Maybe, that’s a lot of -1/1
CAMS22 Round 2 Player 2, Turn 10
P2 Nightmare-ish vs P1 Finesse/Necromancy/Disease
Link to full rule changes in effect
Starting Hand
Maestro
Pestering Haunt
Nimble Fencer
Grounded Guide
Graveyard (skeleton, bah!)
Events of Turn:
Upkeep:
- Get Gold (11)
- No techs
All Teched Cards
Blademaster x2
Grounded Guide
Grounded Guide, Dark Pact
Star-Crossed Starlet x2
Leaping Lizard, Discord
Maestro, Nimble Fencer
Dark Pact, Nimble Fencer
Main:
- Grounded Guide (6)
- Garth (4)
- Blademaster kills SQL, Garth to level 3
- Imp dies to Ghoul, deals 2
- Lizard swift strikes down Ghoul, takes 1 from tower, you draw 1
- River swift strikes down skeleton, takes 1, you get 1g
- Maestro (1)
- Nimble Fencer, kills Orpal, Garth to level 5
- Make a skeleton, sacrifice to draw 1 (0)
Workers
Shadow Blade, Jandra, The Negator, Skeletal Archery, Skeleton Javelineer, Summon Skeletons, Poisonblade Rogue
-
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 FINESSE
- Tech3 HP: 5
- Tower HP: 3
In Patrol:
-
Squad Leader: Maestro (4/5a)
-
Elite:
-
Scavenger: Grounded Guide (4/4)
-
Technician:
-
Lookout:
In Play:
- River (2/2 lvl 5, -)
- Blademaster (6/2, —)
- Leaping Lizard (3/3, -)
- Nimble Fencer (4/3)
- Garth (2/3 lvl 5)
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 4
Gold:
- Gold: 0
- Workers: 11
End of Turn Hand
Nimble Fencer
Discord
Deteriorate
Blademaster
End of Turn Discard
My Thoughts
K let’s give the levels to Garth, plan to kill both heroes. I can then use the last gold to draw 1 w/ skele. If I get Fencer, its a tower kill. If I get blademaster, it’s tech2 down. And if I get Grounded Guide, I can rez it next turn. Anything else isn’t too bad to draw, though graveyard wouldn’t be ideal I’d love to get that slapped down.
…
Booourns. Oh well.