I think that we really really need something to look at the enemy hand to go with our counterspell. We also need to be mindful of the enemy cards... Aki's direct damage is a pain, and five toughness is difficult for us to deal with.
We have a disadvantage in slick. We have a 3-cost 2/2 and they have a 2-cost 2/1. Toughness only matters if they get hit, and they can generally only hit each other, and will kill each other in that instance. So the toughness does nothing and the damage is the same so we are paying more for nothing. Also they have that lieutenant to get the damage up higher... Also their 2-cost 2-damage is common while our 3-cost 2-damage is uncommon? The numbers are the same so I guess not?
The lieutenant is just terrifying. Good news is that it doesn't apply to Aki or the thugs. Bad news is that just one is enough to get the robot killing, the sniper tearing apart our life(should this be, like, organisation, or coordination, or morale or funding or popular support or something?) and the lieutenant itself is going to be hiding. Two or more lieutenants will start murdering us severely. Snipers start being able to take out our agents without dying, or in many-to-one trade-offs. Robots will multiply the damage they deal and be nearly impervious to harm, while the lieutenants themselves will start to form a massive mob of roflstomping horror. All I can really see is to amp up our direct-damage killing spells, which only go so far if they can bring out multiple lieutenants in a single turn, or just draw more of them than we get killy spells, or start bringing out something that specifically weakens police. Like, I dunno, little old ladies who need help crossing the road or something... I mean, police really ought to require a uniform in order to get the benefit of the category, that should be exploitable.
Really, the creature front looks terrible. Their champion can kill ours without even fighting. It can kill anything of ours except the one-fight-wonder... Their robot can tank our brawler forever, and anything can trade with it, which is pretty sad given that the lieutenant is the only thing we actually want to trade with. Not to mention that a lietenant on the field lets a robot just execute them and Aki can murder them forever regardless.
Between Aki and lieutenants they have lots of ways to block or kill our one-turn-wonder 5/5 relatively cheaply and it can only attack every other turn so... Yeah... If we let them build u a front, then we can't crack it. And we can reasonably assume that they are getting even more police...
Hrmmm
Blaze of Gory -Red
Reaction
Deal damage equal to target creature's power to all creatures blocking it.
"Billy died a hero."
Probably too powerful, just to a one would be enough to upset things in many cases. But still, going full slaughterfest on a big stack of blocking robots that thought they were safe...
It is also worth noting that our damage output has somewhat of a focus on the number three, and none of their critters have that exact toughness...
Between Aki and assassins Tap the Mind can Easily be a 3-card draw for a cheap price, it could also be a bargain 5-8 card fountain. I would expect it to usually be a full hand refill. I assume that "were" being past tense at least means it doesn't count things that die after it activates.
Aki and Assassins can pick off our creatures to buy them time for a lieutenant stack. interrogation lets them watch our hand and snipe our most relevant cards... We are up for some serious suppression as it stands and, as I said, we have no answer to a lieutenant stat if they get one, and their cheaper critters give them somewhat of a rush bonus so...
I just don;t see a token-horde working. Crush The Sparks is pretty nearly a hard-counter, we can't win with tokens if we can't use them... And, really, white is the powerhouse for mass-buffing, they already outcompete us on that front and it is likely to get worse.
For us> Cade is nice but slow and vulnerable. The cost is high enough that you are drawing instead of playing and the haste only goes so far, while Cade himself can be easily sniped, is somewhat useless in a brawl unless we're desperate, and is probably going to be too busy card cycling to do anything else. Nice, but slow, and our deck lacks momentum.
Our creatures are just sad. The only good one is the Cobbled cyborg and unless we keep feeding it haste it isn't going to achieve much other than being assassin-bait.
Hack the system is expensive and the reaction system makes it painful to use unless we can see their hand.
Fran the Flames is about our only answer to Lieutenants, and it just isn't enough. For a specific counter is isn't fun to be paying equal card and mana costs and a resistance fighter token(I assume it is a token, unless it let's us play one from our hand or pants-pocket or something...) is, ehh, not so wonderful. Kill a lieutenant, unless there are three of them, or they have a heal-spell, and get a free single-use sacrificial blocker... I guess we could try to get a strategy about sacrificing resistance fighters...
Pursuit is nice. Kind of wasted on a Cyborg that is just going to lose it in a moment anyway.
Huh...
Brain Damage Blue
Tactic
Target Creature loses all {ummm, abilities? Card text? Use it on a cobbled to remove the return to hand stuff, use it on Aki to make her a glorified blocker until they find a way to cycle her...}
"While technically categorised as non-lethal ordnance, sonic grenades were never regarded as such..."
Or maybe try for a universal version of this? Their creature abilities seem to be consistently better than ours... Would make it difficult to build a slick-deck though...
All the rest seem to be card cycling and drawing. That would be nice if we had time to sit around playing cards but we have that whole Lieutenant of Damocles thing going on...
Not to mention, we are kind of loaded with card drawing. We don't really need tokens when we can play cards instead...
Anyway, might just want to stick to "when attacking or blocking, this creature's toughness can be no greater than 1", which seems mostly like what you want, right?
No. That might fail to reduce the cost, given that it makes them somewhat immune to surprise toughness-reduction. And it means that they can block trample damage, and the whole point is to not do that. It is supposed to fake 0 toughness but still be flexible so that toughness-reduction can kill them. Making a special exception for trample is sort of lame, it doesn't cover all the scenarios that I want from a zero toughness creature while still preventing them from fouling up toughness reduction effects in general by opening up infinite loops and such if something does something odd with its number of targets.