That’s a scary Orpal, I think I should kill him
CAMS22 Round 2 Player 2, Turn 3
P2 Nightmare-ish vs P1 Finesse/Necromancy/Disease
Link to full rule changes in effect
Starting Hand
Graveyard
Deteriorate
Dark Pact
Skeleton Javelineer
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in except turn 1
All Teched Cards
Maestro, Nimble Fencer
Dark Pact, Nimble Fencer
Main:
- Midband Vandy (5)
- Haunt pings Orpal’s Armor off, Jandra pings him to 3hp, both die
- Vandy taps and discards one for shadow blade (4)
- Shadow Blade kills Orpal, Vandy maxbands and heals, you discard #1 of 4 (1)
- Worker (0)
Workers
Skeleton Javelineer, Summon Skeletons, Poisonblade Rogue
-
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Vandy (4/5 lvl 5)
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 8
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Sacrifice the Weak
Nimble Fencer
Skeletal Archery
Thieving Imp
End of Turn Discard
My Thoughts
That’s a scary Orpal 0_0. I could tech Doom Grasp, DP it up and tech up, but idk that’s how I want to deal with the Orpal. Better, I think to just kill 'em now with a Shadow blade tutor. Plus I get a card snowball going, can Imp next turn as well + tech up, and then I am showing Meta / Tech 2 dual threat. Seems worth, winning position