[CAPS25] Round5: P1 thehug0naut [Bashing]/Balance/Disease vs P2 zango [Blood]/Feral/Truth

so now we escalated to tech 2, show me what you got :wink:

CAPS25 round 5 P2T4

P1 [Bashing]/Balance/Disease vs. P2 [Blood]/Feral/Truth

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Pirate-Gang Commander (6/6)
Pirate-Gang Commander (6/6)


STARTING HAND
Scorch
Pillage
Mad Man (1/1)
Bombaster (2/2)


WORKERS
Bloodburn
Careless Musketeer (2/1)
Makeshift Rambaster (1/2)
Pillage


NextHand

Crashbarrow (6/2)
Captured Bugblatter (4/2)
Charge
Bloodrage Ogre (3/2)
Captured Bugblatter (4/2)


Discard

Scorch
Bombaster (2/2)
Mad Man (1/1)
Pirate-Gang Commander (6/6)
Pirate-Gang Commander (6/6)


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
tech2 - ($4)

Float ($4)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk (1/3, lvl3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 4
  • Workers: 9
Thoughts

Darn, even without Feral Strike maxband Cal would have been soooooo much better here… I still do understand my reasoning behing wanting the float 1 over the maxband Cal, but right now this feels… just wrong…
Board clear + teching up still is possible, but I really don’t like going down on cards here… leaving the messenger with his balance choice (as expected, but still) also really hurts. But well, there’s one thing that I learned with codex: advancing your own strategy usually is more rewarding than to adapt to the opponent’s game plan so let’s stick to the strategy and let’s not get sidetracked.