Blue (thehug0naut) vs Black (Frozenstorm) balance testing

@FrozenStorm I’ll start this off but no worries about rushing turns in with the tourney on

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

Changes v9 - Blue P1 Game 2 - P1T1


StartingHand Workers

STARTING HAND

Arrest
Spectral Aven
Traffic Director
Bluecoat Musketeer
Porkhand Magistrate → Worker


WORKERS

Porkhand Magistrate


NextHand

Building Inspector
Jail
Reputable Newsman
Manufactured Truth


Discard

Bluecoat Musketeer
Arrest


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Traffic Director - ($2)
Aven - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Spectral Aven 2/2 [Flying]

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

This split intrigued me, obviously the concern is getting Imped but I wanted to see how a two unit MT T2 line plays out

1 Like

Game 11 Player 2, Turn 1

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
Summon Skeletons
Poisonblade Rogue
Sacrifice the Weak
Graveyard

Events of Turn:


Upkeep:

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

Main:

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

Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 2 rs Draw 3
  • Maybe 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:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Skeletal Archery
Deteriorate
Skeleton Javelineer
Thieving Imp
Pestering Haunt

End of Turn Discard
My Thoughts

Little Awkward for a start, Aven + TD is very frightening. Think I’ll go SQL and hope no MTruth, next turn I can either go skeles + archery or Orpal midband if I need to take out the Aven… Spose I could do Vandy + midband also, or just float all the gold… idk tough spot. No MTruth though means I get a big swing, so probably worth. Imp woulda been nice though


P1T2


Tech StartingHand Workers

TECH

Tax Collector
Scribe


STARTING HAND

Manufactured Truth
Building Inspector → Worker
Jail
Reputable Newsman


WORKERS

Porkhand Magistrate
Building Inspector


NextHand

Tax Collector
Lawful Search
Manufactured Truth
Bluecoat Musketeer


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Oni - ($1)
Manufactured Truth, TD to Aven - ($0)
Avens kill Jandra

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 General Onimaru 2/3 [Frenzy 1]
  • Spectral Aven 2/2 [Flying]
  • Traffic Director 1/1 [Untargetable]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Got to pressure him so he can’t just patrol up and tech up. Worried about card destruction and also him stockpiling gold, so let’s go with Tax Collector and Scribe. Oni and Aven are my main attacking threats right now anyway, and I don’t want to be spamming cards and getting pushed to low hand.

I was afraid of that :confused:

Game 11 Player 2, Turn 2

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

Skeletal Archery
Deteriorate
Skeleton Javelineer
Thieving Imp
Pestering Haunt

Events of Turn:


Upkeep:

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

Sickness, Hooded Executioner


Main:

  • Thieving Imp, discard #2 of 4 (4)
  • Tech 1 (3)
  • Worker (2)
Workers

Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7

End of Turn Hand

Summon Skeletons
Skeleton Javelineer
Pestering Haunt
Jandra, the Negator
Sickness

End of Turn Discard
My Thoughts

Just gonna float a bunch this is a disaster lol


@FrozenStorm who needs cards anyway

P1T3


Tech StartingHand Workers

TECH

Scribe
Boot Camp


STARTING HAND

Lawful Search
Manufactured Truth
Bluecoat Musketeer
Tax Collector → Worker (Could be worse but the opportunity cost still hurts)


WORKERS

Porkhand Magistrate
Building Inspector
Tax Collector


NextHand

Arrest
Reputable Newsman


Discard

Lawful Search
Manufactured Truth
Scribe
Boot Camp


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Musketeer, exhausts and pings Imp on arrival - ($3)
Aven kills Imp
Manufactured Truth, TD to Aven - ($2)
Oni and Aven Director break Tech I, your base to 18HP
HH - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 General Onimaru 2/3 [Frenzy 1]
  • Spectral Aven 2/2 [Flying]
  • Bluecoat Musketeer 1/1
  • Traffic Director 1/1 [Untargetable]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

So far so good but I had to worker a Tech I, my hand size is horrific and I can’t get bonuses from new look Musketeer. At least I have a HH. Teching in some additional card draw.

Game 11 Player 2, Turn 3

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

Summon Skeletons
Skeleton Javelineer
Pestering Haunt
Jandra, the Negator
Sickness

Events of Turn:


Upkeep:

  • Get Gold (7+2float)
  • Tech 2 cards every turn (except turn 1)
All Teched Cards

Dark Pact, Carrion Curse
Sickness, Hooded Executioner


Main:

  • Orpal (7)
  • Sickness, kill Aven and weaken Oni (5)
  • Jandra, the Negator (2)
  • Skeleton Javelineer (1)
  • Worker (0)
Workers

Summon Skeletons, Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (1/1a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Jandra, the Negator (3/3)
  • :target: Lookout:

In Play:

  • Orpal (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Deteriorate
Sacrifice the Weak
Graveyard

End of Turn Discard
My Thoughts

Ooofda this hurts lol but I did tech well and draw lucky, Sickness is great here. Det covers the Musketeer so I think weakening Oni is worth more right now since he’s likely an investment avenue.


@FrozenStorm got some time to play a turn again

P1T4


Tech StartingHand Workers

TECH

Macciatus, the Whisperer
Reteller of Truths


STARTING HAND

Reputable Newsman
Arrest


WORKERS

Porkhand Magistrate
Building Inspector
Tax Collector
Arrest


NextHand

Scribe
Jail
Scribe


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II Truth - ($2)
Oni kills skele, takes 1
Bigby - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Bigby Hayes 2/3A [Stash]
  • :psfist: Elite:
  • :ps_: Scavenger: Traffic Director 1/1 [Untargetable]
  • :pschip: Technician: Bluecoat Musketeer 1/1
  • :target: Lookout:

In Play:

  • L1 General Onimaru 1/1 [-, Frenzy 1]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Teching up seems like the plan here. Concerned about Maxband into threatening D&D. Black heroes just carry so much threat. Truth seems interesting vs Orpal if I can get Macciatus in play. Not fully invested in Illusions but I can cycle well and Reteller helps a lot with hand size.

Left Jandra alive even if she attacks so that she makes his unit choices harder

Edit: spotted an alternative line and retook my turn

Huzzah!

Game 11 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

Deteriorate
Sacrifice the Weak
Graveyard

Events of Turn:


Upkeep:

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

Death and Decay, Abomination
Dark Pact, Carrion Curse
Sickness, Hooded Executioner


Main:

  • Midband Orpal, hit Bigby for -1/1, take 2 (5)
  • Jandra kills Bigby and overpowers to kill TD, you get 1g, Orpal Maxbands
  • Deteriorate Musketeer, you draw 1 (4)
  • Tech 2 Disease
Workers

Summon Skeletons, Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 Disease

In Patrol:

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

In Play:

  • Orpal (2/5 lvl 6)
  • Jandra, the Negator (3/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Hooded Executioner
Sacrifice the Weak
Graveyard
Skeleton Javelineer

End of Turn Discard
My Thoughts

This isn’t so bad actually, I have a big nasty Orpal to threaten big damage. I’ll grab Abom as well to stand toe to toe w/ Truth stuff


@thehug0naut :point_left: action back to you mate

1 Like

That’s me out the tournament so I’ll be a bit faster on here again. It turns out that three games at once is too much :sweat_smile:

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

P1T5


Tech StartingHand Workers

TECH

Spectral Tiger
Free Speech


STARTING HAND

Scribe → Macciatus, the Whisperer
Jail → Worker
Scribe
Technician Draw → Boot Camp → Reputable Newsman


WORKERS

Porkhand Magistrate
Building Inspector
Tax Collector
Arrest
Jail


NextHand

Reteller of Truths
Spectral Aven
Manufactured Truth
Lawful Search


Discard

Traffic Director
Bluecoat Musketeer
Boot Camp
Spectral Tiger
Free Speech
Macciatus, the Whisperer
Scribe


Tech 2 card(s)
Technician Draw
Get Paid - ($8)
Scribe, draw - ($6)
Boot Camp, exhaust and buff Scribe, draw - ($5)
Newsman, choose 8 - ($3)
Quince + Mirror - ($1)
Oni trades with Jandra, levels whiff
Worker - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Sirius Quince 1/3A
  • :psfist: Elite: Reputable Newsman 1/3 [Blocking 8]
  • :ps_: Scavenger:
  • :pschip: Technician: Mirror Illusion 0/1
  • :target: Lookout:

In Play:

  • Scribe 2/4 [+]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

D&D is an existential threat so I need to block that with extreme prejudice. Luckily I drew into Newsman and I have a line that protects him from Sac the weak. Buffed Scribe is also an interesting MT target next turn if I don’t get my hand nuked. Need to add some cards to help me deal with disease Tech II but I don’t want too many spells in deck at once with Orpal able to force them to the discard.

Edit: added changeset

Three games at once is indeed a lot…

Game 11 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

Hooded Executioner
Sacrifice the Weak
Graveyard
Skeleton Javelineer

Events of Turn:


Upkeep:

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

Hooded Executioner, Cursed Ghoul
Death and Decay, Abomination
Dark Pact, Carrion Curse
Sickness, Hooded Executioner


Main:

  • Orpal hits Quince, takes 1, Quince -1/1
  • Garth (6)
  • Make a skeleton, sacrifice it to -1/1 Newsman (5)
  • Sacrifice the weak, Newsman dies, plague spreads to mirror and scribe, mirror dies you draw 1 (3)
  • Worker (2)
Workers

Summon Skeletons, Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 Disease

In Patrol:

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

In Play:

  • Orpal (2/4 lvl 6)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 9

End of Turn Hand

Thieving Imp
Sickness
Abomination
Carrion Curse

End of Turn Discard
My Thoughts

It’s about to get nasty XD


It’s wild how quickly I end up on the backfoot in these games. Black has so many ways to suddenly dominate the board

P1T6


Tech StartingHand Workers

TECH

Liberty Gryphon
Liberty Gryphon


STARTING HAND

Lawful Search → Boot Camp
Spectral Aven
Manufactured Truth → Worker
Reteller of Truths
Traffic Director
Bluecoat Musketeer
Technician Draw → Scribe → Reputable Newsman


WORKERS

Porkhand Magistrate
Building Inspector
Tax Collector
Arrest
Jail
Manufactured Truth


NextHand

Spectral Tiger
Free Speech
Macciatus, the Whisperer
Bluecoat Musketeer
Traffic Director


Discard

Lawful Search
Liberty Gryphon
Liberty Gryphon
Boot Camp
Reteller of Truths
Spectral Aven


Tech 2 card(s)
Reshuffle, Technician Draw
Get Paid - ($9)
Lawful Search, draw and look at your hand - ($8)
Scribe, draw - ($6)
Newsman, choose 3 - ($4)
Bigby - ($2)
Worker - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Bigby Hayes 2/3A [Stash]
  • :psfist: Elite:
  • :ps_: Scavenger: Scribe 1/3
  • :pschip: Technician: Scribe 1/3
  • :target: Lookout: Reputable Newsman 0/3 [Blocking 3, Resist 1]

In Play:

  • L1 Sirius Quince 0/2 [-]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Well that was kind of horrible. Getting rid of Newsman seems to suggest that D&D is incoming at some point. Best I look and see what he’s got in hand…

…Ok some nasty discarding and an Abom. I want to deprive him Carrion Curse so that I have a chance to Free Speech, since I reckon D&D must be close to guaranteed. Abom lets him manage to kill a 3HP unit with -1/-1s, which is super annoying but Abom+Sickness+Skele to sac is 9g which doesn’t leave him enough to curse me after. Just in case he has a cheaper way to do it I’ll stick Newsman in Resist.

I’m aiming to Free Speech into Tech III here. Hopefully I can avoid a truly crushing discard catch.

Orpal is lowkey a monster, it’s wild he’s overshadowed in Black by Vandy and Garth

This doesn’t seem that bad for you though? Maybe we each had a bit harsh draws lol

Game 11 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

Thieving Imp
Sickness
Abomination
Carrion Curse

Events of Turn:


Upkeep:

  • Get Gold (9+2float)
  • Tech 2 cards every turn (except turn 1)
All Teched Cards

Death and Decay, Cursed Crow
Hooded Executioner, Cursed Ghoul
Death and Decay, Abomination
Dark Pact, Carrion Curse
Sickness, Hooded Executioner


Main:

  • Sickness Bigby and Techn Scribe (9)
  • Maxband Garth, fetch Cursed Ghoul, give -1/1 Scav Scribe (3)
  • Maxband Garth kill Bigby, take 1, levels fizzle
  • Orpal hits Newsman for -2/-2
  • Thieving Imp, discard #1 of 5 (0)
Workers

Carrion Curse, Summon Skeletons, Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 Disease

In Patrol:

  • :psblueshield: Squad Leader: Cursed Ghoul (4/5a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Thieving Imp (2/2)
  • :target: Lookout:

In Play:

  • Orpal (2/4 lvl 6)
  • Garth (3/3 lvl 7)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 10

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Deteriorate
Pestering Haunt
Dark Pact
Death and Decay

End of Turn Discard
My Thoughts

Well, unlucky here that I whiffed DnD and I can’t get it with enough gold left, AND this looks a lot like a Free Speech + Tech 3 Setup. This is unfortunate and I’d love to be able to Carrion Curse here but I don’t know that I can get that w/ enough gold either… so maybe the play is to force a technician draw, and hope he didn’t pre-tech Gryphons? Otherwise my option is to go Imp and hope I hit the free speech? maybe that’s actually the best option…

This is hard actually lol. I’ll go for the Imp and skip the worker, tech up will be the backup next turn if I get hit with Free Speech, at least Ghoul can ignore the -1/1 folks


Yeah it definitely could be much worse if I hadn’t blocked your Carrion Curse, lucky return of Newsman at the right moment!

Orpal is indeed absolutely ridiculous. He should absolutely be a bigger part of the tournament meta

P1T7


StartingHand Workers

STARTING HAND

Free Speech
Macciatus, the Whisperer → Discard
Traffic Director
Bluecoat Musketeer
Spectral Tiger


WORKERS

Porkhand Magistrate
Building Inspector
Tax Collector
Arrest
Jail
Manufactured Truth


NextHand

Liberty Gryphon
Reteller of Truths
Lawful Search
Spectral Aven


Tech 0 card(s)
Get Paid + float - ($11)
Free Speech - ($9)
Spectral Tiger - ($6)
Tech III - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spectral Tiger 5/5A
  • :psfist: Elite: Scribe 1/2 [-]
  • :ps_: Scavenger: Scribe 0/2 [-]
  • :pschip: Technician: L1 Sirius Quince 0/2 [-]
  • :target: Lookout: Reputable Newsman 0/1A [–, Blocking 3, Resist 1]

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Random.org roll 3/5. Phew, that means the Imp missed my Free Speech!! That means we tech up and try our best to shore up. That means Tiger. Fingers crossed not a second Cursed Ghoul but it honestly wouldn’t surprise me. Just in case, I’ll patrol all three units. I think I can leave Quince in my backline but it’s not guaranteed, whereas he definitely dies if I patrol him.

Looking at problem lines, Frozen has the gold to play Plague Lab + Abom or Cursed Ghoul. Thankfully not enough for Abom+Ghoul so this relies on him teaching Plague Lab. The former kills everything but Quince (0/2) and the Tiger (4/4) while he has a a 1/1, a 3/4 and 2x 3 attack heroes. That means the Tiger in SQL and Quince patrolling prevents a Tech III kill in that line. The latter kills Newsman and Tiger but leaves 2x Scribe (now 0/1s) and Quince vs that same board. Again I need to patrol Quince to keep my Tech III. I guess you’re patrolling Quincy boy.

Sorry for interrupting your casual match, but I’m pretty sure that you, @thehug0naut , are supposed to discard card number 1 here…

Hey man, I don’t follow the numbers my opponent’s post either, mainly because there are rare circumstances they could gain intel from it.
I just shuffle my hand facedown and pick one.

3 Likes

I’m guessing Free Speech or the Tiger was “card 1 of 5” in the hidden hand info? I am with @Bryce_The_Rice that it’s fine for that not to “match” what the hidden info order is, as long as it was randomized, and the card count matches. Tough for me lol this is a nasty board, but we shall press on!

Game 11 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

Deteriorate
Pestering Haunt
Dark Pact
Death and Decay

Events of Turn:


Upkeep:

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

Zarramonde, the Obliterator x2
Death and Decay, Cursed Crow
Hooded Executioner, Cursed Ghoul
Death and Decay, Abomination
Dark Pact, Carrion Curse
Sickness, Hooded Executioner


Main:

  • Ghoul and Imp trade with Tiger
  • Orpal kills Quince, levels fizzle, you draw 1
  • Garth kills Newsman
  • Worker (8)
  • Tech 3 (3)
  • Tech Lab Demonology (2)
Workers

Pestering Haunt, Summon Skeletons, Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 Disease
  • Tech3 HP: 5
  • Tech Lab HP: 4 Demonz

In Patrol:

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

In Play:

  • Orpal (2/4 lvl 6)
  • Garth (3/3 lvl 7)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 12
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 10

End of Turn Hand

Dark Pact
Deteriorate
Skeleton Javelineer
Cursed Ghoul
Zarramonde, the Obliterator

End of Turn Discard
My Thoughts

Yep as feared. I think best option is to eliminate Quince to banish free speech and eliminate mirror gryphons, even though it risks gryphon higher. I think Zarra should allow me an immediate counter threat and make it a tough choice to deal with Tech 3 vs Orpal


1 Like

The draws appear to have been with me this turn

P1T8


StartingHand Workers

STARTING HAND

Liberty Gryphon
Lawful Search → Free Speech → Stash
Reteller of Truths
Spectral Aven
Technician Draw → Liberty Gryphon


WORKERS

Porkhand Magistrate
Building Inspector
Tax Collector
Arrest
Jail
Manufactured Truth


NextHand

Free Speech
Traffic Director
Macciatus, the Whisperer
Bluecoat Musketeer


Discard

Spectral Tiger
Reputable Newsman
Lawful Search
Spectral Aven


Tech 0 card(s)
Technician Draw
Get Paid + float - ($11)
Bigby - ($9)
Lawful Search, draw, look at your hand - ($8)
Reteller of Truths - ($6)
Liberty Gryphon x2 - ($0)
Gryphons break Tech III and kill Orpal, Bigby to level 3, your base to 18

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Bigby Hayes 3/3A [Stash]
  • :psfist: Elite:
  • :ps_: Scavenger: Scribe 0/2 [-]
  • :pschip: Technician: Scribe 0/2 [-]
  • :target: Lookout: Reteller of Truths 3/3 [Resist 1]

In Play:

  • Liberty Gryphon 5/5 [Flying, Haste]
  • Liberty Gryphon 5/5 [Flying, Haste]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

a fortunate draw indeed! I cannot compete with that, needed Orpal or Tech 3 to fight back on Truth T3.

This was a close one, fun game! Happy to run it back again, this might be a good change set we settled on

2 Likes

Sure thing, good to gather some more data.

Definitely starting to feel like we’re getting somewhere with these changes. I’ve very slightly tweaked the Musketeer and Constable wording to match the simpler version I’m using with flangles. On reflection I think the one we had before wouldn’t work as you can’t pay an exhaust cost at arrival given summoning sickness.

This new version explicitly can be copied by Quince or MT to use the ability with the copied so there is a very small buff involved. I don’t think it’s a particularly consequential change so I’ve noted it as v9a.

Changes v9a
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: Exhausted. Arrives or :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: Exhausted. Arrives or :exhaust:: Disable a unit”

P1T1


StartingHand Workers

STARTING HAND

Spectral Aven → Stash
Arrest → Worker
Reputable Newsman
Bluecoat Musketeer
Building Inspector


WORKERS

Arrest


NextHand

Lawful Search
Porkhand Magistrate
Jail
Spectral Aven
Traffic Director


Discard

Reputable Newsman
Bluecoat Musketeer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bigby - ($1)
Inspector - ($0)

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


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Curious about this different opening line