Relevant changes:
- Deteriorate cost 1
- Vandy no resist, DP cost 1
- Garth 2/3 midband, LB does 6 base damage
Link to full rules changes will be in my post format every turn for ease of access.
It is an interesting choice though in theory, I like having Neutral Starter + Orpal. GL HF @penatronic
CAMS22 Round 2 Player 2, Turn 1
P2 Nightmare-ish vs P1 Finesse/Necromancy/Disease
Link to full rule changes in effect
Starting Hand
Graveyard
Skeletal Archery
Poisonblade Rogue
Skeleton Javelineer
Thieving Imp
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in except turn 1
All Teched Cards
Main:
- Thieving Imp (2)
- Worker (1)
Workers
Poisonblade Rogue
-
Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Thieving Imp (2/2a)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- nothing
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 6
End of Turn Hand
Deteriorate
Pestering Haunt
Jandra, the Negator
Sacrifice the Weak
Summon Skeletons
End of Turn Discard
My Thoughts
Orpal is a bit of a bummer but manageable. Having Wither is certainly nice for playing around him. Might be we do a Nether Drain thing with Garth to transition. Then again, Fencers and Starlets coming back from grave don’t worry too much about being temporarily hindered.