[CAMS22] Round1: P1 zango [Fire]/Demonology/Peace vs P2 zhavier [Necromancy]/Blood/Truth

CAMS22 Round 1 P1T5

P1 [Fire]/Demonology/Peace vs. P2 [Necromancy]/Blood/Truth

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Drill Sergeant (3/3)
Firebat (3/3)


STARTING HAND
Bloodrage Ogre (3/2) (discard Vandy fetch)
Mad Man (1/1) (discard Imp)
Bombaster (2/2)
Nautical Dog (1/1)
Lobber (2/2) (DP #1 draw)
Flagstone Garrison (4) (DP #1 draw)
Dark Pact (Lobber draw)
Mad Man (1/1) (DP #2 draw)
Overeager Cadet (2/2A) (DP #2 draw)
Bloodrage Ogre (3/2) (Cadet draw)
Firebat (3/3) (MM draw)
Overeager Cadet (2/2) (Dog draw)
Careless Musketeer (2/1) (Cadet draw)


WORKERS
Pillage
Scorch
Charge
Bloodburn
Careless Musketeer (2/1)


NextHand

Lobber (2/2)
Drill Sergeant (3/3)
Mad Man (1/1)
Makeshift Rambaster (3/3, doomed)
Drill Sergeant (3/3)


Tech 2 card(s)
discard #1
Get Paid + float - ($10)
vandy midbad: fetch & play DP (discard #2) my base takes 2, draw 2 - ($8)
Garrison - ($5)
cadet suicides into SL
Lobber, rs, draw - ($4)
DP my base - ($3)
Cadet, draw
Mad Man trades Imp, draw - ($2)
Dog, draw - ($1)
Cadet, draw
Worker - ($0)
Lobber deals 2 to tech2, takes 1

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Nautical Dog (1/1)
  • :pschip: Technician: Overeager Cadet (2/2)
  • :target: Lookout:

In Play:

  • Vandy (4/5, lvl5)
  • Flagstone Garrison (4)
  • Lobber (2/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9