Turn 3 worker skip, all right some bold moves!
CAMS22 Round 3 Player 1, Turn 4
P1 Nightmare-ish vs P2 Bashing/Balance/Demonology
Link to full rule changes in effect
Starting Hand
Summon Skeletons
Nimble Fencer
Sacrifice the Weak
Deteriorate
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in except turn 1
All Teched Cards
Maestro, Doom Grasp
Nimble Fencer, Star-Crossed Starlet
Dark Pact, Nimble Fencer
Main:
- Nimble Fencer (5)
- Pestering Haunt deals 1 to your tech1
- Worker (4)
- Tech 2 Finesse (0)
Workers
Summon Skeletons, Poisonblade Rogue, Skeletal Archery, Jandra, The Negator
- Patrol as below
- Discard 2 Draw 2 rs Draw 2
Board Info:
Buildings:
- Base HP: 18
- Tech1 HP: 4
- Tech2 HP: 5 FINESSE
In Patrol:
- Squad Leader: Nimble Fencer (2/3a)
- Elite:
- Scavenger: Skeleton Javelineer (1/1)
- Technician: Thieving Imp (2/2)
- Lookout:
In Play:
- Vandy (2/3 lvl 1)
- Pestering Haunt (1/1)
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Dark Pact
Star-Crossed Starlet
Maestro
Sacrifice the Weak
End of Turn Discard
My Thoughts
Pushing for maxbandori indeed, I’ll grab a doom grasp for safety and my trusty Maestro, see what if anything he comes after. Losing Graveyard permanently sucks but we can work with it fine