I agree, no changes for now. Perhaps adding something like “dies - get 1 gold” or “dies-draw a card” would balance them and be more interesting than one more attack? Or we can keep it simple
P2T2
Tech StartingHand Workers
TECH
Hidden Horror
Centaur
STARTING HAND
Thieving Imp
Sacrifice the Weak
Skeleton Javelineer
Summon Skeletons
Skeletal Archery
WORKERS
Pestering Haunt
Skeleton Javelineer
NextHand
Deteriorate
Hidden Horror
Graveyard
Summon Skeletons
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Nessie kills Peasant, takes 1
Theiving Imp, please discard no 2 of 5 - ($2)
Tech I - ($0)
Joint with the “you can tech (i reckon 3 is best here cos 4 might make the game boring?)” I think that might be unnecessarily complex - i think we should be able to make it work without that
I’m going to fill in the gaps and assume PBR traded with fantassin
P1T3
Tech StartingHand Workers
TECH
Sticher’s creation
Drow Mighty
STARTING HAND
Choose Fate
Arcadian Double
Sticher’s creation
Underequipped Soldier
Exploading Goat
Stepping Stone Villain
Sticher’s creation
WORKERS
Gentle Giant
Shining Prince
Underequipped Soldier
Crow Sisters(2/2) flying, spellcaster, only attacks base
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
lucky not to draw the drow this turn, i think overall I’m being too slow here… if he goes for seige towers he coulf have 4 or 8 souls before i stop them!
Adjutant
Sticher’s creation
Sticher’s creation(0/3a) spawns on dmg
Goblinfire
Discard
Stepping Stone Villain
Exploading Goat
Drow Mighty
Two Step
Pesh
Tech 2 card(s)
Get Paid + float, random discard… #1! - ($12)
2 runes on supplies, tap put them on peasant - ($10)
Peasant deals 1a to tower
war college, my units have readiness - ($7)
drow swiftly kills tower, takes 1 gets +1
midband River, tap to sideline your pesky imp - ($5)
corpse and cat destroy tech 3 (your tech 2 is on 3hp btw), your base to 16
build my tech 3 - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Corpse(3/2a)
Elite:
Scavenger:
Technician: Drow Mighty(6/4) 2(+) Swift Strike. Kills a unit: put a +1/1 on this. Can attack your own units
Lookout: Crow Sisters(2/1) flying, spellcaster, only attacks base
Tech 0 card(s)
Get Paid - ($11)
Worker - ($10)
Neshamah to L5, heals
Rebuild tech III
Legions revealed, Hidden Horror discarded for casting a spell - ($9)
Drw one card. Do not reveal it.
Maxband Neshamah - ($6)
Tap Neshamah to raise cards from my worker pile
Raise a centaur for 1 gold - ($5)
Raise a Poisonblade Rogue for free
Garth - ($3)
Skeleton - ($2)
Stepping Stone Villain
Exploading Goat
Drow Mighty
Two Step
Pesh
Goblinfire
Sticher’s creation
Two Step
Pesh
Tech 2 card(s)
Get Paid - ($10)
Hire Adjutant - ($8)
Hire Stitcher’s - ($5)
Drow kills centaur, takes 1, gains +1
Corpse trades with Imp
Cat kills skeleton, takes 2
River kills PBR takes 3
Tap crows and supplies to gain 1 rune
Float ($5)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Sticher’s creation(0/3a) spawns on dmg
Elite:
Scavenger:
Technician:
Lookout: Drow Mighty(7/4) 3(+) Swift Strike. Kills a unit: put a +1/1 on this. Can attack your own units
In Play:
L6 Cat(6/1) struggle
Dwarven Supplies(1 rune)
L3 River(2/1) sideline tap
War College(4) my units have readiness
L1 Adjutant(3/4) unit and hero
Crow Sisters(2/1) flying, spellcaster, only attacks base
Tech 2 card(s)
Get Paid + float + Scav - ($13)
Tech draw
Skein - ($7)
Summon Revenants - call up my Calamandra and your Neshamah (I now have TWO Neshamahs!) - ($2)
Garth summons a skeleton - ($1)
Worker - ($0)
YOU have no discard, but I have been teching two spells a turn for the last few turns and made sure to leave nothing in technician so you couldnt force a reshuffle!
P1T9
StartingHand Workers
STARTING HAND
Hierophant
Arcadian Double
Hierophant
Doomed Peasant(1/1)
Tech 0 card(s)
Get Paid + float - ($15)
Heirophant, default future spells cast to “from my discard … trash it” - ($7)
two step stitcher’s and crows - ($6)
two step crows and drow - ($5)
crows deal 6 dmg to ur base
pesh on stitcher’s - ($4)
stitcher’s tries to trade with skein, your hand to 3 cards, 5/5 corpse spawned (two-step fades)
arcadian double FROM HAND corpse, double runs into skein, hand to 1 card - ($2)
arcadian double from discard corpse, double trades with skein for real - ($1)
Adjutant kills Calamandra, river maxbands
river kills skele
cat + drow = 6+9=15 dmg to your base (coulda done more with adjutant’s tap on himself but couldnt be bothered ;))
Float ($1)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Corpse(5/5a)
Elite:
Scavenger: Hierophant(2/8) loads of stuff
Technician:
Lookout: Drow Mighty(9/5) 3(+) Swift Strike. Kills a unit: put a +1/1 on this. Can attack your own units
In Play:
Dwarven Supplies(1 rune)
L5 River(3/2) sideline tap
War College(4) my units have readiness
L1 Adjutant(3/1) unit and hero
Crow Sisters(4/2) flying, spellcaster, only attacks base
GG! Yeah he is good! If you don’t put pressure on Ugly and allow it to set up for a big Hierophant turn he should win the game. Here I was way too slow with my pressure getting to Skein, and Hierphant > Skein on its first turn definitely.
Ugly is actually looking pretty good - I don’t think we should buff the goblins too hard!
Hrnnn okayyy, i guess you could say that in combo with robber they r better than they seem so it’s okay being smaller than disguised monkey… just go with the “able to tech 3 of these” thing (i think 4 gets boring, that’s two whole turns of teching! reduces variety in a match too much?)
I still vote 2hp on robber personally
for defending, because 1hp is really small… although to be fair you still need a tower to cast spells on him I guess it’s not so bad… also you are correct with war college he could take a tower hit and still patrol. 1 hp does also mean a SINGLE -1 rune can incapacitate him, which can easily be delivered from hand and deterioate also sidelines him. I don’t think that should be possible and otherwise 1 extra hp is not that big
Possibly make him 2hp to dodge the runes, and have him as “can’t patrol”? And K pointed out if we put 3 goblins in the pack we can put in only 1 Robber, which would mean we don’t have to make him legendary, which might be broken with Mythmaking (invisible indestructible building 5 atk destroyer…?)
Perhaps if we do that we do buff the goblines to 2/2 to make them a bit hardier as defence too