Hmm did you dare first cycle tech 2 and luck out drawing them on time?
CAMS22 Round 1 Player 1, Turn 4
P1 Nightmare-ish vs P2 Purple
Link to full rule changes in effect
Starting Hand
Sacrifice the Weak
Dark Pact
Skeletal Archery
Deteriorate
Star-Crossed Starlet
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in except turn 1
All Teched Cards
Maestro, Leaping Lizard
Star-Crossed Starlet, Nimble Fencer
Dark Pact, Nimble Fencer
Main:
- Star-Crossed Starlet (5)
- Replay Haunt from graveyard
- Worker (4)
- Tech 2 Finesse (0)
Workers
Skeletal Archery, Jandra, the Negator, Summon Skeletons, Poisonblade Rogue
-
Patrol as below
- Discard 3 Draw 2 rs Draw 3
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 Finesse
In Patrol:
-
Squad Leader: Nimble Fencer (2/3a)
-
Elite:
-
Scavenger: Star-Crossed Starlet (3/2)
-
Technician: Thieving Imp (2/2)
-
Lookout:
In Play:
- Vandy (2/3)
- Pestering Haunt (1/1)
- Graveyard (3hp)
Economy Info:
Cards:
- Hand: 5
- Deck: 2
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Skeleton Javelineer
Nimble Fencer
Dark Pact
Deteriorate
Leaping LIzard
End of Turn Discard
My Thoughts
hmmm so did SNB first tech hyperions or something? Worst case is probably Battle Suits + Hyperion, but I’m going to hope it was more like Stewardess + Now! or something. It’s only 3 cards, chances seem low it’s devastating. I could do like Tower + Imp and kill the Fargo, that’d lower the chance even further of a big tech2 play, but I’d rather tech up and risk the tech break or vandy kill or graveyard loss