Blue (thehug0naut) vs Black (Frozenstorm) balance testing

Let’s do this! GLHF!

P1T1


StartingHand Workers

STARTING HAND

Reputable Newsman
Arrest → Worker (I need loads of units and Jail was actually quite good last game)
Building Inspector
Bluecoat Musketeer
Jail


WORKERS

Arrest


NextHand

Manufactured Truth
Porkhand Magistrate
Traffic Director
Spectral Aven
Lawful Search


Discard

Bluecoat Musketeer
Reputable Newsman
Jail


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:
  • :pschip: Technician:
  • :target: Lookout: Building Inspector 1/1

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

Hmmm no Traffic Director so options are:

  1. Oni + Building Inspector, patrol Inspector in Scavenger or Lookout.

  2. Reputable Newsman + Building Inspector, patrol Inspector as above.

Option 2 would put me behind on board but have blocked StW which has its advantages for more unit focussed lines. I think overall I end up unable to patrol sufficiently well without a hero to help/threaten

Option 1 with BI patrolling in Scavenger would mean either Oni+BI surving with 5g to spend or just Oni with 6g to spend, with him able to worker+hero+StW±haunt or worker+hero+jav+det±haunt and still kill Inspector. Patrolling in Lookout means he can only play Worker+hero+StW/det±haunt to kill Inspector, so I would end up with just Oni vs a naked hero and the option to mid oni then murder, but I would have to skip Tech I. Though if he plays Orpal in Elite I could end up with a seriously neutered Oni and no Tech I units to fall back on. The other issue might be if he plays Vandy in Elite and has haunt, I could kill Vandy with mid oni but he immediately dies to Haunt.

I think I like having Oni out and I like the more controlling play of patroling BU in Lookout so lets try that.

@FrozenStorm I know we’ve got another tournament starting but I’m still game to take 1-2 turns of this per week if you are?

1 Like

Yep I’m down! Apologies for the delay forgot about this over a busy weekend

Game 7 Player 2, Turn 1

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Jandra, the Negator
Skeleton Javelineer
Summon Skeletons
Skeletal Archery
Graveyard

Events of Turn:


Upkeep:

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

Main:

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

Skeletal Archery

  • :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

Sacrifice the Weak
Pestering Haunt
Poisonblade Rogue
Deteriorate
Thieving Imp

End of Turn Discard
My Thoughts

The new jurisdiction seems fun, last game was pretty close and fun, let’s see how it goes!


@thehug0naut friendly :point_left: to see if you still wanna play this out or pause til after the tourney

1 Like

@FrozenStorm yeah let’s try and keep this going, thanks for the reminder!

P1T2


Tech StartingHand Workers

TECH

Brave Knight
Brave Knight


STARTING HAND

Lawful Search
Porkhand Magistrate
Spectral Aven → Worker
Traffic Director
Manufactured Truth → Stash


WORKERS

Arrest
Spectral Aven


NextHand

Bluecoat Musketeer
Building Inspector
Reputable Newsman
Manufactured Truth
Brave Knight


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Oni and Inspector trade with Janda, levels whiff
Bigby - ($1)
Traffic Director - ($0)

Float ($0)
Stash 1, Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

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

In Play:

  • L1 Bigby Hayes 2/3 [Stash]

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

With Inspector surviving I have a few options:

  1. Worker + Midband Oni, kill Jandra, keep Inspector to patrol in Technician or sth.
  2. Worker + Tech I, Trade Oni and Inspector into Jandra and pivot to another hero + TD

I think I prefer the second option, I can stash Manufactured Truth and Tech in a couple of Brave Knights. Usually that’s a bad plan vs Black but I think this line is worth exploring.

Rock and roll :wink:

Game 7 Player 2, Turn 2

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Sacrifice the Weak
Pestering Haunt
Poisonblade Rogue
Deteriorate
Thieving Imp

Events of Turn:


Upkeep:

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

Crypt Crawler, Dark Pact


Main:

  • Thieving Imp, discard #1 of 5 (4)
  • Pestering Haunt
  • Vandy (2)
  • Worker (1)
  • Tech 1 (0)
Workers

Poisonblade Rogue, Skeletal Archery

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech 1 HP: 5

In Patrol:

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

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Deteriorate
Skeleton Javelineer
Sacrifice the Weak
Dark Pact

End of Turn Discard
My Thoughts

Okay, trading Oni makes sense there, glad to be rid of BI, Vandy DP Crypt makes sense here I think


Friendly poke @thehug0naut :point_right:

1 Like

I’ve gone for an unorthodox approach here, not convinced it’ll work out but at least it’s fun!

P1T3


Tech StartingHand Workers

TECH

Scribe (to help me cycle faster and create more bodies)
Scribe (ditto)


STARTING HAND

Manufactured Truth
Building Inspector
Reputable Newsman → Stash (to maintain some anti-StW options)
Bluecoat Musketeer → Discard
Brave Knight → Traffic Director


WORKERS

Arrest
Spectral Aven


NextHand

Jail
Porkhand Magistrate
Brave Knight
Lawful Search
Reputable Newsman


Discard

Bluecoat Musketeer
Manufactured Truth
Building Inspector
Traffic Director
Scribe
Scribe


Tech 2 card(s)
Imp Discard
Get Paid - ($6)
Midband Bigby, exhaust and sideline imp - ($4)
Brave Knight - ($1)
Manufactured Truth, TD to Knight, trades with Vandy, TD to hand, Bigby maxbands - ($0)
Skip Worker

Float ($0)
Stash 1, Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Brave Knight 3/3 [Readiness]
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Bigby Hayes 3/4 [Stash]

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Skipping a worker here is probably not great but it’s a calculated risk to maintain an aggressive footing and not let Vandy dominate (yet anyway). Teching double scribe here and next turn will be able to add two more cards before I reshuffle. Ideally can get some Bigby/Oni spells in and stay on an aggressive footing.

An interesting choice! I don’t think it will work but will be fun to see

I realize now I didn’t put Jandra back in the deck when I drew this hand, so I reshuffled and re-drew it.

Game 7 Player 2, Turn 3

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Sacrifice the Weak
Summon Skeletons
Jandra, the Negator
Dark Pact

Events of Turn:


Upkeep:

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

Gorgon, Cursed Crow
Crypt Crawler, Dark Pact


Main:

  • Haunt hits your tech1 to 4
  • Orpal (5)
  • Worker (4)
  • Tech 2 Disease (0)
Workers

Jandra, the Negator, Poisonblade Rogue, Skeletal Archery

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech 1 HP: 5
  • Tech 2 HP: 5 DISEASE

In Patrol:

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

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Crypt Crawler
Deteriorate
Skeleton Javelineer
Graveyard
Cursed Crow

End of Turn Discard
My Thoughts

Skipping a worker w/ Bigby? Seems a bad choice but we shall see, I think teching up and bringing out Orpal will make a lot of sense here


Yeah I don’t see it working out either but I wanted to give it a shot

P1T4


Tech StartingHand Workers

TECH

Injunction (Something to disrupt and/or slow him down)
Injunction (ditto)


STARTING HAND

Reputable Newsman
Lawful Search
Brave Knight
Porkhand Magistrate → Worker (Can’t have quite so many big expensive units, Jail might still be useful)
Jail


WORKERS

Arrest
Spectral Aven
Porkhand Magistrate


NextHand

Lawful Search
Jail
Injunction
Traffic Director


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bigby kills Imp, takes 2
Knight readily kills Orpal, takes -2/-2, levels whiff
Brave Knight - ($2)
Newsman, choose 2 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brave Knight 3/3A [Readiness]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Brave Knight 1/1 [Readiness]
  • :target: Lookout:

In Play:

  • L5 Bigby Hayes 3/2 [Stash]
  • Reputable Newsman 0/3 [2]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Worker + Knight + Newsman as originally planned. Thought about a pivot to HH but I think I’m committed to Knight spam now. Still concerned about hoodie unit removal but a fun line to try. 1/1 Knight in Technician means I either get him back in hand or I get a card draw so either way I recover.

Okay little scary but I think we can handle it

Game 7 Player 2, Turn 4

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Crypt Crawler
Deteriorate
Skeleton Javelineer
Graveyard
Cursed Crow

Events of Turn:


Upkeep:

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

Shadow Blade, Hooded Executioner
Gorgon, Cursed Crow
Crypt Crawler, Dark Pact


Main:

  • Haunt trades with technician BK, goes back to your hand instead of dying so no tech draw
  • Crypt Crawler (6)
  • Vandy (4)
  • Cursed Crow (1)
  • Worker (0)
Workers

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

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech 1 HP: 5
  • Tech 2 HP: 5 DISEASE

In Patrol:

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

In Play:

  • Cursed Crow (3/3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Dark Pact
Sacrifice the Weak
Summon Skeletons
Gorgon

End of Turn Discard

Thieving Imp
Pestering Haunt
Hooded Executioner
Shadow Blade
Skeleton Javelineer
Deteriorate

My Thoughts

I suspect Injunction may be in my future so I’m teching Shadow Blade and Hoodie to diversify and make sure I’m prepped. I’ll tech win cons next turn. Cursed Crow should let me do some card warfare and with my econ advantage I should be in good shape


@thehug0naut action to you, kind friend :slight_smile:

1 Like

I haven’t forgotten about this game, I just have a tricky decision to make so I’m thinking it through. Will be up at some point today

1 Like

So after much deliberation, this line really tickled my fancy

P1T5


Tech StartingHand Workers

TECH

Arresting Constable (now a very exciting Tech II)
Arresting Constable (ditto)


STARTING HAND

Jail → Worker (actually a really good card but I need TD and Knight vs Disease)
Injunction
Traffic Director
Lawful Search → Manufactured Truth


WORKERS

Arrest
Spectral Aven
Porkhand Magistrate
Jail


NextHand

Injunction
Bluecoat Musketeer
Scribe
Building Inspector


Discard

Arresting Constable
Arresting Constable
Lawful Search
Manufactured Truth
Injunction
Brave Knight
Traffic Director


Tech 2 card(s)
Get Paid - ($7)
Lawful Search, draw and look at your hand - ($6)
Manufactured Truth, Newsman to Knight - ($5)
Injunction your Tech I, disable Crawler - ($2)
Bigby trades with Vandy, levels whiff
Knight + NewsKnight readily break Tech II, your base to 18
Worker - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

So having Lawful Searched and drawn MT, I have two clear options:

  1. Injunction Tech II, sideline the Crawler and kill Vandy with Knight. No free levels in that line but he’ll lose the ability to attack with Crow. If I patrol with TD in SQL and Knight in Scav/Techn I can’t see how he kills Bigby (short of a very unexpected Doom Grasp) which should allow me to Injunction him again next turn. It’s hard to see having enough gold to get to Tech II next turn in that line.

  2. Injunction Tech I, kill Vandy, MT Newsman to a second Knight and break Tech II. This leaves him without Tech II for 2 turns so I don’t need to Injunction again next turn. By that logic I could trade Bigby in to kill Vandy and deprive him of any free levels on the next turn. Would also leave me with a 3/3 Knight and a 0/3 Newsman (who I can put in SQL to at least force Crow + Det to take it out and gain access to StW). Otherwise keeping Bigby alive would make him a threat he has to counter or I can Injunction him again. He also gives me the chance to Stash a constable should I draw one.

On balance I think I prefer the look of the line where I trade in Bigby so lets go for that. Better to reset to Injunction again in two turns than to lose him and give away levels.

That only leaves the decision of how to patrol the Knight. Techn gives me the draw to full hand size should he StW me but Scav gives me 10g next turn so I can tech up and have plenty gold to spend. I have the scribes in deck too so he would have to get lucky with a discard for me to end up without one next turn.

1 Like

The injunction double tech break is always a feels bad man lol, nice

Game 7 Player 2, Turn 5

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Dark Pact
Sacrifice the Weak
Summon Skeletons
Gorgon

Events of Turn:


Upkeep:

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

Death and Decay, Cursed Ghoul
Shadow Blade, Hooded Executioner
Gorgon, Cursed Crow
Crypt Crawler, Dark Pact


Main:

  • Orpal + maxband (2)
  • Hero’s Hall (0)
  • Cursed Crow hits your base to 17, discard #1 of 4
Workers

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

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech 1 HP: 5
  • Tech 2 HP: DOWN DISEASE
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Orpal (2+1/5 lvl 7)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Cursed Crow (3/3)
  • Crypt Crawler (3/3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Death and Decay
Hooded Executioner
Dark Pact
Cursed Ghoul
Sacrifice the Weak

End of Turn Discard
My Thoughts

Well I think my best play here is maxing Orpal, threatening DnD and hitting the base with the Crow, I’m still in great shape and it’ll be hard to kill Orpal with the maxband trigger and MT just used


Even with all our changes, the way Black can pivot so hard and so quickly remains pretty brutal

P1T6


Tech StartingHand Workers

TECH

Free Speech (Need some anti-hero tech)
Community Service (Last gasp idea to fight back)


STARTING HAND

Building Inspector → Worker (atrociously bad vs Disease)
Injunction → Discard
Scribe → Scribe
Bluecoat Musketeer
Return to hand → Brave Knight


WORKERS

Arrest
Spectral Aven
Porkhand Magistrate
Jail
Building Inspector


NextHand

Bluecoat Musketeer
Lawful Search
Arresting Constable
Free Speech
Community Service


Tech 2 card(s)
Get Paid + float - ($9)
Scribe, draw - ($7)
Knight hits Opal for 3 damage, returns to hand instead of dying, no -1/-1 runes
Worker - ($6)
Tech II Law - ($2)
Oni - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 General Onimaru 2/3A [Frenzy 1]
  • :psfist: Elite:
  • :ps_: Scavenger: Scribe 1/3
  • :pschip: Technician: Reputable Newsman 0/3 [2]
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Law)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

I think this is my best possible turn. I’m dead to D&D regardless but at least with Injunctions, Free Speech and Community Service (!) in deck I have some options to limit the bloodbath and fight back. Still got to be reaaaally lucky here to survive.

1 Like

Agreed. I have death and decay and that probably seals it yeah? Orpal is scary and underrated only by virtue of standing next to Garth and Vandy. Disease tech 2 is super versatile and compliments hero plans so well. Blues early game aggression is still really expensive

I’ll be on a company trip the next few days so may reply slow

1 Like

Yes I think it will finish me. I did tech in some emergency options but honestly I don’t see them adding more than 1-2 turns to my life expectancy

1 Like

Yea it’s a double tech break and a wipe, I think I could finish within a turn. GG WP, what shall we try next?

1 Like

Yes GGWP for that one.

I think we need to buff something else in the Starter / Hero / Spell / Tech I card range. Some suggestions for things to look at:

Card Change
Bigby Midband 2/4 → 3/3
Bigby Midband Sideline a patroller
Community Service 5g → 4g
Tax Collector Arrives: Steal 1g from an opponent. If they have no gold, instead gain 1g and their workers produce 1g less at their next upkeep
Bluecoat Musketeer Arrives: Deal 1 damage to a patroller without flying

Thoughts are something like:

Two different ways to make Bigby a more impactful hero. 3/3 at midband feels like a better profile for his art, the midband ability change gives him a one off instant sideline effect that works on heroes too. Probably not suggesting both at the same time.

4g feels like the right sweet spot for CS. Ideally I would prefer it cost 3g to steal a Tech I and 5g to steal a Tech II, but I’m not sure how to implement that. Boost would need to be paid at the point of playing, so retains the issues with the current version - you need to seriously overcomit reseources without knowing if you’ll get anything back.

I think Tax Collector needs to have an impact when the opponent has no gold. Stealing future gold feels very on flavour for taxation.

An alternative to my last suggestion or Musketeer, could also limit it to patrolling units without flying if that seems fairer or just retry my prior suggestion.

1 Like