Blue (thehug0naut) vs Black (Frozenstorm) balance testing

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


I really like that musketeer buff of yours. Probably it’s too strong against nullcraft, but this Oni start effectively neglects a proper imp start for black, which is huge. Thanks for testing these things out!

1 Like

Sometimes you just have to go ham

P1T2


Tech StartingHand Workers

TECH

Elite Training (Sneaky good buff with new Musketeer being strong)
Boot Camp (Card draw and unit buffing sounds good)


STARTING HAND

Reputable Newsman
Spectral Aven
Jail
Manufactured Truth
Porkhand Magistrate → Worker (Too expensive vs StW)


WORKERS

Building Inspector
Porkhand Magistrate


NextHand

Spectral Aven
Lawful Search
Reputable Newsman
Boot Camp
Jail


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Midband Oni, kills Jandra, takes 3 - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

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

In Play:

  • L5 General Onimaru 3/1 [Frenzy 1]

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Options are to play Jail and go passive, play Aven and MT then trade Oni to kill Jandra, or delay Tech I to midband Oni and murder Jandra. Actually I don’t hate that last one. Got to watch about being low on units but Elite Training will be a real threat and I get three soldiers next turn if I max Oni. Boot Camp and Elite Training are both fine. Worst case I can Max Oni and Boot Camp a soldier of mine, or Newsman or sth.

It can’t hit Nullcraft because of the “without flying” clause. Last thing I want to do is break the Blue Purple matchup!

2 Likes

Indeed, even against Blue in a mirror it doesn’t turn into an Aven killer. Good solution I think

Game 5 Player 2, Turn 2

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Graveyard
Summon Skeletons
Poisonblade Rogue
Skeletal Archery
Thieving Imp

Events of Turn:


Upkeep:

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

Crypt Crawler, Sickness


Main:

  • Thieving Imp, discard #1 of 5 (4)
  • Worker (3)
  • Tech 1 (2)
Workers

Poisonblade Rogue, Pestering Haunt

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Thieving Imp (2/2)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7

End of Turn Hand

Sickness
Jandra, the Negator
Sacrifice the Weak
Skeleton Javelineer
Graveyard

End of Turn Discard
My Thoughts

Gonna save my 2g for next turn and a possible Orpal maxband or sickness + tech up. We’ll see!


Yes exactly!

I also thought it made some narrative sense with the flavour text (“downed man”-> not flying, “following orders” → needs paid) and the art since he doesn’t have as much of a blunderbuss style musket as Careless Musketeer

P1T3


Tech StartingHand Workers

TECH

Scribe (card draw, synergy with Oni spells)
The Art of War (part of my win condition)


STARTING HAND

Reputable Newsman → Discard :smiling_face_with_tear:
Jail
Lawful Search → Arrest
Boot Camp
Spectral Aven → Worker (liability vs Sickness + Orpal, anti-synergy with Oni Spells)


WORKERS

Building Inspector
Porkhand Magistrate
Spectral Aven


NextHand

Bluecoat Musketeer
Elite Training
Manufactured Truth
Lawful Search
The Art of War


Tech 2 card(s)
Imp Discard
Get Paid - ($6)
Lawful Search, draw a card, look at your hand - ($5)
Worker - ($4)
Tech I - ($3)
Maxband Oni, Soldiers - ($0)
Oni readily kills Imp, takes 2, you get 1g

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Soldier 1/1A [Sparkshot]
  • :psfist: Elite: Traffic Director 2/1 [Untargetable]
  • :ps_: Scavenger: Soldier 1/1 [Sparkshot]
  • :pschip: Technician: Soldier 1/1 [Sparkshot]
  • :target: Lookout: L8 General Onimaru 4/3 [Frenzy 1, Resist 1]

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Well his hand would have been perfect to neuter with Newsman, shame that he’s just been discarded!

My best plan is still to build Tech I + Maxband Oni, use Oni to kill Imp and patrol him in Lookout. That way my hand recovers and I make board clearing as awkward as possible. He’ll most likely be at Tech II on his following turn, unless he goes all in on maxband Orpal + Sickness but that seems high risk for him given the likelihood of AoW in my deck. I think TD is best in Elite so he’s can’t be sniped with StW. Hopefully means some supporting cast survives to help Oni next turn.

Big Oni energy…

Game 5 Player 2, Turn 3

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Sickness
Jandra, the Negator
Sacrifice the Weak
Skeleton Javelineer
Graveyard

Events of Turn:


Upkeep:

  • Get Gold (7+2float+1scav)
  • Tech 2 Cards in (except on turn 1)
All Teched Cards

Doom Grasp, Abomination
Crypt Crawler, Sickness


Main:

  • Jandra, the Negator (7)
  • Orpal (5)
  • Worker (4)
  • Tech 2 Disease (0)
Workers

Graveyard, Poisonblade Rogue, Pestering Haunt

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Crypt Crawler
Skeletal Archery
Deteriorate
Summon Skeletons
Skeleton Javelineer

End of Turn Discard
My Thoughts

Jandra + Tech up looking pretty good, we’ll go with that and tech up. Could get hit by Arrest but probably won’t hurt too bad. Grabbing Doom Grasp as insurance and Abom as… extra crowd control :wink:


Well this was a surprise even to me!

P1T4


Tech StartingHand Workers

TECH

Scribe (More card draw!)
Insurance Agent (Cheap, even moar card draw!)


STARTING HAND

Bluecoat Musketeer
Elite Training
Manufactured Truth
Lawful Search
The Art of War


WORKERS

Building Inspector
Porkhand Magistrate
Spectral Aven


NextHand

Scribe
Reputable Newsman
Boot Camp
Jail


Discard

Scribe
Insurance Agent
Manufactured Truth
Elite Training
Lawful Search
The Art of War


Tech 2 card(s)
Get Paid - ($7)
Manufactured Truth, TD to Jandra - ($6)
Bluecoat Musketeer, shoots armour off Jandra - ($3)
Elite Training on Soldier and pseudo Jandra - ($1)
Elite and standard Soldier trade with real Jandra, 3x Sparkshot kills Orpal, levels whiff
Oni readily breaks Tech II, your base to 18
Pseudo Jandra and remaining Soldier break Tech I, your base to 16
Skip Worker
TD reverts at end of turn, keeps Elite Training till my next upkeep

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bluecoat Musketeer 1/2
  • :target: Lookout: L8 General Onimaru 4/3 [Frenzy 1, Resist 1]

In Play:

  • Traffic Director 2/1A [Untargetable, Anti-Air, Sparkshot]
  • Soldier 1/1 [Sparkshot]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Not often I’ve managed a double tech break on Frozen! I didn’t even need to use AoW either. Only real decision is whether to Worker or not, given that I have a floating gold it’s only really a question of hand size and cycle speed. I think Lawful Search is too useful right now and self cycling, so lets skip and stay at four cards.

Did we really decide a unit can get multiple “stacks” of sparkshot and do this?? I vaguely remember discussing this before but don’t remember how or why this would have been concluded…

Found this in the rules thread:

1 Like

from the database:
https://www.codexcarddb.com/ruling/sparkshot/
Sparkshot does stack. A unit with 2 instances of sparkshot will get to deal 2 damage to an adjacent patroller or 1 damage to each of 2 adjacent patrollers. — sharpo, 09/16/16

3 Likes

Guess it’s just on me then lol should’ve thought about patrol a bit more…

Game 5 Player 2, Turn 4

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Crypt Crawler
Skeletal Archery
Deteriorate
Summon Skeletons
Skeleton Javelineer

Events of Turn:


Upkeep:

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

Hooded Executioner, Cursed Ghoul
Doom Grasp, Abomination
Crypt Crawler, Sickness


Main:

  • Vandy (6)
  • Deteriorate Soldier (5)
  • Hero’s Hall (3)
  • Worker (2)
Workers

Graveyard, Poisonblade Rogue, Pestering Haunt

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: DOWN DISEASE
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Vandy (2/3a lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 2
  • Workers: 9

End of Turn Hand

Doom Grasp
Abomination
Thieving Imp
Sickness
Sacrifice the Weak

End of Turn Discard
My Thoughts

Not great lol… Next turn Doom Grasp hopefully gets us back in the game


P1T5


Tech StartingHand Workers

TECH

Insurance Agent
Free Speech


STARTING HAND

Jail → Worker (Needs lots of ancillary pieces to be good)
Scribe
Reputable Newsman
Boot Camp → Arrest


WORKERS

Building Inspector
Porkhand Magistrate
Spectral Aven
Jail


NextHand

Insurance Agent
Manufactured Truth
Boot Camp
Free Speech


Tech 2 card(s)
Get Paid + float - ($8)
Newsman, choose 2 - ($6)
Bootcamp Vandy, draw - ($5)
Oni breaks HH, your base to 14
Worker - ($4)
Tech II Law - ($0)
Musketeer hits Tech I to 4HP

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Traffic Director 2/1 [Untargetable]
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L8 General Onimaru 4/3 [Frenzy 1, Resist 1]
  • Reputable Newsman 0/3 [2]
  • Bluecoat Musketeer 1/2

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

This turn I want to cycle at least one card to maximise my draws, so I should play at least one of Scribe or Boot Camp. It also means I can decide between workering Jail or Arrest.

I have the “control” options of Jail, Newsman and/or Boot Camp on Vandy so Oni can break Tech I or HH. I think I probably want to take the risk of boot camping Vandy and breaking his HH as its really disruptive and makes his next turn much more predictable. Presumably he would ideally do something like “cast Dark Pact, cast StW, attack with Vandy, play Tech Is, boost Hoodie if you draw it”

If I break HH, play Newsman to block StW and patrol TD in Elite he would need to draw and boost 2xHoodie and play StW to be able to kill Oni with Vandy. Thankfully that costs a minimum of 12 gold and he only has 11. Untargetable really is powerful vs Black.

After that opening I will be left with 5 gold so I can Worker+Tech II or Worker+Scribe+HH. I think I’m probably best trying to get ahead on Tech as I’ve already teched in one Insurance agent and it makes sense to add a second for more card draw and gold generation. I should be able to cycle really rapidly with all the card draw in deck (6/11 cards if you count Insurance Agents) but I’ll be reliant on Insurance scams to get above 8 gold to spend. That means my other teched card needs to be chosen really carefully.

Sensible options would be: Second AoW, Free Speech, Injunction, a disruptive Tech II card. JJ is definitely the best Tech II unit but it won’t be an immediate impact and it’ll be too expensive without Insurance scams. GotG really sucks vs Black, Constable is way overcosted and while Censorship Council is pretty good vs Black, I need to be careful I don’t run out of patrollers.

On balance I think Free Speech is probably the best card to Tech. Quince plays really well with Justice Juggernauts and it lets me maintain a block on spells while potentially using Newsman for insurance scams.

Did you mean Newsman?

1 Like

This is not great…

Game 5 Player 2, Turn 5

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Doom Grasp
Abomination
Thieving Imp
Sickness
Sacrifice the Weak

Events of Turn:


Upkeep:

  • Get Gold (9+2float)
  • Tech 2 Cards in (except on turn 1)
All Teched Cards

Dark Pact, Metamorphosis
Hooded Executioner, Cursed Ghoul
Doom Grasp, Abomination
Crypt Crawler, Sickness


Main:

  • Thieving Imp, discard #2 of 4 (8)
  • Vandy kills TD, takes 2
  • Maxband Vandy, doom Newsman and Imp (4)
  • Hero’s Hall (2)
  • Worker (1)
Workers

Sickness, Skeletal Archery, Graveyard, Poisonblade Rogue, Pestering Haunt

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

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 4
  • Tech2 HP: 5 DISEASE
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Thieving Imp (4/4 doomed)
  • :target: Lookout:

In Play:

  • Vandy (5/6 lvl 5)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Cursed Ghoul
Hooded Executioner
Abomination
Deteriorate
Sacrifice the Weak

End of Turn Discard
My Thoughts

Could be Art of War rush now… Spose I’ll worker Sickness, and try again on Doom Grasp


Yes sorry I was between two versions of the turn and obviously didn’t proof read it properly :sweat_smile:

Since it’s your favourite I thought I’d better include it

P1T6


Tech StartingHand Workers

TECH

Justice Juggernaut (diversify my unstoppable attacking threats)
Justice Juggernaut (ditto)


STARTING HAND

Boot Camp → Scribe → Scribe → Insurance Agent
Insurance Agent
Manufactured Truth → Imp Discard
Free Speech
Insurance Scam 1 → The Art of War
Insurance Scan 2 → Elite Training


WORKERS

Building Inspector
Porkhand Magistrate
Spectral Aven
Jail


NextHand

The Art of War
Arrest
Justice Juggernaut
Lawful Search


Tech 2 card(s)
Discard
Get Paid - ($8)
Insurance Agent, insure Imp for absolutely no reason at all - ($7)
Bootcamp Agent, draw - ($6)
Scribe, draw - ($4)
Scribe, draw - ($2)
2nd Insurance Agent, insures Imp again, definitely no scams here - ($1)
Musketeer shoots Imp - ($0)
Musketeer and doomed Newsman trade with Imp, I get 6 gold and draw 2 cards, you draw - ($6)
Oni breaks Tech II, your base to 12
Quince and Mirror - ($4)
2nd Mirror - ($2)
Free Speech - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Scribe 1/3A
  • :psfist: Elite:
  • :ps_: Scavenger: Mirror Illusion 0/1
  • :pschip: Technician: Mirror Illusion 0/1
  • :target: Lookout:

In Play:

  • L8 General Onimaru 4/3 [Frenzy 1, Resist 1]
  • L1 Sirius Quince 1/3
  • Insurance Agent 3/3 [+]
  • Insurance Agent 2/2
  • Scribe 1/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I probably want to Insure Imp and then kill it with Musketeer and Newsman to maximise my gold. Oni can break Tech II then and I can still summon Quince and cast Free Speech if nothing else. I’ll tech in a couple of Juggernauts as a win condition, since now I’ll definitely remain ahead on Tech, I’ll just need to see how far I can draw through my deck.

OOFT! Quite far it would seem!

Main decision is do I want to worker Elite Training or stay on 4 cards. If I don’t worker I either bank the gold for next turn or make a second Mirror to maximise my chances of ending things quickly with Juggermirrors. Two mirrors is quite tempting, since worst case he can play and boost two Hoodies and that would mean sticking just with Vandy. One hoodie is most likely so this patrol means I get something back if he executes a mirror and doesn’t bother attacking.

1 Like

Definitely not great lmao

Game 5 Player 2, Turn 6

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Cursed Ghoul
Hooded Executioner
Abomination
Deteriorate
Sacrifice the Weak
Doom Grasp (techn, boo free speech)

Events of Turn:


Upkeep:

  • Get Gold (10+1float)
  • Draw 1 techn
  • Tech 2 Cards in (except on turn 1)
All Teched Cards

Abomination, Plague Spitter
Dark Pact, Metamorphosis
Hooded Executioner, Cursed Ghoul
Doom Grasp, Abomination
Crypt Crawler, Sickness


Main:

  • Hooded Exec + Boost, kills scav mirror, you get 1g (6)
  • Vandy kills SQL, takes 1
  • Orpal + midband (1)
  • Worker (0)
Workers

Abomination, Sickness, Skeletal Archery, Graveyard, Poisonblade Rogue, Pestering Haunt

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 12
  • Tech1 HP: 4
  • Tech2 HP: 5 DISEASE
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Hooded Executioner (3/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Orpal (2/4 lvl 4)
  • :target: Lookout:

In Play:

  • Vandy (5/5 lvl 5)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Dark Pact
Crypt Crawler
Summon Skeletons
Metamorphosis
Skeleton Javelineer

End of Turn Discard
My Thoughts

Really not good lol…


GGWP! I know a lot of this win came off that one patrol misplay but it still feels like an accomplishment!

P1T7


Tech StartingHand Workers

TECH

Free Speech (Double up for consistency, not that it matters)
Art of War (Ditto)


STARTING HAND

Lawful Search
Arrest
Justice Juggernaut
The Art of War


WORKERS

Building Inspector
Porkhand Magistrate
Spectral Aven
Jail


NextHand

Reputable Newsman
Traffic Director
Bluecoat Musketeer
Free Speech


Discard

Scribe
The Art of War
Arrest
The Art of War
Free Speech
Lawful Search
Justice Juggernaut


Tech 2 card(s)
Get Paid + Scavenger - ($9)
Arrest Hoodie - ($7)
Agent+1 and Scribe kill Orpal, each takes -2/-2, Quince midbands, you draw
Mirror → Hoodie - ($5)
The Art of War - ($2)
Super Saiyan Oni + Mirror Hoodie + Agent + Quince hit your base for 13 damage DESTROYING IT!

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • L8 General Onimaru 6/3AA [Unstoppable, Swift Strike, Readiness, Frenzy 1]
  • L3 Sirius Quince 1/4
  • Insurance Agent 2/2
  • Mirror Hoodie 3/3
  • Insurance Agent 1/1 [-]
  • Scribe 0/1 [–]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8
1 Like