Link to all relevant rule changes
CAMS2022 Round 5 Player 2, Turn 5
P2 Nerfed Nightmare vs P1 [Fire]/Demonology/Finesse
Starting Hand
Dark Pact
Deteriorate
Nimble Fencer
Graveyard
Maestro (techn)
Haunt + summon skele (DP bummer)
Events of Turn:
Upkeep:
- Get Gold (9)
- draw 1 techn
- Tech 2 cards in except turn 1
All Teched Cards
Star-Crossed Starlet, Grounded Guide
Maestro, Dark Pact
Nimble Fencer x2
Star-Crossed Starlet, Dark Pact
Main:
- Dark Pact, base to 18 draw 2 (8)
- Deteriorate BC, it dies (7)
- Maestro (4)
- Graveyard (2)
- River (0)
- Pestering Haunt
- Fencer, for free, hits Garth
- Vandy finishes Garth, river midbands
Workers
Poisonblade Rogue, Jandra, the Negator, Skeleton Javelineer, Skeletal Archery
-
Patrol as below
- Discard 1 Draw 3
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: Maestro (3/5a)
-
Elite:
-
Scavenger:
-
Technician: River (2/4 lvl 3)
-
Lookout:
In Play:
- Vandy (3/3 lvl 3)
- Nimble Fencer (2/2)
- Pestering Haunt (1/1)
- Graveyard (3hp)
Economy Info:
Cards:
- Hand: 3
- Deck: 2
- Disc: 5
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Star-Crossed Starlet
Dark Pact
Nimble Fencer
End of Turn Discard
My Thoughts
Teching guide and Starlet, if I get a Starlet or Fencer I break the tech building with Deteriorate and Vandy maxband, if I don’t I suppose I set up as best i can with graveyard.
…
Bit of a bum draw there, haunt is nice enough but I’m gonna be potentially suffering a barrow beating… Though I guess I’ve seen three of the four techs he could have made to this point? So worst case one barrow plus a mirror. So minimizing the damage that could do… I suppose I kill Garth, put river behind it and give her the levels, that makes it pretty tough to get to Vandy and graveyard. And that’s if there’s a barrow here. Could just be another lust or kidnapping or something. Wishful thinking perhaps