Blue (thehug0naut) vs Black (Frozenstorm) balance testing

2g imo is too much. put seeing the hand at 1g fixed and then 3 moreg for a tier 1 or 4g for a tier2, imo.

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I do also like this way of doing it but we’ll give @FrozenStorm’s cost plan a shot first

@FrozenStorm We’re off again!

Test 8
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

Porkhand Magistrate → Worker
Jail
Traffic Director
Reputable Newsman
Lawful Search


WORKERS

Porkhand Magistrate


NextHand

Manufactured Truth
Building Inspector
Bluecoat Musketeer
Spectral Aven
Arrest


Discard

Jail
Lawful Search
Reputable Newsman


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Oni - ($1)
Traffic Director - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • L1 General Onimaru 2/3 [Frenzy 1]

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Standard P1T1

Edit: Made changes clearer

GL HF @thehug0naut !

Game 8 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

Deteriorate
Thieving Imp
Jandra, the Negator
Sacrifice the Weak
Summon Skeletons

Events of Turn:


Upkeep:

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

Main:

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

Jandra, the Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Thieving Imp (2+1/2)
  • :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

Skeleton Javelineer
Graveyard
Skeletal Archery
Pestering Haunt
Poisonblade Rogue

End of Turn Discard

Summon Skeletons
Sacrifice the Weak
Deteriorate

My Thoughts

We’ll see what happens here!


And GLHF to you too @FrozenStorm

P1T2


Tech StartingHand Workers

TECH

Brave Knight (Need a big body)
Elite Training (More Oni pressure)


STARTING HAND

Arrest
Spectral Aven → Worker (Don’t fancy going low hand already, pretty useless vs Orpal / Crawler)
Building Inspector → Discard
Manufactured Truth
Bluecoat Musketeer


WORKERS

Porkhand Magistrate
Spectral Aven


NextHand

Reputable Newsman
Manufactured Truth
Brave Knight
Jail


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Musketeer, shoots Imp - ($1)
TD trades
Oni hits base to 17

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bluecoat Musketeer 1/2
  • :target: Lookout:

In Play:

  • L1 General Onimaru 2/3 [Frenzy 1]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Loss of BI is kind of annoying but not a big deal overall. Means my options are: trade Oni and get Bigby into play, pseudo haste Aven to kill Imp but go low hand, Musketeer+TD trade and float 1g. Think I like the latter best here, feel like the longer I can keep Oni pressure going the better.

Bah Musketeer forgot lol :frowning: did we eliminate long range from it? I think so and I’m patrolling as such, lmk if you disagree

Game 8 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

Skeleton Javelineer
Graveyard
Skeletal Archery
Pestering Haunt
Poisonblade Rogue

Events of Turn:


Upkeep:

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

Main:

  • Garth (5)
  • Skeleton (4)
  • Skeleton Javelineer (3)
  • Pestering Haunt
  • Worker (2)
  • Tech 1 (1)
Workers

Poisonblade Rogue, Jandra, the Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5

In Patrol:

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

In Play:

  • Garth (1/3 lvl 1)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Lich’s Bargain
Sacrifice the Weak
Deteriorate
Graveyard

End of Turn Discard
My Thoughts

Going to try LB we’ll see if that stands up to Judgment Day


You are correct, no Long Range just the sniping ability

P1T3


Tech StartingHand Workers

TECH

Arresting Constable (Think he’s now the go to Tech II vs Black)
Arresting Constable (Ditto)


STARTING HAND

Brave Knight
Jail → Worker (It feels generally a lot less useful vs Black)
Reputable Newsman
Manufactured Truth


WORKERS

Porkhand Magistrate
Spectral Aven
Jail


NextHand

Building Inspector
Elite Training
Traffic Director


Discard

Manufactured Truth
Arresting Constable
Arresting Constable


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Oni kills SQL, takes 1
Musketeer kills Jav, takes 1, you draw
Knight - ($3)
Newsman, choose 2 - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • L1 General Onimaru 2/2 [Frenzy 1]
  • Bluecoat Musketeer 1/1

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

I think going to 3 cards is worth it here, given I can set up a pretty decent wall. Hoodie is still an issue, hence the Newsman on Technician but I think otherwise I’m feeling ok.

Ack Newsman…

Game 8 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

Lich’s Bargain
Sacrifice the Weak
Deteriorate
Graveyard
Thieving Imp

Events of Turn:


Upkeep:

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

Hooded Executioner x2
Lich’s Bargain x2


Main:

  • Thieving Imp, discard #3 of 3 (5)
  • Make a Skeleton (4)
  • Deteriorate Musketeer (3)
  • Haunt hits Newsman to 2hp
  • Worker (2)
  • Hero’s Hall (0)
Workers

Lich’s Bargain, Poisonblade Rogue, Jandra, the Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Garth (1/3 lvl 1)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Skeletal Archery
Lich’s Bargain
Summon Skeletons
Graveyard

End of Turn Discard
My Thoughts

Not looking great but at least I’m hitting the card economy…


I have that same reaction every time that imp shows its face

P1T4


Tech StartingHand Workers

TECH

Insurance Agent (Need those premiums)
Justice Juggernaut (Need a big threat)


STARTING HAND

Elite Training
Traffic Director → Discard
Building Inspector → Worker


WORKERS

Porkhand Magistrate
Spectral Aven
Jail
Building Inspector


NextHand

Lawful Search
Arrest


Discard

Manufactured Truth
Arresting Constable
Arresting Constable
Traffic Director
Bluecoat Musketeer
Elite Training
Insurance Agent
Justice Juggernaut


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech II Law - ($3)
Elite Training on Oni and Newsman - ($1)
Knight readily kills Imp, takes 2
Newsman safely kills Skele, you draw
Oni safely kills Garth, to level 3

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

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

In Play:

  • L3 General Onimaru 3/2 [Frenzy 1]
  • Reputable Newsman 1/2 [2]

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

My hand size is brutal right now but I’ve gained the tech lead and have pretty good board control. Admittedly I’m now expecting Vandy nonsense so that can all change quickly.

He’s odds on to draw Deteriorate and I’m suspicious of Shadow Blade, if he has both in deck he has an 83% chance of having one of them, so lets go with Knight in Technician.

Imp is a jerk :slight_smile:

Game 8 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

Skeletal Archery
Lich’s Bargain
Summon Skeletons
Graveyard
Skeleton Javelineer (techn)

Events of Turn:


Upkeep:

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

Skeletal Lord, Dark Pact
Hooded Executioner x2
Lich’s Bargain x2


Main:

  • Orpal (6)
  • Skeleton Javelineer (5)
  • Worker (4)
  • Tech 2 Necromancy (0)
  • Pestering Haunt trades with BK, BK goes back to your hand, no draw for techn
Workers

Graveyard, Lich’s Bargain, Poisonblade Rogue, Jandra, the Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5
  • Tech2 HP: 5 Necromancy
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • nothing

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Deteriorate
Sacrifice the Weak
Hooded Executioner
Hooded Executioner
Skeletal Archery

End of Turn Discard
My Thoughts

Card economy is hit hard, still no LB but I have it floating about…


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