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

CAMS22 Round 1 P1T6

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Boot Camp
Boot Camp


STARTING HAND
Lobber (2/2)
Makeshift Rambaster (3/3, doomed)
Drill Sergeant (3/3)
Drill Sergeant (3/3)
Mad Man (1/1)
Bombaster (2/2)
Dark Pact
Firebat (3/3)
Bloodrage Ogre (3/2)


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


NextHand

Bombaster (2/2)
Mad Man (1/1)
Boot Camp
Boot Camp
Bloodrage Ogre (3/2)


Tech 2 card(s)
Vandy to midband
Get Paid - ($9)
Drill Sergeant, draw - ($6)
Drill Sergeant, draw, # runes: 1 - ($3)
Lobber, draw # runes: 3 - ($2)
MM, draw, #runes: 5 - ($1)
worker - ($0)
2 runes to cadet #1, kills SL, base to 15
1 rune to old lobber, trades with horror, you draw, base to 13
1 rune cadet #2, kills lookout, base to 12
vandy kills quice, sparkshots scav, heals+dooms MM, base to 11, you gain 1
doomed MM trades bugblatter, base to 9
last rune to dog, breaks tech 2
new lobber attacks your base down to 10

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drill Sergeant (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Drill Sergeant (3/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy (4/5, lvl5)
  • Flagstone Garrison (4)
  • Overeager Cadet #1 (4/1)++
  • Overeager Cadet #2 (3/1)+
  • Nautical Dog (2/1)+
  • Lobber (2/1)

Buildings:

  • :heart: Base HP: 9
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10