Blue (thehug0naut) vs Black (Frozenstorm) balance testing

Game 10 Player 2, Turn 4

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: :exhaust: → Deal 1 damage to a unit without flying” :target:
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: :exhaust: → Disable a unit
Starting Hand

Hooded Executioner
Skeletal Archery
Skeleton Javelineer
Deteriorate (techn)

Events of Turn:


Upkeep:

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

Death and Decay, Lich’s Bargain
Dark Pact, Cursed Ghoul
Carrion Curse, Hooded Executioner


Main:

  • Vandy (6)
  • Deteriorate musketeer (5)
  • Worker (4)
  • Tech 2 Disease (0)
Workers

Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Graveyard

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 Disease

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: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Skeleton Javelineer
Death and Decay
Lich’s Bargain
Cursed Ghoul

End of Turn Discard
My Thoughts

well this still looks iffy, we’ll see though!


@thehug0naut :point_right:t2: friendly poke

1 Like

@FrozenStorm sorry this week just totally got away from me!

P1T5


StartingHand Workers

STARTING HAND

The Art of War
Arresting Constable → Stash


WORKERS

Porkhand Magistrate
Spectral Aven
Traffic Director
Reputable Newsman


NextHand

Arresting Constable
Lawful Search
Guardian of the Gates


Discard

Bluecoat Musketeer
The Art of War


Tech 0 card(s)
Get Paid - ($8)
The Art of War, Oni Unstoppably, Swiftly and Readily breaks Tech II, your base to 18 - ($5)
Bigby - ($3)
Skip Worker

Float ($3)
Stash 1, Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Soldier 1/1A [Sparkshot]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Bigby Hayes 2/3 [Stash]
  • :target: Lookout:

In Play:

  • L8 General Onimaru 5/2AA [Unstoppable, Swiftstrike, Frenzy 1, Readiness]
  • Jail -/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 2

Gold:

  • Gold: 3
  • Workers: 8
Thoughts

I’ve got to try and regain some hand size but I don’t want to miss out on Constable so let’s Stash it and hope to really lock things down. Saving gold for a surplus possibly

Not looking good… half a mind to fold right here but we’ll give it a try!

Game 10 Player 2, Turn 5

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: :exhaust: → Deal 1 damage to a unit without flying” :target:
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: :exhaust: → Disable a unit
Starting Hand

Skeleton Javelineer
Death and Decay
Lich’s Bargain
Cursed Ghoul

Events of Turn:


Upkeep:

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

Death and Decay, Plague Lab
Death and Decay, Lich’s Bargain
Dark Pact, Cursed Ghoul
Carrion Curse, Hooded Executioner


Main:

  • Vandy kills sql, takes 1
  • Maxband Vandy (5)
  • Hero’s Hall (3)
  • Worker (2)
Workers

Lich’s Bargain, Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Graveyard

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 Disease
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (4/5 lvl 5)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 10

End of Turn Hand

Carrion Curse
Pestering Haunt
Sacrifice the Weak
Dark Pact
Thieving Imp

End of Turn Discard
My Thoughts

Very very iffy…


So I thought I had posted this already @FrozenStorm :sweat_smile:

For someone on the cusp of giving up you’ve definitely given me pause here!

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: :exhaust: → Deal 1 damage to a unit without flying” :target:
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: :exhaust: → Disable a unit

P1T6


Tech StartingHand Workers

TECH

Lawbringer Gryphon
Lawbringer Gryphon


STARTING HAND

Arresting Constable
Guardian of the Gates
Lawful Search → Manufactured Truth


WORKERS

Porkhand Magistrate
Spectral Aven
Traffic Director
Reputable Newsman


NextHand

Brave Knight
Arrest
The Art of War
Building Inspector


Discard

Bluecoat Musketeer
The Art of War
Lawful Search
Lawbringer Gryphon
Lawbringer Gryphon
Manufactured Truth
Arresting Constable


Tech 2 card(s)
Get Paid + float - ($11)
Lawful Search, draw, look at your hand - ($10)
Oni breaks HH, your base to 16
Bigby suicides into Vandy, deals 2, levels whiff
Quince and Mirror - ($8)
Second Mirror - ($6)
Guardian - ($3)
Skip Worker

Float ($3)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Guardian of the Gates 1/6A [Can’t Attack, Can’t have less than 1ATK]
  • :psfist: Elite:
  • :ps_: Scavenger: Mirror Illusion 0/1
  • :pschip: Technician: Mirror Illusion 0/1
  • :target: Lookout:

In Play:

  • L8 General Onimaru 3/2 [Frenzy 1, Readiness, Resist 1]
  • L1 Sirius Quince 1/3
  • Jail -/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 3
  • Workers: 8
Thoughts

I can’t break both Tech II and HH so let’s take out the one we can easily clear. I need Mirror Illusions to cover GotG for StW so Bigby has to die. Decent float to offset the cost of Tech III. Best to skip worker and keep hand size up. He’s going to nuke my spells for sure but I should still have some options for aggro. Main concern is Dark Pact into meta, but I didn’t have a straightforward trade with Vandy to take her out the picture, didn’t really fancy trading in both heroes to do it.

Edit: Added Jail

No worries! Week got busy for me as well. I think you still have your jail, yes?

Game 10 Player 2, Turn 6

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: :exhaust: → Deal 1 damage to a unit without flying” :target:
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: :exhaust: → Disable a unit
Starting Hand

Carrion Curse
Pestering Haunt
Sacrifice the Weak
Dark Pact
Thieving Imp

Events of Turn:


Upkeep:

  • Get Gold (10+2float)
  • tech 1 card in
All Teched Cards

Metamorphosis
Death and Decay, Plague Lab
Death and Decay, Lich’s Bargain
Dark Pact, Cursed Ghoul
Carrion Curse, Hooded Executioner


Main:

  • Orpal + maxband (5)
  • Carrion Curse, go ahead and discard that Art of War and Arrest for me please (2)
  • Dark Pact, draw 2 base to 14 (1)
  • Pestering Haunt, to jail
Workers

Lich’s Bargain, Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Graveyard

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Tech2 HP: 5 Disease

In Patrol:

  • :psblueshield: Squad Leader: Vandy (4/5a lvl 5)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Orpal (2/5 lvl 6)
  • :target: Lookout:

In Play:

  • Pestering Haunt (in jail)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Jandra, the Negator
Sacrifice the Weak
Skeleton Javelineer
Cursed Ghoul
Carrion Curse

End of Turn Discard
My Thoughts

Very very iffy…


1 Like

@FrozenStorm good catch on Jail

You also can’t use Deteriorate on Illusions in our current balance patch. Any changes to your turn?

1 Like

Oh yeah huh… I think I’m just floating 1 then

P1T7


Tech StartingHand Workers

TECH

Free Speech
Free Speech


STARTING HAND

Arrest → Discard
Building Inspector → Worker
The Art of War → Discard
Brave Knight


WORKERS

Porkhand Magistrate
Spectral Aven
Traffic Director
Reputable Newsman
Building Inspector


NextHand

Free Speech
Scribe


Tech 2 card(s)
Discard spells
Get Paid + float - ($11)
Worker - ($10)
Maxband Quince - ($6)
Knight, Maxband Copies - ($3)
Midband a second copy - ($1)
Mirror Knights trade with Vandy, levels fizzle
Quince and Oni kill Orpal, Oni dies, Quince takes -2/-2, levels fizzle, you draw

Float ($1)
Discard 0, draw 1, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Guardian of the Gates 1/6A [Can’t Attack, Can’t have less than 1ATK]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Brave Knight 3/3 [Readiness]
  • :target: Lookout:

In Play:

  • L5 Sirius Quince 0/3
  • Jail -/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

I think I need to go all in here on clearing both heroes and then push for Tech III. Definitely feeling card limited this game.

getting dicey

Game 10 Player 2, Turn 7

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: :exhaust: → Deal 1 damage to a unit without flying” :target:
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: :exhaust: → Disable a unit
Starting Hand

Jandra, the Negator
Sacrifice the Weak
Skeleton Javelineer
Cursed Ghoul
Carrion Curse
Deteriorate (techn)

Events of Turn:


Upkeep:

  • Get Gold (10+1float)
  • no techs right now
All Teched Cards

Metamorphosis
Death and Decay, Plague Lab
Death and Decay, Lich’s Bargain
Dark Pact, Cursed Ghoul
Carrion Curse, Hooded Executioner


Main:

  • Cursed Ghoul to jail, break out Haunt (7)
  • Skeleton Javelineer to jail, break out Cursed Ghoul, -1/-1 to BK (6)
  • Garth (4)
  • Make a skeleton (3)
  • Hero’s Hall (1)
  • Worker (0)
Workers

Jandra, the Negator, Lich’s Bargain, Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Graveyard

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Tech2 HP: 5 Disease
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Cursed Ghoul (4/5a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Garth (1/3 lvl 1)
  • Pestering Haunt (1/1)
  • Skeleton Javelineer (in jail)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Death and Decay
Dark Pact
Metamorphosis
Death and Decay
Thieving Imp

End of Turn Discard
My Thoughts

Well, burned all the hero capital so that’s promising…


@thehug0naut :point_left: poke

1 Like

@thehug0naut still down to finish this one?

1 Like

Yes @FrozenStorm so sorry I actually broke my phone while I was overseas so I’m only just back with proper internet again! :sweat_smile: Will post up shortly once I get my brain back in gear for codex!

1 Like

@FrozenStorm proper tense finish in this one!

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: :exhaust: → Deal 1 damage to a unit without flying” :target:
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: :exhaust: → Disable a unit

P1T8


Tech StartingHand Workers

TECH

Scribe
Insurance Agent


STARTING HAND

Scribe
Free Speech
→ Knight → Worker


WORKERS

Porkhand Magistrate
Spectral Aven
Traffic Director
Reputable Newsman
Building Inspector
Brave Knight


NextHand

Lawbringer Gryphon
Lawbringer Gryphon
Lawful Search


Discard

Free Speech
Scribe
Insurance Agent
Scribe


Tech 2 card(s)
Get Paid + float - ($10)
Knight suicides into Ghoul, deals 1 after armour, returns to hand
Worker - ($9)
Tech III - ($4)
Free Speech - ($2)
Bigby - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Guardian of the Gates 1/6A [Can’t Attack, Can’t have less than 1ATK]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Bigby Hayes 2/3 [Stash]
  • :target: Lookout:

In Play:

  • L5 Sirius Quince 0/3 [–]
  • Jail -/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Gunning for Tech III here, just need to hope I draw a Gryphon

It’s some kind of game!

Game 10 Player 2, Turn 8

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: :exhaust: → Deal 1 damage to a unit without flying” :target:
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: :exhaust: → Disable a unit
Starting Hand

Death and Decay
Dark Pact
Metamorphosis
Death and Decay
Thieving Imp

Events of Turn:


Upkeep:

  • Get Gold (11)
  • one tech
All Teched Cards

Dark Pact
Metamorphosis
Death and Decay, Plague Lab
Death and Decay, Lich’s Bargain
Dark Pact, Cursed Ghoul
Carrion Curse, Hooded Executioner


Main:

  • Orpal + Maxband (4)
  • Garth, Haunt, skeleton and Ghoul work together to take down GatG, all get disabled or killed
  • Vandy (2)
  • Worker (1)
Workers

Thieving Imp, Jandra, the Negator, Lich’s Bargain, Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Graveyard

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 2 rs Draw 3
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Tech2 HP: 5 Disease
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Vandy (2/3a lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Orpal (2/5 lvl 7)
  • :target: Lookout:

In Play:

  • Garth (1/2 lvl 1, disabled)
  • Cursed Ghoul (4/2, disabled)
  • Skeleton Javelineer (in jail)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 12

End of Turn Hand

Plague Lab
Hooded Executioner
Death and Decay
Death and Decay
Dark Pact

End of Turn Discard
My Thoughts

Might actually have a shot here? Not that scared of Law bird with StW and DnD online


How is it your unit removal still makes getting to Tech III feel bad :sweat_smile:

P1T9


StartingHand Workers

STARTING HAND

Lawbringer Gryphon
Lawbringer Gryphon → Stash
Lawful Search


WORKERS

Porkhand Magistrate
Spectral Aven
Traffic Director
Reputable Newsman
Building Inspector
Brave Knight


NextHand

Lawbringer Gryphon
Arrest
Bluecoat Musketeer
Free Speech


Discard

Free Speech
Scribe
Insurance Agent
Scribe
Guardian of the Gates
Lawful Search


Tech 0 card(s)
Get Paid - ($10)
Lawbringer Gryphon, my base has Flying - ($0)

Float ($0)
Stash 1, Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Bigby Hayes 2/3A [Stash]
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Sirius Quince 0/3 [–]
  • :pschip: Technician: Lawbringer Gryphon 7/6 [Flying, Resist 2, Obliterate 4]
  • :target: Lookout:

In Play:

  • Jail -/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Well I guess we go Gryphon and see how he plays it. StW and his other removal is so obnoxiously useful though, I’m not feeling great about it

Black too stronk, orpal beeg muscles :muscle:

Game 10 Player 2, Turn 9

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: :exhaust: → Deal 1 damage to a unit without flying” :target:
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: :exhaust: → Disable a unit
Starting Hand

Plague Lab
Hooded Executioner
Death and Decay
Death and Decay
Dark Pact

Events of Turn:


Upkeep:

  • Get Gold (12+1float)
  • no techs
All Teched Cards

Dark Pact
Metamorphosis
Death and Decay, Plague Lab
Death and Decay, Lich’s Bargain
Dark Pact, Cursed Ghoul
Carrion Curse, Hooded Executioner


Main:

  • Death and Decay, Quince and Bigby die, levels to Vandy maxbanding with nothing to doom, buildings all take 3 including the flying base, Jail breaks, jav to discard (5)
  • Hooded Executioner + boost, Gryphon dies (0)
  • Orpal breaks tech 3, your base to 15
  • Vandy breaks tech2, your base to 13
Workers

Thieving Imp, Jandra, the Negator, Lich’s Bargain, Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Graveyard

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 2 rs Draw 3
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Tech2 HP: 5 Disease
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Orpal (2/5 lvl 7)
  • Vandy (4/5 lvl 5)
  • Hooded Executioner (3/3)
  • Garth (1/2 lvl 1, exhausted)
  • Cursed Ghoul (4/2, exhausted)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 12

End of Turn Hand

Dark Pact
Deteriorate
Sacrifice the Weak
Metamorphosis
Pestering Haunt

End of Turn Discard
My Thoughts

Think this wins :slight_smile: been a minute since I’ve won one of these!


Yep that’ll do it GG and WP!

Need to have a think about where we’re at now. Hand destruction was pretty effective and Black Tech III unit removal has always felt overtuned, but honestly it was still fun and enjoyable so overall I come away thinking we’re not far from where we want to be. I think making the matchup not feel completely terrible for blue should count as a win! :joy:

I guess Bigby midband change has been a non-entity so we can’t say yay or nay on that one. Law Tech II feels good but not auto win. GotG is very playable and so is Constable.

What are your thoughts at this point? Anything specific you want to try next?

1 Like

This definitely felt the closest and it does seem like hitting cards is incredibly effective.

Not sure what to try next, this is the first one I’ve won in awhile! Agree law t2 seems in a much better place, not the hands down best choice but way more competitive. I wonder in the last game if tech Iab peace would have worked better for you last game :thinking:

Want to just run it back and get a better read?

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Yeah I think running it back sounds totally fine, I’ll fire up a new game later today. Only thing to bear in mind is that this has all been Blue P1, we might have to make some more changes for Blue P2