You’re good to give up the techn redraw like that? What are you up to?
Link to all relevant rule changes
CAMS2022 Round 7 Player 1, Turn 2
P1 Nerfed Nightmare vs P2 [Finesse]/Disease/Necromancy
Starting Hand
Graveyard
Deteriorate
Poisonblade Rogue
Summon Skeletons
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in except turn 1
All Teched Cards
Nimble Fencer x2
Main:
- Graveyard (3)
- Haunt kills skeleton, you rs draw 1, haunt to GY
- Worker (2)
- Tech1 (1)
Workers
Summon Skeletons, Skeletal Archery
-
Patrol as below
- Discard 2 Draw 1 rs Draw 3
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Thieving Imp (2/2a)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Graveyard (3hp, holding Pestering Haunt)
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 1
- Workers: 6
End of Turn Hand
Skeleton Javelineer
Deteriorate
Nimble Fencer
Poisonblade Rogue
End of Turn Discard
My Thoughts
Think I’ll go double fencers and try to press, I should have a tech1 advantage though we’ll see what 6 cards does here. Probably another skele, Tendy and ODB + tech 1?