game6 P1T5
P1 [Finesse]/Demonology/Necromancy vs. P2 [Strength]/Discipline/Finesse
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Star-Crossed Starlet (3/2)
Grounded Guide (4/4)
STARTING HAND
Spark
Leaping Lizard (3/5)
Brick Thief (2/1)
Star-Crossed Starlet (3/2)
Maestro (3/5)
Helpful Turtle (1/2)
WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Bloom
Older Brother (2/2)
Spark
NextHand
Maestro (3/5)
Wither
Tenderfoot (1/2)
Timely Messenger (1/1)
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Maestro - ($5)
starlet
lizzo - ($4)
Garth - ($2)
skel - ($1)
virtuosos break tech 2
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader: Leaping Lizard (3/5)
Elite:
Scavenger: skel 1/1
Technician: Maestro (3/5)
Lookout:
In Play:
- vandy (4/2, lvl5)
- Nimble Fencer (2/3)
- Nimble Fencer (2/3)
- Star-Crossed Starlet (3/2)
- Garth (1/3, lvl1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 9
Thoughts
if he teched two spells like reversal, Garth kill is possible (28,6% to draw one of the two, assuming he teched two Barbarbara in turn 3), but then he has little to none defense left and will be overrun. I like!