An often preferable alternative is to avoid the need for an increased hand size by using a gainer to obtain the Cemetery Workshop variants tend to be best for this, as they can be acquired in the opening. One way to achieve this is with strong draw, although this may be difficult early in the game when trashing is a top priority, since Coppers are still your main source of payload ways to spike either hand size (e.g. This means that, in order to use Cemetery effectively, you need to gain it while still having a large number of targets in hand. Since trashing with Cemetery involves gaining what amounts to a junk card, at least in the early game, it's usually only worthwhile as thinning if you can trash three or four cards. Chapel ), so Cemetery tends to be of minor importance if such a card is available. Several trashers are easier and faster to use than Cemetery in most cases (e.g. ![]() ![]() ![]() Its presence also guarantees that you have at least one way to trash its Heirloom, Haunted Mirror, in order to gain a Ghost, although the value of going out of your way to achieve this is variable. Its most powerful use case occurs when you can gain it early in the game while still having a hand full of multiple junk cards to trash.
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