Unfortunately for you, despite my bottom decking I still have ready access to the countermeasures here
XCAFS24 R3 Player 2, Turn 7
P2 [Demon/Necro]/Finesse vs P1 White
Starting Hand
Nimble Fencer
Skeleton Javelineer
Shadow Blade
Thieving Imp (discarded)
Dark Pact (fetched and played)
Nether Drain + Dark Pact (from DP1)
Events of Turn:
Upkeep:
- Get Gold (9+1float)
- Tech 2 cards in OR no techs turn 1
All Teched Cards
Metamorphosis, Leaping Lizard
Star-Crossed Starlet, Grounded Guide
Nimble Fencer, Maestro
Nether Drain, Maestro
Shadow Blade, Star-Crossed Starlet
Dark Pact, Nimble Fencer
Main:
- Tap Vandy and discard, fetch Dark Pact (9)
- Dark Pact, base to 18 draw 2 (8)
- Garth (6)
- Resurrect Starlet for free
- Nimble Fencer from hand for free
- Nether Drain Rook, levels to Garth (5)
- Maxband Garth, fetch Grounded Guide (1)
- Starlet and Haunt kill Rook, both go to graveyard, Vandy maxbands and dooms Fencer1
- River breaks your tech3, your base to 18
- Doomed Fencer1 breaks your tech2, your base to 16
- Maestro and Fencer2 break your tech1, your base to 14
- Worker (0)
Workers
Skeleton Javelineer, Jandra, the Negator, Skeletal Archery, Summon Skeletons, Poisonblade Rogue
Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 Finesse
- Hero’s Hall HP: 4
In Patrol:
Squad Leader: Garth (3/4a lvl 7)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Vandy (4/5 lvl 5)
- Maestro (4/1)
- Nimble Fencer (6/6 doomed)
- Nimble Fencer (4/4)
- Grounded Guide (4/4)
- River (2/3 lvl 1)
- Graveyard (3hp, holding Star-Crossed Starlet and Pestering Haunt)
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Shadow Blade
Nether Drain
Star-Crossed Starlet
Sacrifice the Weak
End of Turn Discard
My Thoughts
Yep, as expected, and we have to dig up the Nether Drain which is not ideal but more than enough. It’s joever