I think this should be it. I have enough power in my hand to make use of this opening that you’re providing.
game1 P2T7
P1 [Strength]/Discipline/Finesse vs. P2 [Finesse]/Demonology/Necromancy
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Dark Pact
Tenderfoot (1/2)
Maestro (3/5)
Grounded Guide (4/4)
Wither
Leaping Lizard (3/5)
WORKERS
Granfalloon Flagbearer (2/2)
Fruit Ninja (2/2)
Helpful Turtle (1/2)
Spark
Older Brother (2/2)
NextHand
Star-Crossed Starlet (3/2)
Leaping Lizard (3/5)
Nimble Fencer (2/3)
Bloom
Discard
Timely Messenger (1/1)
Dark Pact
Brick Thief (2/1)
Wither
Leaping Lizard (3/5)
Tech 0 card(s)
Get Paid + float - ($13)
Vandy - ($11)
DP my base to 13, draw 2 (boo, only lizzo+wither, no virtuoso) - ($10)
Maestro - ($7)
Guide - ($2)
tenderfoot (for free) kills SL
thief trades grave, lvl to garth, pings tech 3, my base to 14
fencer trades rook, garth to lvl 5
maxband garth resurrects fencer - ($0)
fencer breaks tech 3
Garth attacks tech 2 down to 1 (thief ping last turn)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader: Maestro (4/5)
Elite:
Scavenger:
Technician: Vandy (2/3, lvl1)
Lookout:
In Play:
- Nimble Fencer (4/4)
- Garth (3/4, lvl7)
- Grounded Guide (4/4)
- Tenderfoot (3/1)
Buildings:
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Finesse)
Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 5
Gold:
- Gold: 0
- Workers: 10
Thoughts
This is it! Finally I get a chance to act and the deck delivers! Even if I don’t hit a virtuoso (60%) with DP, I can still clear the patrol, break tech 3 and bring tech 2 for another 3 and have vandy, skeleton and at least one lizzo for defense (Guide backline). If I hit bloom+wither it’s double tech break and vandy+skeleton in patrol.
Post DP: realized that I prefer a Maestro in game over Lizzo+skeleton…