Casual: Dreamfire [Discipline/Strength]/Finesse vs Zango [Finesse]/Demon/Necro

game4 P1T7

P1 [Finesse]/Demonology/Necromancy vs. P2 [Strength]/Discipline/Finesse

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Leaping Lizard (3/5)
Grounded Guide (4/4)


STARTING HAND
Tenderfoot (1/2)
Maestro (3/5)
Spark
Star-Crossed Starlet (3/2)
Timely Messenger (1/1)


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Helpful Turtle (1/2)
Bloom
Older Brother (2/1)


NextHand

Star-Crossed Starlet (3/2)
Wither


Discard

Leaping Lizard (4/5)
Maestro (4/5)
Leaping Lizard (3/5)
Grounded Guide (4/4)
Brick Thief (3/1)
Spark


Tech 2 card(s)
technician draw
Get Paid - ($9)
make & sac skel - ($8)
vandy kills flagbearer, sparkshots rook
Thief trades rook, pings base to 12, vandy maxband dooms 4/1 fencer and technician bird
spark lookout - ($6)
messenger - ($5)
Maestro - ($2)
starlet & tenderfoot for free
4/2 Fencer breaks tower, base to 10
starlet breaks tech 1, base to 8
Garth 3, doomed fencer 6, guide 4, tenderfoot 3, messenger 2 hit base for a total of 18

Float ($2)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Cloud Sprite (4/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Garth (3/4, lvl7)
  • Nimble Fencer (6/3, doomed)
  • Grounded Guide (4/4)
  • Tenderfoot (3/3)
  • Timely Messenger (2/1)
  • Star-Crossed Starlet (5/3)
  • Nimble Fencer (4/1)
  • vandy (4/5, lvl5)
  • Maestro (4/5)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 2
  • Workers: 9

GG that adept a turn earlier (I know, only draw 2 out of 12) might have made a difference, but well… this version of nightmare is ultra consistent, not much you could do about it with this starting split it seemed :man_shrugging:

Are you up for another one as P1?