[Casual] Balance Test: Frozenstorm ([Bashing]/Blood/Fire) vs Nekoatl ([Discipline/Strength]/Truth)

Okay @Nekoatl , let’s try out these changes!

For reference, here are the relevant changes to cards for this matchup:

Bashing Blood Fire

Neutral Starter:
Spark costs 0 (instead of 1)
Fruit Ninja is a 3/2 (instead of 2/2) and keeps Frenzy 1

Bashing:
Troq midband becomes topband and can deal 1 damage to any building (not just a base)
Troq midband becomes readiness, level range is 4-7 instead of 5-7
Troq maxband becomes Overpower
The Boot becomes “Trash an opposing Tech 0 or Tech I unit. Trash this card”
Intimidate changes from “Give a unit or hero -4atk until end of turn” to “Give a unit or hero -3atk/1hp until your next upkeep”
Final Smash cost reduced to 3

Blood:
Rickety Mine gains Haste, ability changes from coin flip to “When this arrives, put two Ore runes on it. Tap: gain 3 gold, remove an ore rune. When this runs out of Ore runes, trash it and deal 1 damage to you and your opponent’s base”

Fire:
Jaina Midband loses the “patrolling” designation
Fire Dart costs 1 (instead of 2)
Flame Arrow costs 3 (instead of 4)
Doubleshot Archer costs 2 (instead of 3)

Discipline Strength Truth

White Starter:
Fox Primus is a 2/3 (instead of 2/2)
Aged Sensei Can only give its buff to units, no longer can buff heroes

Discipline:
Versatile Style has these 4 abilities (improved, still costs 2):

  • Destroy an Upgrade
  • Disable a Hero, or a Unit with Flying
  • Repair 4 damage from a building
  • Your Discipline hero is a Detector until your next turn

Focus Master - Changes to 2 cost, ability becomes “All your patrollers gain +1armor”
Hero’s Monument - Daigo Stormborn has Haste in addition to his other abilities

Strength:
Bird’s Nest Ability changes to "Arrives or upkeep: Put a 1/1 Flying Bird Token into play (max 2 tokens in play at a time). Remains as a channeling spell.
Mythmaking gains the ability "Your Legendary units ignore the “Legend Rule”

Truth:
Spectral Tiger gains Resist 1
Spectral Roc gains Resist 1
Hallucination Changes to: Spell - Summon :target: Target up to 2 units or heroes. Summon a 0/X Hallucination token for each target, where X is the current HP (factoring in any buffs, debuffs or damage) of the target. Destroy these at your next upkeep.
Dreamscape Instead of “all units are illusions” this becomes “Arrives or Upkeep: mark up to 5 units. These units are illusions until your next upkeep, even if Dreamscape is removed from play”. Also gains "Tap: Create a Mirror Illusion (max 2). Still channeling, still cost 3.
Quince Midband ability now costs 1 (instead of 2)
Mind Control Cost reduced to 4 and can attach to any unit, including tech 3s

I’ll get the game started tomorrow!

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Ok let’s get weird, GL HF @Nekoatl!

Balance Testing Game 1 Player 1, Turn 1

P1 Bashing/Blood/Fire vs P2 Discipline/Strength/Truth

Starting Hand

Helpful Turtle
Tenderfoot
Fruit Ninja
Timely Messenger
Bloom

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Fruit Ninja (1)
  • Worker (0)
Workers

Helpful Turtle

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • Fruit Ninja (3/2 frenzy 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Brick Thief
Spark
Granfalloon Flagbearer
Older Brother
Wither

End of Turn Discard
My Thoughts

New Ninja seems super good, so definitely using him?


Indeed, this looks to be an interesting game. GL HF!

P2T1


StartingHand Workers

STARTING HAND
Snapback
Fox Viper
Safe Attacking
Savior Monk
Morningstar Flagbearer


WORKERS
Morningstar Flagbearer


NextHand

Sensei’s Advice
Fox Primus
Smoker
Grappling Hook
Aged Sensei


Discard

Snapback
Safe Attacking
Fox Viper


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Savior Monk - ($2)
Garus Rook - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Savior Monk (3/2) Healing 1
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Garus Rook (2/4)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

That enhanced Ninja is quite the obstacle. I need to present a bad trade and a counter-threat… Monk and Rook seems like a good pairing, if he tries to patrol as SQL, Rook can attack, and if he goes Elite, the Monk can trade. Having Hook in my T2 hand helps as well. I’d like to patrol the Monk as Scavenger, but Bloom/Wither make that very unreliable. Elite’s more likely to force a trade.

Troq’s time has arrived! (?maybe?)

Balance Testing Game 1 Player 1, Turn 2

P1 Bashing/Blood/Fire vs P2 Discipline/Strength/Truth

Starting Hand

Brick Thief
Spark
Granfalloon Flagbearer
Older Brother
Wither

Events of Turn:


Upkeep:

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

Intimidate, Lobber


Main:

  • Troq (3)
  • Wither Rook (1)
  • Worker (0)
Workers

Granfalloon Flagbearer, Helpful Turtle

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Fruit Ninja (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Troq (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Intimidate
Older Brother
Timely Messenger
Lobber
Spark

End of Turn Discard
My Thoughts

Withering Rook is always good and we want to try out new Troq obviously, so let’s do that. Probably will still be fire game plan, so lobber + intimidate? Not sure I want to go full for Das Boot yet


P2T2


Tech StartingHand Workers

TECH
Mythmaking
Sparring Partner


STARTING HAND
Sensei’s Advice
Grappling Hook
Aged Sensei
Fox Primus
Smoker


WORKERS
Morningstar Flagbearer
Fox Primus


NextHand

Grappling Hook
Smoker
Savior Monk
Sparring Partner
Snapback


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Grappling Hook to Lookout
Monk trades with Ninja
Tower - ($1)
Tech I - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Garus Rook (1/3A) [1-]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

I’m not facing any upgrade removal, so i don’t need to wait to play Mythmaking, however, The Boot now can trash the Boulder, so I should probably play Mythmaking ASAP to bait The Boot, but wait to play Legendary units until after I have Mind-Parry Monk. Alternately, I could try to use Spectral Flagbearers to screen for the Boulders, but that seems risky.

I think you should have 5/5 from monk dying, yeah? I’ll play next turn in a bit, on mobile, that just struck me as off

1 Like

Grappling Hook disappeared, I’ll fix it.

I realized late this evening that Hotter Fire won’t buff neutral starter or Troq stuff, and now I’m sad lol.

Balance Testing Game 1 Player 1, Turn 3

P1 Bashing/Blood/Fire vs P2 Discipline/Strength/Truth

Starting Hand

Intimidate
Older Brother
Timely Messenger
Lobber
Spark

Events of Turn:


Upkeep:

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

Bloodlust, Molting Firebird
Intimidate, Lobber


Main:

  • Spark Rook
  • Midband Troq and kill Rook, Troq to 6, deal 1 to your tech1 (3)
  • Tech 1 (2)
  • Worker (1)
Workers

Timely Messenger, Granfalloon Flagbearer, Helpful Turtle

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Troq (3/2 lvl 6)

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Brick Thief
Wither
Bloom
Tenderfoot
Spark

End of Turn Discard
My Thoughts

Yay no early Rook shenanigans (though is birds as scary now?), I think Firebird + Bloodlust is the play, I have to assume the idea here was Mythmaking + Boulder + Daigo or Macciatus? Not really sure what Neko’s angle is with this deck but I’m curious to find out :slight_smile:


P2T3


Tech StartingHand Workers

TECH
Mind-Parry Monk
Training Grounds


STARTING HAND
Savior Monk
Smoker
Grappling Hook
Sparring Partner
Snapback


WORKERS
Morningstar Flagbearer
Fox Primus
Smoker


NextHand

Aged Sensei
Sensei’s Advice
Safe Attacking
Mythmaking
Fox Viper


Discard

Snapback
Savior Monk
Sparring Partner
Grappling Hook
Mind-Parry Monk
Training Grounds


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Grave Stormborne - ($4)
Expensive Snapback, bring forth Drakk! - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: L1 Grave Stormborne (2/3) Sparkshot, resist 1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

Okay, I didn’t draw Mythmaking off the reshuffle, and now Troq isn’t even on the field anymore. I think it’s fair to say the baiting train has derailed. Teching in Boulders, 'cuz by the time I’m ready to play them, I’ll very likely be ready to drop Mind-Parry Monk as well.

Lol, indeed!

Unfortunately Troq is in Lookout, so no extra gold for Sparring partner if you want to snap him out still

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Er, wait… did you underpay to midband Troq?

I paid 3, the jump from 1 to 4

1 Like

Bummer to not be able to afford the Partner, but at least I maintain my hand size this way.

1 Like

My big ol’ buddy, snapped away :frowning: We were just getting the fun started, too.

Aw well, Drakk haven’t you always dreamed of being buff?

Balance Testing Game 1 Player 1, Turn 4

P1 Bashing/Blood/Fire vs P2 Discipline/Strength/Truth

Starting Hand

Brick Thief
Wither
Bloom
Tenderfoot
Spark

Events of Turn:


Upkeep:

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

Hotter Fire, Molting Firebird
Bloodlust, Molting Firebird
Intimidate, Lobber


Main:

  • Bloom Drakk (6)
  • Spark Grave, paying resist (5)
  • Drakk kills Grave, takes 3, goes to level 3
  • Worker (4)
  • Tech 2 Fire (0)
Workers

Tenderfoot, Timely Messenger, Granfalloon Flagbearer, Helpful Turtle

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Drakk (2/1 lvl 3, +

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Lobber
Molting Firebird
Older Brother
Bloodlust

End of Turn Discard

Spark
Bloom
Hotter Fire
Molting Firebird
Wither
Brick Thief

My Thoughts

This is super fun in how weird and different it is, I think this is going to be a really fun tournament XD When’s the last time you saw Drakk get buffed?? He LOVES being the Big Man bullying Grave for a change! (or at least, I love it, XD)


P2T4


Tech StartingHand Workers

TECH
Mind-Parry Monk
Training Grounds


STARTING HAND
Sensei’s Advice
Mythmaking
Aged Sensei
Fox Viper
Safe Attacking


WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
Fox Viper


NextHand

Snapback
Mind-Parry Monk
Sparring Partner
Training Grounds
Mythmaking


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech II: Discipline - ($3)
Aged Sensei - ($2)
Garus Rook - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Garus Rook (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Aged Sensei (1/1)
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

Hmm, gonna go ahead and double up, my heroes really need the help.

Drakk so stronk

Balance Testing Game 1 Player 1, Turn 5

P1 Bashing/Blood/Fire vs P2 Discipline/Strength/Truth

Starting Hand

Lobber
Molting Firebird
Older Brother
Bloodlust

Events of Turn:


Upkeep:

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

Hotter Fire, Lobber
Hotter Fire, Molting Firebird
Bloodlust, Molting Firebird
Intimidate, Lobber


Main:

  • Maxband Drakk (5)
  • Molting Firebird, destroys your tech2, Sensei dies from fire, Rook loses Armor, your base to 18 (1)
  • Drakk kill Rook, takes 3
  • Lobber, runs into tower, which takes 3 as well (0)
Workers

Tenderfoot, Timely Messenger, Granfalloon Flagbearer, Helpful Turtle

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Drakk (4/2 lvl 6, +)
  • Lobber (2/1)
  • Molting Firebird (4/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Fruit Ninja
Intimidate
Wither
Lobber

End of Turn Discard
My Thoughts

Something smells fishy, but I should be able to bust up that tower and just bang away from there


P2T5


Tech StartingHand Workers

TECH
Bird’s Nest
Bird’s Nest


STARTING HAND
Mind-Parry Monk
Mythmaking
Sparring Partner
Training Grounds
Snapback
Training Grounds


WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
Fox Viper


NextHand

Mind-Parry Monk
Sensei’s Advice
Savior Monk
Grappling Hook
Safe Attacking


Discard

Aged Sensei
Snapback
Training Grounds
Mind-Parry Monk
Training Grounds
Bird’s Nest
Bird’s Nest


Tech 2 card(s)
Get Paid - ($9)
Grave Stormborne - ($7)
Snapback Drakk, bring forth Troq! - ($4)
Sparring Partner - ($3)
Mythmaking - ($1)
Rebuild Tech II

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Sparring Partner (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Grave Stormborne (2/3)
  • :target: Lookout:

In Play:

  • Mythmaking

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 1

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 9

Thoughts

Ouch, drew both Grounds while my Tech II was down, that really hurts. I guess I can still pay to level up Quince, but that Bird is a problem. My best countermeasure for the moment is to try to bait it into attacking things other than my buildings, I suppose, at least until I can get some Birds of my own.

Welcome back comrade Troq, bash brother general, we’re back to destruction for mother smushya!

Balance Testing Game 1 Player 1, Turn 6

P1 Bashing/Blood/Fire vs P2 Discipline/Strength/Truth

Starting Hand

Fruit Ninja
Intimidate
Wither
Lobber

Events of Turn:


Upkeep:

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

Desperation, Fire Dart
Hotter Fire, Lobber
Hotter Fire, Molting Firebird
Bloodlust, Molting Firebird
Intimidate, Lobber


Main:

  • Injured Lobber pings down Tower, your base to 16
  • Firebird hits your tech2, SP and Grave take a damage each
  • Troq kills SP and finishes the tech2, your base to 14
  • Jaina (6)
  • Intimidate, Grave flinches (5)
  • Lobber, kills Grave, you draw 1, Jaina to level 3 (4)
  • Fruit Ninja (1)
Workers

Tenderfoot, Timely Messenger, Granfalloon Flagbearer, Helpful Turtle

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Troq (2/1 lvl 1)
  • Lobber (2/1)
  • Lobber (2/2)
  • Fruit Ninja (3/2)
  • Jaina (2/3 lvl 3)
  • Molting Firebird (4/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Molting Firebird
Older Brother
Hotter Fire

End of Turn Discard
My Thoughts

Hmm, I think I go ham, not sure if playing the Ninja makes sense or not (probably not? More hotter fire and another Bird is really what I want), but he’s such a beast now I feel like I gotta maximize pressure so we’ll spend the card and gold and maybe regret it?

Well I do wish I had more gold after drawing the firebird; being able to insta-max Drakk and rain dual fire from the sky immediately would be worth more than the measely ninja. Lesson learned for next game!


Grave is dead, long live his disciple Jaina, burninator of bases

1 Like

Friendly poke, remake action is to you :slight_smile: