Blue (thehug0naut) vs Black (Frozenstorm) balance testing

GG indeed, I would agree, I think Constable is in the right kind of place now for sure.

I’m happy to start another one, probably want a few games as P1 Blue so we can draw some conclusions and then switch to P2 for a few games too.

@FrozenStorm GLHF again, but hopefully I can keep you from having too much fun on the black side :wink:

Test 8 - P1 Blue - Game 2
Black Nerfs
Deteriorate Cost →1g, Cannot Target Illusions
Dark Pact Cost → 1g
Vandy Midband Remove Resist 1, Cannot fetch Metamorphosis
Vandy Maxband Remove Targeting
Blue Buffs
Bigby Midband 2/4 → 3/3
Bluecoat Musketeer Remove Long Range, Arrives: Deal 1 damage to a patroller without flying :target:
Jurisdiction Ongoing Spell: Channeling. Your Law hero can cast any non-ultimate spell. When this is played, draw a card
Community Service Cost → 2g, Look at an opponents hand or discard then you may pay 2g/3g: put a Tech I/Tech II unit from there into play under your control
Guardian of the Gates If attacked, disable the attacker after combat
Arresting Constable Arrives or :exhaust: Disable a unit or hero

P1T1


StartingHand Workers

STARTING HAND

Lawful Search
Reputable Newsman
Porkhand Magistrate → Worker
Arrest
Building Inspector


WORKERS

Porkhand Magistrate


NextHand

Spectral Aven
Jail
Manufactured Truth
Traffic Director
Bluecoat Musketeer


Discard

Reputable Newsman
Lawful Search
Arrest


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Oni - ($1)
Building Inspector - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Building Inspector 1/1
  • :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

I think opening BI is fine actually. Just a shame I won’t have Arrest in my P1T2 second hand, means I can’t immediately threaten a hero kill if he uses a chump blocker. The threat is there though, so I imagine that’s enough.

GL HF @thehug0naut ! I’m having no fun at all for sure :slight_smile:

Game 9 Player 2, Turn 1

P2 Modified Black vs P2 Modified Blue

Color mods for this game
Black Nerfs
Deteriorate Cost →1g, Cannot Target Illusions
Dark Pact Cost → 1g
Vandy Midband Remove Resist 1, Cannot fetch Metamorphosis
Vandy Maxband Remove Targeting
Blue Buffs
Bigby Midband 2/4 → 3/3
Bluecoat Musketeer Arrives → Deal 1 damage to a patroller without flying :target:
Jurisdiction Ongoing Spell: Your Law hero can cast any non-ultimate spell. When this is played, draw a card
Community Service Cost → 2g, Look at an opponents hand or discard, 2g/3g → put a Tech I/Tech II unit from there into play under your control
Guardian of the Gates If attacked, disable the attacker after combat
Arresting Constable Arrives or :exhaust: → Disable a unit or hero
Starting Hand

Sacrifice the Weak
Poisonblade Rogue
Graveyard
Jandra, the Negator
Pestering Haunt

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in OR no techs turn 1
All Teched Cards

Main:

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

Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards after your turn

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:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Skeletal Archery
Summon Skeletons
Deteriorate
Skeleton Javelineer

End of Turn Discard
My Thoughts

Run it back, try again!


2 Likes

So I think we can officially say that Oni + 1 drop into Musketeer feels like a very strong opening from Blue. I think the card significantly diminishes as the game goes on, and in its current form won’t help P2 anywhere near so much, but as P1 it’s really deadly.

I’ve only just twigged that it’s Tenderfoot + Spark for 1 card. Could it be too strong?

P1T2


Tech StartingHand Workers

TECH

Brave Knight
Scribe


STARTING HAND

Traffic Director
Bluecoat Musketeer
Jail → Worker
Spectral Aven
Manufactured Truth


WORKERS

Porkhand Magistrate
Jail


NextHand

Arrest
Scribe
Reputable Newsman
Brave Knight


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Musketeer, ping Jandra armour - ($1)
Oni trades with Jandra, levels whiff, Haunt dies
Traffic Director - ($0)

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


Board Info:
In Patrol:

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

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

New Musketeer strikes again! That 1 damage ping on arrival makes a massive difference to the early game. I’m sticking with Knight but I’m going to throw in Scribe to try and accelerate my draws and flood the board with bodies

Fair point on Musketeer, he does seem to get good value. You could make the 1 damage cost “discard a card” or pay 1 gold, or maybe he has to exhaust/disable to do it? Could also limit to patrolling unit? Worth chatting more about post-game (or just on the side as we play here)

Here’s an idea: what if he’s a 1/1 but has a +1 armor while patrolling?

Game 9 Player 2, Turn 2

P2 Modified Black vs P2 Modified Blue

Color mods for this game
Black Nerfs
Deteriorate Cost →1g, Cannot Target Illusions
Dark Pact Cost → 1g
Vandy Midband Remove Resist 1, Cannot fetch Metamorphosis
Vandy Maxband Remove Targeting
Blue Buffs
Bigby Midband 2/4 → 3/3
Bluecoat Musketeer Arrives → Deal 1 damage to a patroller without flying :target:
Jurisdiction Ongoing Spell: Your Law hero can cast any non-ultimate spell. When this is played, draw a card
Community Service Cost → 2g, Look at an opponents hand or discard, 2g/3g → put a Tech I/Tech II unit from there into play under your control
Guardian of the Gates If attacked, disable the attacker after combat
Arresting Constable Arrives or :exhaust: → Disable a unit or hero
Starting Hand

Skeletal Archery
Summon Skeletons
Deteriorate
Skeleton Javelineer

Events of Turn:


Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards in OR no techs turn 1
All Teched Cards

Hooded Executioner, Dark Pact


Main:

  • Vandy (5)
  • Deteriorate BI, you get 1g (4)
  • Tech 1 (3)
  • Hero’s Hall (1)
  • Worker (0)
Workers

Skeletal Archery, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • 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: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Thieving Imp
Sacrifice the Weak
Skeleton Javelineer
Summon Skeletons

End of Turn Discard
My Thoughts

That’s not so bad, Oni out of the way is helpful. Think I’ll try to play balanced w/ Heroes, threaten Meta, tech up safely


Hmmm gold or exhausting might work, but I think a card is probably too steep. The armour idea is interesting, but he would instantly die to deteriorate / -1 runes so I think it’s quite a swingy nerf for this matchup.

What I was actually thinking was changing him to only act on units, but not limit it to just patrolling units. The reason for the change in the fist place was to give Blue some instant anti-aggro as P2, specifically something that could deal with Haunt/Jav in backline. Because we’ve focussed on P1 Blue that was kind of lost along the way.

P1T3


Tech StartingHand Workers

TECH

Arresting Constable (Strongly revelant if I can get to Tech II)
Elite Training (If I can build board need to be able to threaten damage)


STARTING HAND

Reputable Newsman
Scribe
Arrest → Worker (Looks like hero spam so let’s worker this)
Brave Knight


WORKERS

Porkhand Magistrate
Jail
Arrest


NextHand

Lawful Search
Spectral Aven
Manufactured Truth


Discard

Building Inspector
Scribe
Arresting Constable
Elite Training


Tech 2 card(s)
Get Paid + Scavenger - ($7)
Worker - ($6)
Knight - ($3)
Newsman, choose 2 - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Brave Knight 3/3 [Readiness]
  • Bluecoat Musketeer 1/2
  • Reputable Newsman 0/3 [Blocking: 2]

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Knight + Newsman is definitely my preferred line here. Scribe does help with hand size but I think the threats of StW, LB and Sickness need to be taken off the table.

Trying to avoid Shadow Blade here. With just Vandy in play, the only way he can sneak past my untargetable patroller is to boost Hoody and then cast StW, which requires a worker skip.

I think just units but allowing backline is a buff actually. The 1/1 with armor does make it weaker to Black but the hasty damage might be worth that against Black and still be an overall buff. Could even consider making him a 2/1+a?

You’re right I think that a discard a card is too steep, but 1g or exhaust or disable for the hasty damage seem pretty fair to me as well.

I whiffed here so might be trouble :sweat:

Game 9 Player 2, Turn 3

P2 Modified Black vs P2 Modified Blue

Color mods for this game
Black Nerfs
Deteriorate Cost →1g, Cannot Target Illusions
Dark Pact Cost → 1g
Vandy Midband Remove Resist 1, Cannot fetch Metamorphosis
Vandy Maxband Remove Targeting
Blue Buffs
Bigby Midband 2/4 → 3/3
Bluecoat Musketeer Arrives → Deal 1 damage to a patroller without flying :target:
Jurisdiction Ongoing Spell: Your Law hero can cast any non-ultimate spell. When this is played, draw a card
Community Service Cost → 2g, Look at an opponents hand or discard, 2g/3g → put a Tech I/Tech II unit from there into play under your control
Guardian of the Gates If attacked, disable the attacker after combat
Arresting Constable Arrives or :exhaust: → Disable a unit or hero
Starting Hand

Thieving Imp
Sacrifice the Weak
Skeleton Javelineer
Summon Skeletons

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in OR no techs turn 1
All Teched Cards

Gorgon, Shadow Blade
Hooded Executioner, Dark Pact


Main:

  • Thieving Imp, discard #2 of 3 (4)
  • Vandy kills TD, you rs draw 1 after the discard
  • Garth (2)
  • Make a skeleton (1)
  • Worker (0)
Workers

Sacrifice the Weak, Skeletal Archery, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2a)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (2/2 lvl 1)
  • Garth (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Pestering Haunt
Dark Pact
Graveyard
Deteriorate

End of Turn Discard
My Thoughts

Okay, Imp for sure is good here, Garth good here as well, only question really is do I force the reshuffle now with killing TD. I think that’s worth, so let’s. Playing for Meta / Tech 2 slow gambit so teching Gorgon who’s just solid for that plan and Shadow Blade for some extra card /haste pressure late-game. Makes me feel pretty safe to worker StW.


I think its important to test Blue P2 before deciding, but I’m open to anything that gets him balanced up

Yeah not a good time for a whiff! This was one of those really satisfying turns where things came together just right :ok_hand:

P1T4


Tech StartingHand Workers

TECH

Arresting Constable (Need a second one)
Justice Juggernaut (Seems like a great combo with Constable)


STARTING HAND

Manufactured Truth
Spectral Aven → Discard
Lawful Search → Worker (Wouldn’t have been my first choice but Imp forced me into it)
Technician Draw → Scribe


WORKERS

Porkhand Magistrate
Jail
Arrest
Lawful Search


NextHand

Elite Training
Traffic Director
Arresting Constable


Discard

Manufactured Truth
Arresting Constable
Justice Juggernaut
Scribe


Tech 2 card(s)
Imp Discard
Technician draw
Get Paid + float - ($8)
Worker - ($7)
Tech II Law - ($3)
Knight readily kills Imp, takes 2
Musketeer kills Skele, takes 1
Oni - ($1)
Manufactured Truth, Newsman to Knight, readily kills Vandy, takes 2, Oni to level 3 - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 General Onimaru 2/3A [Frenzy 1]
  • :psfist: Elite:
  • :ps_: Scavenger: Brave Knight 3/1 [Readiness]
  • :pschip: Technician: Reputable Newsman 0/1 [Blocking 2]
  • :target: Lookout:

In Play:

  • Bluecoat Musketeer 1/1

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Tech up and kill a hero, quite happy with that outcome. Best to get rid of Vandy here so Oni can safely patrol

Touche

Game 9 Player 2, Turn 4

P2 Modified Black vs P2 Modified Blue

Color mods for this game
Black Nerfs
Deteriorate Cost →1g, Cannot Target Illusions
Dark Pact Cost → 1g
Vandy Midband Remove Resist 1, Cannot fetch Metamorphosis
Vandy Maxband Remove Targeting
Blue Buffs
Bigby Midband 2/4 → 3/3
Bluecoat Musketeer Arrives → Deal 1 damage to a patroller without flying :target:
Jurisdiction Ongoing Spell: Your Law hero can cast any non-ultimate spell. When this is played, draw a card
Community Service Cost → 2g, Look at an opponents hand or discard, 2g/3g → put a Tech I/Tech II unit from there into play under your control
Guardian of the Gates If attacked, disable the attacker after combat
Arresting Constable Arrives or :exhaust: → Disable a unit or hero
Starting Hand

Pestering Haunt
Dark Pact
Graveyard
Deteriorate

Events of Turn:


Upkeep:

  • Get Gold (8+1scav)
  • Tech 2 cards in OR no techs turn 1
All Teched Cards

Cursed Ghoul, Nether Drain
Gorgon, Shadow Blade
Hooded Executioner, Dark Pact


Main:

  • Orpal (7)
  • Deteriorate BK, you get 1g (6)
  • Make a skeleton (5)
  • Tech 2 Disease (1)
  • Worker (0)
Workers

Graveyard, Sacrifice the Weak, Skeletal Archery, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 rs Draw 2
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 Disease
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Garth (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Hooded Executioner
Jandra, the Negator
Pestering Haunt
Thieving Imp

End of Turn Discard
My Thoughts

Mmmmk teching up, grabbing Nether drain though I’m not sure that’s the best play… We’ll see. Meta might make more sense…


P1T5


Tech StartingHand Workers

TECH

Scribe (More draw)
Boot Camp (Ditto)


STARTING HAND

Traffic Director
Arresting Constable
Elite Training


WORKERS

Porkhand Magistrate
Jail
Arrest
Lawful Search


NextHand

Scribe
Building Inspector
Spectral Aven


Tech 2 card(s)
Get Paid + Scavenger - ($9)
Elite Training on Musketeer and Oni - ($7)
Musketeer safely kills Skele, Sparkshot Orpal
Arresting Constable, disable Orpal - ($3)
Midband Oni, readily breaks Tech II, your base to 18 - ($1)
Skip Worker

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L5 General Onimaru 4/4AA [Frenzy 1, Readiness, Sparkshot, Anti-Air]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Reputable Newsman 0/1 [Blocking 2]
  • :target: Lookout:

In Play:

  • Bluecoat Musketeer 2/1 [Sparkshot, Anti-Air]
  • Arresting Constable 2/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Tech break seems like the most disruption I can cause here. Don’t like the worker skip but my card situation is brutal.

Ooof constable and Elite!

Game 9 Player 2, Turn 5

P2 Modified Black vs P2 Modified Blue

Color mods for this game
Black Nerfs
Deteriorate Cost →1g, Cannot Target Illusions
Dark Pact Cost → 1g
Vandy Midband Remove Resist 1, Cannot fetch Metamorphosis
Vandy Maxband Remove Targeting
Blue Buffs
Bigby Midband 2/4 → 3/3
Bluecoat Musketeer Arrives → Deal 1 damage to a patroller without flying :target:
Jurisdiction Ongoing Spell: Your Law hero can cast any non-ultimate spell. When this is played, draw a card
Community Service Cost → 2g, Look at an opponents hand or discard, 2g/3g → put a Tech I/Tech II unit from there into play under your control
Guardian of the Gates If attacked, disable the attacker after combat
Arresting Constable Arrives or :exhaust: → Disable a unit or hero
Starting Hand

Hooded Executioner
Jandra, the Negator
Pestering Haunt
Thieving Imp

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in OR no techs turn 1
All Teched Cards

Metamorphosis, Death and Decay
Cursed Ghoul, Nether Drain
Gorgon, Shadow Blade
Hooded Executioner, Dark Pact


Main:

  • Maxband Orpal (4)
  • Make a skeleton, sacrifice to kill technician, you draw 1, plague spreads to musketeer who dies and Constable who isn’t feeling too great (3)
  • Hooded Executioner (1)
  • Worker (0)
Workers

Jandra, the Negator, Graveyard, Sacrifice the Weak, Skeletal Archery, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 Disease
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Orpal (2/5 lvl 6)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Deteriorate
Shadow Blade
Dark Pact
Cursed Ghoul

End of Turn Discard
My Thoughts

Hopefully now I’ll have the tech 2 safe… we’ll see


So it was my turn to whiff on anything impactful :sweat_smile:

P1T6


Tech StartingHand Workers

TECH

Boot Camp (More draw and +1/+1s)
Guardian of the Gates (Patroller with more than 3HP)


STARTING HAND

Building Inspector → Worker
Spectral Aven
Scribe → Traffic Director


WORKERS

Porkhand Magistrate
Jail
Arrest
Lawful Search
Building Inspector


NextHand

Arresting Constable
Brave Knight
Boot Camp
Scribe


Discard

Reputable Newsman
Bluecoat Musketeer
Boot Camp
Guardian of the Gates
Spectral Aven
Traffic Director


Tech 2 card(s)
Get Paid + float - ($9)
Scribe, draw - ($7)
Worker - ($6)
Exhaust Constable, disable Hoodie
Oni readily kills Garth takes 1, to level 7
Maxband Oni, Soldiers - ($5)
Quince + Midband - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L8 General Onimaru 4/5A [Frenzy 1, Readiness]
  • :psfist: Elite:
  • :ps_: Scavenger: Soldier 1/1 [Sparkshot]
  • :pschip: Technician: Mirror Illusion 0/1
  • :target: Lookout: Soldier 1/1 [Sparkshot]

In Play:

  • L3 Sirius Quince 1/4
  • Arresting Constable 1/2 [-]
  • Soldier 1/1 [Sparkshot]
  • 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: 3
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

The question is D&D or no D&D?

Still dicey

Game 9 Player 2, Turn 6

P2 Modified Black vs P2 Modified Blue

Color mods for this game
Black Nerfs
Deteriorate Cost →1g, Cannot Target Illusions
Dark Pact Cost → 1g
Vandy Midband Remove Resist 1, Cannot fetch Metamorphosis
Vandy Maxband Remove Targeting
Blue Buffs
Bigby Midband 2/4 → 3/3
Bluecoat Musketeer Arrives → Deal 1 damage to a patroller without flying :target:
Jurisdiction Ongoing Spell: Your Law hero can cast any non-ultimate spell. When this is played, draw a card
Community Service Cost → 2g, Look at an opponents hand or discard, 2g/3g → put a Tech I/Tech II unit from there into play under your control
Guardian of the Gates If attacked, disable the attacker after combat
Arresting Constable Arrives or :exhaust: → Disable a unit or hero
Starting Hand

Deteriorate
Shadow Blade
Dark Pact
Cursed Ghoul
Nether Drain

Events of Turn:


Upkeep:

  • Get Gold (10)
  • tech just one card
All Teched Cards

Death and Decay
Metamorphosis, Death and Decay
Cursed Ghoul, Nether Drain
Gorgon, Shadow Blade
Hooded Executioner, Dark Pact


Main:

  • Vandy (8)
  • Dark Pact, base to 16 draw 2 (7)
  • Cursed Ghoul, ding Constable (3)
  • Skeleton Javelineer, sacrifice to -1/-1 scavenger, you get 1g, plague spreads to technician and backline soldier, you draw 1 (2)
  • Deteriorate Constable, he dies too (1)
  • Worker (0)
Workers

Summon Skeletons, Jandra, the Negator, Graveyard, Sacrifice the Weak, Skeletal Archery, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Cursed Ghoul (4/5a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Vandy (2/3 lvl 1)
  • :target: Lookout:

In Play:

  • Orpal (2/5 lvl 6)
  • Hooded Executioner (3/3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Gorgon
Death and Decay
Nether Drain
Death and Decay

End of Turn Discard
My Thoughts

Tech 2 safe, hopefully I’ll draw Gorgon on DP, sac Hoodie, and try to protect Orpal for another DnD. We’ll see if that works out


@thehug0naut :point_left: lmk how dead I am to Oni here… I’m starting to see how Constable isn’t more buffed, this hasty + disable anything is super valuable

@FrozenStorm yeah I think he’s too good right now, but maybe we could revert him to only working on units. If we do that but leave GotG as working on “attackers” it will give them differentiated roles. Right now I’d say Constable is strictly better

Sorry for the delay on this, had a couple of different ways to play and some busy days so not a lot of thinking time

P1T7


Tech StartingHand Workers

TECH

Free Speech (Commence the choking out)
Free Speech (Ditto)


STARTING HAND

Brave Knight
Arresting Constable
Scribe
Boot Camp → Manufactured Truth
Technician draw → Justice Juggernaut


WORKERS

Porkhand Magistrate
Jail
Arrest
Lawful Search
Building Inspector


NextHand

Scribe
Free Speech
Elite Training
Boot Camp
Brave Knight


Tech 2 card(s)
Technician Draw
Get Paid + float + Scavenger - ($11)
Justice Juggernaut - ($5)
Bootcamp Juggernaut, draw - ($4)
Constable, disable Ghoul - ($0)
Quince and Scribe hit Vandy to 1HP, each takes 2
Soldier trades with Vandy, Quince maxbands, you draw
Oni readily kills Orpal, takes -2/-2, levels whiff

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Arresting Constable 2/3A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L8 General Onimaru 2/3 [–, Frenzy 1, Readiness]
  • :target: Lookout:

In Play:

  • L5 Sirius Quince 1/5
  • Justice Juggernaut 5/7 [+, Unstoppable, Two Lives]
  • Scribe 1/1

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Definitely have to kill Orpal here as D&D is an existential threat. Free Speech in since Quince is hanging around just fine. I’m expecting Garth + Maxband + LB so the game is very much still in the balance. I’ll probably aim for Tech III to go up on this cycle.

1 Like

GG WP I’m not gonna survive from that. I do think we’ve made constable too controlling, once it’s out it’s super hard for me to get anything important to survive. I was hoping you didn’t have another one ready to go. It seems like it shouldn’t be able to patrol and disable something as it arrives.

Idk anything obvious you think I’m missing to deal with it?

1 Like

I think you’re right. These would be my suggestions for Musketeer and Constable based on our discussions and trying to limit copying shenanigans - Quince Maxband still works but MT and Quince midband don’t. Also I quite like the flavour of introducing a mechanic in the starter and having it show up again elsewhere in the spec.

Card Changes
Bluecoat Musketeer 1/2 → 1/1, Replace abilities with “Arrives or Upkeep: :exhaust: → deal 1 damage to a unit without flying” :target:
Arresting Constable Replace abilities with “Arrives or Upkeep: :exhaust: → Disable a Tech 0, I or II unit” :target:

I’ve also been having a think about GotG and how to minimise the text change but still get what we want. This is my best suggestion right now. The other option would be to add Untargetable but I think that’s way stronger than a positive version of Haunt’s attack limit:

Card Changes
Guardian of the Gates Replace abilities with “Can’t attack. Can’t have less than 1ATK. Whenever this deals combat damage to an attacker, disable that attacker”
2 Likes

Oh so the upkeep thing is about avoiding copy difficulty? Interesting… I still think it should be tech 3 affecting and just go unit. I think if it can’t patrol and disable when it hits the board that should be okay. I would have played on this last turn if I had the angle to kill Oni with no Constable patroller.

I like GatG to not have less than 1 atk and like the bluecoat change, down to replay with that!

It’s mostly as a way to bring the exhaust cost into the arrives ability while maintaining a clear concise wording. Then I realised it also had a bit of a combo limiter effect for Quince (and MT for Musketeer) which was quite nice.

I still need to settle on an exact text change for Community Service but otherwise I think what we have so far is clean, clear and concise. Still need to test a few P2 Blue games if we like this patch for Blue P1 but I’m hoping we’ve come at it from the right direction to deal with both sides of the matchup.

Changes v9
Black Nerfs
Deteriorate Cost →1g, Cannot Target Illusions
Dark Pact Cost → 1g
Vandy Midband Remove Resist 1, Cannot fetch Metamorphosis
Vandy Maxband Remove Targeting
Blue Buffs
Bigby Midband 2/4 → 3/3
Bluecoat Musketeer 1/2 → 1/1, Abilities → “Arrives or Upkeep: :exhaust: → Deal 1 damage to a unit without flying” :target:
Jurisdiction Type → Ongoing Spell, Effect → “Channeling. Your Law hero can cast any non-ultimate spell. When this is played, draw a card”
Community Service Cost → 2g, Look at an opponents hand or discard, then you may pay 2g/3g: put a Tech I/Tech II unit from there into play under your control
Guardian of the Gates Abilities → “Can’t attack. Can’t have less than 1ATK. When this deals combat damage to an attacker, even to their armor, disable that attacker”
Arresting Constable Replace abilities with "Arrives or Upkeep: :exhaust: → Disable a unit

P1T1 - Changes v9 Blue P1 Game 1


StartingHand Workers

STARTING HAND

Building Inspector
Arrest
Manufactured Truth
Lawful Search
Porkhand Magistrate


WORKERS

Porkhand Magistrate


NextHand

Spectral Aven
Jail
Bluecoat Musketeer
Traffic Director
Reputable Newsman


Discard

Manufactured Truth
Lawful Search
Arrest


Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Oni - ($1)
Building Inspector - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Building Inspector 1/1 [Resist 1]

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

Bit of a less aggro T2 hand with no Arrest or MT, but I think that’s worth playing just to see what a less optimised set up would look like. After last game, I think I want to take away Garth+Skele+Det, which Lookout Inspector does nicely.

Still dicey

Game 10 Player 2, Turn 1

P2 Modified Black vs P2 Modified Blue

Color mods for this game (aka Changes v9)
Black Nerfs
Deteriorate Cost →1g, Cannot Target Illusions
Dark Pact Cost → 1g
Vandy Midband Remove Resist 1, Cannot fetch Metamorphosis
Vandy Maxband Remove Targeting
Blue Buffs
Bigby Midband 2/4 → 3/3
Bluecoat Musketeer 1/2 → 1/1, Abilities → “Arrives or Upkeep: :exhaust: → Deal 1 damage to a unit without flying” :target:
Jurisdiction Type → Ongoing Spell, Effect → “Channeling. Your Law hero can cast any non-ultimate spell. When this is played, draw a card”
Community Service Cost → 2g, Look at an opponents hand or discard, then you may pay 2g/3g: put a Tech I/Tech II unit from there into play under your control
Guardian of the Gates Abilities → “Can’t attack. Can’t have less than 1ATK. When this deals combat damage to an attacker, even to their armor, disable that attacker”
Arresting Constable Replace abilities with Arrives or Upkeep: :exhaust: → Disable a unit
Starting Hand

Skeleton Javelineer
Graveyard
Skeletal Archery
Sacrifice the Weak
Deteriorate

Events of Turn:


Upkeep:

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

Main:

  • Vandy (3)
  • Deteriorate BI, pay resist (1)
  • Worker (0)
Workers

Graveyard

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20

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: 4

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Summon Skeletons
Pestering Haunt
Poisonblade Rogue
Jandra, the Negator
Thieving Imp

End of Turn Discard
My Thoughts

it’s been tough the past few games, we’ll see!