[Casual] James Monoblue Monobuffs vs Frozenstorm Nightmare

@FrozenStorm

Sorry it took me a while to get going!

I went first to get things off the ground. I flipped between the two decks you suggested and it came up Nightmare.

TO be clear - we are using the ruleset as in the tournament, plus a 1g reduction on add-ons for true monocolour?

P1T1


StartingHand Workers

STARTING HAND
Lawful Search
Bluecoat Musketeer
Manufactured Truth
Jail
Traffic Director


WORKERS
Bluecoat Musketeer


NextHand

Porkhand Magistrate
Reputable Newsman
Arrest
Building Inspector
Spectral Aven


Discard

Jail
Lawful Search
Manufactured Truth


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Onimaru - ($1)
Traffic Director - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Oni L1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

The real buff shall be early Tower I think.

1 Like

That’s cool with me to start with, since we think the rebalance 2.1a ruleset Nightmare against Vanilla Blue is still pretty Nightmare favored? We see how “cheap add-ons Blue” stacks up?

GL HF! (also please move topic to Codex play-by-forum :wink: )

Testing G1, Player 2, Turn 1

P2 Nightmare 2.1a vs P1 Blue++

Starting Hand

Deteriorate
Jandra, the Negator
Graveyard
Skeleton Javelineer
Thieving Imp

Events of Turn:


Upkeep:

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

Main:

  • Vandy (3)
  • Skeleton Javelineer (2)
  • Worker (1)
Workers

Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (1/1a)
  • :psfist: Elite: Vandy (2+1/3 lvl 1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Poisonblade Rogue
Skeletal Archery
Sacrifice the Weak
Summon Skeletons
Pestering Haunt

End of Turn Discard
My Thoughts

This should be interesting!


P1T2


Tech StartingHand Workers

TECH
Overeager Cadet
Spectral Hound


STARTING HAND
Spectral Aven
Arrest
Reputable Newsman
Porkhand Magistrate
Building Inspector


WORKERS
Bluecoat Musketeer
Porkhand Magistrate


NextHand

Jail
Overeager Cadet
Spectral Aven
Manufactured Truth
Arrest


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tower for cheap! - ($2)
Oni kills your skele
Building Inspector - ($1)
Tech I - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Building Inspector 1/1

In Play:

  • Oni L1 2/2

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Here we go. Does this give me the sustain into the late game? COme to think of it, how does he deal with a hound with nerfed deteriorate?

Already a little scary with that Tower there :scream:

Testing G1, Player 2, Turn 2

P2 Nightmare 2.1a vs P1 Blue++

Starting Hand

Poisonblade Rogue
Skeletal Archery
Sacrifice the Weak
Summon Skeletons
Pestering Haunt

Events of Turn:


Upkeep:

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

Nimble Fencer, Dark Pact


Main:

  • Vandy kills SQL, takes 2
  • Sacrifice the weak, BI dies (5)
  • Summon Skeletons (2)
  • Tech 1 (1)
  • Worker (0)
Workers

Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards after your turn

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Vandy (2/1 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Summon Skeletons
Skeletal Archery
Skeleton Javelineer
Nimble Fencer

End of Turn Discard
My Thoughts

already that tower is scary, I’m going to have a hard time pulling off Meta gambits or generally pressuring effectively I think. We’ll see though, It’s still Nightmare vs Blue, might just need to lean more on the Finesse plan


never would have thought before actually seeing your first turns that a cheap tower makes a huge difference for P1, but now I really do think it does! Very very interesting to spectate…

1 Like

I think it would matter more if I was P1 with a Haunt and Jav down, might be kinda gigabusted actually! Doesn’t super matter here yet, but just the presence is definitely something that needs consideration

It certainly feels a lot stronger and safer with it there. It’s a bit like a Battle Suits for my cadets - only on the defence, but also it buffs my other units. And also it discourages your metamorphosis line, which is nice.

P1T3


Tech StartingHand Workers

TECH
Overeager Cadet
Drill Sergeant


STARTING HAND
Manufactured Truth
Arrest
Overeager Cadet
Spectral Aven
Jail


WORKERS
Bluecoat Musketeer
Porkhand Magistrate
Jail


NextHand

Spectral Hound
Lawful Search
Drill Sergeant
Manufactured Truth
Reputable Newsman


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Overeager Cadet
Oni kills scav skeleton, you get gold
Midband Oni - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Overeager Cadet (2+1)/2
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Oni L3 3/4 Frenzy, Readiness

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

No specific tower benefits seen yet, but it makes meta a lot harder for him to play, and means fencers trade with overeagers. So it will definitely pay off. Next turn, I will want to tech up and play Hound. So I need to set up for that. This turn, I play Cadet, and then 1) kill a skeleton and level Oni. This preserves Oni, leaves a float So I can play something for 2g next turn, and enters the next cycle, where I guess I put another Cadet and a tech 2. Or, 2) play Jail and Aven. This means that Oni is vulnerable to level Vandy, kill OC, or to StW recycle; but gets jail down and let’s me stack the deck before the reshuffle. I don’t need to take the risk this game though and I have my safety tower.

Yeah it’s pretty intimidating to attack into NGL

Just confirming this should be level 5 :wink:

Testing G1, Player 2, Turn 3

P2 Nightmare 2.1a vs P1 Blue++

Starting Hand

Summon Skeletons
Skeletal Archery
Skeleton Javelineer
Nimble Fencer

Events of Turn:


Upkeep:

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

Nimble Fencer, Star-Crossed Starlet
Nimble Fencer, Dark Pact


Main:

  • Nimble Fencer (6)
  • Midband Vandy (4)
  • Tower (1)
  • Worker (0)
Workers

Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1a)
  • :psfist: Elite: Nimble Fencer (2+1/3)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (3/4 lvl 3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Sacrifice the Weak
Thieving Imp
Graveyard
Pestering Haunt

End of Turn Discard
My Thoughts

Okay, I think I just have to play a little less dominant, shell up w/ Tower, and win on Tech 2. This isn’t threatening board pressure really so I feel pretty safe, I can fetch Shadow Blade next turn if I want to, he doesn’t have any strong trades here w/ a tower up… it’s fine


Wow, the early tower really discourages aggression and leads to walling up on both sides! In this game and match-up at least

P1T4


Tech StartingHand Workers

TECH
Flagstone Garrison
Drill Sergeant


STARTING HAND
Reputable Newsman
Lawful Search
Spectral Hound
Drill Sergeant
Manufactured Truth
Overeager Cadet


WORKERS
Bluecoat Musketeer
Porkhand Magistrate
Jail
Manufactured Truth


NextHand

Traffic Director
Spectral Aven
Building Inspector 1/1
Arrest


Discard

Flagstone Garrison
Drill Sergeant
Lawful Search
Spectral Hound
Drill Sergeant


Tech 2 card(s)
Get Paid + float - ($8)
Lawful Search, draw and inspect hand - ($7)
Tech II (Peace) - ($3)
Worker (after draw) - ($2)
Overeager Cadet
Reputable Newsman, embargo 2 cost! - ($0)
Oni kills your skeleton, takes 2

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet 2/2A
  • :psfist: Elite: Overeager Cadet (2+1)/2
  • :ps_: Scavenger:
  • :pschip: Technician: Reputable Newsman, embargo 2 (0/3)
  • :target: Lookout:

In Play:

  • Oni L5 3/2 Frenzy, Readiness

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I have a couple of good options here. Obviously I tech up. I can max Oni for soldiers as a wall, kill his skele, and kill his fencer; he is unlikely to get through three soldiers to kill my max band Oni even after a wopping 4 damage. I can play Search, Hound, and then either save a gold or Truth my hound into a Fencer to kill his skele, or play the 1 drop I maybe drew with Search. I quite like that as I can play around his hand more than making a wave of dudes. Post draw: Interesting. StW is the only proactive card there, but it’s a doozy. But with no haste, if I patrol two things, then he cannot break my zone.Or, I just Newman it. Vandy maxband pops dog, so that is doscouraged. Newsman line it is. Quick check of his options - he can’t StW at first. He has no haste in hand. He can level Vandy and buff his guy and my second Cadet, and then kill SQL, newsman, and then StW… but would not tech up if he does so. Seems fine. He can pull a shadow blade, but also could not tech up if he does so.

Yep, apparently it’s turtle time XD

Just want to make sure your card counts are correct, looks like maybe you forgot to move the worker over and may have over-drawn. I think you should be DC2 Draw 4 after playing Newsie, OC, and a worker (LS obviously card neutral).

Testing G1, Player 2, Turn 4

P2 Nightmare 2.1a vs P1 Blue++

Starting Hand

Sacrifice the Weak
Thieving Imp
Graveyard
Pestering Haunt

Events of Turn:


Upkeep:

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

Maestro, Leaping Lizard
Nimble Fencer, Star-Crossed Starlet
Nimble Fencer, Dark Pact


Main:

  • Vandy kills SQL and sparkshots Elite, takes 3
  • Thieving Imp, discard #2 of 4 I think (5)
  • Worker (4)
  • Tech 2 Finesse (0)
Workers

Pestering Haunt, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 rs Draw 2
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2a)
  • :psfist: Elite: Nimble Fencer (2+1/3)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (3/1 lvl 3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Dark Pact
Deteriorate
Graveyard
Summon Skeletons

End of Turn Discard
My Thoughts

Still solid on the board and I think I win Tech 2 so not too worried here…


You are completely correct. Sheet reverted, worker moved, hand redrawn, and turn re-posted above!

P1T5


Tech StartingHand Workers

TECH
Flagstone Garrison
The Art of War


STARTING HAND
Spectral Aven
Arrest
Building Inspector 1/1
Traffic Director


WORKERS
Bluecoat Musketeer
Porkhand Magistrate
Jail
Manufactured Truth
Traffic Director


NextHand

Overeager Cadet (2+1)/1
Drill Sergeant
Spectral Hound


Tech 2 card(s)
Get Paid, discard card #2 - ($8)
Worker - ($7)
Maxband Oni, squad arrives - ($4)
Oni kills Imp, takes 3
Arrest Fencer - ($2)
Hire Quince, mirror arrives - ($0)
Cadet kills Vandy, Quince to L3

Float ($0)
Discard 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Soldier 1/1A Sparkshot
  • :psfist: Elite: Soldier (1+1)/1 Sparkshot
  • :ps_: Scavenger: Soldier 1/1 Sparkshot
  • :pschip: Technician: Reputable Newsman, embargo 2 (0/3)
  • :target: Lookout: Mirror 0/1

In Play:

  • Oni L8 4/2 Frenzy, Readiness
  • Quince L3 1/4

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Arrest one patroller, level Oni and kill the other, and hire a second hero before Cadet kills Vandy. That seems really good. Which hero? Mirroring Fencers seems great; Bigby may eventually help with my card issues. But Flagstone should do that too. Tech; can I get away with an Art of War? I will have Newsman and Mirror to patrol. He will be able to pull e.g. a Maestro from his discard, but I think I can sufficiently defend backline Oni…

Ooof, Arrest, that’s nasty timing

Testing G1, Player 2, Turn 5

P2 Nightmare 2.1a vs P1 Blue++

Starting Hand

Dark Pact
Deteriorate
Graveyard
Summon Skeletons

Events of Turn:


Upkeep:

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

Maestro, Star-Crossed Starlet
Maestro, Leaping Lizard
Nimble Fencer, Star-Crossed Starlet
Nimble Fencer, Dark Pact


Main:

  • Garth + Maxband, fetch Maestro (1)
  • Worker (0)
Workers

Summon Skeletons, Pestering Haunt, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Maestro (3/5a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Garth (3/4 lvl 7)
  • :target: Lookout:

In Play:

  • Nimble Fencer (2/3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Nimble Fencer
Sacrifice the Weak
Skeleton Javelineer
Maestro
Star-Crossed Starlet

End of Turn Discard
My Thoughts

Bummer that I whiffed Virtuosos and I lost Vandy on my bottom-decked DP… Still, think I’m okay, I can take the Garrisons np and not too worried about Quince… Maybe mirror DS makes me pay but he’s low on cards so I’m not in awful shape there. I probably lose Garth but that’s okay too, as long as the Tech2 stays alive I’m fine


P1T6


Tech StartingHand Workers

TECH
Air Hammer
Spectral Hound


STARTING HAND
Drill Sergeant
Spectral Hound
Overeager Cadet (2+1)/1


WORKERS
Bluecoat Musketeer
Porkhand Magistrate
Jail
Manufactured Truth
Traffic Director


NextHand

The Art of War
Flagstone Garrison


Discard

Air Hammer
Spectral Hound


Tech 2 card(s)
Get Paid - ($9)
Worker SKIP
Drill Sergeant - ($6)
Make Mirror a Drill Sergeant - ($4)
Overeager Cadet, Sarge and Mirror Sarge get +
Spectral Hound, Sarges to ++ - ($3)
Mirror Sarge (5/5) hits your Maestro, takes 4
one soldier finishes the Maestro
Move both + from mirror Sarge to soldier B
Move one + from real Sarge to the same solider
Supersoldier (4/4) trades Garth, you draw, Quince to L5
Oni kills your Tech II, takes 1, your base to 18
Move last rune to last Soldier
Quince makes a mirror - ($1)

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Soldier 2/2A Sparkshot
  • :psfist: Elite: Overeager Cadet 3/2
  • :ps_: Scavenger: Spectral Hound 3/3
  • :pschip: Technician: Reputable Newsman, embargo 2 (0/3)
  • :target: Lookout: Mirror 0/1

In Play:

  • Oni L5 4/1 Frenzy, Readiness
  • Quince L5 1/5
  • Drill Sargeant 3/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 6
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

I think GG approaches. I am going all in, but should recover with Garrisons

eeef nice tech break, starting to look a little dicey!

Testing G1, Player 2, Turn 6

P2 Nightmare 2.1a vs P1 Blue++

Starting Hand

Nimble Fencer
Sacrifice the Weak
Skeleton Javelineer
Maestro
Star-Crossed Starlet
Leaping Lizard (techn)

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Elect to Tech 2 cards (except turn 1)
All Teched Cards

Dark Pact, Nether Drain
Maestro, Star-Crossed Starlet
Maestro, Leaping Lizard
Nimble Fencer, Star-Crossed Starlet
Nimble Fencer, Dark Pact


Main:

  • Nimble Fencer (8)
  • Star-Crossed Starlet (6)
  • Vandy + maxband, Doom Fencer and Hound, popping it, you get 1g (0)
  • Starlet trades SQL
  • Non-doomed Fencer kills Mirror, takes 1
Workers

Summon Skeletons, Pestering Haunt, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 4 rs Draw 5
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (4/5a, doomed)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Vandy (4/5 lvl 5)
  • :target: Lookout:

In Play:

  • Nimble Fencer (2/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Thieving Imp
Leaping Lizard
Skeleton Javelineer
Maestro
Star-Crossed Starlet

End of Turn Discard
My Thoughts

Losing the T2 here really hurts, but now on 2 cards it will be something if Peace can get online. I relieve a good amount of pressure here, hopefully can recover next turn


I’ve wrecked my economy though, so if you can weather the stoem you may be able to swing back…

P1T7


Tech StartingHand Workers

TECH
Community Service
Air Hammer


STARTING HAND
Flagstone Garrison
The Art of War


WORKERS
Bluecoat Musketeer
Porkhand Magistrate
Jail
Manufactured Truth
Traffic Director


NextHand

Drill Sergeant
Lawful Search


Discard

Air Hammer
Spectral Hound
The Art of War
Spectral Hound 3/3
Community Service
Air Hammer


Tech 2 card(s)
Get Paid + float+scav - ($11)
Worker skip again (no cards!)
Flagstone Garrison - ($8)
The Art of War - ($5)
Oni unstoppably and safely kills your Tech II, your base to 18
Quince makes 2 mirrors - ($1)

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet 2/2A
  • :psfist: Elite: Quince L5 2/5
  • :ps_: Scavenger: Reputable Newsman, embargo 2 (0/3)
  • :pschip: Technician: Mirror 0/1
  • :target: Lookout: Mirror 0/1

In Play:

  • Oni L5 6/1A Frenzy, Readiness, swift strike
  • Drill Sargeant 3/3
  • Flagstone Garrison (4HP)

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 4
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

I can’t Patrol even a swift strike Oni because of shadow blade, which he can pull even if he doesn’t hold it.

Hold on - I’ve lost an Overeager Cadet… seems very in keeping for the theme of the Flagstone army! I think i traded him at some point and didnt put him in the discard.

I think he should have been in my deck by now, but just to simplify things like draws and to take the path that is least advantageous to me, shall I just toss him into the discard?

1 Like

Lol it happens in the grand army of Flagstone sometimes :sweat_smile: Oni too busy meditating on elite general soldier stuff. That’s fine with me yea.

Your card economy is really in the tank, but you’ve got the garrison online and have managed to keep my T2 down twice now… May be tough to combat

I also forgot to add my teched cards last turn before the RS, so I added them and redrew. Unfortunately it didn’t help much…

Testing G1, Player 2, Turn 7

P2 Nightmare 2.1a vs P1 Blue++

Starting Hand

Thieving Imp
Leaping Lizard
Skeleton Javelineer
Maestro (discarded)
Star-Crossed Starlet
Shadow Blade (fetched)

Events of Turn:


Upkeep:

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

Dark Pact, Nether Drain
Maestro, Star-Crossed Starlet
Maestro, Leaping Lizard
Nimble Fencer, Star-Crossed Starlet
Nimble Fencer, Dark Pact


Main:

  • Vandy discards and fetches a Shadow Blade (9)
  • Shadow Blade SQL, it dies, you discard #1 of 2 (6)
  • Thieving Imp, you discard 1 of 1 (3)
  • Star-Crossed Starlet, it and Fencer trade with Quince, levels fizzle (1)
  • Skeleton Javelineer (0)
Workers

Summon Skeletons, Pestering Haunt, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

In Play:

  • Vandy (4/5 lvl 5)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Dark Pact
Deteriorate
Maestro

End of Turn Discard
My Thoughts

Okay :sweat_smile: it’s getting really dicey, but the good news is I have Imp and Vandy active, so I can fetch a shadow blade and completely dry up James’ card pool. Combine that with killing Quince to make the mirrors a non-thread, and that leaves no way I can see to break the T2 again, provided I play Jav as well. I’m drawing into 2x DP and Nether Drain, so as long as I don’t whiff the DPs, I should be able to kill Oni next turn and retake control of the board, and then it’s just winning on tech 2 as originally planned. It’s definitely a bummer the Fencers are all buried, but if I can also draw Maestro and STS I can fetch the Fencer and break the Garrison that way


Gosh i wish i had some cards in this here card game

P1T8


Tech StartingHand Workers

TECH
Scribe
Scribe


STARTING HAND
Lawful Search
Drill Sergeant


WORKERS
Bluecoat Musketeer
Porkhand Magistrate
Jail
Manufactured Truth
Traffic Director


NextHand

Flagstone Garrison
Arrest


Discard

Air Hammer
Spectral Hound
The Art of War
Spectral Hound 3/3
Community Service
Air Hammer
Overeager Cadet
Overeager Cadet
Drill Sergeant
Lawful Search
Scribe
Scribe


Tech 2 card(s)
Get Paid + float - ($10)
Hire and max Bigby - ($4)

Float ($4)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Reputable Newsman, embargo 2 (0/3A)
  • :psfist: Elite: Drill Sargeant 4/3
  • :ps_: Scavenger:
  • :pschip: Technician: Mirror 0/1
  • :target: Lookout: Mirror 0/1

In Play:

  • Oni L5 6/1A Frenzy, Readiness, swift strike
  • Bigby L5 3/4
  • Flagstone Garrison (4HP)

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 2
  • Disc: 12

Gold:

  • Gold: 4
  • Workers: 9
Thoughts

I am open to another Blade here, but only if pre-Tech’d. he probably has Dark pacts, but both Fencers are in the discard, so no haste I think. So I’m likely to see some beefy T2s, which I will hold Oni to hit one of. Can I backline my Sarge? I think… yes? Vandy kills Newsman, then two swings left for my mirrors, and no targeting unless he has other coloured spells. but discord would be ruin… maybe play safe and trade out the Sarge like so.

Cards do seem like a good thing to have XD

Testing G1, Player 2, Turn 8

P2 Nightmare 2.1a vs P1 Blue++

Starting Hand

Dark Pact
Deteriorate
Maestro
Graveyard + Starlet (DP1)
Dark Pact (skeleton)

Events of Turn:


Upkeep:

  • Get Gold (10)
  • One Tech
All Teched Cards

Metamorphosis
Dark Pact, Nether Drain
Maestro, Star-Crossed Starlet
Maestro, Leaping Lizard
Nimble Fencer, Star-Crossed Starlet
Nimble Fencer, Dark Pact


Main:

  • Garth (8)
  • Dark Pact, draw 1 base to 14 (7)
  • Garth to midband (4)
  • Make a skeleton, sacrifice to draw (3)
  • Dark Pact, Draw the last 2 in the deck, base to 12 (2)
  • Nether Drain Onimaru, dies, Garth maxbands and fetches Maestro (1)
  • Star-Crossed Starlet for free
  • Vandy kills SQL, sparkshots DS, takes 1
  • Deteriorate DS, Jav trades (0)
  • Imp kills Lookout mirror, takes 1
Workers

Summon Skeletons, Pestering Haunt, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 12
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Maestro (3/5a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Garth (3/4 lvl 7)
  • :target: Lookout:

In Play:

  • Vandy (4/4 lvl 5)
  • Star-Crossed Starlet (3/2)
  • Thieving Imp (2/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Nimble Fencer
Leaping Lizard
Dark Pact
Dark Pact
Nether Drain

End of Turn Discard
My Thoughts

Think I’ll tech a Meta just so I have it in the deck. Want another option in case somehow the tech 2 breaks continue. I think I can guarantee drawing down the deck with skeletons (or at least drawing to Nether Drain) but good to have another option I think.
… Okay, bit of a whiff for that first draw, think we gotta midband Garth and make a skeleton. That means no Maestro from hand + fencer fetch to break the Garrison… but that’s not happening anyway with the whiff. I needed to pull DP or Nether Drain to make that possible.
… Okay, DP, so I use that for Nether Drain, pull Maestro, and Deteriorate DS so I can leave nothing but Bigby, Mirror, and Garrison? It’s not dominant but it’s still well ahead. As long as I get a DP or Fencer on the RS I should be set to clean house