Well, I’ll do my very best to not let you back in
CAMS22 Round9 finals pt2 P1T2
P1 [Fire]/Demonology/Peace vs. P2 [Necromancy]/Demonology/Finesse
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Lobber (2/2)
Lobber (2/2)
STARTING HAND
Pillage
Makeshift Rambaster (1/2)
Careless Musketeer (2/1)
Nautical Dog (1/1)
Bloodrage Ogre (3/2)
WORKERS
Scorch
Pillage
NextHand
Lobber (2/2)
Charge
Bombaster (2/2)
Nautical Dog (1/1)
Makeshift Rambaster (1/2)
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bogre - ($2)
tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Bloodrage Ogre (3/2A)
-
Elite:
-
Scavenger:
-
Technician: Mad Man (1/1)
-
Lookout:
In Play:
- Vandy (2/3, lvl1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Thoughts
again: no dog no power
killing Vandy here is too expensive, so let’s hope for a good explosive t3 and that he doesn’t have Det. with det & StW it is even possible here to loose my Vandy, but I think that would be an okayish scenario with him investing 5 gold and going down on cards while I go to six cards and even have a goodish probability to get the revenge kill…
Way more likely is the typical early Imp, so let’s hope he doesn’t get one of my beloved lobbers!