game2 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)
Leaping Lizard (3/5)
STARTING HAND
Star-Crossed Starlet (3/2)
Brick Thief (2/1)
Bloom
Older Brother (2/1)
Maestro (3/5)
Dark Pact
Tenderfoot (1/2)
WORKERS
Fruit Ninja (2/2)
Spark
Granfalloon Flagbearer (2/2)
Wither
Older Brother (2/2)
NextHand
Maestro (3/5)
Timely Messenger (1/1)
Bloom
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
fetch & play DP - ($5)
Maestro - ($2)
starlet & tenderfoot for free
Thief, pings your tech 2, my base to 19 - ($0)
exhaust starlet & fencer for tech 2 break
exhaust tenderfoot for 2 damage on tower
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader: Maestro (3/5)
Elite:
Scavenger:
Technician: Brick Thief (2/1)
Lookout:
In Play:
- Vandy (3/2, lvl3)
- Nimble Fencer (2/3)
- Tenderfoot (1/2)
- Star-Crossed Starlet (3/2)
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
- Hand: 3
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Thoughts
again not my a game. completely forgot safe attacking when evaluating my future turns and what the board state then will be. but still this game is already won. He has no way to recover his hand size properly and let him overextend to do some damage (two-step plus starlet really would be a threat) - this deck recovers so ultra fast, there is nothing to worry about