game1 P2T6
P1 [Strength]/Discipline/Finesse vs. P2 [Finesse]/Demonology/Necromancy
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Nimble Fencer (2/3)
Brick Thief (2/1)
Wither
Timely Messenger (1/1)
Bloom
WORKERS
Granfalloon Flagbearer (2/2)
Fruit Ninja (2/2)
Helpful Turtle (1/2)
Spark
Older Brother (2/2)
NextHand
Grounded Guide (4/4)
Dark Pact
Tenderfoot (1/2)
Maestro (3/5)
Tech 0 card(s)
technician draw
Get Paid + float - ($11)
rebuild tech 2
Garth - ($9)
skel - ($8)
fencer kills your fencer - ($6)
Thief, damages your tech 2, heals my base - ($4)
messenger - ($3)
Float ($3)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
Squad Leader: Timely Messenger (1/1)
Elite:
Scavenger: Brick Thief (2/1)
Technician:
Lookout: skel 1/1
In Play:
- Nimble Fencer (2/1)
- Garth (1/3, lvl1)
Buildings:
Base HP: 15
Tech I HP: 5
Tech II HP: 5 (Finesse)
Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 6
- Disc: 0
Gold:
- Gold: 3
- Workers: 10
Thoughts
after bottom decking lizzo, then technician draw guide which prevented me from playing the very relevant extra patroller brother I’m finally lucky: technician draw bloom means a DP in my next hand for sure, woohoo! now let’s see whether Garth survives. but hopefully he’s running out of steam soon and his deck definitely is ultra diluted. ofc it’s still possible to have lucky draws align well for him
Post draw: wow!