oh man, I hate that discard possibility in the black starter…
CAMS22 Round 4 P1T2
P1 [Fire]/Demonology/Peace vs. P2 [Demonology]/Necromancy/Finesse
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Lobber (2/2)
Lobber (2/2)
STARTING HAND
Charge
Makeshift Rambaster (1/2)
Careless Musketeer (2/1)
Mad Man (1/1)
Bombaster (2/2)
WORKERS
Scorch
Careless Musketeer (2/1)
NextHand
Bombaster (2/2)
Bloodburn
Lobber (2/2)
Charge
Lobber (2/2)
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech1 - ($2)
midband vandy kills Imp - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Nautical Dog (1/1A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Vandy (3/2, lvl3)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Thoughts
I know, playing against Frozen’s nightmare you always have to expect an imp in the first two turns, but still this sucks. So let’s restore hand size