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:
Squad Leader: Cloud Sprite (4/2)
Elite:
Scavenger:
Technician:
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:
Base HP: 20
Tech I HP: 5
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 ![]()
Are you up for another one as P1?