Blue (thehug0naut) vs Black (Frozenstorm) balance testing

Just realised you forgot to add Haunt to your board, does that change your turn?

I added him on turn 1 and did mean to attack your tech 1 to 4hp, thanks for the catch!

1 Like

P1T3


Tech StartingHand Workers

TECH

Flagstone Garrison (Get an early Tech II in, can always stash it)
Injunction (Gives me an aggression limiter)


STARTING HAND

Reputable Newsman
Spectral Hound ā†’ Stash (Want plenty units next turn since he has Imp)
Lawful Search
Manufactured Truth ā†’ Worker (Units need to stay alive to use this)
Arrest


WORKERS

Porkhand Magistrate
Jail
Manufactured Truth


NextHand

Bluecoat Musketeer
Scribe
Spectral Hound
Lawful Search


Tech 2 card(s)
Technician Draw
Get Paid - ($6)
Lawful Search, draw a card and look at your hand - ($5)
Worker - ($4)
Arrest Rogue - ($2)
Midband Bigby - ($0)
Aven and Bigby kill Vandy, Bigby maxbands

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


Board Info:
In Patrol:

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

In Play:

  • L5 Bigby Hayes 3/4 [Stash]
  • Spectral Aven 2/2 [Flying]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Or I Arrest his patroller and murder Vandy, works for me. I think I donā€™t much care if he kills the Aven now, itā€™s helped me with early aggro. Definitely plan to go Tech II, and I have Bigby to help regulate my drawing and hand construction so I can be riskier with my Tech options

Game 4 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
Sacrifice the Weak
Hooded Executioner
Graveyard

Events of Turn:


Upkeep:

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

Gorgon, Sickness
Crypt Crawler, Hooded Executioner


Main:

  • Orpal (6)
  • Hooded Executioner + boost, take down Aven (1)
  • Haunt and Jav hit your tech1 to 2hp
  • Worker (0)
Workers

Graveyard, Skeletal Archery, Summon Skeletons

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Skeleton Javelineer (1/1 no rune)
  • Pestering Haunt (1/1)
  • Hooded Executioner (3/3)
  • Poisonblade Rogue (2/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Crypt Crawler
Jandra, the Negator
Deteriorate
Gorgon

End of Turn Discard
My Thoughts

Okay, unlucky but had considered and planned for it well. Hoodie isnā€™t Cryptie to finish Aven, which would have been great to use and tech up, but Orpal can stand sentry and hoodie can do the job and we can wait a turn tech up, no biggie.


P1T4


Tech StartingHand Workers

TECH

Flagstone Garrison (Need my engine to win)
Overeager Cadet (At this stage pure card draw)


STARTING HAND

Spectral Hound
Bluecoat Musketeer ā†’ Worker (Terrible value)
Scribe
Lawful Search
Traffic Director


WORKERS

Porkhand Magistrate
Jail
Manufactured Truth
Bluecoat Musketeer


NextHand

Arrest
Building Inspector
Reputable Newsman
Injunction


Discard

Spectral Aven
Flagstone Garrison
Overeager Cadet
Lawful Search
Scribe
Spectral Hound


Tech 2 card(s)
Get Paid - ($7)
Lawful Search, I draw and look at your hand - ($6)
Traffic Director - ($5)
Worker - ($4)
Tech II Peace - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director 1/1A [Untargetable]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L5 Bigby Hayes 3/4 [Stash]
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

So heā€™s set up to break my Tech I. Best I Lawful Search and see what I can do to stop him.

Oh! I can sacrifice Bigby to block a Tech II break and guarantee a Garrison next turn. Would seem crazy not to do that here.

I donā€™t even think it matters if he breaks Tech I here, I have a couple of Tech 0 units in hand so card draw isnā€™t an issue.

Game 4 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

Crypt Crawler
Jandra, the Negator
Deteriorate
Gorgon

Events of Turn:


Upkeep:

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

Gorgon, Sickness
Crypt Crawler, Hooded Executioner


Main:

  • Orpal to level 4, kill SQL (5)
  • Poisonblade Rogue runs into Bigby, dies, Bigby takes -2/-2
  • Hoodie kills Bigby, you draw 1, Orpal maxbands and heals
  • Haunt and Jav hit your tech2 to 3hp
  • Heroā€™s Hall (3)
  • Crypt Crawler (1)
  • Worker (0)
Workers

Jandra, the Negator, Graveyard, Skeletal Archery, Summon Skeletons

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Heroā€™s Hall HP: 4

In Patrol:

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

In Play:

  • Orpal (2/5 lvl 6)
  • Skeleton Javelineer (1/1 no rune)
  • Pestering Haunt (1/1)
  • Crypt Crawler (3/3)
  • Hooded Executioner (3/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Thieving Imp
Sickness
Sacrifice the Weak
Death and Decay

End of Turn Discard
My Thoughts

This seems like a DnD angle, I have commanding board position and a 40% to draw anything I double tech, 50% if I donā€™t lose a unit. Kill Bigby and lose the PBR, worst case I re-draw it, play Sickness + a hero + tech up, and still be strongly threatening DnD on turn 6. Sounds good to me.


@thehug0naut friendly poke, Iā€™m feeling pretty good right now but Iā€™m interested in seeing what you got cooked up!

1 Like

Apologies, my trip to Italy is slowing things a little. To be fair 2 days late is about how Italian scheduling runs

P1T5


Tech StartingHand Workers

TECH

Overeager Cadet (cheap card draw)
Free Speech (stops Orpal and/or Vandy)


STARTING HAND

Building Inspector
Injunction
Reputable Newsman
Arrest
Technician Draw ā†’ Flagstone Garrison
Garrison 1 ā†’ Overeager Cadet
Garrison 2 ā†’ Flagstone Garrison
Garrison 3 ā†’ Overeager Cadet
Garrison 4 ā†’ Free Speech


WORKERS

Porkhand Magistrate
Jail
Manufactured Truth
Bluecoat Musketeer


NextHand

Traffic Director
Spectral Aven
Spectral Hound
Lawful Search
Scribe


Discard

Injunction
Arrest
Flagstone Garrison
Free Speech


Tech 2 card(s)
Technician Draw
Get Paid - ($8)
Flagstone Garrison - ($5)
Building Inspector, draw - ($4)
Overeager Cadet, draw
Reputable Newsman, choose 8, draw - ($2)
Overeager Cadet, draw
Oni - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 General Onimaru 2/3A [Frenzy 1]
  • :psfist: Elite: Overeager Cadet 3/2
  • :ps_: Scavenger: Overeager Cadet 2/2
  • :pschip: Technician:
  • :target: Lookout: Building Inspector 1/1

In Play:

  • Reputable Newsman 0/3 [8]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 3 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

A fairly decent garrison turn! Sadly one gold short of workering and a bit annoying to draw into the other Garrison as soon as I didnā€™t have the gold to play it. I think Oni is essential here, even though it gives (presumably) Vandy free levels it makes it much harder for him to break through. Most likely he has nasty Orpal spells in hand and absolutely the worst is Death and Decay so letā€™s block that, even if he has that and StW he doesnā€™t have enough gold for both!

Trip to Italy? Fun! Enjoy, no worries if you need more time between turns just lmk

Game 4 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

Thieving Imp
Sickness
Sacrifice the Weak
Death and Decay

Events of Turn:


Upkeep:

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

Hooded Executioner, Carrion Curse
Death and Decay x2
Gorgon, Sickness
Crypt Crawler, Hooded Executioner


Main:

  • Garth (7)
  • Sickness, get Oni and BI, paying resist (4)
  • BI dies to -1/-1, spreading -1/-1 each to OCs
  • Crypt Crawler kills Oni, sparkshot kills elite OC as well, takes 1 damage, Garth to level 3
  • Make a skeleton and sacrifice to -1/-1 scav OC, you get 1g (3)
  • Orpal and jav break your tech 2, your base to 18
  • Hoodie and haunt destroy your Garrison
  • Sacrifice the weak, Jav and Newsman die (1)
  • Worker (0)
Workers

Thieving Imp, Jandra, the Negator, Graveyard, Skeletal Archery, Summon Skeletons

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Heroā€™s Hall HP: 4

In Patrol:

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

In Play:

  • Orpal (2/5 lvl 6)
  • Crypt Crawler (3/2)
  • Hooded Executioner (3/2)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Poisonblade Rogue
Deteriorate
Death and Decay

End of Turn Discard
My Thoughts

Newsie is a nuisance but just delaying the inevitable I think, I still have board command, can cut off reinforcements here with a tech 2 and garrison kill, draw into another DnD and really only free speech can stop it


Nice D&D set up, the order of my draws were especially unkind to me here :joy:

P1T6


Tech StartingHand Workers

TECH

Injunction (try to stall out his aggro)
Free Speech (needed to stop hero pressure)


STARTING HAND

Spectral Hound
Scribe
Traffic Director
Spectral Aven
Lawful Search
Scribe ā†’ Injunction
Lawful Search ā†’ Free Speech (really!? Thanks deck :joy:)


WORKERS

Porkhand Magistrate
Jail
Manufactured Truth
Bluecoat Musketeer


NextHand

Flagstone Garrison
Arrest
Free Speech
Overeager Cadet
Building Inspector


Discard

Lawful Search
Injunction
Spectral Hound
Spectral Aven


Tech 2 card(s)
Get Paid + Scavenger - ($9)
Rebuild Tech II
Scribe, reshuffle and draw - ($7)
Bigby - ($5)
Lawful Search, draw, look at your hand, ooft thatā€™s not good :sweat_smile: - ($4)
Injunction on Tech I, disable crawler and hoodie - ($1)
Traffic Director - ($0)

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


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Well thatā€™s me fucked then. Wasnā€™t wrong to block 8, just a turn early

Unfortunate, feel like itā€™s about over then

Game 4 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

Starting Hand

Poisonblade Rogue
Deteriorate
Death and Decay

Events of Turn:


Upkeep:

  • Get Gold (10)
  • No Techs
All Teched Cards

Hooded Executioner, Carrion Curse
Death and Decay x2
Gorgon, Sickness
Crypt Crawler, Hooded Executioner


Main:

  • Death and Decay, SQL Scav and Bigby die, you get 1g and draw 1, Garth to level 5, your tech1 breaks, your base to 13, your tech 2 to 2hp (2)
  • Orpal destroys your tech 2, your base to 11
  • Make a skeleton (1)
  • Pestering Haunt and Garth hit your base to 8
  • Worker (0)
Workers

Poisonblade Rogue, Thieving Imp, Jandra, the Negator, Graveyard, Skeletal Archery, Summon Skeletons

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 1 rs Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Heroā€™s Hall HP: 4

In Patrol:

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

In Play:

  • Orpal (2/5 lvl 6)
  • Garth (2/3 lvl 5)
  • Crypt Crawler (3/2)
  • Hooded Executioner (3/2)
  • Pestering Haunt (1/1)
  • Skeleton (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Gorgon
Sacrifice the Weak
Carrion Curse

End of Turn Discard
My Thoughts

Whelp, canā€™t end it with that, canā€™t fetch something nasty w/ Garth, but I can prep a tech up and lay a skeleton for some draw. Should basically be over anyway though


Yes indeed thatā€™s it over, GG and well played.

I thought I had a good chance with that one but I had a dilemma the turn before as I couldnā€™t stop both sickness/StW and D&D!

@FrozenStorm I know you still have tournament games on but Iā€™ve been itching to get back to continue working on this changeset.

Do you think youā€™d be able to do both or do you want to focus on the tournament?

For reference this is where we had got to:

Test 3 Nerfs
Deteriorate Cost ā†’ 1g, Cannot target illusions
Dark Pact Cost ā†’ 1g
Vandy Midband Remove Resist 1, Cannot fetch Metamorphosis
Vandy Maxband Remove Targeting

I assume that with the poor response to the StW unit choice for Vandy weā€™re content to limit her maxband nerfs to just losing targeting and nothing else.

I still think Blue probably needs a buff to be able to compete but we have to be mindful of the Purple matchup and target it very carefully.

Possible candidates are:

  • Mirror Illusions to 1/1 (allows Mirrors to trade with Haunt and otherwise deal damage as patrollers in Scavenger / Technician)

  • Jail gains: ā€œArrives: Summon a 1/1 Soldier with Sparkshotā€ (Jail is considered worth around 2.5g but costs 3g, Blue needs bodies to help defend/trade)

  • Building Inspector gains: ā€œReduce the cost of Add-Ons by 1gā€ (Inspector is easy to play around and this gives it an immediate positive use for the blue player)

  • Bluecoat Musketeer loses existing text but gains: ā€œPay 1g ā†’ deal 1 damage to a unit or hero without flying :target: Once-per-turnā€ (designed to let it take out Haunt on arrival but not Nullcraft)

Iā€™m fine to slow play another balance game along with the tourney, probably would be couple turns a week though.

I still think StW rules for Vandy maxband is better but Iā€™m fine testing just losing targeting

As for the blue buffs, I really like the ideas. Musketeer seems the least impactful, jail with a soldier and BI buffs might be really strong (too much for vs purple?). Letā€™s do musketeer

1 Like

Totally agree re:Vandy Maxband as itā€™s so much more on brand for her but I can understand the reaction it got. Perhaps with that nerf we might be able to reinstate fetching Meta, but Iā€™m getting ahead of myself a bit there, still donā€™t know how our current changeset really shifts the tournament meta. New Troq already looks to be working well from what I can see!

Alright then letā€™s do this! Iā€™ll take P1 again, good way to check if weā€™ve shifted the match baseline and then we can try Blue P2 if we see a difference.

Test 4 Changes
Deteriorate Cost ā†’ 1g, Cannot target illusions
Dark Pact Cost ā†’ 1g
Vandy Midband Remove Resist 1, Cannot fetch Metamorphosis
Vandy Maxband Remove Targeting
Bluecoat Musketeer Replace ability with ā€œ1g ā†’ Deal 1 damage to a unit or hero without flying :target: Once per Turnā€

P1T1


StartingHand Workers

STARTING HAND

Building Inspector
Bluecoat Musketeer
Traffic Director
Reputable Newsman
Porkhand Magistrate ā†’ Worker (Too costly vs StW)


WORKERS

Porkhand Magistrate


NextHand

Spectral Aven
Manufactured Truth
Arrest
Jail
Lawful Search


Discard

Building Inspector
Bluecoat Musketeer
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

Oni + TD for maximum P1 aggression. Musketeer and Aven are both decent enough threats for MT now so I have more options than normal to deplete his board. Hopeful this change shifts things a bit.

Game 4 Player 2, Turn 1

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Jandra, the Negator
Poisonblade Rogue
Pestering Haunt
Skeleton Javelineer
Graveyard

Events of Turn:


Upkeep:

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

Main:

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

Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

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: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Skeletal Archery
Deteriorate
Sacrifice the Weak
Summon Skeletons

End of Turn Discard
My Thoughts

Musketeer might be annoying but weā€™ll see!


P1T2


Tech StartingHand Workers

TECH

Free Speech (to stop Vandy/Orpal wrecking me)
Spectral Hound (big body for cheap)


STARTING HAND

Spectral Aven
Manufactured Truth
Arrest
Jail ā†’ Worker (Bad interaction with Graveyard, too passive vs Vandy)
Lawful Search


WORKERS

Porkhand Magistrate
Jail


NextHand

Lawful Search
Arrest
Spectral Hound
Building Inspector


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Spectral Aven - ($1)
Manufactured Truth, Director into Aven, deals 1 to Jandra after armour - ($0)
Oni trades with Jandra, levels whiff, Haunt dies

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

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

In Play:

  • 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

Options I have this turn:

  1. Trade in Oni+TD to kill Jandra, cascading to Haunt. This resets both boards and leaves me with 3 gold (after Tech I and Worker) to spend on building more aggro. Iā€™ll want to play Aven to re-establish an attacking threat but its very weak to StW. If I pre-play Aven and copy with MT I can keep TD in play as a layer of StW cover so that seems pretty strong. Means Vandy can come out with tempo vs any other heroes though so I need to be careful. Jail is also possible but it seems far too low tempo, and interacts poorly with Graveyard anyway so probably gets workered here.

  2. Arrest Jandra, use Oni to kill Haunt. This is a high risk/high reward play, it lets me keep Jandra in play as a potential MT target (though I have to worry about wiping my own board) and it lets me threaten to kill her later when its more painful for Frozen. Then I would need to choose between building Tech I or Aven which I donā€™t like.

I think on balance Iā€™m best to go for option 1. I can tech in Free Speech and Spectral Hound and try to Quince/Illusion my way into a stronger board position. With new musketeer I can use gold and MT to hit his board hard and still build some defence so being behind hero tempo probably isnā€™t terrible overall.

Game 4 Player 2, Turn 2

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Skeletal Archery
Deteriorate
Sacrifice the Weak
Summon Skeletons

Events of Turn:


Upkeep:

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

Crypt Crawler, Dark Pact


Main:

  • Garth (5)
  • Skeleton (4)
  • Tech 1 (3)
  • Worker (2)
  • Skeletal Archery (0)
Workers

Summon Skeletons, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Garth (1/3a lvl 1)
  • :psfist: Elite: Skeleton (2/1 anti-air)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Skeletal Archery

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Thieving Imp
Jandra, the Negator
Skeleton Javelineer
Dark Pact

End of Turn Discard
My Thoughts

Aven still gonna Aven. MTruth again will kill Garth but thatā€™s okay, hopefully Crypt Crawler will finish the job


P1T3


Tech StartingHand Workers

TECH

Flagstone Garrison (Peace engine)
Flagstone Garrison (Ditto)


STARTING HAND

Spectral Hound
Building Inspector ā†’ Worker (Superweak vs Deteriorate)
Arrest
Lawful Search
Bluecoat Musketeer


WORKERS

Porkhand Magistrate
Jail
Building Inspector


NextHand

Free Speech
Manufactured Truth
Reputable Newsman
Flagstone Garrison


Tech 2 card(s)
Get Paid - ($6)
Quince + Mirror - ($4)
Lawful Search, draw a card, look at your hand - ($3)
Worker - ($2)
Aven deals 1 to Garth after armour
Spectral Hound - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director 1/1A [Untargetable]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Mirror Illusion 0/1
  • :target: Lookout:

In Play:

  • L1 Sirius Quince 1/3
  • Spectral Aven 2/2 [Flying]
  • Spectral Hound 3/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

At the point of seeing his hand, heā€™s not got a Tech I and heā€™d obviously like to have Vandy for DP. I canā€™t stop him getting at least one card draw from sac-ing Jav and I donā€™t think itā€™s worth trading Aven into that skele just to prevent him drawing twice. What I can do is trap him on Garth and weaken him for an easier kill next turn.

Iā€™m assuming heā€™ll try and draw into Crypt Crawler and pop the Aven but even if he does I can be safe from Vandy/Orpal targeting and give myself the space to Tech up on time.

I need to decide on a clear tech plan. I still think Peace is what you need to counteract Black unit removal so letā€™s seed in a couple of Garrisons and play with ambition

Game 4 Player 2, Turn 3

P2 Black vs P1 Blue

Current balance patch changes in effect

Starting Hand

Thieving Imp
Jandra, the Negator
Skeleton Javelineer
Dark Pact

Events of Turn:


Upkeep:

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

Sickness, Gorgon
Crypt Crawler, Dark Pact


Main:

  • Skeleton (6)
  • Skeleton Javelineer (5)
  • Skele snipes TDā€™s armor, Garth kills and takes 1
  • Worker (4)
  • Tech 2 Disease (0)
Workers

Jandra, The Negator, Summon Skeletons, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1 anti-air)
  • :exhaust: Technician: Skeleton Javelineer (1/1 anti-air)
  • :target: Lookout:

In Play:

  • Garth (1/1 lvl 1)
  • Skeleton (1/1)
  • Skeletal Archery

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Pestering Haunt
Deteriorate
Crypt Crawler
Sacrifice the Weak

End of Turn Discard
My Thoughts

Nicely done getting Garth basically dead. I canā€™t really keep him safe, Tech 2 and skeletons will require coming after, and tech 2 should be relatively safe. Crypt Crawler will take care of Aven next turn, too bad I canā€™t do that right now but not worth the risk to midband and sac my only skele to try and draw for it. Graveyard, StW, Haunt and Det would all basically be dead draws. Imp would then be my only defense. So tech up and accept the CC next turn. Disease still the best counter to Truth and Peace. Sickness should help too