
Imposter is really fun.
It’s also competitive once you get used to it, if that’s your thing. I was playing Water Air Necromancer, but I wanted a more versatile strategy and missed some things that other avatars had to offer in terms of problem solving, so I’m running Water and Air because I’m more comfortable in those elements right now. I’m sure there are other great ways to build around Imposter. I’ll probably give Earth and Fire a try in the coming weeks.
sites are important. I generally keep a hand if it has some combination of babbling brook, Wuthering heights, thin ice, troll bridge, and a tower. Babbling brook is really strong as your third site because it gives you a safe way to put on a mask. Tower second is also a pretty reliable way to put on an early mask, but watch out for polar explorers, jihads, summoning spheres and whatnot. Losing pathfinder before you get to take advantage of it is a bummer.
nine times out of ten you’re switching to Pathfinder for early card advantage. The deck runs a really solid mid game, so Pathfinder can really put you in charge if you can keep it for a few turns.
put the Interrogator mask on once you have some minions with evasion on the board (like Mutation or a Vampire) and go to town. If you have a sphere out you’re probably gonna win. Sometimes you get a sphere online or a surprise kiss of Judas and it’s a real game winner. I added the Rack recently which can be nuts.
Coy Nixie: great control piece, no surprise. Works like a charm with thin ice, troll bridge, river rapids and Wuthering heights.
Cat: still good, lots of water. Sure.
Failed Mutation: hard to get rid of.
Vampires: I was running 3 Daperyll and 2 Legion of Gall, but triple Air was hard to hit sometimes and vamps are really good when they’re good, so I added a couple Renatus Truebloods.
Lord of Lies: stupid good. Some would say too good…
Succubus: additional life gain, movement for your good sites, cool card.
Orders: sticky enough to be worth adding. Ward is good.
Pelleas: also good in Water mirror. Not a superstar otherwise.
Nelly: good card. Versatile but great in water obv.
Princess: grab a ring, sure. Cores at also worth grabbing. So is a trinket.
Lady: no toolbox I know, but bringing back a ring or a pied piper when you need one is pretty worth it.
Pied Piper: Necro is out there.
everything else is pretty obvious. Good water cards, extra damage and movement with air.
It can def shut down a death’s door zap!, but usually there’s a 3 power charge minion in the chamber, so it isn’t always effective, but worth keeping.
have fun