My actual complaint with that is keeping the flavour of zero haste in blue (barring liberty gryphon).
Iām open to any and all buffs to Constable and GotG.
I absolutely disagree that Insurance Agent needs a nerf. At least until we nerf Hyperion, Tricycloid, Maestro, Grounded Guide, Crashbarrow, Captured Bugblatter, Drill Sergeant, Blooming Ancientā¦ basically, every other powerful Tech 2 card.
Until law is not dominating the tournaments, there should be indeed no nerfesā¦
Yall make a good point and in fairness, IDK what nerf Iād even propose (capping the gold or maybe only allowing one insurance rune per unit I guess?)
So anyways, what say you @thehug0naut ? Musketeer buff out, new buffs in, same black nerfs in? You start or me?
Sure, Iām game to try anything at this point. Letās try your haste version of constable for now, but Iām with @Bryce_The_Rice in preferring the Arrives or Attacks version.
Test 5 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 |
Guardian of the Gates | If attacked, disable the attacking unit or hero after combat |
Arresting Constable | Add Haste. Disable ability targets a unit or hero |
My gut reaction is that there would be a feasible Tech II plan vs Black with these buffs, but I remain concerned about how I realistically get to Tech II, especially vs P1 Black.
I think that tells me that we probably need to test more of you starting. Hopefully my Blue play is also improving so that will help the tests be more useful!
hm, imo insurance agent is the only decent law card. Iād leave it as it is and i propose another change:
Justice Juggernaut: retains Unstoppable and canāt patrol but loses Two Lives and gains haste instead.
It would make more law stuff hasty and useful the turn they are played so that they can swing the match while two lives is useless since it just partly made up for it being useless cuz arrival fatigue.
We shall try me as P1 then, GL HF!
Game 6 Player 1, Turn 1
Current balance patch changes in effect
Starting Hand
Sacrifice the Weak
Deteriorate
Jandra, the Negator
Summon Skeletons
Poisonblade Rogue
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 Cards in (except on turn 1)
All Teched Cards
Main:
- Jandra, the Negator (1)
- Worker (0)
Workers
Poisonblade Rogue
- Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Jandra, the Negator (3/3)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
End of Turn Hand
Skeleton Javelineer
Graveyard
Thieving Imp
Pestering Haunt
Skeletal Archery
End of Turn Discard
My Thoughts
Jandra start seems okay yea? Not sure what else Iād do w/ this handā¦
Yes indeed GLHF, hope I donāt die too quickly
P2T1
StartingHand Workers
STARTING HAND
Spectral Aven
Reputable Newsman
Traffic Director
Porkhand Magistrate ā Worker (Too expensive vs StW)
Bluecoat Musketeer
WORKERS
Porkhand Magistrate
NextHand
Lawful Search
Spectral Aven
Manufactured Truth
Arrest
Jail
Discard
Bluecoat Musketeer
Traffic Director
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bigby - ($2)
Newsman, choose 2 - ($0)
Float ($0)
Stash 1, Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: L1 Bigby Hayes 2/3A [Stash]
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Reputable Newsman 0/3 [2]
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 2
Gold:
- Gold: 0
- Workers: 6
Thoughts
All my units except the pretty much unplayable Building Inspector in the first hand is not a great split. Newsman or any hero is safe from death in SQL but will undoubtedly get whomped by Jandra on his first turn.
Options to think about:
TD + Newsman (choose 2), patrol TD in Technician - this lets me guarantee Newsmanās survival till next turn but I wonāt have any good options for Manufactured Truth if I do that.
Aven + Newsman (choose 2), patrol Newsman in SQL - keeps Aven in play but denies me a good target for MT as Newsman will be on 1HP most likely.
Bigby + Newsman (choose 2), Bigby in SQL, Stash Aven - sets up Manufactured Aven / Jandra next turn (assuming I draw and keep MT) and takes StW off the table. Bigby is cheap so fine to use as a patroller early.
I think on balance that Bigby line probably is worth a try Gives me a couple of outs for MT to copy and heās a decent blocker.
No rush, but action to you @FrozenStorm
Thank you for the reminder! Lost track of this, sometimes I make my next move in my head, but forget to write it down
Game 6 Player 1, Turn 2
Current balance patch changes in effect
Starting Hand
Skeleton Javelineer
Graveyard
Thieving Imp
Pestering Haunt
Skeletal Archery
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 Cards in (except on turn 1)
All Teched Cards
Crypt Crawler, Hooded Executioner
Main:
- Thieving Imp, discard #1 of 5 (2)
- Worker (1)
- Tech 1 (0)
Workers
Skeletal Archery, Poisonblade Rogue
- Patrol as below
- Discard 3 rs Draw 5
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Jandra, the Negator (3/3a)
- Elite:
- Scavenger: Thieving Imp (2/2)
- Technician:
- Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
End of Turn Hand
Sacrifice the Weak
Pestering Haunt
Skeleton Javelineer
Summon Skeletons
Graveyard
End of Turn Discard
My Thoughts
Newsman on 2 is a bummer, Crypt Crawler I think stays a must, Hoodie could help me build some card advantage so weāll go for that.
@thehug0naut did it happen to you as well? Mental reply but no turn written down? No rush just lmk if you need more time
P2T2
Tech StartingHand Workers
TECH
Scribe (3HP patroller and card draw)
Scribe (ditto)
STARTING HAND
Spectral Aven ā Worker (I donāt see a world where he doesnāt have a Crypt Crawler in deck, Jail might be good with Law Tech II so letās keep it in for now)
Manufactured Truth
Lawful Search
Arrest
Jail
WORKERS
Porkhand Magistrate
Jail
NextHand
Scribe
Lawful Search
Traffic Director
Building Inspector
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($4)
Arrest Jandra - ($2)
Bigby kills Imp, takes 2, you gain 1g
Midband Bigby - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- L3 Bigby Hayes 2/4 [Stash]
- Reputable Newsman 0/3 [2]
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
I forgot Jandra death doesnāt kill Imp so actually this is kind of horrible. I could play Aven + MT and trade in Bigby to kill Jandra but I donāt really like going down on cards like that and giving him the tempo, assuming a Crypt Crawler or Sickness is incoming.
Other reasonable plan would seem to be Arrest Jandra, kill Imp with Bigby then midband him to keep him safe from Sickness. I could risk leaving him on 1HP and hope for no Sickness but I think Iām most likely giving away free levels at that point.
Something like that! I thought I posted and hadnāt
hehe I have done that one as well ^ _ ^
Game 6 Player 1, Turn 3
Current balance patch changes in effect
Starting Hand
Sacrifice the Weak
Pestering Haunt
Skeleton Javelineer
Summon Skeletons
Graveyard
Events of Turn:
Upkeep:
- Get Gold (6+1scav)
- Tech 2 Cards in (except on turn 1)
All Teched Cards
Soul Stone, Dark Pact
Crypt Crawler, Hooded Executioner
Main:
- Vandy (5)
- Summon Skeletons (2)
- Skeleton Javelineer (1)
- Worker (0)
Workers
Pestering Haunt, Skeletal Archery, Poisonblade Rogue
- Patrol as below
- Discard 2 Draw 3 rs Draw 1
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Skeleton (1/1)
- Technician: Skeleton (1/1)
- Lookout:
In Play:
- Vandy (2/3 lvl 1)
- Skeleton Javelineer (1/1)
- Jandra, the Negator (3/3)
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Hooded Executioner
Crypt Crawler
Deteriorate
Soul Stone
End of Turn Discard
My Thoughts
Whelp, buncha skeles should help keep Vandy safe, should be able to hit back decently next turn.
@FrozenStorm Iāve cast Lawful Search but your end of turn hand is empty! While that would be delightful for me, I assume youāve had a copypasta disasta
Indeed a whoopsie forgetting to copy it in, I have:
Hooded Executioner
Crypt Crawler
Deteriorate
Soul Stone
P2T3
Tech StartingHand Workers
TECH
Guardian of the Gates (tech in the boosted cards, see what happens)
Insurance Agent (ditto)
STARTING HAND
Building Inspector ā Worker (Unplayable vs Deteriorate)
Traffic Director ā Stash
Lawful Search ā Manufactured Truth
Scribe ā Jail
WORKERS
Porkhand Magistrate
Spectral Aven
Building Inspector
NextHand
Traffic Director
Arrest
Bluecoat Musketeer
Scribe
Discard
Arresting Constable
Guardian of the Gates
Lawful Search
Manufactured Truth
Tech 2 card(s)
Get Paid - ($7)
Lawful Search, draw a card, look at your hand - ($6)
Scribe, draw - ($4)
Worker - ($3)
Jail - ($0)
Float ($0)
Stash 1, Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Scribe 1/3A
- Elite:
- Scavenger: L3 Bigby Hayes 2/4 [Stash]
- Technician:
- Lookout: Reputable Newsman 0/3 [2]
In Play:
- Jail -/3
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 4
Gold:
- Gold: 0
- Workers: 8
Thoughts
So at the point of LS and looking at my cycle speed I donāt see the point in spending gold to tech up here as I probably get blown up with this relatively weak board and my chances of drawing a Tech II next turn are relatively low. That means I have 5g to spend after workering.
Iām tempted to play Scribe, draw, and then see what I get to determine how I spent my remaining 3g. Scribe draw has a 50/50 chance of giving me a 2-cost unit, which would be the best outcome there for stuffing up his ability to attack well. Jail also works I think, as long as I patrol with boosted Hoodie, Jandra Overpower and Vandy doom in mind. Arrest would let me use MT to copy Jandra and counter attack but if I do that to kill Jandra Iāll blow up my own board too, so it only makes sense if I can do the counter attack first. Worst case, if I do draw Arrest I could worker it and then put a couple more chump blockers.
So Jail it is on the draw, but is it definitely survivable? Max Vandy is a serious threat multiplier here but Iām struggling to see a way he can manage to use Soulstone and maxband to break my Jail or Tech I. Best case, if he worker skips he can Overpower 2 damage via: Deteriorate on SQL Scribe for skeles to safely kill (-1), midband Vandy kills Newsman (-2), Soulstone Jandra (-2) then maxband Vandy (-2) to make Jandra a 6/6 to kill Bigby and Overpower 2 damage. Jandra then reverts to a 3/3 after doom. Only way he gets more efficient is if I let him use Sparkshot to save one attack and upgrade that to 3 overpower to break Jail. That synergises ok with Stashing TD and getting Tech II up next turn, since it lets me tech in two more cards before I reshuffle.
I guess now we cross everything and hope for the best!
Jail, interesting!
Game 6 Player 1, Turn 4
Current balance patch changes in effect
Starting Hand
Hooded Executioner
Crypt Crawler
Deteriorate
Soul Stone
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 Cards in (except on turn 1)
All Teched Cards
Skeletal Lord, Sickness
Soul Stone, Dark Pact
Crypt Crawler, Hooded Executioner
Main:
- Deteriorate Scribe, Vandy and Jav kill it (6)
- Jandra kills Newsie
- Worker (5)
- Tech 2 Necromancy (1)
Workers
Soul Stone, Pestering Haunt, Skeletal Archery, Poisonblade Rogue
- Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 NECRO
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Skeleton (1/1)
- Technician: Skeleton (1/1)
- Lookout:
In Play:
- Vandy (2/3 lvl 1)
- Skeleton Javelineer (1/1)
- Jandra, the Negator (3/3)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 5
Gold:
- Gold: 1
- Workers: 8
End of Turn Hand
Summon Skeletons
Dark Pact
Graveyard
Sacrifice the Weak
End of Turn Discard
My Thoughts
Gambit for Meta OR Skeleton Army next turn sounds like a plan I can work with, so we go with that.
I know itās not all that good vs Black but maybe it helps slow you down
P2T4
Tech StartingHand Workers
TECH
Hallucination (To kill Jandra and explode his board)
Free Speech (Since itās his favourite)
STARTING HAND
Traffic Director
Bluecoat Musketeer
Scribe ā Reputable Newsman
Arrest
WORKERS
Porkhand Magistrate
Spectral Aven
Building Inspector
NextHand
Arresting Constable
Hallucination
Guardian of the Gates
Scribe
Free Speech
Discard
Arrest
Bluecoat Musketeer
Traffic Director
Tech 2 card(s)
Get Paid - ($8)
Scribe, reshuffle, draw - ($6)
Newsman, choose 2 - ($4)
Tech II Law - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Scribe 1/3A
- Elite:
- Scavenger: L3 Bigby Hayes 2/4 [Stash]
- Technician:
- Lookout: Reputable Newsman 0/3 [2]
In Play:
- Jail -/3
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Law)
Economy Info:
Cards:
- Hand: 5
- Deck: 2
- Disc: 3
Gold:
- Gold: 0
- Workers: 8
Thoughts
So his board is essentially the same, only he can Garth in a unit as well as attacking. Skeletal Lord is pretty spooky here actually, with the +1/+1 to all his Skeles.
I donāt think I can realistically tech up and stop him breaking it, but perhaps I can tech up and give myself enough outs to stifle his play and get back into this. If I tech in hallucination I can kill Jandra and wipe his board. Free Speech also stops him doing much of note while I get Tech II up again. Seems like a good enough plan, now to Scribe, see what I draw and how best I can patrolā¦
Newsman is a great pull, even if it requires a worker skip. Hs 3HP and ability will likely do a lot of work for me by stopping StW.
Weāre both experimenting with Tech2 this game eh?
Game 6 Player 1, Turn 5
Current balance patch changes in effect
Starting Hand
Summon Skeletons
Dark Pact
Graveyard
Sacrifice the Weak
Events of Turn:
Upkeep:
- Get Gold (8+1float)
- Tech 2 Cards in (except on turn 1)
All Teched Cards
Metamorphosis, Dark Pact
Skeletal Lord, Sickness
Soul Stone, Dark Pact
Crypt Crawler, Hooded Executioner
Main:
- Midband Vandy, hit Scribe for 3, take 1 (7)
- Jav hucks his spear at Scribe and takes it down
- Skele runs into Bigby
- Jandra kills Bigby, Vandy maxbands and dooms Newsman and Skeleton
- Garth (5)
- Heroās Hall (3)
- Worker (2)
Workers
Graveyard, Soul Stone, Pestering Haunt, Skeletal Archery, Poisonblade Rogue
- Patrol as below
- Discard 3 Draw 1 rs Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 NECRO
- Heroās Hall HP: 4
In Patrol:
- Squad Leader: Skeleton (3/3a)
- Elite:
- Scavenger:
- Technician: Garth (1/3 lvl 1)
- Lookout:
In Play:
- Vandy (4/5 lvl 5)
- Skeleton Javelineer (1/1)
- Jandra, the Negator (3/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 2
- Workers: 9
End of Turn Hand
Thieving Imp
Crypt Crawler
Summon Skeletons
Sacrifice the Weak
Sickness
End of Turn Discard
My Thoughts
Meta sounds about right XD Dark pact to help dig it up
ā¦
OMG ded draw ā¦