Welcome to the forums @Rubber Woden, GL HF! Turn1 Player1 (Mono-Blue) Initial Hand (Move your mouse to reveal the content) Initial Hand (open) Initial Hand (close) Traffic Director Arrest Manufactured Truth Spectral Aven Jail Events of Turn: Upkeep: Get Gold (4) Main: Worker up (3) Workers (Move your mouse to reveal the content) Workers (open) Workers (close) Spectral Aven Build a Jail (0) Patrol as below Discard 3, Draw 5 Tech 2 cards from codex after your turn Board Info: Buildings: Base HP: 20 Jail HP: 3 In Patrol: Squad Leader: Elite: Scavenger: Technician: Lookout: In Play: nothing Economy Info: Cards: Hand: 5 Disc: 3 (5 later) Deck: 0 Gold: Gold: 0 Workers: 5 End of Turn Hand (Move your mouse to reveal the content) End of Turn Hand (open) End of Turn Hand (close) Bluecoat Musketeer Reputable Newsman Porkhand Building Inspector Lawful Search My thoughts (Move your mouse to reveal the content) My thoughts (open) My thoughts (close) Jail feels like a great way to deal with Imp and Hooded Executioner and all the nasty effects black units get from arriving. I'm not totally sure if it is worth it, but my alternatives are Aven + float 1 or Traffic Cop + Hero. I'm not really thrilled with any of those choices, especially not Aven. Black has so much targeting that I don't really feel like I will effectively use Illusions in this matchup. I will probably be looking to Peace or Law for Tech 2. Maybe I'll do the Drill Sergeant thing. Well I landed on playing Jail, hoping it will provide long-term value, which I don't really feel like I'd get out of Traffic Cop, and this way I can delay my hero choice to see what he tries to do. Probably will tech in Scribe or Cadet or both, maybe a spell.