tbh I might have preferred to kill both fencers
CAMS22 Round 4 P1T6
P1 [Fire]/Demonology/Peace vs. P2 [Demonology]/Necromancy/Finesse
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Drill Sergeant (3/3)
Boot Camp
STARTING HAND
Overeager Cadet (2/2)
Nautical Dog (1/1A)
Makeshift Rambaster (1/2)
Dark Pact
Drill Sergeant (3/3)
Overeager Cadet (2/2) (DP draw)
Flagstone Garrison (4) (DP draw)
Shadow Blade
Mad Man (1/1A)
Bombaster (2/2)
Bloodrage Ogre (3/2)
WORKERS
Scorch
Careless Musketeer (2/1)
Bloodburn
Pillage
Charge
Shadow Blade
NextHand
Makeshift Rambaster (1/2)
Bombaster (2/2)
Drill Sergeant (3/3)
Mad Man (1/1A)
Boot Camp
Tech 2 card(s)
Get Paid - ($9)
DP my base, draw 2 - ($8)
Garrison - ($5)
Sergeant, draw 1 - ($2)
Cadet, draw 1, rune #1
Cadet, draw 1, rune #2
dog, draw 1, rune #3 - ($1)
Vandy trades Garth, levels fizzle
worker - ($0)
lobber with three runes kills Maestro, you gain 1
Float ($0)
Discard 4, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Overeager Cadet (2/2A)
-
Elite: Nautical Dog (1+1/1)
-
Scavenger: Overeager Cadet (2/2)
-
Technician: Lobber (2/2)
-
Lookout:
In Play:
- Drill Sergeant (3/3)
- Lobber #1 (5/1)
- Flagstone Garrison (4)
Buildings:
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
oh noes, my garrison! but second worker skip has to be devastating for his deck and for his economy. even against double discord I still think Iām in front