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.

1 Like

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…


1 Like

@thehug0naut friendly poke :point_right:t2:

1 Like

@FrozenStorm I got somewhat lucky here with but my deck was also quite stacked for this kind of thing

Also sorry for delays, been trying to make sure I don’t slow down the tournament too much

P1T5


Tech StartingHand Workers

TECH

Insurance Agent (Moar cheap draw)
Boot Camp (Ditto, also JJ combo)


STARTING HAND

Lawful Search → Insurance Agent
Arrest
Brave Knight
Insurance Draw → Arresting Constable


WORKERS

Porkhand Magistrate
Spectral Aven
Jail
Building Inspector


NextHand

Traffic Director
Manufactured Truth
Elite Training


Discard

Lawful Search
Arrest


Tech 2 card(s)
Get Paid + float - ($9)
Lawful Search, draw and look at your hand, lot of unit removal you have there - ($8)
Insurance Agent, Insure Jav - ($7)
Oni kills Jav, takes 1, insurance pays out 1g+1 card - ($8)
Constable, disable Orpal - ($4)
Knight Returns - ($1)
Skip Worker

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • L3 General Onimaru 2/1 [Frenzy 1]

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Insurance agent was the draw I needed! And Constable was also a great pull! Still needed a worker skip to maintain hand size but now feeling much better

Gosh this is pretty brutal lol

Game 8 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

Deteriorate
Sacrifice the Weak
Hooded Executioner
Hooded Executioner
Skeletal Archery

Events of Turn:


Upkeep:

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

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


Main:

  • Garth (7)
  • Make a skeleton (6)
  • Hooded Executioner (4)
  • Hooded Executioner (2)
  • Worker (1)
Workers

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

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • 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: Hooded Executioner (3/3a)
  • :psfist: Elite:
  • :pspig: Scavenger: Hooded Executioner (3/3)
  • :exhaust: Technician:
  • :target: Lookout: Skeleton (1/1)

In Play:

  • Orpal (1/3 lvl 1)
  • Garth (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Summon Skeletons
Lich’s Bargain
Pestering Haunt
Skeletal Lord

End of Turn Discard
My Thoughts

Well this is looking bad lol but I spose we’ll see how it goes


1 Like

Yeah I think I when you can’t bring mass removal to bear Blue can just heap the pressure. Oni and Knight + Newsman have been outstanding this game

P1T6


Tech StartingHand Workers

TECH

The Art of War
The Art of War


STARTING HAND

Manufactured Truth
Traffic Director → Worker
Elite Training


WORKERS

Porkhand Magistrate
Spectral Aven
Jail
Building Inspector
Traffic Director


NextHand

Bluecoat Musketeer
Arresting Constable
Justice Juggernaut


Discard

Lawful Search
Arrest
Elite Training
The Art of War
The Art of War
Manufactured Truth


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Exhaust Constable, disable SQL
Knight trades with Scav, returns to hand, you gain 1g
Elite Training on Agent and Newsman - ($6)
Newsman safely kills Skele
Agent safely kills Garth, Oni midbands
Maxband Oni, breaks Tech II, your base to 18, Soldiers - ($3)
Knight returns - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • L5 General Onimaru 4/5 [Frenzy 1, Readiness]
  • Arresting Constable 2/3
  • Insurance Agent 2/2 [Anti-Air, Sparkshot]
  • Reputable Newsman 1/2 [Blocking: 2, Anti-Air, Sparkshot]

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Just got to keep tightening the noose

Yea pretty rough, think I’ll fold here GG WP! Silly of me to forget about Newsman in going LB hard.

I really like this Constable change, gives him a real useful job

I can go again or we can take a break and reconvene after tourney, either’s good

2 Likes

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