True. It’s a very interesting tech choice you have here!
CAMS22 Round9 finals pt2 P1T4
P1 [Fire]/Demonology/Peace vs. P2 [Necromancy]/Demonology/Finesse
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Overeager Cadet (2/2)
Drill Sergeant (3/3)
STARTING HAND
Bloodburn
Lobber (2/2)
Bloodrage Ogre (3/2A)
Mad Man (1/1)
WORKERS
Scorch
Pillage
Charge
Bloodburn
NextHand
Flagstone Garrison (4)
Bombaster (2/2)
Flagstone Garrison (4)
Discard
Mad Man (1/1)
Makeshift Rambaster (1/1)
Nautical Dog (1/1)
Bloodrage Ogre (3/2A)
Overeager Cadet (2/2)
Drill Sergeant (3/3)
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
tech 2 → peace - ($3)
mad max - ($2)
lobber - ($1)
mad max, lobber & msr kill garth, vandy maxbands dooms jav & dog
vandy kills jav, sparkshots skel, you draw and gain 1
dog trades baron
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Lobber (2/1)
- Vandy (4/2, lvl5)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
- Hand: 3
- Deck: 2
- Disc: 6
Gold:
- Gold: 1
- Workers: 8
Thoughts
VERY interesting Tech choice. don’t think it will be accompanied by a hasty unit, but can you tell? I definitely have to assume that his plan is a big attack with fancy spells to increase the value obtained by baron… Can’t let that happen! Also can’t let Garth fetch a second Baron, so I will stick to the nature of my deck as I play it: all out agression!
Vandy might very well die to that, but she has already provided more than her share of value.
Damn me for sacrificing lobber instead of MSR last turn, the other way around would have made the mm unnecessary