Nice, this is going well then ![]()
CAMS24 Round 3 Player 1, Turn 4
P1 Finesse/Blood/Fire vs P2 [Demon]/Strength/Growth
Card changes in effect for the tourney linked here
Starting Hand
Bloom
Lobber
Helpful Turtle
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards each turn (except turn 1)
All Teched Cards
War Drums, Maestro
Nimble Fencer, Desperation
Nimble Fencer, Lobber
Main:
- Drakk to midband (6)
- Fencer kills SQL
- Lobber, it suicides into Rook (5)
- Drakk kills Rook, maxbands and heals, you draw 1
- Worker (4)
- Tech 2 Finesse (0)
Workers
Helpful Turtle, Older Brother, Spark, Fruit Ninja
Patrol as below- Discard 1 Draw 1 rs Draw 2
- Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 20- Tech1 HP: 5
- Tech2 HP: 5 FINESSE
In Patrol:
Squad Leader: Tenderfoot (1/2a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Drakk (3/4 lvl 6)
- Nimble Fencer (2/2)
Economy Info:
Cards:
- Hand: 3
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Brick Thief
Desperation
Timely Messenger
End of Turn Discard
My Thoughts
I originally wrote this turn up going Desperation War Drums and playing Turtle + HH skip worker, going for broke. I’m still not fully convinced that isn’t the play, but I’m in really good position and there doesn’t seem to be a need to do that. Inside track on Tech 2 with a ton of pressure coming is plenty solid. I’m going to lean on that