Quite risky what you’re doing here and you lost the bet you took on me not having wither+spark/messenger. Let’s see whether my bloated cycle is a drawback I can live with.
game1 P2T2
P1 [Strength]/Discipline/Finesse vs. P2 [Finesse]/Demonology/Necromancy
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Leaping Lizard (3/5)
Leaping Lizard (3/5)
STARTING HAND
Spark
Bloom
Fruit Ninja (2/2)
Helpful Turtle (1/2)
Wither
WORKERS
Granfalloon Flagbearer (2/2)
Fruit Ninja (2/2)
NextHand
Helpful Turtle (1/2)
Brick Thief (2/1)
Wither
Timely Messenger (1/1)
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
wither SL - ($4)
spark returns technician to your hand - ($3)
vandy kills grave
Tech 1 - ($2)
Float ($2)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- vandy (3/4, lvl3)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 6
- Disc: 0
Gold:
- Gold: 2
- Workers: 7
Thoughts
trading tenderfoot for a card and one damage on grave looks like a damn good deal for me, so let’s capitalize on that. with a clear board I should be able to tech up next turn so no need for wasting a big cycle with only tech 0+tech 1 cards in it.