P1 [Finesse]/Demonology/Necromancy vs. P2 [Strength]/Discipline/Finesse
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Blademaster (7/5)
Blademaster (7/5)
STARTING HAND
Maestro (3/5)
Timely Messenger (1/1)
Bloom
WORKERS
Fruit Ninja (2/2)
Spark
Granfalloon Flagbearer (2/2)
Wither
Older Brother (2/2)
Bloom
NextHand
Nimble Fencer (2/3)
Dark Pact
Discard
Maestro (3/5)
Timely Messenger (1/1)
Brick Thief (2/1)
Star-Crossed Starlet (4/1)
Blademaster (7/5)
Blademaster (7/5)
Tech 2 card(s)
starlet takes 1
Get Paid - ($9)
worker - ($8)
Maestro - ($5)
messenger - ($4)
Thief trades SL, pings tech 2, heals my base
tenderfoot breaks tower
fencer kills flagbearer
starlet trades monk
Garth - ($2)
skel - ($1)
messenger trades river, vandy to maxband, doom AS & skel
vandy breaks tech 2
Float ($1)
Discard 0, draw 2
Board Info:
In Patrol:
Squad Leader: skel (3/3) doomed
Elite:
Scavenger:
Technician: Maestro (3/5)
Lookout:
In Play:
- Vandy (4/5, lvl5)
- Nimble Fencer (2/1)
- Tenderfoot (1/2)
- Garth (1/3, lvl1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
- Hand: 2
- Deck: 4
- Disc: 6
Gold:
- Gold: 1
- Workers: 10
Thoughts
maxband rook is probable, but don’t see him as a problem especially in case Maestro survives or if I draw another virtuoso and garth survives. But with two virtuosos, possibly a technician draw, midband Garth draw and two DP in my current deck of 6 it should be a safe bet, even in case of Snapback/reversal/whatever