I really was contemplating you texting that now early but in the end I decided against it being a real threat… Phew what luckout on my side…
CAPS25 round 4 P1T5
P1 [Blood]/Feral/Truth vs. P2 [Past]/Present/Future
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Land Octopus (8/7)
Land Octopus (8/7)
STARTING HAND
Feral Strike
Crashbarrow (6/2)
Bombaster (2/2)
Nautical Dog (1/1)
Mad Man (1/1)
WORKERS
Careless Musketeer (2/1)
Bloodburn
Pillage
Charge
Bombaster (2/2)
NextHand
Bloodrage Ogre (3/2)
Shoddy Glider (3/1)
Makeshift Rambaster (1/2)
Scorch
Crashbarrow (6/2)
Discard
Crashbarrow (6/2)
Crash Bomber (2/2)
Feral Strike
Mad Man (1/1)
Nautical Dog (1/1)
Land Octopus (8/7)
Land Octopus (8/7)
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
drakk - ($7)
quince + mirror - ($5)
big CB kills max, op 1 to tech 2, drakk to lvl3 - ($2)
midband drakk - ($1)
hound breaks tech 2
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader: mirror 0/1
Elite:
Scavenger:
Technician: drakk (2/3, lvl4)
Lookout:
In Play:
- Spectral Hound (3/1)
- quince (1/3, lvl1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 7
Gold:
- Gold: 1
- Workers: 9
Thoughts
this should be game with a guaranteed double CB coming around the corner next turn while I still have a full hand and this hero advantage