I do think Illusions are the play here, Orpal is still good but combined w/ Newsman on 2, Illusions are pretty great early pressure. I think that’s your in, and w/ Vandy not targeting I think I have a pretty even match early. If I can’t Deteriorate, Sickness or Vandy ult them away
I think we try Vandy on no targeting on its own. I’m keenly aware that Blue was the OP thing w/o nerfs before release; the control is deceptively strong. Newsman on 2 is tough for me to get rid of.
1 Like
Felt like I might need a change - thought I’d have a go of P1 this time!
Also, apologies for my wall of text above, sometimes I get a touch too intense about my ideas 
Test 3 Nerfs |
|
Deteriorate |
Cost → 1g, Cannot target illusions |
Dark Pact |
Cost → 1g |
Vandy Midband |
Remove Resist 1, Cannot fetch Metamorphosis |
Vandy Maxband |
Remove Targeting |
P1T1
StartingHand Workers
STARTING HAND
Building Inspector → Worker (Unplayable vs Deteriorate)
Lawful Search
Bluecoat Musketeer
Traffic Director
Jail
WORKERS
NextHand
Arrest
Spectral Aven
Porkhand Magistrate
Reputable Newsman
Manufactured Truth
Discard
Bluecoat Musketeer
Lawful Search
Jail
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Oni - ($1)
Traffic Director - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Traffic Director 1/1 [Untargetable]
-
Technician:
-
Lookout:
In Play:
- L1 General Onimaru 2/3 [Frenzy 1]
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Oni + Director is the most aggressive opener so let’s play that. Nice to get rid of Building Inspector turn 1 too, I think it’s one of the worst Blue cards vs Black
Edit: Added commentary explaining worker selection
Wasn’t a bad wall of text in my estimation! Appreciated the thought
GL HF!
Game 3 Player 2, Turn 1
P2 Black Prime Take 3 (see link below) vs P1 Blue
Take 2 Nerfs to Black: Det and DP to 1, No Illusions, No Meta Fetch
Starting Hand
Jandra, the Negator
Skeletal Archery
Thieving Imp
Poisonblade Rogue
Sacrifice the Weak
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards (except turn 1)
All Teched Cards
Main:
-
Thieving Imp, discard #4 of 5 (2)
- Worker (1)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader:
-
Elite: Thieving Imp (2+1/2)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Graveyard
Deteriorate
Summon Skeletons
Skeleton Javelineer
Pestering Haunt
End of Turn Discard
My Thoughts
Being on defense is gonna be a little funnier here, we’ll see how it goes!
P1T2
Tech StartingHand Workers
TECH
Spectral Hound (Cheap and good profile but fragile)
Spectral Flagbearer (Cheap and ability supports other illusions)
STARTING HAND
Manufactured Truth
Spectral Aven
Arrest
Porkhand Magistrate → Worker (Too expensive vs StW, Arrest still useful)
Reputable Newsman → Discard 
WORKERS
Building Inspector
Porkhand Magistrate
NextHand
Manufactured Truth
Bluecoat Musketeer
Arrest
Spectral Hound
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Spectral Aven - ($1)
Oni kills Imp, takes 2
Float ($1)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Traffic Director 1/1 [Untargetable]
-
Lookout:
In Play:
- L1 General Onimaru 2/1 [Frenzy 1]
- Spectral Aven 2/2 [Flying]
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
I would have used MT to save Oni some HP but the hand size damage would probably be a major issue. I decided if it were me I would want to reduce the Blue board as much as possible so I patrolled TD instead of hitting his base to discourage StW. It’s poor value anyway on a 1g unit but even worse now.
I’m going for very cheap Illusion units to complement Oni. I considered Elite Training but it targets so it can’t help out TD or Illusions.
Note to self: Elite training not targeting might be a candidate buff along with cheaper Tax Collector.
Correct, I misread the 2+1/2 as 2/2. D’oh! Will retake my turn
P1T2
Tech StartingHand Workers
TECH
Spectral Hound (Cheap and good profile but fragile)
Spectral Flagbearer (Cheap and ability protects other illusions)
STARTING HAND
Manufactured Truth
Spectral Aven
Arrest
Porkhand Magistrate → Worker (Too expensive vs StW, slow and expensive ability)
Reputable Newsman → Discard 
WORKERS
Building Inspector
Porkhand Magistrate
NextHand
Manufactured Truth
Spectral Flagbearer
Arrest
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Spectral Aven - ($1)
Manufactured Truth, TD into Aven - ($0)
Manufactured Aven kills Imp
Oni hits base to 17
Float ($0)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- L1 General Onimaru 2/3 [Frenzy 1]
- Spectral Aven 2/2 [Flying]
- Traffic Director 1/1 [Untargetable]
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
I don’t like spending all these cards but if I want to be aggressive its the price of business.
I’m going for very cheap Illusion units to complement Oni. I considered Elite Training but it targets so it can’t help out TD or Illusions.
Note to self: Elite training not targeting might be a candidate buff for mono blue / Peace with Blue starter.
Thanks for waiting, was on vacay the past few days!
Game 3 Player 2, Turn 2
P2 Black Prime Take 3 (see link below) vs P1 Blue
Take 2 Nerfs to Black: Det and DP to 1, No Illusions, No Meta Fetch
Starting Hand
Graveyard
Deteriorate
Summon Skeletons
Skeleton Javelineer
Pestering Haunt
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards (except turn 1)
All Teched Cards
Crypt Crawler, Hooded Executioner
Main:
- Skeleton Javelineer (6)
- Vandy + midband (2)
- Worker (1)
- Tech 1 (0)
Workers
Summon Skeletons, Skeletal Archery
-
-
Patrol as below
- Discard 3 rs Draw 5
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Skeleton Javelineer (1/1a)
-
Elite: Vandy (3+1/4 lvl 3)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Thieving Imp
Deteriorate
Sacrifice the Weak
Crypt Crawler
Graveyard
End of Turn Discard
My Thoughts
Vandy Midband in Elite I think stands pretty tall here, Crypt Crawler (if it isn’t bottom decked again!) will take care of Aven, Hoodie generally good to have also
1 Like
And thank you for returning the patience, I also had some time off for a long weekend. Hope you had a great vacation!
P1T3
Tech StartingHand Workers
TECH
Spectral Flagbearer (Protection for Oni and Illusions)
The Art of War (Potential win condition)
STARTING HAND
Spectral Flagbearer
Arrest
Manufactured Truth
WORKERS
Building Inspector
Porkhand Magistrate
NextHand
Reputable Newsman
Lawful Search
Jail
Discard
Manufactured Truth
Arrest
Spectral Flagbearer
The Art of War
Tech 2 card(s)
Get Paid - ($6)
Skip Worker
Manufactured Truth, TD into Aven - ($5)
Avens kill Vandy, Oni to level 3
Oni kills Jav, takes 1
Spectral Flagbearer - ($4)
Heroes’ Hall - ($2)
Float ($2)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Spectral Flagbearer 2/2
-
Lookout:
In Play:
- L3 General Onimaru 2/2 [Frenzy 1]
- Spectral Aven 2/2 [Flying]
- Traffic Director 1/1 [Untargetable]
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
When the heart of the cards gives you an easy Vandy kill as Blue you absolutely take it. Worker skip only to avoid totally tanking my hand right now. HH to let me reduce card spend. AoW seems obviously excellent for this board and adding another Flagbearer so I have more Doom Grasp protection for Oni.
No worries!
Game 3 Player 2, Turn 3
P2 Black Prime Take 3 (see link below) vs P1 Blue
Take 2 Nerfs to Black: Det and DP to 1, No Illusions, No Meta Fetch
Starting Hand
Thieving Imp
Deteriorate
Sacrifice the Weak
Crypt Crawler
Graveyard
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards (except turn 1)
All Teched Cards
Sickness, Shadow Blade
Crypt Crawler, Hooded Executioner
Main:
- Thieving Imp, discard #2 of 3 (4)
- Crypt Crawler (2)
-
Web shooters to Aven (cuz we can’t target not flier Flagbearer), it pops from the targeting (1)
- Worker (0)
Workers
Summon Skeletons, Skeletal Archery
-
-
Patrol as below
- Discard 3 rs Draw 5
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Thieving Imp (2/2a)
-
Elite: Crypt Crawler (3+1/3)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Poisonblade Rogue
Hooded Executioner
Jandra, the Negator
Pestering Haunt
End of Turn Discard
My Thoughts
Okay delaying the tech, hope to tech up next turn, hit the cards harder here w/ Imp and Crypt Crawler mitigates the Aven. Skipping the worker and down to 2 cards, I should be able to handle this right?
@thehug0naut
action to you!
@FrozenStorm sorry we had some crazy good weather and I totally forgot about checking for turns. Will get one up later this morning
1 Like
P1T4
Tech StartingHand Workers
TECH
The Art of War (Win condition)
Injunction (Another way to screw up his board)
STARTING HAND
Lawful Search → Discard 
Reputable Newsman
Jail → Worker (Hard choice but on balance Newsman is probably better, primarly as Doom Grasp protection for Oni)
WORKERS
Building Inspector
Porkhand Magistrate
Jail
NextHand
Spectral Hound
Bluecoat Musketeer
Spectral Flagbearer
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Midband Oni, kills Imp, takes 2 - ($5)
TD+Flagbearer trade with Crawler
Bigby - ($3)
Maxband Oni, Soldiers - ($0)
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Soldier 1/1 [Sparkshot]
-
Technician: Soldier 1/1 [Sparkshot]
-
Lookout: Soldier 1/1 [Sparkshot]
In Play:
- L8 General Onimaru 4/5 [Readiness, Frenzy 1]
- L1 Bigby Hayes 2/3 [Stash]
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
The loss of Lawful Search was quite painful here, being able to look at his hand would have really helped direct my play at what I feel is a critical juncture. Now I have to navigate some treacherous terrain with guesswork.
Tactically, I should continue leaning on Oni with the aim of hitting AoW asap. Black is actually not so great vs heroes so doubly makes sense to do this. Bigby is cheap and offers sidelining, card draw and combo management so is an excellent partner. Quince gives me some pseudo haste with the Hound guaranteed next turn so that’s good if I whiff AoW but it puts me under a lot of gold pressure, and mirrors are horribly weak without a Newsman up, something I want to avoid so my hand starts to recover.
Overall I think I prefer going Bigby and maxing Oni to fish for AoW (which means I need to tech another copy). If I also tech Injunction it gives me 3 spells in my deck that really mess with his board. Just got to hope to draw one of them!
Sall good 
Game 3 Player 2, Turn 4
P2 Black Prime Take 3 (see link below) vs P1 Blue
Take 2 Nerfs to Black: Det and DP to 1, No Illusions, No Meta Fetch
Starting Hand
Poisonblade Rogue
Hooded Executioner
Jandra, the Negator
Pestering Haunt
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards (except turn 1)
All Teched Cards
Gorgon, Doom Grasp
Sickness, Shadow Blade
Crypt Crawler, Hooded Executioner
Main:
- Hooded Executioner (6)
- Worker (5)
- Tech 2 Disease (1)
Workers
Jandra, the Negator, Graveyard, Summon Skeletons, Skeletal Archery
-
-
Patrol as below
- Discard 2 rs Draw 4
Board Info:
Buildings:
-
Base HP: 17
- Tech1 HP: 5
- Tech2 HP: 5
In Patrol:
-
Squad Leader: Hooded Executioner (3/3a)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Skeleton Javelineer
Thieving Imp
Poisonblade Rogue
Gorgon
End of Turn Discard
My Thoughts
It’s not quite the right time to maxband Orpal, I don’t have enough gold to take care of the soldiers. So I think tech up and plan to do that next turn. Doom Grasp for insurance on Oni, and Gorgon as well. I’m still way up on cards and worker so I think I can win the long game here.
P1T5
Tech StartingHand Workers
TECH
Flagstone Garrison (Card draw)
Flagstone Garrison (More card draw)
STARTING HAND
Spectral Hound
Bluecoat Musketeer → Worker (Rubbish unit)
Spectral Flagbearer
WORKERS
Building Inspector
Porkhand Magistrate
Jail
Bluecoat Musketeer
NextHand
Spectral Aven
Arrest
Traffic Director
Discard
Spectral Hound
Flagstone Garrison
Flagstone Garrison
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Midband Bigby - ($4)
Bigby deals 1 to hoodie after armour, takes 3
2x Soldiers trade with Hoodie
Oni Readily breaks Tech II, your base to 15
Maxband Bigby - ($2)
Spectral Flagbearer - ($1)
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Spectral Flagbearer 2/2
-
Lookout: Soldier 1/1 [Sparkshot]
In Play:
- L8 General Onimaru 4/5 [Readiness, Frenzy 1]
- L5 Bigby Hayes 3/4 [Stash]
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Get rid of hoodie, break Tech II and try to give Oni some protection in case of Doom Grasp. Right now he needs to have 11 gold to pay for Garth+Skeleton+Deteriorate+StW+Doom Grasp so I think it’s off the table unless I’ve missed something. I paid for maxband Bigby so he doesn’t immediately die if we have Orpal and Sickness shenanigans incoming.
I think the plan is still to hit Garrisons if we get through this cycle, so lets add both of them and see how things play out.
Edit: added Oni action
Is Oni doing anything? Seems odd he isn’t attacking or patrolling
1 Like
Oops that’s a silly mistake. I must have deleted while editing. Yes he’s breaking your Tech II, your base to 15
1 Like
No problem I figured as much and could have proceeded anyway but then got busy yesterday lol
Game 3 Player 2, Turn 5
P2 Black Prime Take 3 (see link below) vs P1 Blue
Take 2 Nerfs to Black: Det and DP to 1, No Illusions, No Meta Fetch
Starting Hand
Skeleton Javelineer
Thieving Imp
Poisonblade Rogue
Gorgon
Events of Turn:
Upkeep:
- Get Gold (9+1float)
- Tech 2 cards (except turn 1)
All Teched Cards
Cursed Crow, Gorgon
Gorgon, Doom Grasp
Sickness, Shadow Blade
Crypt Crawler, Hooded Executioner
Main:
-
Thieving Imp, discard #3 of 3 (7)
- Orpal (5)
- Worker (4)
- Hero’s Hall (2)
Workers
Jandra, the Negator, Graveyard, Summon Skeletons, Skeletal Archery
-
-
Patrol as below
- Discard 2 rs Draw 4
Board Info:
Buildings:
-
Base HP: 15
- Tech1 HP: 5
- Tech2 HP: 5
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader:
-
Elite: Orpal (1+1/3)
-
Scavenger:
-
Technician: Thieving Imp (2/2)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Pestering Haunt
Sacrifice the Weak
Deteriorate
Sickness
End of Turn Discard
My Thoughts
Hoping the card hit proves worth here, expecting to lose the tech2 again but we shall see!
P1T6
Tech StartingHand Workers
TECH
General’s Hammer
General’s Hammer
STARTING HAND
Spectral Aven
Traffic Director
Arrest
Spectral Flagbearer
WORKERS
Building Inspector
Porkhand Magistrate
Jail
Bluecoat Musketeer
NextHand
Lawful Search
Reputable Newsman
Discard
Spectral Hound
Flagstone Garrison
Flagstone Garrison
Traffic Director
Arrest
General’s Hammer
General’s Hammer
Tech 2 card(s)
Get Paid + float - ($9)
Bigby kills Orpal, takes -2/-2, levels whiff
Arrest Imp - ($7)
Oni breaks Tech II, your base to 13
Soldier hits Tech I to 4HP
Break HH, base to 18, build Surplus - ($2)
Spectral Aven - ($0)
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Spectral Flagbearer 3/2
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- L8 General Onimaru 4/5 [Readiness, Frenzy 1]
- L5 Bigby Hayes 1/2 [-- Stash]
- Spectral Aven 2/2 [Flying]
- Soldier 1/1 [Sparkshot]
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Surplus HP: 4
Economy Info:
Cards:
Gold:
Thoughts
He’s got plenty gold now and we know hoodie is in there somewhere so I need to be really careful about how I play this turn. If he can’t doom grasp Oni I should be able to win this thing. Going surplus and playing Aven to give me the most chance to getting what I need while adding an extra layer of Hoodie/StW protection for Flagbearer. Teching General’s Hammer as it gives me another way to get the base damage in
Whiffed here and it’s a problem!
I’m understanding our Vandy maxband change to be as I’d originally suggested it and your summary as just that, a summary. It no longer targets BECAUSE the target choice is rules-based and automatic. I’m not sure how it wouldn’t target and I’d pick the target / have to pick flagbearer. If you had a different interpretation lmk and I can roll this turn back
Game 3 Player 2, Turn 6
P2 Black Prime Take 3 (see link below) vs P1 Blue
Take 2 Nerfs to Black: Det and DP to 1, No Illusions, No Meta Fetch, No Vandy maxband target just lowest attack lowest tech unit
Starting Hand
Pestering Haunt
Sacrifice the Weak
Deteriorate
Sickness
Events of Turn:
Upkeep:
- Get Gold (10+2float)
- Tech 2 cards (except turn 1)
All Teched Cards
Cursed Ghoul, Sickness
Cursed Crow, Gorgon
Gorgon, Doom Grasp
Sickness, Shadow Blade
Crypt Crawler, Hooded Executioner
Main:
- Garth (10)
- Skeleton (9)
-
Deteriorate Soldier (8)
- Vandy + Maxband, doom Skeleton and Aven (2)
-
Sacrifice the Weak, Imp and Aven die (0)
- Pestering Haunt
Workers
Jandra, the Negator, Graveyard, Summon Skeletons, Skeletal Archery
-
-
Patrol as below
- Discard 0 Draw 2
Board Info:
Buildings:
-
Base HP: 13
- Tech1 HP: 4
- Tech2 HP: 5
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: Skeleton (3/3a)
-
Elite:
-
Scavenger:
-
Technician: Vandy (4/5 lvl 5)
-
Lookout:
In Play:
- Garth (1/3 lvl 1)
- Pestering Haunt (1/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Shadow Blade
Doom Grasp
Crypt Crawler
End of Turn Discard
My Thoughts
Well, Flagbearer no longer eating Deteriorate or Vandy maxband helps synergize here w/ StW. Wish I had Crypt Crawler to do this more economically but I should be big enough on board here to survive, and even if I don’t I now have DG dialed up, hopefully that gets my econ game ahead, though I do have to worry about the damn Flagbearer eating DG… shoot I didn’t think of that. Fingers crossed I find another way 