OR I’m just playing my usual high risk, high reward game. Who is dumb enough to try a tAoW strategy against a deck with access to Garth? That would be me
But with three heros that all have access to spells with direct base damage plus scorch & pillage in my starter set - why not?
CAMS22 Round8 finals P2T4
P1 nightmare vs. P2 [Fire]/Demonology/Peace
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Ember Sparks
Ember Sparks
STARTING HAND
Mad Man (1/1)
The Art of War
Makeshift Rambaster (1/2)
Bloodrage Ogre (3/2)
Careless Musketeer (2/1)
WORKERS
Bloodburn
Charge
Nautical Dog (1/1)
NextHand
Scorch
The Art of War
Dark Pact
Pillage
Dark Pact
Discard
Bombaster (2/2)
Bloodrage Ogre (3/2)
Careless Musketeer (2/1)
The Art of War
Ember Sparks
Ember Sparks
Tech 2 card(s)
Get Paid + float - ($10)
bombaster kills SL, explodes to kill technician, you draw - ($9)
maxband Oni, soldiers arrive - ($7)
Oni readily kills Vandy, levels fizzle
mad max attacks base to 10 - ($6)
MSR attacks base to 7 - ($4)
skip worker
Float ($4)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: soldier (1/1A)
-
Elite: soldier (1+1/1)
-
Scavenger: soldier (1/1)
-
Technician: Oni (4/1, lvl8)
-
Lookout:
In Play:
- Mad Man (1/1)
- Makeshift Rambaster (1/2)
Buildings:
-
Base HP: 17
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 6
Gold:
- Gold: 4
- Workers: 8
Thoughts
that haunt going for base instead of bombaster with a free replay from gy comes costly. next hand I have a guaranteed 7 direct damage for base, this should be it unless a weird Imp play makes us go to overtime
it’s not only tech buildings but add-ons as well that are overrated