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
STARTING HAND
Traffic Director
Bluecoat Musketeer
Jail → Worker
Spectral Aven
Manufactured Truth
WORKERS
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:
- Squad Leader:
- Elite: Bluecoat Musketeer 2/2
- Scavenger: Building Inspector 1/1
- Technician: Traffic Director 1/1 [Untargetable]
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
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 |
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 → 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
- Patrol as below
- Discard 2 Draw 1 rs Draw 3
- Tech 2 cards after your turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: Vandy (2/3a lvl 1)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
Economy Info:
Cards:
Gold:
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:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Traffic Director 1/1 [Untargetable]
- Lookout:
In Play:
- Brave Knight 3/3 [Readiness]
- Bluecoat Musketeer 1/2
- Reputable Newsman 0/3 [Blocking: 2]
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
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
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 |
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 → 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
- Patrol as below
- Discard 2 Draw 4
- Tech 2 cards after your turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: Thieving Imp (2/2a)
- Elite:
- Scavenger: Skeleton (1/1)
- Technician:
- Lookout:
In Play:
- Vandy (2/2 lvl 1)
- Garth (1/3 lvl 1)
Economy Info:
Cards:
Gold:
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
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:
- Squad Leader: L3 General Onimaru 2/3A [Frenzy 1]
- Elite:
- Scavenger: Brave Knight 3/1 [Readiness]
- Technician: Reputable Newsman 0/1 [Blocking 2]
- Lookout:
In Play:
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Law)
Economy Info:
Cards:
Gold:
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 |
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 → 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
- Patrol as below
- Discard 2 Draw 2 rs Draw 2
- Tech 2 cards after your turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 Disease
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: Skeleton (1/1a)
- Elite: Orpal (1+1/3 lvl 1)
- Scavenger:
- Technician:
- Lookout:
In Play:
Economy Info:
Cards:
Gold:
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:
- Squad Leader: L5 General Onimaru 4/4AA [Frenzy 1, Readiness, Sparkshot, Anti-Air]
- Elite:
- Scavenger:
- Technician: Reputable Newsman 0/1 [Blocking 2]
- Lookout:
In Play:
- Bluecoat Musketeer 2/1 [Sparkshot, Anti-Air]
- Arresting Constable 2/3
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Law)
Economy Info:
Cards:
Gold:
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 |
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 → 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
- Patrol as below
- Discard 2 Draw 4
- Maybe Tech 2 cards after your turn
Board Info:
Buildings:
- Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 Disease
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: Hooded Executioner (3/3a)
- Elite:
- Scavenger:
- Technician: Garth (1/3 lvl 1)
- Lookout:
In Play:
Economy Info:
Cards:
Gold:
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
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:
- Squad Leader: L8 General Onimaru 4/5A [Frenzy 1, Readiness]
- Elite:
- Scavenger: Soldier 1/1 [Sparkshot]
- Technician: Mirror Illusion 0/1
- Lookout: Soldier 1/1 [Sparkshot]
In Play:
- L3 Sirius Quince 1/4
- Arresting Constable 1/2 [-]
- Soldier 1/1 [Sparkshot]
- Scribe 1/3
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Law)
Economy Info:
Cards:
Gold:
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 |
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 → 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
- Patrol as below
- Discard 2 Draw 1 rs Draw 3
- Maybe Tech 2 cards after your turn
Board Info:
Buildings:
- Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 5 Disease
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: Cursed Ghoul (4/5a)
- Elite:
- Scavenger:
- Technician: Vandy (2/3 lvl 1)
- Lookout:
In Play:
- Orpal (2/5 lvl 6)
- Hooded Executioner (3/3)
Economy Info:
Cards:
Gold:
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 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:
- Squad Leader: Arresting Constable 2/3A
- Elite:
- Scavenger:
- Technician: L8 General Onimaru 2/3 [–, Frenzy 1, Readiness]
- Lookout:
In Play:
- L5 Sirius Quince 1/5
- Justice Juggernaut 5/7 [+, Unstoppable, Two Lives]
- Scribe 1/1
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Law)
Economy Info:
Cards:
Gold:
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
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: → Deal 1 damage to a unit without flying” |
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: → Disable a unit |
P1T1 - Changes v9 Blue P1 Game 1
StartingHand Workers
STARTING HAND
Building Inspector
Arrest
Manufactured Truth
Lawful Search
Porkhand Magistrate
WORKERS
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:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout: Building Inspector 1/1 [Resist 1]
In Play:
- L1 General Onimaru 2/3 [Frenzy 1]
Buildings:
- Base HP: 20
Economy Info:
Cards:
Gold:
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: → Deal 1 damage to a unit without flying” |
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: → 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
- Patrol as below
- Discard 3 Draw 5
- Maybe Tech 2 cards after your turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Vandy (2/3a lvl 1)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
Economy Info:
Cards:
Gold:
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!
P1T2
Tech StartingHand Workers
TECH
The Art of War (May as well play for AoW rushdown)
The Art of War (Ditto)
STARTING HAND
Jail
Traffic Director
Reputable Newsman
Spectral Aven → Worker
Bluecoat Musketeer
WORKERS
Porkhand Magistrate
Spectral Aven
NextHand
Manufactured Truth
Building Inspector
Bluecoat Musketeer
Traffic Director
The Art of War
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Midband Oni, readily kills Vandy, takes 2, to level 7 - ($0)
Float ($0)
Discard 4, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- L7 General Onimaru 3/2 [Frenzy 1, Readiness]
Buildings:
- Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
I think we have to test this line, see what he can do vs Oni rushdown
Game 10 Player 2, Turn 2
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: → Deal 1 damage to a unit without flying” |
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: → Disable a unit |
Starting Hand
Summon Skeletons
Pestering Haunt
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 Cards (except turn 1)
All Teched Cards
Carrion Curse, Hooded Executioner
Main:
- Thieving Imp, discard #2 of 5 (3)
- Pestering Haunt
- Tech 1 (2)
- Worker (1)
Workers
Poisonblade Rogue, Graveyard
- Patrol as below
- Discard 2 rs Draw 4
- Maybe Tech 2 cards after your turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Thieving Imp (2/2)
- Technician:
- Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Jandra, the Negator
Summon Skeletons
Sacrifice the Weak
Carrion Curse
End of Turn Discard
My Thoughts
Going to go hard on card econ here with Carrion Curse, we’ll see if that proves useful
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: → Deal 1 damage to a unit without flying” |
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: → Disable a unit |
P1T3
Tech StartingHand Workers
TECH
Brave Knight (Good attacker / MT threat)
Guardian of the Gates (Good patroller)
STARTING HAND
Building Inspector → Imp Discard
Bluecoat Musketeer
Manufactured Truth
Traffic Director → Worker (only because of discard)
The Art of War
WORKERS
Porkhand Magistrate
Spectral Aven
Traffic Director
NextHand
Lawful Search
Jail
Arrest
Reputable Newsman
Discard
Building Inspector
The Art of War
Manufactured Truth
Brave Knight
Guardian of the Gates
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($4)
Bluecoat Musketeer, exhausts and kills Haunt - ($2)
Maxband Oni, Soldiers - ($1)
Oni readily kills Imp, takes 2
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Soldier 1/1 [Sparkshot]
- Technician: Soldier 1/1 [Sparkshot]
- Lookout: Soldier 1/1 [Sparkshot, Resist 1]
In Play:
- L8 General Onimaru 4/3 [Frenzy 1, Readiness]
- Bluecoat Musketeer 1/1
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Setting up AoW, which is very faceup here. Not super happy about workering TD but I think I keep Manufactured Truth circulating so I can force multiply my Soldiers
Edit: added changes