Yes apologies for not marking it previously, that graveyard isn’t lasting long is it?
Link to all relevant rule changes
Game 2 Player 2, Turn 3
P2 Nightmare vs P1 [Finesse]/Present/Discipline
Starting Hand
Sacrifice the Weak
Skeletal Archery
Deteriorate
Nimble Fencer
Summon Skeletons (techn)
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards (except turn 1)
All Teched Cards
Dark Pact, Maestro
Nimble Fencer x2
Main:
- Haunt pings your base to 19
- Nimble Fencer (5)
- Worker (4)
- Tech 2 Finesse (0)
Workers
Skeletal Archery, Poisonblade Rogue, Jandra, the Negator
-
Patrol as below
- Discard 3 Draw 2 rs Draw 3
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 FINESSE
In Patrol:
-
Squad Leader: Nimble Fencer (2/3a)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Pestering Haunt (1/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Nimble Fencer
Thieving Imp
Deteriorate
Skeleton Javelineer
Dark Pact
End of Turn Discard
My Thoughts
Teching up here seems the best investment of gold, it’s so much threat to have up that forcing CStick to think about downing it every turn when I can use Dark Pact to dig up units for it buys me a lot of space to do other Vandy/Garth/River things that are good even if he does. This deck is so annoying lol