[Casual] James Monoblue Monobuffs vs Frozenstorm Nightmare

P2T5


Tech StartingHand Workers

TECH
Free Speech
Justice Juggernaut


STARTING HAND
Spectral Hound
Lawful Search
Scribe
Justice Juggernaut


WORKERS
Traffic Director
Porkhand Magistrate
Reputable Newsman (0/3A), embargo 2
Arrest
Lawful Search


NextHand

Building Inspector 1/1A
Guardian of the Gates
Jail


Discard

Bluecoat Musketeer
Free Speech
Justice Juggernaut
Justice Juggernaut


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Scribe, draw - ($8)
Tech II Law - ($4)
Max Quince - ($2)
Spectral Hound, mirror copies - ($1)
Aven kills Skele
Mirror hound kills Garth, levels fizzle
Quince damages your T2

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Scribe 1/3A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Spectral Hound 3/3

In Play:

  • Quince L5 1/5
  • Aven 2/2 flying
  • Mirror hound 3/1

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 10

In hindsight, I probably should have killed Quince on turn 4 instead of the tech1. C’est la vie

Testing G2, Player 1, Turn 6

P1 Nightmare 2.1a vs P2 Blue++

Starting Hand

Graveyard
Dark Pact
Maestro
Nimble Fencer
BC + Deteriorate (DP, meh)

Events of Turn:


Upkeep:

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

Star-Crossed Starlet, Leaping Lizard
Dark Pact, Maestro
Soul Stone, Nimble Fencer
Star-Crossed Starlet, Nimble Fencer
Bone Collector, Dark Pact


Main:

  • Vandy (6)
  • Dark Pact, base to 16 draw 2 (5)
  • Maestro (2)
  • Nimble Fencer, free.99
  • Graveyard (0)
Workers

Summon Skeletons, 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: 4 FINESSE

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3a)
  • :psfist: Elite: Maestro (3+1/5)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (2/3 lvl 1)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Soul Stone
Skeleton Javelineer
Nimble Fencer
Sacrifice the Weak

End of Turn Discard
My Thoughts

Feeling the sting of being so far behind :frowning: Next turn hopefully can do a little more damage


I feel like lack of deteriorate for illusions really hurts you!

P2T6


Tech StartingHand Workers

TECH
Lawbringer Gryphon
Lawbringer Gryphon


STARTING HAND
Building Inspector 1/1A
Jail
Guardian of the Gates


WORKERS
Traffic Director
Porkhand Magistrate
Reputable Newsman (0/3A), embargo 2
Arrest
Lawful Search


NextHand

Justice Juggernaut
Scribe
Manufactured Truth
Building Inspector 1/1A
Overeager Cadet


Tech 2 card(s)
Get Paid + float - ($11)
Bigby - ($9)
quince makes mirror - ($7)
mirror copies fencer - ($5)
mirror Hound and Scribe kill Fencer, mirror Hound dies
Spectral Hound and Aven kill Maestro, Spectral Hound dies
Mirror Fencer and Quince kill Vandy, Bigby midbands
Tech 3 - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bigby L3 2/4A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Quince L5 1/3
  • Aven 2/2 flying
  • Scribe 1/1

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Guardian just doesn’t extend my advantage enough

PS Frozen, please don’t forget these two :wink:

1 Like

Deteriorate unable to hit Aven definitely hurts, that thing has been a menace this game.

Testing G2, Player 1, Turn 7

P1 Nightmare 2.1a vs P2 Blue++

Starting Hand

Soul Stone
Skeleton Javelineer
Nimble Fencer
Sacrifice the Weak

Events of Turn:


Upkeep:

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

Soul Stone, Nether Drain
Star-Crossed Starlet, Leaping Lizard
Dark Pact, Maestro
Soul Stone, Nimble Fencer
Star-Crossed Starlet, Nimble Fencer
Bone Collector, Dark Pact


Main:

  • Garth (6)
  • Sacrifice the Weak, Aven dies finally (4)
  • Maestro from the grave (1)
  • Fencer from hand, tap to tickle your tech 3 to 3hp
  • Worker (0)
Workers

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

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards after your turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Maestro (3/5a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Garth (1/3 lvl 1)
  • :target: Lookout:

In Play:

  • Nimble Fencer (2/3)
  • Graveyard (3hp, holding Nimble Fencer)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Dark Pact
Pestering Haunt
Thieving Imp

End of Turn Discard
My Thoughts

Still playing catchup :confused: Hopefully next turn, grab a Guide on Garth maxband or something, maybe tech Meta maybe Tech 3, we’ll see. It’s gonna curtains if there’s already a Griffon on deck.


It got some real value!

P2T7


StartingHand Workers

STARTING HAND
Overeager Cadet
Scribe
Manufactured Truth
Building Inspector 1/1A
Justice Juggernaut
Guardian of the Gates


WORKERS
Traffic Director
Porkhand Magistrate
Reputable Newsman (0/3A), embargo 2
Arrest
Lawful Search


NextHand

Lawbringer Gryphon
Jail
Lawbringer Gryphon
Justice Juggernaut
Bluecoat Musketeer


Discard

Aven 2/2 flying
Guardian of the Gates
Manufactured Truth
Building Inspector 1/1A


Tech 0 card(s)
Get Paid - ($10)
Scribe, draw - ($8)
Justice Juggernaut - ($2)
Overeager Cadet
Quince makes a mirror - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Scribe 1/3A
  • :psfist: Elite: Scribe 3/1
  • :ps_: Scavenger: Mirror 0/1
  • :pschip: Technician: Overeager Cadet 2/2
  • :target: Lookout:

In Play:

  • Quince L5 1/3
  • Justice Juggernaut
  • Bigby L3 2/4A

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tech III HP: 3
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

That patrol should hold his four attackers; and if he swings with them all rather than finesse pole my T3 with at least 2 I just get a gryphon next turn

Testing G2, Player 1, Turn 8

P1 Nightmare 2.1a vs P2 Blue++

Starting Hand

Dark Pact
Pestering Haunt
Thieving Imp

Events of Turn:


Upkeep:

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

Blademaster x2
Soul Stone, Nether Drain
Star-Crossed Starlet, Leaping Lizard
Dark Pact, Maestro
Soul Stone, Nimble Fencer
Star-Crossed Starlet, Nimble Fencer
Bone Collector, Dark Pact


Main:

  • Vandy (7)
  • Dark Pact, base to 14 draw 1 rs draw 1 (6)
  • Fencer from the grave for free
  • Star-Crossed Starlet for free
  • Fencers tap to break your tech3, your base to 16
  • Starlet taps to put your tech2 on 3hp
  • Worker (5)
  • Tech 3 (0)
Workers

Pestering HauntSummon Skeletons, 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: 14
  • Tech1 HP: 5
  • Tech2 HP: 4 FINESSE

In Patrol:

  • :psblueshield: Squad Leader: Maestro (3/5a)
  • :psfist: Elite:
  • :pspig: Scavenger: Vandy (2/3 lvl 1)
  • :exhaust: Technician: Garth (1/3 lvl 1)
  • :target: Lookout:

In Play:

  • Nimble Fencer (2/3)
  • Nimble Fencer (2/3)
  • Star-Crossed Starlet (3/2)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Sacrifice the Weak
Skeleton Javelineer
Deteriorate
Blademaster

End of Turn Discard
My Thoughts

I think this works. I go to tech 3 and threaten that next cycle, make James choose between that and my tech 2 graveyard machine as threats. I can fetch another Maestro with Garth as well, my spread is tough to stop in full, and I should probably draw a blademaster next turn if I tech 2 of them.

Hmmmmmmm. I got the other DP, not really what I wanted (I think ideally I draw Starlet obviously but BC or Jav as no-plays are probably good too). I still don’t think I can really DP again and skip the T3, I’m committed now, the only strong draws would be soul stone, lizard, and Starlet, and it’s low enough odds that it’s not worth it. Now the only question becomes do I stretch my patrollables to kill the mirror… and I think not worth? Standing tall w/ Maestro and Garth in front remains sound defense, JJs will have to choose targets and there’s no easy options, Quince can bring a lot of pain with mirrors but not enough that I feel overly worried


Redrawn hand as below

P2T8


StartingHand Workers

STARTING HAND
Lawbringer Gryphon
Lawbringer Gryphon
Bluecoat Musketeer
Justice Juggernaut
Jail


WORKERS
Traffic Director
Porkhand Magistrate
Reputable Newsman (0/3A), embargo 2
Arrest
Lawful Search


NextHand

Aven 2/2 flying
Free Speech
Spectral Hound 3/3
Lawbringer Gryphon
Lawbringer Gryphon


Tech 0 card(s)
Get Paid - ($10)
Rebuild T3
Justice Juggernaut #2, mirror becomes Justice Eidolon - ($4)
Justice Eidolon runs past and destroys your T2, base to 12
Justice Juggernaut #1 runs through and hits your base to 8
Make a Mirror - ($2)
Hire Musketeer - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Scribe 1/3A
  • :psfist: Elite: Quince L5 2/3
  • :ps_: Scavenger: Bigby L3 2/4
  • :pschip: Technician: Overeager Cadet 2/2
  • :target: Lookout: Bluecoat Musketeer

In Play:

  • Scribe 2/1
  • Justice Juggernaut #1 4/6 unstoppable 2 lives
  • Justice Juggernaut #2
  • Justice Eidolon 4/6 unstoppable 2 lives (mirror of JJ#2)
  • Mirror 0/1

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I have 15 attack to swing (17 if you include the mirror fencer I could have, and 18 if you level Bigby); and he has 11 in patrol. So I can’t take out both tech buildings going through the patrol, as there is 9 health left and only 7 excess. His base is only on 14 though; I could just base race? Even with blademasters, I threaten two JJ run throughs next turn, so he would have to prioritise the kill on them rather than my Tech III… right? Say he plays a blademaster of 6, and another starlet. He has 8 swings. say the five smallest kill my patrol, leaving blademaster, big Vandy (his other four gold) and starlet. That would be 16 damage through = death. Could he really wipe my patrol like that? No; Fencers can’t kill my Scribe, and if I put some other 3+ health blockers in we might be ok. So; He makes big Vandy and plays Blademaster. A boosted fencer kills my SQL, another my elite, garth my mirror, starlet… can’t kill a patrolling Bigby, so Vandy does it, then Maestro deals 3 and BM 7 to my backline. gosh it’s scary, but I think after 6 for blademaster, and no T2 available, he can’t kill me, and I win on the backswing.

Good to see blue better in shape! But no tech 3 no onimaru.

1 Like

I also forgot to update my base health from the last DP, but I’m on 14 hp start of turn not 16, so I’d be down to 6

Ah true re Oni - I’ll hire a Musketeer, patrol it there instead and draw 1 less card.

Re health- no I think I took your health as 14, so down to 12 after Tech break and then 8!

1 Like

I have redrawn!

1 Like

Away from my laptop, I think I have mathed out I can either draw 2 to go for the win, or I can kill a JJ break tech 3 and hope I can kill the other one next turn (but I don’t think I’ll be able to)

Not sure what’s the better play, stewing on it…

1 Like

Actually I just have lethal, I was just thinking about it wrong XD

GG WP!

Testing G2, Player 1, Turn 9

P1 Nightmare 2.1a vs P2 Blue++

Starting Hand

Sacrifice the Weak
Skeleton Javelineer
Deteriorate
Blademaster

Events of Turn:


Upkeep:

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

Blademaster x2
Soul Stone, Nether Drain
Star-Crossed Starlet, Leaping Lizard
Dark Pact, Maestro
Soul Stone, Nimble Fencer
Star-Crossed Starlet, Nimble Fencer
Bone Collector, Dark Pact


Main:

  • Starlet kills SQL, goes to graveyard
  • Replay Starlet from grave, kills Quince, Vandy to midband
  • Maxband Vandy, doom Mirror who dies and my Fencer B, kill Bigby, Garth to level 3, sparkshot OC (8)
  • Blademaster, cost down from Maestro but sadly not free anymore (3)
  • Fencer A kills Musketerr, takes 1 from tower
  • Deteriorate OC, dies (2)
  • Midband Garth (1)
  • Blademaster (7) + Fencer B doomed (4) + Maestro (3) + Garth (2) deal 16 to your base, GGWP!

Another close one! Fencers too stronk though, JJs too slow :slight_smile:

2 Likes

Drat, I must have thought about it wrong too, I thought you would be short! Sparkshot made a difference. So should have killed you T3 with JJs to play on.

But this was close, GG!

What do you think about the buffs? It makes an early tower good for blue; I wonder if the other buildings would come up in other match ups

The early tower is a big buff! Even bigger than I expected. I was thinking, if this was exclusive to blue and green, I think that might really bring more balance to mono color! Black and red would use heroes hall for cheap I think, or maybe surplus, and I don’t know that blue would be better off if they were extended the same advantage.

Breaking my tech 3 would have just brought other problems slower I think, I was busting in with the engine online either way. Definitely think this still favors nightmare but it’s closer than I would have guessed.

I’m down to play another both sides or swap to another deck