No worries, it became clear after I thought a while about it, but in case of small inconsistencies I really prefer the double check.
Now about the turn: you really force me into lines that I didn’t want to dive into, but well, I’m still in a very very comfortable situation, so I won’t complain about it
Balance tests game 2 P1T4
P1 [Fire]/Peace/Demonology vs. P2 [Demonology]/Necromancy/Finesse
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Flagstone Garrison (4)
Dark Pact
STARTING HAND
Makeshift Rambaster (1/2)
Pillage
Charge
Mad Man (1/1)
WORKERS
Careless Musketeer (2/1)
Bloodburn
Scorch
Charge
NextHand
Pillage
Lobber (2/2)
Bloodrage Ogre (3/2)
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Vandy kills SL
mm ““trades”” starlet - ($7)
hh - ($5)
MSR deals 3 damage to tech 1 - ($3)
rebuild tech 1
Float ($3)
Discard 1, draw 1, reshuffle, draw 2
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Vandy (4/3, lvl5)
- Makeshift Rambaster (1/2)
Buildings:
Base HP: 18
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 8
- Disc: 0
Gold:
- Gold: 3
- Workers: 8
Thoughts
this forces me so hard into Meta… but I really really don’t want to go down that road again when I’m supposed to test the new Garrison…
tough decision on whether I want a second Garrison in my next cycle and whether I want to push my advantage or whether MSR would be an overextension.
With playing MSR I chose to double down on card draw options in order to not run out of steam too quickly, even though I really really wanted to have cadets in this cycle.