 2: Forgot to have hound kill Skele as per first version. Now fixed

@thehug0naut apologies, I had in my “next hand” a stale hand from before I had changed my tech choices. This is my actual “next hand” (I will edit in as well):

Thieving Imp
Gorgon
Cursed Ghoul
Sacrifice the Weak

How would you like to change your post LS choices or patrols?

1 Like

Looking at it right now. Reply again soon.

1 Like

P1T5


Tech StartingHand Workers

TECH

Spectral Hound (cheap big body for draws)
Free Speech (If not win condition then stay-in-the-game-condition)


STARTING HAND

Lawful Search
Flagstone Garrison
Bluecoat Musketeer → Stash
LS Draw → Arrest → Worker (A painful loss vs Gorgon but I need as many non-illusion units as possible now)


WORKERS

Porkhand Magistrate
Jail
Building Inspector
Reputable Newsman
Arrest


NextHand

Bluecoat Musketeer
Overeager Cadet
Spectral Hound


Tech 2 card(s)
Get Paid - ($8)
Bigby - ($6)
Lawful Search, draw a card, look at your hand - ($5)
Hound kills skele, takes 1
Garrison - ($2)
Worker - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Bigby Hayes 2/3A [Stash]
  • :psfist: Elite:
  • :ps_: Scavenger: Mirror Illusion 0/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Spectral Hound 3/1
  • Flagstone Garrison -/4

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

After playing Bigby and Lawful Search, its clear I can’t get a good run at Garrison draws (and maybe I should have thought about that last turn) He will almost certainly be playing for D&D as a win condition and so my most important play is to get Free Speech delivered next turn to stop that and protect my units as much as possible from death by -1/-1 runes. That costs 4g next turn and then I have to hope I can patrol well enough to keep Quince alive for the next turn. Definitely feels bad that I can’t tech both Free Speeches and then let Bigby also cast it with Jurisdiction.

Potential Options:

  1. Hound kills Skele+Garrison+Worker+Float 1g. Maximum economy.
  2. Hound kills Skele+Garrison+Musketeer+draw. Strong payoff if I hit a cadet but only 20% chance of hitting and then behind on gold and cards. Slight bonus in that I get to Stash a card so I could ensure Free Speech or a non-zero cost unit stays in hand if I draw it. Don’t really rate Musketeer for patrolling this turn though.
  3. Hound kills Skele+Garrison+Oni. Patrol Bigby in SQL, Oni in Scav. Gives me Oni next turn for extra aggro but still down a worker.

I think I want option 1. Leans more into my Garrison engine and maximises my economy. Hopefully it pays off. Patrol Bigby in SQL. Mirror in Scav as I think everything I want to do will be gold limited now.

Game 4 Player 2, Turn 5

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Thieving Imp
Gorgon
Cursed Ghoul
Sacrifice the Weak
Sickness (skele)

Events of Turn:


Upkeep:

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

Cursed Ghoul, Soul Stone
Sickness, Gorgon
Crypt Crawler, Dark Pact


Main:

  • Make a skeleton, sac to draw (8)
  • Orpal (6)
  • Sickness, Bigby takes -1/-1 and Mirror dies, you get 1g (4)
  • Cursed Ghoul, Hound dies (0)
  • Crypt Crawler kills Bigby, takes 1, Garth maxbands and fetches Cursed Crow
  • Garth hits your Garrison to 1hp
Workers

Pestering Haunt, Jandra, The Negator, Summon Skeletons, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE

In Patrol:

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

In Play:

  • Garth (3/4 lvl 7)
  • Cursed Crow (3/3)
  • Cursed Ghoul (4/5)
  • Crypt Crawler (3/2)
  • Skeletal Archery
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Soul Stone
Skeleton Javelineer
Deteriorate
Dark Pact
Sacrifice the Weak

End of Turn Discard
My Thoughts

Idk this might be close actually, if I get hit by Free Speech or stuck on my current hero lineup I don’t want to be unable to kill the garrison. Guess I’ll have Garth butter it up and if the block does, come, tech 3 time.


P1T6


Tech StartingHand Workers

TECH

Spectral Flagbearer (Another cheap body)
Spectral Flagbearer (ditto)


STARTING HAND

Bluecoat Musketeer
Spectral Hound
Overeager Cadet
Draw 1 → Free Speech
Draw 2 → Lawful Search
Draw 3 → Manufactured Truth
Draw 4 → Traffic Director


WORKERS

Porkhand Magistrate
Jail
Building Inspector
Reputable Newsman
Arrest


NextHand

Overeager Cadet
Free Speech
Flagstone Garrison
Spectral Aven


Discard

Spectral Hound
Spectral Flagbearer
Spectral Flagbearer
Free Speech
Lawful Search
Traffic Director
Manufactured Truth


Tech 2 card(s)
Get Paid + float + Scavenger - ($11)
Cadet, draw
Spectral Hound, draw - ($10)
Lawful Search, draw a card and look at your hand - ($9)
Bluecoat Musketeer, draw - ($7)
Quince+Midband - ($3)
Free Speech - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spectral Hound 3/3A
  • :psfist: Elite: Overeager Cadet 3/2
  • :ps_: Scavenger: Bluecoat Musketeer 1/2
  • :pschip: Technician:
  • :target: Lookout: Mirror Illusion 0/1

In Play:

  • L3 Sirius Quince 1/4
  • Flagstone Garrison -/1

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

So I’ve teched in more cheap illusions units in the hope that I can draw my second Garrison and start looping properly. Its not really a win condition but I don’t think I have enough gold to really do anything else right now. Sergeants or Judgement Day seem like plausible next plays if I can stabilise.

Ooft I’ve caught him with a hand full of spells and I’ve got Free Speech in hand. Once I cast that he’s got zero way to target my units. Hound in SQL seems great since it can only be solo killed by Ghoul. If I midband Quince he’s protected from Crow flying over and can also only be solo killed by Ghoul. Other than Orpal who can get up to 2, he’s working with the attack he’s got available in play so one more body 2HP body will guarantee I either have Quince or my 1HP Garrison next turn.

I guess Musketeer is worth the risk at it lets me maintain the threat of maxband Oni for my next turn. I need some luck to win this game anyway.

Free Speech, not my favorite

Game 4 Player 2, Turn 6

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Soul Stone
Skeleton Javelineer
Deteriorate
Dark Pact
Sacrifice the Weak

Events of Turn:


Upkeep:

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

Plague Lord x2
Sickness, Gorgon
Cursed Ghoul, Soul Stone
Sickness, Gorgon
Crypt Crawler, Dark Pact


Main:

  • Skeleton Javelineer (8)
  • Worker (7)
  • Tech 3 (2)
  • Tech Lab Demonology (1)
  • Ghoul kills SQL, takes 3
  • Crow kills Elite
  • Garth kills Scav, takes 1, you get 1g
  • Orpal kills Lookout
  • Crypt Crawler breaks your garrison
Workers

Sacrifice the Weak, Pestering Haunt, Jandra, The Negator, Summon Skeletons, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (1/1a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Garth (3/3 lvl 7)
  • Cursed Crow (3/3)
  • Cursed Ghoul (4/2)
  • Crypt Crawler (3/2)
  • Orpal (1/3 lvl 1)
  • Skeletal Archery
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 10

End of Turn Hand

Gorgon
Sickness
Thieving Imp
Sickness
Plague Lord

End of Turn Discard
My Thoughts

Going to be some attrition here it seems, we’ll see how big the engine gets restarted next turn but I like where I’m at. Debatable if I should go Zarramonde and Tech Lab, but I think Plague Lord might actually be better against Peace so we’ll do that first.


P1T7


Tech StartingHand Workers

TECH

Tax Collector (Cheap* non-Illusion body)
Tax Collector (ditto)


STARTING HAND

Flagstone Garrison
Overeager Cadet
Free Speech
Spectral Aven
Cadet → Spectral Hound
→ Manufactured Truth
Aven → Tax Collector
→ Bluecoat Musketeer
→ Overeager Cadet
→ Spectral Hound


WORKERS

Porkhand Magistrate
Jail
Building Inspector
Reputable Newsman
Arrest


NextHand

Tax Collector
Lawful Search
Spectral Flagbearer
Traffic Director


Discard

Manufactured Truth
Spectral Hound


Tech 2 card(s)
Get Paid + float + Scavenger - ($11)
Free Speech - ($9)
Garrison - ($6)
Cadet, draw
Hound, draw - ($5)
Aven, draw - ($3)
Tax Collector, steal 1g and draw - ($2)
Musketeer, draw - ($0)
Cadet, draw

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tax Collector 2/3A
  • :psfist: Elite: Bluecoat Musketeer 2/2
  • :ps_: Scavenger: Overeager Cadet 2/2
  • :pschip: Technician: Overeager Cadet 2/2
  • :target: Lookout: Spectral Hound 3/3

In Play:

  • L3 Sirius Quince 1/4
  • Spectral Aven 2/2 [Flying]
  • Flagstone Garrison -/4

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Free Speech, re-Garrison and hope we draw ok. I tossed in some Tax Collectors as I think the Free Speeches will force him to store up gold, especially with his Tech III built.

Well I think that went about as well as could be expected. I considered patrolling Quince but I think I just die without Free Speech. I think I’m probably dead anyway but at least I have a chance if his heroes are inert. This way if I get lucky I might keep one of Quince or Garrison for next turn.

Free Speech, still not my favorite :slight_smile:

Game 4 Player 2, Turn 7

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Gorgon
Sickness
Thieving Imp
Sickness
Plague Lord

Events of Turn:


Upkeep:

  • Get Gold (10+1float)
  • no techs
All Teched Cards

Plague Lord x2
Sickness, Gorgon
Cursed Ghoul, Soul Stone
Sickness, Gorgon
Crypt Crawler, Dark Pact


Main:

  • Plague Lord, -1/-1 all around to your units and Quince (5)
  • Gorgon (2)
  • Crypt Crawler nets down Aven, dies (1)
  • Crypt Crawler kills SQL and sparkshots elite
  • Skeleton Jav long ranges scav, you get 1g
  • Orpal kills techn, takes 1, you draw 1
  • Cursed Crow kills Lookout
  • Garth kills Quince, Orpal to level 3
  • Cursed Ghoul breaks Garrison
  • Midband Orpal (0)
Workers

Sacrifice the Weak, Pestering Haunt, Jandra, The Negator, Summon Skeletons, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Plague Lord (4/7)
  • Gorgon (2/4)
  • Garth (3/3 lvl 7)
  • Cursed Crow (3/3)
  • Cursed Ghoul (4/2)
  • Crypt Crawler (3/1)
  • Skeleton Javelineer (1/1)
  • Orpal (2/4 lvl 4)
  • Skeletal Archery
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Plague Lord
Deteriorate
Dark Pact
Soul Stone
Sickness

End of Turn Discard
My Thoughts

Think this is game now


@thehug0naut :point_left: action to you, lmk if you need more time

1 Like

Nothing I can do to salvage this one, GG! Had a couple of really busy days there, hence the delay responding.

I thought my plan mostly worked ok, though my hand size hurt me again, limiting my initial Garrison turns. Free Speech was really good at keeping me alive but I couldn’t sustain it.

Musketeer change obviously made no real impact, kept hoping to be able to use him but it never seemed to work out. Honestly that’s probably a good sign for it not being super broken vs Purple.

I’m game to try another as P1 Blue if you’re up for it? Any of the other changes you think we shoud try?

1 Like

GGWP

For what it’s worth I actually thought the threat of the hasty damage from musketeer affected my play quite a bit! You can read through my thoughts for a couple turns where I had to patrol more conservatively because of it

I’m game to play another, that felt pretty close so maybe we run out back no changes right now and reevaluate after

1 Like

That’s great if it forced some different patrolling! Psychologically it was quite nice to know I had a hasty option available even if I didn’t get the chance to use it.

I was thinking towards the end of that game that main thing I would like is to do some work on making Bigby and Law tech II slightly better so that I have more options. I don’t think Peace or Truth are well suited to play vs Black so maybe an improved Law would work. I’ll keep thinking about that and we can discuss after our next game.

Speaking of which, GLHF

P1T1


StartingHand Workers

STARTING HAND

Traffic Director
Building Inspector → Worker (I still say this is unplayable vs Black)
Lawful Search
Bluecoat Musketeer
Arrest


WORKERS

Building Inspector


NextHand

Spectral Aven
Jail
Manufactured Truth
Reputable Newsman
Porkhand Magistrate


Discard

Bluecoat Musketeer
Arrest
Lawful Search


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Oni - ($1)
Traffic Director - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • L1 General Onimaru 2/3 [Frenzy 1]

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Have TD play TD is the P1T1 mantra.

Law T2 could be good to look at, agree that Black handles Peace and Truth T2 pretty handily. GL HF!

Game 5 Player 2, Turn 1

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Skeleton Javelineer
Deteriorate
Jandra, the Negator
Sacrifice the Weak
Pestering Haunt

Events of Turn:


Upkeep:

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

Main:

  • Jandra, the Negator (2)
  • Worker (1)
Workers

Pestering Haunt

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Jandra, The Negator (3/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Graveyard
Summon Skeletons
Poisonblade Rogue
Skeletal Archery
Thieving Imp

End of Turn Discard
My Thoughts

Might be a grind here, no safe hero play w/ that start. We’ll see how Jandra fares