Don’t you worry!
Did you change your job after the PhD?
game2 P1T7
P1 [Finesse]/Demonology/Necromancy vs. P2 [Strength]/Discipline/Finesse
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Grounded Guide (4/4)
STARTING HAND
Dark Pact
Nimble Fencer (2/3)
Leaping Lizard (3/5)
Helpful Turtle (1/2)
WORKERS
Fruit Ninja (2/2)
Spark
Granfalloon Flagbearer (2/2)
Wither
Older Brother (2/2)
Bloom
NextHand
Dark Pact
Star-Crossed Starlet (3/2)
Discard
Maestro (3/5)
Timely Messenger (1/1)
Brick Thief (2/1)
Star-Crossed Starlet (4/1)
Blademaster (7/5)
Blademaster (7/5)
Dark Pact
Grounded Guide (4/4)
Tech 1 card(s)
Get Paid + float - ($11)
DP my base - ($10)
fencer for free
lizzo - ($9)
skel - ($8)
turtle - ($6)
Tech 3 - ($1)
exhaust my three virtuosos to bring your base down to 5
Float ($1)
Discard 0, draw 2
Board Info:
In Patrol:
Squad Leader: Leaping Lizard (3/5)
Elite:
Scavenger: Helpful Turtle (1/2)
Technician: skel (1/1)
Lookout: Vandy (4/5, lvl5)
In Play:
- Nimble Fencer (2/1)
- Tenderfoot (1/2)
- Garth (1/3, lvl1)
- Nimble Fencer (2/3)
- Maestro (3/5)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Finesse)
Tech III HP: 5
Economy Info:
Cards:
- Hand: 2
- Deck: 0
- Disc: 8
Gold:
- Gold: 1
- Workers: 10
Thoughts
was shortly considering soul stone…
This should be it, so tech 3 obviously is overkill, but well…
On the off chance he snapbacks vandy and plays double discord this is the safest bet to a direct victory.