@thehug0naut I wanna see this new Law machine
do you play without targeting on vandyâs maxband? otherwise you have to pay for lookout.
Yessir we are playing âtargeting offâ
Harder, Better, Faster, Law-er
P2T5
Tech StartingHand Workers
TECH
Arresting Constable (Anti-meta/aggro)
Guardian of the Gates (ditto)
STARTING HAND
Arresting Constable
Hallucination â Worker (I misread Jandra so happy to worker this)
Guardian of the Gates
Free Speech
Scribe
WORKERS
Porkhand Magistrate
Spectral Aven
Building Inspector
Hallucination
NextHand
Traffic Director
Lawful Search
Scribe
Bluecoat Musketeer
Manufactured Truth
Discard
Reputable Newsman
Tech 2 card(s)
Get Paid + Scavenger - ($9)
Worker - ($8)
Quince+Mirror - ($6)
Free Speech - ($4)
Guardian of the Gates - ($1)
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Newsman dies in Technician at your upkeep, I draw 1
Board Info:
In Patrol:
- Squad Leader: Guardian of the Gates 1/6A [Canât Attack]
- Elite:
- Scavenger: Mirror Illusion 0/1
- Technician:
- Lookout:
In Play:
- L1 Sirius Quince 1/3
- Jail -/3
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Law)
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 1
Gold:
- Gold: 0
- Workers: 9
Thoughts
Well I made it to Tech II and have a couple in hand. The question now becomes can I find a way to take control of the board and win. Heâs obviously playing for Metamorphosis, so I need to cast Free Speech this turn. Ideally Iâd find a way to worker and keep Quince alive to do it again and make some Constable copies. Free Speech + GotG seems like a strong patrol but Iâm a little worried about getting blown up if I only have GotG and Mirror patrolling.
Potentially risky lines:
-
Worker + Boosted Hoodie + Tech III - clears the mirror that comes with Quince, still has to go through GotG. in SQL he would need to use Vandy (disabled) + Jandra (dead and blows up Jav) so he would only have Garth left to attack with and Quince /Jail / Tech buildings are safe. Can also play Haunt after Jandra dies to get Hoodie into play. Fine with this line.
-
Worker + 2xBoosted Hoodie - clears Mirror + GotG, letâs the rest of his board smash Quince/Jail/Tech buildings as he chooses. Heâd have 9 attack so probably Quince + Tech II gone so Iâm dead if he has two hoodies in hand.
-
Worker + Boosted Hoodie + Maxband Garth - wastes Garth Maxband but frees up Vandy to kill Quince or break Jail after the rest take out GotG. As above can get a hoodie into play if he has Haunt. Probably unlikely given the wasted maxband but he could do it to set up for meta with Orpal on his next turn.
-
Worker + Skeletal Lord + Haunt + Midband Garth - makes Jav a 2/2, so Jav+Vandy+Garth kills GotG, Jandra can safely kill Mirror and Overpower 2 damage to Quince/Jail/Tech II. Leaves him his disabled heroes but some Tech II units to build on. I think its a weaker line than above but still possible.
Alternative line for me is to play Scribe + Quince + Free Speech + GotG:
-
I assume this would be his plan. Hoodie kills Mirror and heâs then ready for Tech III and Iâd be 2 workers behind, likely a long term loss.
-
Two boosted hoodies still doesnât deal with GotG so he has to use Vandy + Jandra to kill it. Can use Jav before Jandra and Overpower 1 to Quince/Jail. Canât kill/break though as Garth only has 1 attack. Seems to have nullified this line.
-
Now Vandy can only clear out Scribe so I think this line wouldnt be very likely. He wonât want to waste Garth Maxband on such alow outcome.
-
Overpower hits Scribe but otherwise similar. Probably also a low likely play.
On balance, I donât think I want to fall completely behind on Tech III. Best I worker this turn, even if it means Iâm at risk of total blowout from double Hoodie. Anything else and I have a fair shot at contesting the game.
Work it. Make it
Game 6 Player 1, Turn 6
Current balance patch changes in effect
Starting Hand
Thieving Imp
Crypt Crawler
Summon Skeletons
Sacrifice the Weak
Sickness
Events of Turn:
Upkeep:
- Get Gold (9+2float)
- Tech 2 Cards in (except on turn 1)
All Teched Cards
Wight, Necromancer
Metamorphosis, Dark Pact
Skeletal Lord, Sickness
Soul Stone, Dark Pact
Crypt Crawler, Hooded Executioner
Main:
- Vandy hits SQL, takes 1, disabled for next turn
- Skeleton Javelineer hits SQL, dies
- Jandra kills SQL and overpowers mirror, dies, you get 1g
- Garth hits your Jail to 2hp
- Orpal (9)
- Thieving Imp, to jail (6)
- Crypt Crawler, break out Imp, you discard #1 of 5 (4)
- Worker (3)
Workers
Sickness, Graveyard, 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
- Heroâs Hall HP: 4
In Patrol:
- Squad Leader: Orpal (1/3a lvl 1)
- Elite:
- Scavenger:
- Technician:
- Lookout: Thieving Imp (2/2)
In Play:
-
Vandy (4/5 lvl 5)
-
Garth (1/3 lvl 1)
-
(In Jail: Crypt Crawler)
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 6
Gold:
- Gold: 3
- Workers: 10
End of Turn Hand
Dark Pact
Hooded Executioner
Skeletal Lord
Metamorphosis
End of Turn Discard
My Thoughts
Ah well, guess not so dead draw. Iâm probably gonna tech more cards, so will worker sickness. Maybe itâll be tech3, maybe some ultis if I can get the Meta off
P2T6
Tech StartingHand Workers
TECH
Free Speech (For if Quince Survives)
Lawbringer Gryphon (In theory a win condition, though Crypt Crawler is a fairly hard counter)
STARTING HAND
Traffic Director â Discard
Lawful Search â Arresting Constable
Scribe
Bluecoat Musketeer
Manufactured Truth
WORKERS
Porkhand Magistrate
Spectral Aven
Building Inspector
Hallucination
NextHand
Scribe
Arresting Constable
Guardian of the Gates
Free Speech
Arrest
Discard
Reputable Newsman
Guardian of the Gates
Traffic Director
Lawful Search
Bluecoat Musketeer
Scribe
Manufactured Truth
Free Speech
Lawbringer Gryphon
Tech 2 card(s)
Get Paid + Scavenger - ($10)
Lawful Search, draw a card and look at your hand - ($9)
Constable, exhaust and disable Garth - ($5)
Tower - ($2)
Oni - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: L1 General Onimaru 2/3A
- Elite:
- Scavenger: L1 Sirius Quince 1/3
- Technician:
- Lookout:
In Play:
- Arresting Constable 2/3 [Haste]
- Jail -/2
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Law)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 9
Gold:
- Gold: 0
- Workers: 9
Thoughts
So my split was pretty terrible but at least I have card draw. Lawful Search first for that sweet sweet info.
Ok weâre dealing with Meta, DP, Hoodie, Skele Lord. DP means he could fetch more tools to clear units and work around Jail. I drew Constable so that gives me something to use against his Heroes. Constable+Tower+Oni, Constable disables Vandy again Garth, Oni in SQL, Quince in Tech/Scav seems most likely to be my turn. I probably prefer the extra card draw if Quince dies. No worker but makes more sense than risking the draw for Free Speech or a second Constable (each only a 20% chance)
His 13 gold easily lets him play Meta+Boosted Hoodie (11g total) which clears Constable, summons him a Tech II for free, then lets him kill Oni but not break anything important with demon Orpal. Unless he has the ability to draw and cast Doom Grasp Quince and Tech II should survive. Even if he does and kills Quince it would mean Tech II and Tower survive so I should still be in this.
Edit: Fixed my stupidity and tweaked my patrol. Doesnât affect my hand as only had 5 cards in deck
isnât she already disabled cuz gatekeeper?
Indeed this decision confuses me, itâs effectively a no op
Thanks @Legion you are correct.
Apologies, I had a bit of a week tbh and Iâve been dealing with a lot of brain drain. For some reason I was thinking that @FrozenStorm had already had the disabled turn!
I appreciate it being flagged up to let me de-neuter my efforts
No worries, we all have those weeks
Game 6 Player 1, Turn 7
Current balance patch changes in effect
Starting Hand
Dark Pact
Hooded Executioner
Skeletal Lord
Metamorphosis
Events of Turn:
Upkeep:
- Get Gold (10+3 float)
- Elect to Tech 2 Cards in
All Teched Cards
Skeletal Lord, Death and Decay
Wight, Necromancer
Metamorphosis, Dark Pact
Skeletal Lord, Sickness
Soul Stone, Dark Pact
Crypt Crawler, Hooded Executioner
Main:
- Metamorphosis, Imp dies, everyone maxbands and demonifies, Garth Fetches Wight (7)
- Skeletal Lord, break Crypt Crawler out (4)
- Hooded Exeuctioner, break other Skeletal Lord out (2)
- Make a Skeleton (1)
- Orpal Kills Onimaru, takes 3, levels fizzle
Workers
Sickness, Graveyard, Soul Stone, Pestering Haunt, Skeletal Archery, Poisonblade Rogue
- Patrol as below
- Discard 1 Draw 2 rs Draw 1
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 NECRO
- Heroâs Hall HP: 4
In Patrol:
- Squad Leader: Crypt Crawler (3/3a)
- Elite:
- Scavenger:
- Technician: Skeleton (2/2)
- Lookout:
In Play:
- Vandy (4/5 lvl 5)
- Garth (5/6 lvl 7)
- Wight (4/4)
- Skeletal Lord (3/3)
- Orpal (4/4 lvl 6)
- (In Jail: Hooded Executioner)
Economy Info:
Cards:
- Hand: 3
- Deck: 9
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
End of Turn Hand
Dark Pact
Deteriorate
Sacrifice the Weak
End of Turn Discard
My Thoughts
Meta successful, tower can only disable one per turn (unless free speech), next turn I should be able to break the tower, Wightâs here to deal w/ Quince, this should be GG
I think this line is showcasing why âArrives or Attacks Exhaustsâ would be stronger for Constable disable than merely giving haste. Being able to affect heroes does feel really really nice though, I think that change is much needed.
Edit: Oh and I think Vandy should be a 6/5 and it should be Hoodie in Jail.
P2T7
Tech StartingHand Workers
TECH
Judgment Day (last ditch effort)
Judgment Day (to increase the chance of drawing it)
STARTING HAND
Arrest â Worker (Not going to help much now)
Arresting Constable
Guardian of the Gates
Free Speech
Scribe
WORKERS
Porkhand Magistrate
Spectral Aven
Building Inspector
Hallucination
Arrest
NextHand
Lawful Search
Traffic Director
Scribe
Tech 2 card(s)
Get Paid + Scav - ($10)
Worker - ($9)
Free Speech - ($7)
2nd Constable - ($3)
Exhaust constables, disable Vandy and Garth
Guardian of the Gates - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: Guardian of the Gates 1/5A [Canât Attack]
- Elite:
- Scavenger:
- Technician: L1 Sirius Quince 1/3
- Lookout:
In Play:
- Arresting Constable 2/3 [Haste]
- Arresting Constable 2/3 [Haste]
- Jail -/2
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Law)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 10
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
Free Speech is a must but heâs going to kill Quince and break my Tech II on his next turn so itâll be a short lived survival for me.
Edit: Fixed my stupid brain nonsense
Oh yeah, arrives or taps would be fine but attacking giving the disable + the damage would be too much.
That said, I am now seeing Quince could get 4 disables going with mirrors and thatâs kinda scary
We gotta stop this Free Speech reign of terror
Game 6 Player 1, Turn 8
Current balance patch changes in effect
Starting Hand
Dark Pact
Deteriorate
Sacrifice the Weak
Events of Turn:
Upkeep:
- Get Gold (10+1 float)
- no techs right now
All Teched Cards
Skeletal Lord, Death and Decay
Wight, Necromancer
Metamorphosis, Dark Pact
Skeletal Lord, Sickness
Soul Stone, Dark Pact
Crypt Crawler, Hooded Executioner
Main:
- Crypt Crawler and Skeletal Lord kill GotG, theyâre both disabled now and take 2
- Wight Kills Quince, takes 2, levels fizzle, you draw 1
- Orpal kills tower, takes 1, your base to 18
- Skeleton breaks your jail, hoodie to my discard
- Tech 3 (6)
Workers
Sickness, Graveyard, Soul Stone, Pestering Haunt, Skeletal Archery, Poisonblade Rogue
- Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 NECRO
- Tech3 HP: 5
- Heroâs Hall HP: 4
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Vandy (6/7 lvl 5)
- Garth (5/6 lvl 7)
- Wight (4/2)
- Skeleton (2/2)
- Skeletal Lord (3/1 disabled)
- Crypt Crawler (3/1 disabled)
- Orpal (4/3 lvl 6)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 3
Gold:
- Gold: 6
- Workers: 10
End of Turn Hand
Thieving Imp
Dark Pact
Necromancer
Summon Skeletons
Skeleton Javelineer
End of Turn Discard
My Thoughts
Have to wait a turn, but next turn I get the lockdown, no free speech or tower this time. Hopefully I can get to DnD
âŚ
Ok got the dark pact and I have skeletons to work with
I think I misread what you said, why do you think âArrives or Exhaustsâ would be stronger than haste? Because you get to block also on the turn it hits the board? Iâd argue that b/c haste, youâre giving Quince a juicy mirror target and thatâs worth more than the one turn of blocking (heâs not a huge bodyâŚ), but I spose maybe thatâs debatable?
Also your turn, this game is reaching a fun climax and I think I have it now that Iâve shut down the tower and the free speech, but Iâm eager to see if thatâs the case!
I mistyped what I meant so you understood it correctly, I just made another brain booboo and sneakily went back to fix it
My point is that in the Blue vs Black match-up, Blue really struggles to patrol while teching up and slowing Black down. Law Tech II has even more limited options for patrolling, since 2/5 cards are a building and an expensive non-patroller. Against that kind of unit removal and aggro, the ability to disable something and still patrol gives you much more ability to stay in the game. While haste does gives Quince a potentially bigger turn, the gold cost isnât really feasible if youâre fighting just to stay alive. In my view my version would be a weaker âwin moreâ but a bigger comeback play. Itâs also really on brand with the âchoke you out and win at Tech IIIâ style of Law.
In our game I can wipe all your units but as your heroes are invisible I canât stifle your attack enough to stay alive, so you have my GG! It was a really good game and I was definitely in it right up until I lost Quince. Meta is still brutally strong, and Blueâs only real answers are Free Speech and Tech Lab + EotC, neither of which I can access this turn.
Some ideas, interested to hear your thoughts:
Card | Change | Thoughts |
---|---|---|
Arresting Constable | Ability becomes âArrives or â Disable a unit or heroâ | As above I think this is more consistent flavour and better for Blue vs Black |
Jurisdiction | Effect becomes âAttach to your Law Hero. Choose a spec. Attached hero gains that specâ | Lets Bigby actually take Jurisdiction over the game. In particular, allows for continual casting of Free Speech. |
Boot Camp | Effect becomes: âExhaust a unit or other hero and put a +1/+1 rune on it. Draw a card.â | Allows Bigby to cast on Oni if he has my new Jurisdiction active. Means Orpal / Wither are less perma-neutering |
GG WP! Indeed, Meta is still very strong, even when I canât fetch it and you can lock Vandy down from attacking, Orpal and Garth maxbanding and demonizing is still very scary and tough to take down.
I hear this, maybe the haste is much more high ceiling / low floor and your proposed version is more evenly helpful.
I think this is worth trying
Interesting in theory, in practice I think itâs still too expensive to be very practical. Some questions:
- Why attach and not Ongoing? I donât think anything else in the game âattachesâ to a hero does it?
- Is it really so bad for it to be âOngoing: Bigby can cast any spell as if it is his own.â, instead of having to choose a single spec?
- Is your version allowing for Ultis? Or maybe it still has to be any non-ulti (I can see a lot of Ultis being an issue if you get two heroes to cast them or if they are cheaper b/c Bigbyâs cheap to maxband)
Meh this doesnât really seem worth. It does make me wonder though, why is Boot Camp-ing a buddy hero not more common? Seems like you could get Bigby, Quince, or in multi-color folks like Vandy / Sets super scary by just Boot Camp spamming themâŚ
The main reason it doesnât get used much is the exhaust effect. It means you canât play it from behind and still defend, and if youâre in front it doesnât let you upscale your attack, only buff the other hero after they swing. For units its also generally fairly anti-synergy as Blue almost always trades units on the attack. Musketeer losing or raising the attack limit on Long Range would help. As would making Porky more playable.
The other reason is the targeting. That makes both Boot Camp and Elite training really anti-synergy with Illusions, which are generally the main units you want to attack with. They also canât affect TD, who is one of the best starter cards, and they both remove Musketeerâs special effect when they buff him.
So yeah, its not that they are bad in theory, its just a synergy/opportunity cost and you desperately need units most of the time.
Yeah I think all that makes sense. So maybe the next changes to look at are:
Card | Change(s) | Thoughts |
---|---|---|
Arresting Constable | Ability becomes âArrives or â Disable a unit or heroâ | As per earlier discussion likely much stronger when coming from behind but less strong with Quince copying. Also more consistent flavour for Blue not having haste outside of Tech III, for what thatâs worth |
Jurisdiction | Change type to âOngoing Spellâ, Effect becomes "Channeling. Your Law hero has all specs | I think this wording avoids any weird interactions with Free Speech or Channeling. While still expensive for a card that doesnât do anything on its own, it makes Free Speech a perpetual threat in the late game (so really strong for vs Black) and its a serious boost to Bigbyâs utility for multicolour. Could also add +1 armour âThe Law is my Shieldâ or one off card draw if it needs to have some immediate impact on the board state. |
I like the idea to give this a little something extra, draw a card or +1 armor once would be really cool
You didnât answer my question about ultis though. I think that might be too good.
How about we try
âChanneling. Bigby can cast any non-ultimate spell as if it was his own. When this is played, draw a cardâ
? I think that makes things pretty open to stalling better and forces me to diversify beyond just Meta I think
Sorry, I had made it nearly that exact wording and then realised it potentially had a weird interaction with Free Speech (âcan castâ vs âcanât castâ) so I changed it. On reflection maybe thatâs not going to be an issue because the most recent effect takes precedent, and once youâre Free Speeched youâre not casting Jurisdiction.
I also kind of donât like that he canât keep a channeling spell running with your version unless he actually has those specs; âSacrifice it if you lose your heroâ
To avoid either, how about we invert the subject from Bigby to the spells:
Card | Change(s) |
---|---|
Jurisdiction | Type beomes âOngoing Spellâ, Effect becomes âYour non-ultimate, non-Law spells also have the Law spec. When this card is played, draw a card.â |
Interesting thought but yeah, I think itâs not a Free Speech beater for exactly that reason (that plus the âas if it were his ownâ means âcanât cast AT ALLâ would take precedent, since Bigby canât cast his own spells too.
You mean âif bigby casts, say, Behind the Ferns, and you donât have Cala out (or lose her), BtF goes awayâ?
In that case, itâs more so Bigby needs to have Feral like the first suggestion, yea? Based on the wording of channeling, Sacrifice it if you lose your SPEC hero
Either way, I feel like the wording is clunky on the âspec addingâ versions of this thatâve been proposed, and the questions / caveats are too confusing. I think itâs fine to miss out on the channeling spells, the only one in the mono color is Dreamscape and the only others in the whole game are Birdâs Nest and BtF, no? Itâs a totally useful card with this change, even without hitting buddy heroesâ channeling spells
I think your first instinct was right to do the
Bigby can cast any non-ultimate spell as if it was his own. When this is played, draw a card
version. Thatâs a pretty unique and powerful effect. I donât hate the simpler
Your law hero has all specs
so much though. I think maybe to make it clearer, combining the two into
Your law hero has all specs and can cast any spell as if it were his own
would work? That one gives Channeling a chance, and the former doesnât. I think Birdâs Nest might be a problem then but it doesnât matter for this matchup.
Why donât you start us a new game w/ the Constable change and whichever of those wordings you prefer, as we agree the only difference between the two is the latter gives Channeling spells (dreamscape, in this case) a chance.
Unless Iâve missed something, the only non-ultimate channeling spells in the game are are Two Step, Harmony, Behind the Ferns, Birds Nest and Dreamscape. So it isnât a lot of spells weâre talking about and on reflection I think we try the simple version of Jurisdiction first and then go from there.
Test 6 | |
---|---|
Deteriorate | Cost â 1g, Cannot target illusions |
Dark Pact | Cost â 1g |
Vandy Midband | Remove Resist 1, Cannot fetch Metamorphosis |
Vandy Maxband | Remove Targeting |
Jurisdiction | Ongoing Spell: Your Law hero can cast any non-ultimate spell. When this is played, draw a card |
Guardian of the Gates | If attacked, disable the attacker after combat |
Arresting Constable | Arrives or â Disable a unit or hero |