Well, seems like I was too greedy here…
But you going down on cards hard is also something I like, even though I would have liked my Vandy to survive better
CAMS22 Round5 P1T4
P1 [Fire]/Demonology/Peace vs. P2 [Finesse]/Necromancy/Disease
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Drill Sergeant (3/3)
Overeager Cadet (2/2)
STARTING HAND
Lobber (2/2)
Bloodburn
Charge
Lobber (2/2)
WORKERS
Scorch
Pillage
Careless Musketeer (2/1)
Bloodburn
NextHand
Bombaster (2/2)
Flagstone Garrison (4)
Mad Man (1/1)
Overeager Cadet (2/2)
Discard
Lobber (2/2)
Bloodrage Ogre (3/1)
Makeshift Rambaster (1/1)
Lobber (2/2)
Charge
Drill Sergeant (3/3)
Overeager Cadet (2/2)
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech 2 → Peace - ($4)
lobber from hand plus Bogre trade River - ($3)
MSR trades fencer
Float ($3)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 7
Gold:
- Gold: 3
- Workers: 8
Thoughts
that’s a bummer to lose Vandy here, I was too greedy on cards+float to not play a patroller. But him going down on cards while I have an 80% to have the peace enginge running next turn still seems like a very good spot to be in. He probably has two tech 0 cards plus one tech1 unit/spell, so not having a patrol this round should not hurt. And maybe he underestimates the explosiveness of my deck with me not having any board presence.