@charnel_mouse I took the liberty of making our thread in case it slipped by ya, but I am afraid you must be first to act GL HF!
Sorry, been rather busy during Holy Week. Let the Necromancy hellmatch begin once again.
Relevant changes:
- Garth’s midband stats are 2/3 instead of 2/4
- Vandy loses Resist 1 at midband
- Lich’s Bargain takes 6 base damage instead of 4
- Pirate Gunship loses obliterate 2
P1T1
Starting hand: 5
Skeleton Javelineer
Graveyard
Skeletal Archery
Deteriorate
Sacrifice the Weak
Thoughts
FrozenStorm can probably get a comfortable Skeleton spam game going here if he wants to: this deck isn’t great for crowd control, and he has Discord to stop me from doing the same. Going first means that Anarchy III is a long way away, and I’ve drawn Graveyard and both good spells in my first hand to top it off. 5 gold over the next two turns, after workers + Tech I, leaves me enough for Graveyard + Imp/Jandra + Haunt. That’s a slow start, and Vandy can recover the card burn. Alternatively, Skeletal Archery + Garth + Skeleton, which is even slower.
I think I still want to shoot for Gunships here, taking Surprise Attack to help try to take out early Skeleton Lords. Garth can help fetch Tanks / Lizzos. Maybe I take Calypso Vystari too, again to help reach Lords / Guides? Calypso Vystari + Lich’s Bargain might not be a bad start.
Get paid - (4)
Worker - (3)
Graveyard - (1)
Discard 3, draw 5
Graveyard HP: 3 (dying units are buried here; exhaust: play a buried unit; 4+ buried: destroyed)
Base HP: 20
Hand: 5
Jandra, the Negator
Poisonblade Rogue
Thieving Imp
Summon Skeletons
Pestering Haunt
Deck: 0
Discard: 3
Skeletal Archery
Deteriorate
Sacrifice the Weak
Card-count check (opponent-viewable)
Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers
Gold: 1
Workers: 5
4 x start
T1: Skeleton Javelineer
No worries mate GL HF!
XCAPS22 Round 4 Player 2, Turn 1
P1 Nightmare vs P2 Necro/Anarchy/Blood
Starting Hand
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Sacrifice the Weak
Summon Skeletons
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in except turn 1
All Teched Cards
Main:
- Vandy (3)
- Poisonblade Rogue (1)
- Worker (0)
Workers
Jandra, the Negator
- Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Vandy (2/3a lvl 1)
- Elite:
- Scavenger:
- Technician:
- Lookout: Poisonblade Rogue (2/1)
In Play:
- nothin
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 6
End of Turn Hand
Skeleton Javelineer
Pestering Haunt
Thieving Imp
Graveyard
Deteriorate
End of Turn Discard
My Thoughts
MMMM not my favorite starting hand, but I spose 50/50 no deteriorate and better yet lookout makes tech1 skip likely. We can work with this I think
@charnel_mouse your turn
P1T2
Starting hand: 5
Jandra, the Negator
Poisonblade Rogue
Thieving Imp
Summon Skeletons
Pestering Haunt
Thoughts
Main problem with this deck early on, really: no combat hero. Eh, it’s too early for Surprise Attack, and I can’t afford Doom grasp on Vandy if I draw it next turn. Let’s go with Bone Collectors for now, it’s a while before we’ll see River.
Teched cards: 2
T2: 2 x Bone Collector
Get paid + float - (6)
Worker - (5)
Expensive Tech I - (3)
Thieving Imp, you discard card 3 of 5 - (0)
Pestering Haunt
Discard 2, reshuffle 7, draw 4
Thieving Imp 2/2+1A
Pestering Haunt 1/1 (unstoppable; can’t patrol; attack capped at 1)
Graveyard HP: 3 (dying units are buried here; exhaust: play a buried unit; 4+ buried: destroyed)
Base HP: 20
Tech I HP: 5
Hand: 4
Deteriorate
Sacrifice the Weak
Jandra, the Negator
Bone Collector
Deck: 3
Skeletal Archery
Bone Collector
Summon Skeletons
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 2 teched = 12
3 on board
4 in hand
3 in deck
0 in discard
2 in workers
Gold: 0
Workers: 6
4 x start
T1: Skeleton Javelineer
T2: Poisonblade Rogue
XCAPS22 Round 4 Player 2, Turn 2
P1 Nightmare vs P2 Necro/Anarchy/Blood
Starting Hand
Skeleton Javelineer
Pestering Haunt
Thieving Imp (discarded)
Graveyard
Deteriorate
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in except turn 1
All Teched Cards
Dark Pact, Nimble Fencer
Main:
- PBR trades with Imp
- Deteriorate Haunt
- Midband Vandy, break graveyard (4)
- Hero’s Hall (2)
- Tech 1 (1)
- Worker (0)
Workers
Skeleton Javelineer, Jandra, the Negator
- Patrol as below
- Discard 2 rs Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Vandy (3/4 lvl 3)
Economy Info:
Cards:
- Hand: 4
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Dark Pact
Pestering Haunt
Poisonblade Rogue
Sacrifice the Weak
End of Turn Discard
My Thoughts
Wise not to bring a hero out. I think I will just clear the board, give myself strong position, I got everything out of the way w/o too much card deficit. Hopefully Dark Pact will get me cycled to a nice Finesse T2 setup. I’m going to get a hero’s hall as well to better my card situation
@charnel_mouse your turn
You mean haunt, right?
I do, yep, can’t really deteriorate Imp when I already killed it can I? XD TY for catching that, edited to fix
Oops, forgot about the armour piercing.
P1T3
Starting hand: 4
Deteriorate
Sacrifice the Weak
Jandra, the Negator
Bone Collector
Thoughts
Zane behind Bone Collector isn’t safe if FrozenStorm’s drawn double Fencer, or Fencer + Deteriorate / Shadow Blade, or can get the latter from Dark Pact. I’ll bring in Garth + Skeleton for a safer hero play, that helps against Sacrifice the Weak too. Going for Doom Grasp over Surprise Attack: Sharks aren’t so good against Fencers, and with Vandy losing resist it costs the same.
Teched cards: 2
T2: 2 x Bone Collector
T3: Doom Grasp, Steam Tank
Get paid - (6)
Worker - (5)
Bone Collector - (3)
Garth Torken - (1)
Garth summons a Skeleton - (0)
Discard 2, draw 3, reshuffle 7, draw 1
Bone Collector 3/3+1A (attacks: summon a Skeleton)
Skeleton 1/1
Garth L1 1/3 (1g: summon a Skeleton, once per turn)
Base HP: 20
Tech I HP: 5
Hand: 4
Bone Collector
Skeletal Archery
Steam Tank
Summon Skeletons
Deck: 6
Thieving Imp
Pestering Haunt
Graveyard
Doom Grasp
Deteriorate
Sacrifice the Weak
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 4 teched = 14
1 on board
4 in hand
6 in deck
0 in discard
3 in workers
Gold: 0
Workers: 7
4 x start
T1: Skeleton Javelineer
T2: Poisonblade Rogue
T3: Jandra, the Negator
XCAPS22 Round 4 Player 2, Turn 3
P1 Nightmare vs P2 Necro/Anarchy/Blood
Starting Hand
Dark Pact
Pestering Haunt
Poisonblade Rogue
Sacrifice the Weak
Thieving Imp + Nimble Fencer (DP)
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in except turn 1
All Teched Cards
Star-Crossed Starlet, Discord
Dark Pact, Nimble Fencer
Main:
- Dark Pact, base to 18 draw 2
- Nimble Fencer (5)
- Vandy hits BC, takes 3
- Maxband Vandy, doom BC and Fencer (3)
- Fencer and BC trade
- River (1)
- Worker (0)
Workers
Poisonblade Rogue, Skeleton Javelineer, Jandra, the Negator
- Patrol as below
- Discard 3 Draw 4 rs Draw 1
Board Info:
Buildings:
- Base HP: 18
- Tech1 HP: 5
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: River (2/3a lvl 1)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Vandy (4/5 lvl 5)
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Summon Skeletons
Skeletal Archery
Deteriorate
Graveyard
Star-Crossed Starlet
End of Turn Discard
My Thoughts
Well if I get deteriorate that’s a cheap Garth kill, love that. Starlet and Discord should be in the deck and I’m not sure I want to tech up yet, so we’ll tech those for now.
…
Bummer no Det, so what’s the play now? No Graveyard either, but fencer. I spose Charnel looks to be trying to fast tech for Barrows, so maybe I do a early meta threat? Can’t get tower and tech2, so if they go tower great, I can tech up first and still threaten a break, if tech2 then I can meta it down and be in good position to keep it down. Yea, I like it, let’s do it.
@charnel_mouse your turn
Hey the two of you, with easter in between I am well aware that this match has a good reason to be way behind the others. But if you could try to not linger around with the difficult decisions you are facing, it would be appreciated greatly!
PS: the penalty algorithm provides completely different sets of matches for the next round depending on who wins this match. So I really don’t like the idea to do the next pairings before this match is decided, which is why I want to encourage you to try to speed it up.
Busiest part of Easter is over now, so I’ll try!
P1T4
Starting hand: 4
Bone Collector
Skeletal Archery
Steam Tank
Summon Skeletons
Thoughts
Rather a demon River than a demon Garth, I suppose. No point in teching up until I’ll reshuffle, so I can take the time to put down a few units and a Tower.
Teched cards: 2
T2: 2 x Bone Collector
T3: Doom Grasp, Steam Tank
T4: Disguised Monkey, Surprise Attack
Get paid - (7)
Worker - (6)
Tower - (3)
Bone Collector - (1)
Garth summons another Skeleton - (0)
Discard 2, draw 4
Bone Collector 3/3+1A (attacks: summon a Skeleton)
Skeleton #1 1/1
Skeleton #2 1/1 (resist 0+1)
Garth L1 1/3 (1g: summon a Skeleton, once per turn)
Base HP: 20
Tech I HP: 5
Tower HP: 4
Hand: 4
Doom Grasp
Thieving Imp
Pestering Haunt
Sacrifice the Weak
Deck: 2
Graveyard
Deteriorate
Discard: 5
Bone Collector
Disguised Monkey
Surprise Attack
Steam Tank
Summon Skeletons
Card-count check (opponent-viewable)
Expected: 10 + 6 teched = 16
1 on board
4 in hand
2 in deck
5 in discard
4 in workers
Gold: 0
Workers: 8
4 x start
T1: Skeleton Javelineer
T2: Poisonblade Rogue
T3: Jandra, the Negator
T4: Skeletal Archery
Weesa ready do oursa part
XCAPS22 Round 4 Player 2, Turn 4
P1 Nightmare vs P2 Necro/Anarchy/Blood
Starting Hand
Summon Skeletons
Skeletal Archery
Deteriorate
Graveyard
Star-Crossed Starlet
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in except turn 1
All Teched Cards
Maestro, Nimble Fencer
Star-Crossed Starlet, Discord
Dark Pact, Nimble Fencer
Main:
- Deteriorate BC
- Vandy kills BC, takes 3
- Star-Crossed Starlet (6)
- Worker (5)
- Tech 2 Finesse (1)
Workers
Poisonblade Rogue, Skeleton Javelineer, 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
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: River (2/3a lvl 1)
- Elite:
- Scavenger:
- Technician: Star-Crossed Starlet (3/2)
- Lookout:
In Play:
- Vandy (4/2 lvl 5)
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 5
Gold:
- Gold: 1
- Workers: 9
End of Turn Hand
Sacrifice the Weak
Nimble Fencer
Discord
Thieving Imp
End of Turn Discard
My Thoughts
Good, baited out the tower, that works well for me. Tech up, I think I skip the graveyard for right now as the extra worker matters for pulling off meta moves or maxband grave moves. Lay down the starlet, behind River, she’ll be vulnerable to a garth midband but that’s honestly fine, if that’s what charnel does he isn’t teching up safely and that works well for me
@charnel_mouse your turn
Yeesh
P1T5
Starting hand: 4
Doom Grasp
Thieving Imp
Pestering Haunt
Sacrifice the Weak
Thoughts
Going to have to skip a worker here, this is pretty dicey.
Teched cards: 2
T2: 2 x Bone Collector
T3: Doom Grasp, Steam Tank
T4: Disguised Monkey, Surprise Attack
T5: Pirate Gunship, Sanitorium
Get paid - (8)
Doom Grasp, a Skeleton dies, Vandy dies, Garth hits level 3 - (4)
Tech II Anarchy - (0)
Pestering Haunt
Skip worker!
Discard 2, draw 2, reshuffle 11, draw 2
Garth L3 1/3+1A (1g: summon a Skeleton, once per turn)
Skeleton 1/1
Pestering Haunt 1/1 (unstoppable; can’t patrol; attack capped at 1)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tower HP: 4
Hand: 4
Graveyard
Deteriorate
Surprise Attack
Doom Grasp
Deck: 9
Bone Collector
Disguised Monkey
Steam Tank
Summon Skeletons
Bone Collector
Pirate Gunship
Sanitorium
Thieving Imp
Sacrifice the Weak
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 8 teched = 18
1 on board
4 in hand
9 in deck
0 in discard
4 in workers
Gold: 0
Workers: 8
4 x start
T1: Skeleton Javelineer
T2: Poisonblade Rogue
T3: Jandra, the Negator
T4: Skeletal Archery
Vandy may be vanquished but the true MVP was hiding in hero zone all along
XCAPS22 Round 4 Player 2, Turn 5
P1 Nightmare vs P2 Necro/Anarchy/Blood
Starting Hand
Sacrifice the Weak
Nimble Fencer
Discord
Thieving Imp
Events of Turn:
Upkeep:
- Get Gold (9+1float)
- Tech 2 cards in except turn 1
All Teched Cards
Grounded Guide, Dark Pact
Maestro, Nimble Fencer
Star-Crossed Starlet, Discord
Dark Pact, Nimble Fencer
Main:
- Maxband Garth, fetch Grounded Guide (2)
- Nimble Fencer, kills Garth, River midbands (0)
- River kills skele, takes 2, you get a card
- Starlet breaks tech 2, your base to 18, takes 1
- also skip worker…
Workers
Skeletal Archery, Poisonblade Rogue, Skeleton Javelineer, Jandra, the Negator
- Patrol as below
- Discard 3 Draw 2 rs Draw 3
Board Info:
Buildings:
- Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 Finesse
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout: Garth (3/4 lvl 7)
In Play:
- River (2/2 lvl 3)
- Nimble Fencer (4/2)
- Grounded Guide (4/4)
- Star-Crossed Starlet (7/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Dark Pact
Pestering Haunt
Summon Skeletons
Deteriorate
Thieving Imp
End of Turn Discard
My Thoughts
Hey that works great, no board developed, Tech 2 anarchy isn’t super scary but I break the building anyway just for lack of haste options. Haunt can stay, that’s fine. Teching Guide for all the breakage, plus I think Dark Pact just to super fast cycle to getting Maestro and Graveyard down next cycle. That should about seal it for me
@charnel_mouse your turn
Yours or mine? (Probably still yours.)
P1T6
Starting hand: 4
Graveyard
Deteriorate
Surprise Attack
Doom Grasp
Technician draw: 1
Bone Collector
Thoughts
Drawing a Bone Collector here is painful. Still, Zane might slow Frozen down for a turn, maybe I can grind out a Sanitorium engine here.
Teched cards: 2
T2: 2 x Bone Collector
T3: Doom Grasp, Steam Tank
T4: Disguised Monkey, Surprise Attack
T5: Pirate Gunship, Sanitorium
T6: Chameleon Lizzo, Steam Tank
Get paid - (8)
Repair Tech II
Captain Zeno Zane - (6)
Surprise Attack, Sharks arrive - (1)
Expensive Deteriorate, Grounded Guide is 3/3 - (0)
Pestering Haunt and a Shark trade with Garth, Zane hits level 3
Other Shark trades with Grounded Guide, Star-Crossed Starlet dies
Zane trades with River, levels fizzle
Skip worker!
Discard 3, draw 5
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tower HP: 4
Hand: 5
Summon Skeletons
Disguised Monkey
Sacrifice the Weak
Bone Collector
Thieving Imp
Deck: 3
Steam Tank
Pirate Gunship
Sanitorium
Discard: 8
Chameleon Lizzo
Steam Tank
Surprise Attack
Deteriorate
Pestering Haunt
Graveyard
Doom Grasp
Bone Collector
Card-count check (opponent-viewable)
Expected: 10 + 10 teched = 20
0 on board
5 in hand
3 in deck
8 in discard
4 in workers
Gold: 0
Workers: 8
4 x start
T1: Skeleton Javelineer
T2: Poisonblade Rogue
T3: Jandra, the Negator
T4: Skeletal Archery
Just noticed your turns have me as using Bomber’s deck, by the way.
I am everywhere
Certainly that was not optimal…
XCAPS22 Round 4 Player 2, Turn 6
P1 Nightmare vs P2 Necro/Anarchy/Blood
Starting Hand
Dark Pact
Pestering Haunt
Summon Skeletons
Deteriorate
Thieving Imp
Dark Pact + StW (DP1)
Nimble Fencer + Graveyard (DP2)
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in except turn 1
All Teched Cards
Star-Crossed Starlet, Metamorphosis
Grounded Guide, Dark Pact
Maestro, Nimble Fencer
Star-Crossed Starlet, Discord
Dark Pact, Nimble Fencer
Main:
- Vandy (7)
- Dark Pact, draw 2 base to 16
- Dark Pact again, base to 14 draw 2
- Graveyard (5)
- Pestering Haunt
- Maxband Vandy, doom Fencer (1)
- Doom Fencer smacks your tower down, your base to 16
- Worker (0)
Workers
Summon Skeletons, Skeletal Archery, Poisonblade Rogue, Skeleton Javelineer, Jandra, the Negator
- Patrol as below
- Discard 4 Draw 2 rs Draw 3
Board Info:
Buildings:
- Base HP: 14
- Tech1 HP: 5
- Tech2 HP: 5 Finesse
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: Vandy (4/5a lvl 5)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Nimble Fencer (4/2 doomed)
- Pestering Haunt (1/1)
- Graveyard (3hp)
Economy Info:
Cards:
- Hand: 5
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Maestro
Discord
Star-Crossed Starlet
Deteriorate
Star-Crossed Starlet
End of Turn Discard
My Thoughts
Well that was an explosive turn, but not unmanageable. I think I should still be far enough ahead to take this
@charnel_mouse your turn
P1T7
Starting hand: 5
Summon Skeletons
Disguised Monkey
Sacrifice the Weak
Bone Collector
Thieving Imp
Thoughts
He won’t go for Metamorphosis with just Vandy out, right? No good unit targets for Disguised Monkey, but I can take out the Graveyard to stop the Fencer coming back for virtuoso haste. Taking Chaos Mirror in case of Blademasters.
Teched cards: 2
T2: 2 x Bone Collector
T3: Doom Grasp, Steam Tank
T4: Disguised Monkey, Surprise Attack
T5: Pirate Gunship, Sanitorium
T6: Chameleon Lizzo, Steam Tank
T7: Chaos Mirror, Pirate Gunship
Get paid - (8)
Worker - (7)
Disguised Monkey - (5)
Disguised Monkey destroys your Graveyard
Bone Collector - (3)
Garth Torken - (1)
Garth summons a Skeleton - (0)
Discard 2, draw 3, reshuffle 12, draw 1
Bone Collector 3/3+1A (attacks: summon a Skeleton)
Garth L1 1/3 (1g: summon a Skeleton, once per turn)
Skeleton 1/1 (resist 0+1)
Disguised Monkey 3/3 (haste; arrives: has stealth that turn)
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Hand: 5
Sanitorium
Surprise Attack
Pirate Gunship
Steam Tank
Deck: 11
Chameleon Lizzo
Steam Tank
Deteriorate
Pestering Haunt
Graveyard
Doom Grasp
Bone Collector
Chaos Mirror
Pirate Gunship
Sacrifice the Weak
Thieving Imp
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 12 teched = 22
2 on board
4 in hand
11 in deck
0 in discard
5 in workers
Gold: 0
Workers: 9
4 x start
T1: Skeleton Javelineer
T2: Poisonblade Rogue
T3: Jandra, the Negator
T4: Skeletal Archery
T7: Summon Skeletons
:crying_jordan: My graveyard… :_(
XCAPS22 Round 4 Player 2, Turn 7
P1 Nightmare vs P2 Necro/Anarchy/Blood
Starting Hand
Maestro
Discord
Star-Crossed Starlet
Deteriorate
Star-Crossed Starlet
Events of Turn:
Upkeep:
- Get Gold (10)
- no techs
All Teched Cards
Star-Crossed Starlet, Metamorphosis
Grounded Guide, Dark Pact
Maestro, Nimble Fencer
Star-Crossed Starlet, Discord
Dark Pact, Nimble Fencer
Main:
- Maestro (7)
- River (5)
- Garth (3)
- Make a skeleton (2)
- Discord, skele dies, BC low (0)
- Vandy kills BC, takes 1
- Haunt hits your tech2 to 4hp
- Star-Crossed Starlet
- Star-Crossed Starlet
Workers
Summon Skeletons, Skeletal Archery, Poisonblade Rogue, Skeleton Javelineer, Jandra, the Negator
- Patrol as below
- Discard 1 Draw 3
Board Info:
Buildings:
- Base HP: 14
- Tech1 HP: 5
- Tech2 HP: 5 Finesse
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: Star-Crossed Starlet (3/2a)
- Elite:
- Scavenger: Star-Crossed Starlet (3/2)
- Technician: Maestro (3/5)
- Lookout: Skeleton (1/1)
In Play:
- Vandy (4/4 lvl 5)
- Pestering Haunt (1/1)
- Garth (1/3 lvl 1)
- River (2/3 lvl 1)
Economy Info:
Cards:
- Hand: 3
- Deck: 4
- Disc: 4
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Grounded Guide
Nimble Fencer
Dark Pact
End of Turn Discard
My Thoughts
Ugh it’s just enough to make it hard to end the game, we’ll continue to grind it out I suppose. I could do tower and keep heroes relatively safe, but I think I prefer skeleton + kill stuff with discord. I should still be okay with split win cons of meta/Fin T2 engine
@charnel_mouse your turn