Well that’s some firepower right there…
Link to all relevant rule changes
Game 2 Player 2, Turn 4
P2 Nightmare vs P1 [Finesse]/Present/Discipline
Starting Hand
Nimble Fencer
Thieving Imp
Deteriorate
Skeleton Javelineer
Dark Pact
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards (except turn 1)
All Teched Cards
Star-Crossed Starlet, Nether Drain
Dark Pact, Maestro
Nimble Fencer x2
Main:
- Thieving Imp, discard #3 of 3 (5)
- Garth (3)
- Make a skeleton (2)
- Worker (1)
- Pestering Haunt hits your base to 18
Workers
Skeleton Javelineer, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator
Patrol as below- Discard 3 Draw 4 rs Draw 1
Board Info:
Buildings:
Base HP: 18- Tech1 HP: 5
- Tech2 HP: 5 FINESSE
In Patrol:
Squad Leader: Thieving Imp (2/2a)
Elite:
Scavenger: Skeleton (1/1)
Technician:
Lookout: Garth (1/3 lvl 1)
In Play:
- Pestering Haunt (1/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 1
- Workers: 9
End of Turn Hand
Maestro
Sacrifice the Weak
Summon Skeletons
Graveyard
Deteriorate
End of Turn Discard
My Thoughts
I’m tempted to maxband Vandy and kill Grave, who I think would be a problem, but I can’t pass up the opportunity to kill the card count. I expect actually that cstick probably went Geiger ulti, but if I hit it w/ Imp or make getting to it tougher… that’s gonna be tough for him. Plus I wanna keep ahead on gold econ. Garth skele and imp it is