Hey @charnel_mouse, thanks for all the statistical analysis. I went with Zango through it, this and last tourney.One reason why I chose this deck. No one combined on a tourney Demon with Peace so far…
GL & HF, although you have a hard start againts black…
P1T1
StartingHand Workers
STARTING HAND
Pestering Haunt
Deteriorate
Thieving Imp
Graveyard
Poisonblade Rogue
WORKERS
Graveyard
NextHand
Skeleton Javelineer
Skeletal Archery
Jandra, the Negator
Sacrifice the Weak
Summon Skeletons
Always nice to know that people are using it, thanks! GL, HF! This is, indeed, a rough start for me.
P2T1
Starting hand: 5
Building Inspector
Traffic Director
Bluecoat Musketeer
Manufactured Truth
Arrest
Thoughts
Black is rough; Vandy is really rough; Vandy with the prospect of both Peace engine and virtuosos is hellish. I don’t know when I can expect to take the initiative. I think Growth II is still my goal, but I’m wondering whether it’s worth taking Flame Arrow or Injunction early, against Shadow Blade and Fencers respectively. I’ll open with Jaina, then: it’s showing my intentions, but it might discourage Moby from investing too much into Vandy.
Get paid - (5)
Worker - (4)
Building Inspector - (3)
Traffic Director - (2)
Jaina Stormborne - (0)
Discard 2, draw 4
Traffic Director 1/1+1A (untargetable; unstoppable when attacking buildings)
Building Inspector 1/1 (your first (re)building each turn costs 1 more gold)
We already used your data for different purposes. I think the probabilities for mono color are pretty good. But very interesting is that for a lot of combinations you have not much infos, although you have put in thousands of games. So there is still some room for new discoveries. For me most of the fun is finding a deck combination, which has not been utilized yet.
P1T2
Tech StartingHand Workers
TECH
Nimble Fencer
Nimble Fencer
STARTING HAND
Sacrifice the Weak
Jandra, the Negator
Summon Skeletons
Skeletal Archery
Skeleton Javelineer
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Vandy kills SL, midband - ($3)
Haunt trades with technician, you draw
Jav - ($2)
tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Skeleton Javelineer 1/1
Lookout:
In Play:
Vandy 3/4 l3
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Jaina, probably he expected me to kill her to bring in Bigby. But I don’t have det, and I don’t want to skip tech 1… Maybe next round, chances are not to bad. At least the blue spells are expensive.
I’m curious what he is planning. Could be all of the three colours. Fire with the bird, Law with council to counter garrison + dp or MoLaC. If my draw line adds up, they will be too slow, but usually it isn’t. I have some backup plans…
Post draw: Only one fencer, no det no stw. Jaina will probably live a bit longer…
Well, it’s up to nearly 1250 matches now, if we include the 179 matches from Metalize, which pales in comparison to the 3084 possible multicolour decks. Plenty of room for exploration still! This is actually a deck I got randomly drafted by the model in XCAPS last year.
About as expected. Do I expect Fencers, or Shadow Blade?
Reputable Newsman doesn’t attack back, but blocks something, probably Deteriorate. Vandy needs help from the Javelineer to clear way for Fencers, but nothing on Moby’s side dies in the process. Painful. Jaina could take out the Newsman, so Vandy needs help from hand to kill without maxbanding, but is then vulnerable to even a non-boosted Fencer.
Porkhand Magistrate is more risky, due to not blocking anything. It does damage back, but probably doesn’t kill anything. If Vandy kills the Javelineer, I might get damage on Vandy after maxbanding, but if Moby has Deteriorate it doesn’t matter.
Generally, I can reduce the damage from a one-good-card hand by Jaina killing the Javelineer, but it increases the probably of a two-good-card hand. Here, good cards are Deteriorate, Nimble Fencer, or Shadow Blade.
If Jaina kills the Javelineer, a 3 HP unit in Squad Leader can’t have its damage chipped by it, so without two of teched cards / Deteriorate Moby can’t get through, without attacking with an already-maxed Vandy. However, there’s more chance for Moby to draw what he needs. I suppose if he’s teched Dark Pact, it doesn’t matter, but I can hold off a maxband Vandy a little better than Fencers, prior to Metamorphosis.
I can’t expect Jaina to survive here. Maybe taking Flame Arrow would be too risky? Yeah, let’s go with Lobbers. If I don’t tech up immediately, they’ll be decent in front of a Tower. Either way, I might be able to snipe Vandy, we’ll see.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Vandy + Jav uses rune to kill Porky
Fencer - ($3)
Imp, you discard #1 - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Thieving Imp 2/2 A
Elite:
Scavenger: Nimble Fencer 2/3
Technician:
Lookout:
In Play:
Vandy 3/2 l3
Skeleton Javelineer 1/1 wo rune
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 4
Gold:
Gold: 0
Workers: 7
Thoughts
No Det, no StW, no second fencer - no Jaina kill. Mouse did very well by not giving me the technician draw and taking 1 damage.
At least the worker line will add up perfectly until turn 4.
There are some ways to kill Vandy. The most probable one is with arrest, lobber and Jaina midband + worker skip. But I don’t think that would be a good trade, since I can kill Jaina with Fencer and Jav. Some other possibilities are with Jaina spells, but I did not find one really threatening me. And he needs at least 2 cards…
As long as I kill all units Vandy is safe from MT + Aven. I want to keep midband Vandy as long as possible to threaten Aven.
So I play him down on cards, I can recover faster from that. He will probably play 1-2 units + tech up. I will tech up as well. With Imp I ensure, that I will not have the secondly teched cards before me. I don’t want to start the cycle too early, so Scav.
It’s given me some good ones, although the best one had been used by someone before, so I had a good reference for how to use it.
P2T3
Starting hand: 5
Building Inspector
Lobber
Lobber
Reputable Newsman
Spectral Aven
Thieving Imp discard: 1
Building Inspector
Thoughts
Did Moby miss the kill, or not think it was worth it? In any case, I have a tough decision on what to do here. I don’t need to tech up yet, since I have another turn before reshuffle, but I don’t have especially good ways to whittle down Moby’s board. I’m a single point of damage away from killing Vandy, even if I midband Jaina. I’m wondering if I put her in front instead, so that one of my own units has to be doomed. Oh, and then Vandy can’t attack something before taking the levels, and the bounty gets wasted. It’ll still be painful, but I think that’s my best option.
STARTING HAND
Sacrifice the Weak
Summon Skeletons
Deteriorate
Nimble Fencer
WORKERS
Graveyard
Skeletal Archery
Jandra, the Negator
Summon Skeletons
NextHand
Pestering Haunt
Star-Crossed Starlet
Nimble Fencer
Thieving Imp 2/2 A
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Imp + Fencer kill Jaina, Vandy max dooms Jav + Newsman
Det lobber1
Vandy kills lobber2 sparkshot lobber1, you draw +1g
Tech 2 - ($2)
Tech lab - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Skeleton Javelineer 3/3 wo rune
Lookout:
In Play:
Vandy 4/3 l5
Nimble Fencer 2/1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
OK funny move from mouse, would not have thought about that. But I have det…
He really wants to get rid of Jaina…
But this time I have the cards for a good move.
If Vandy survives it should be GG. Injunction is the most critical card, but he can have it earliest in 2 rounds.
It’s time for fencer rush!
Post Draw: Arrrrrrrgh, I don’t know what I have done to that sheet… No garrisson, not even the maestro. I have to hope for DP, but then 1g is missing to cycle through all cards with 2x garrison + maestro
Shame I didn’t draw Arrest as well here. I can play Lawful Search to get it, but Lawful Search + Arrest + Bigby + Manufactured Truth is 6 gold, which isn’t enough to get both Tech II and a worker. I can make the Fencer copy the Javelineer to kill it, though. At least I have slightly less chance of being hit with hasty virtuosos immediately.
I don’t know whether to go with Censorship Council or Judgement Day here. Censorship can actually survive a General’s Hammer, which is nice. Judgement Day won’t keep up with Garrisons + Fencers, so I’ll go with the Council.
Something is pretty off:
You should start your turn with 3 cards, not two.
There is no discard from imp (copy pasta?)
You can only summon one hero
MT has to make one of your units a copy of another one
it’s as zango said. You should start with 3 cards, 1 from techn, and you can’t reverse the effects of MT. One of your units becomes a copy, not the other way around. Also, no 2 heroes without tech 2 or HH.
he wants to know if the doomed newsman carries the +2/+2 from the doom. Afaik, it does. MT changes the printed values, but doesn’t affects bonus from runes and stuff. @Moby_Dick
It doesn’t affect runes or attached ongoing spells, but we have a ruling on Polymorph: Squirrel which specifically says that it doesn’t carry over one-time effects. P:S also changes printed values, so I assumed copy affects worked the same way, which would imply that they don’t carry over for copy either. Probably better to discuss it in the rules thread though
Tech 2 card(s)
Get Paid + float - ($9)
Skip worker
Doomed units die
River - ($7)
Starlet - ($5)
Starlet + Fencer trade with Bigby, River l3
Float ($5)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: River 2/4 l3
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 8
Gold:
Gold: 5
Workers: 8
Thoughts
He got Vandy in a sneaky way, and I whiffed…
Bigsby must die. If he plays injunction on tech2 I am done. Lucky me that he played him this round and I can control it. But I have to do a bad trade. Defense with imp would be better, against anything else besides injunction.
Growth and Law, could be everything. Currently I am not so afraid of MoLaC or Ancient. But the Council would be bad. But then I can at least max Vandy and threaten meta.
Unfortanately I am not lucky with drawing, so I need 5 cards and at least 13g next turn. But then 10 damage + solid defense with 2 tech 2 units should be ensured. Maybe Jav or Imp when I am lucky and must not play PBR.
I don’t think he can break tech2 even with two lobber + ancient + arag.