so we finally came to a situation where the Garrison nerf did matter… a lot…!
CAPS25 FINALS part 3 P1T6
P1 [Blood]/Feral/Truth vs. P2 [Past]/Peace/Anarchy
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Moss Ancient (8/9)
Liberty Gryphon (5/5)
STARTING HAND
Makeshift Rambaster (1/2)
Shoddy Glider (3/1)
Mad Man (1/1)
Crashbarrow (6/2)
Scorch
WORKERS
Bloodburn
Careless Musketeer (2/1)
Charge
Bloodrage Ogre (3/2)
Nautical Dog (1/1)
NextHand
Crashbarrow (6/2)
Huntress (3/3)
Pillage
Feral Strike
Discard
Crashbarrow (6/2)
Scorch
Shoddy Glider (3/1)
Moss Ancient (8/9)
Liberty Gryphon (5/5)
Tech 2 card(s)
Get Paid + float - ($12)
Quince sidelines mox, maxband heals - ($10)
CB, mirror copies - ($7)
make an extra mirror into CB - ($3)
MSR - ($1)
MM - ($0)
a mirror CB trades technician, OP 4 damage to your base
two CB (12), MSR (3), MM (1) deal another 16 damage to your base, breaking it, GG
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Quince (1/5, lvl5)
- Makeshift Rambaster (1/2)
- Mad Man (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 5
Gold:
- Gold: 0
- Workers: 9
It feels extremely bad to win due to a pairing of your tremendous generosity together with multiple bad draws on your side. And it is wild to see how scary your deck with the current nerfs is, even if you don’t actually play BS.
It’s been a nice series, thank you very much!