Blue (thehug0naut) vs Black (Frozenstorm) balance testing

I’ve owed you a new turn for awhile, apologies!

Game 12 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

Poisonblade Rogue
Pestering Haunt
Deteriorate
Summon Skeletons
Skeletal Archery

Events of Turn:


Upkeep:

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

Main:

  • Vandy (3)
  • Deteriorate BI, you draw 1 (2)
  • Pestering Haunt
  • Worker (0)
Workers

Skeletal Archery

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Graveyard
Jandra, the Negator
Sacrifice the Weak
Thieving Imp

End of Turn Discard
My Thoughts

last game was good, close, looking forward to another!


No worries at all, I’ve kept you waiting many a time (including this one as I thought I submitted it! :man_facepalming:)

I appreciate the pressures of time when playing tournament codex (and just life in general!)

P1T2


Tech StartingHand Workers

TECH

Spectral Hound
Scribe


STARTING HAND

Spectral Aven
Porkhand Magistrate → Worker
Jail
Lawful Search
Technician Draw → Traffic Director


WORKERS

Arrest
Porkhand Magistrate


NextHand

Spectral Hound
Lawful Search
Building Inspector
Manufactured Truth


Tech 2 card(s)
Technician Draw
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Aven - ($1)
Traffic Director - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Bigby Hayes 2/3A [Stash]
  • :psfist: Elite:
  • :ps_: Scavenger: Spectral Aven 2/2 [Flying]
  • :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: 4
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I definitely feels less threatening than an Oni opening. Now I need to deal with Vandy.

TD+Aven seems mandatory. Only question is do I patrol Bigby in SQL and TD in Technician or swap them?

Vandy midband to tutor and cast Shadow Blade costs 6g total, leaving him with one 1g to Worker. Given the cost, I don’t think it’s something I need to be worried about.

Haunt wants to trade with TD so that he can StW my Aven, if I put him in SQL instead he has to waste Vandy or StW on it instead. StW seems desirable for him as Vandy + Haunt can then kill Bigby and he gets free levels without buffing my board.

Alternatively, I SQL Bigby which means he can’t kill him and get free levels unless he midbands Vandy and also trades in the Haunt. That leaves me with TD as StW protection/MT target for Aven or with Bigby in play. Sounds decent enough.

this should be interesting!

Game 12 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

Graveyard
Jandra, the Negator
Sacrifice the Weak
Thieving Imp

Events of Turn:


Upkeep:

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

Hooded Executioner, Dark Pact


Main:

  • Thieving Imp, discard #2 of 4 (4)
  • Vandy midband, she and haunt trades Bigby, Vandy maxbands and dooms Imp and Aven (2)
  • Tech 1 (1)
  • Worker (0)
Workers

Jandra, the Negator, Skeletal Archery

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Thieving Imp (4/4, doom)

In Play:

  • Vandy (4/5 lvl 5)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Skeleton Javelineer
Sacrifice the Weak
Dark Pact
Hooded Executioner

End of Turn Discard
My Thoughts

Think this is good for me? helps me get rid of the Aven, maybe I lose my tech1 but that’s fine, I’d have max Vandy to threaten big damage


@thehug0naut friendly poke :point_left:

1 Like

Ding dong the witch is dead

P1T3


Tech StartingHand Workers

TECH

Macciatus, The Whisperer
Reteller of Truths


STARTING HAND

Manufactured Truth
Building Inspector → Discard
Lawful Search → Scribe → Worker
Spectral Hound


WORKERS

Arrest
Porkhand Magistrate
Scribe


NextHand

Reputable Newsman
Jail
Bluecoat Musketeer


Discard

Building Inspector
Lawful Search
Manufactured Truth
Spectral Hound
Macciatus, The Whisperer
Reteller of Truths


Tech 2 card(s)
Get Paid - ($6)
Oni - ($4)
Lawful Search, draw and look at your hand - ($3)
Manufactured Truth, TD to Aven - ($2)
Avens kill Vandy, Oni to level 3
Worker - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • L3 General Onimaru 2/3 [Frenzy 1]
  • Spectral Aven 4/4 [Flying, Doomed]
  • Traffic Director 1/1 [Untargetable]

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Dropping to 3 cards seems well worth it to kill off Vandy. Would have liked to play Hound too, but I get really vulnerable to hand destruction if I push down to just 2 cards

Duh didn’t think of MTruth making Vandy vulnerable, oh well!

Game 12 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

Skeleton Javelineer
Sacrifice the Weak
Dark Pact
Hooded Executioner

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Aven and Imp die
  • Tech 2 cards every turn (except turn 1)
All Teched Cards

Sickness, Gorgon
Hooded Executioner, Dark Pact


Main:

  • Hooded Executioner (5)
  • Worker (4)
  • Tech 2 Disease (0)
Workers

Skeleton Javelineer, Jandra, the Negator, Skeletal Archery

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

In Play:

  • Nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand
End of Turn Discard

Pestering Haunt
Deteriorate
Graveyard
Poisonblade Rogue

My Thoughts

Well I spose we lose Vandy and that isn’t ideal… but it’s kinda fine