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
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:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout: Building Inspector 1/1
In Play:
- L1 General Onimaru 2/3 [Frenzy 1]
Buildings:
- Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Hmmm no Traffic Director so options are:
-
Oni + Building Inspector, patrol Inspector in Scavenger or Lookout.
-
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?
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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
- Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Jandra, the Negator (3/3a)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
Economy Info:
Cards:
Gold:
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 to see if you still wanna play this out or pause til after the tourney
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@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
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:
- Squad Leader:
- Elite:
- Scavenger: Traffic Director 1/1 [Untargetable]
- Technician:
- Lookout:
In Play:
- L1 Bigby Hayes 2/3 [Stash]
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
With Inspector surviving I have a few options:
- Worker + Midband Oni, kill Jandra, keep Inspector to patrol in Technician or sth.
- 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
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
Main:
- Thieving Imp, discard #1 of 5 (4)
- Pestering Haunt
- Vandy (2)
- Worker (1)
- Tech 1 (0)
Workers
Poisonblade Rogue, Skeletal Archery
- Patrol as below
- Discard 2 rs Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech 1 HP: 5
In Patrol:
- Squad Leader: Thieving Imp (2/2a)
- Elite: Vandy (2+1/3 lvl 1)
- Scavenger:
- Technician:
- Lookout:
In Play:
Economy Info:
Cards:
Gold:
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
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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
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:
- Squad Leader:
- Elite:
- Scavenger: Brave Knight 3/3 [Readiness]
- Technician:
- Lookout:
In Play:
- L5 Bigby Hayes 3/4 [Stash]
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
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
- Patrol as below
- Discard 3 Draw 4 rs Draw 1
Board Info:
Buildings:
- Base HP: 20
- Tech 1 HP: 5
- Tech 2 HP: 5 DISEASE
In Patrol:
- Squad Leader: Thieving Imp (2/2a)
- Elite: Orpal (1+1/3 lvl 1)
- Scavenger:
- Technician:
- Lookout:
In Play:
Economy Info:
Cards:
Gold:
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:
- Squad Leader: Brave Knight 3/3A [Readiness]
- Elite:
- Scavenger:
- Technician: Brave Knight 1/1 [Readiness]
- Lookout:
In Play:
- L5 Bigby Hayes 3/2 [Stash]
- Reputable Newsman 0/3 [2]
Buildings:
- Base HP: 20
- Tech I HP: 4
Economy Info:
Cards:
Gold:
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
- Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech 1 HP: 5
- Tech 2 HP: 5 DISEASE
In Patrol:
- Squad Leader: Crypt Crawler (3/3a)
- Elite:
- Scavenger:
- Technician: Vandy (2/3 lvl 1)
- Lookout:
In Play:
Economy Info:
Cards:
Gold:
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
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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
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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:
- Squad Leader: Reputable Newsman 0/3A [2]
- Elite:
- Scavenger: Brave Knight 3/3 [Readiness]
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 4
Economy Info:
Cards:
Gold:
Thoughts
So having Lawful Searched and drawn MT, I have two clear options:
-
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.
-
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.
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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
- Patrol as below
- Discard 4 rs Draw 5
Board Info:
Buildings:
- Base HP: 18
- Tech 1 HP: 5
- Tech 2 HP: DOWN DISEASE
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader:
- Elite: Orpal (2+1/5 lvl 7)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Cursed Crow (3/3)
- Crypt Crawler (3/3)
Economy Info:
Cards:
Gold:
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:
- Squad Leader: L1 General Onimaru 2/3A [Frenzy 1]
- Elite:
- Scavenger: Scribe 1/3
- Technician: Reputable Newsman 0/3 [2]
- Lookout:
In Play:
*
Buildings:
- Base HP: 17
- Tech I HP: 4
- Tech II HP: 5 (Law)
Economy Info:
Cards:
Gold:
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.
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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
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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
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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?
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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.
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