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:
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Squad Leader: Overeager Cadet (2/2A)
-
Elite:
-
Scavenger: Nautical Dog (1/1)
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Technician: Overeager Cadet (2/2)
-
Lookout:
In Play:
- Vandy (4/5, lvl5)
- Flagstone Garrison (4)
- Lobber (2/1)
Buildings:
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 9