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

It starts to get… interesting…

I’ll probably have to reduce my playing speed a bit the next days, but at least one turn per day should be possible.

game5 P2T3

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Leaping Lizard (3/5)
Maestro (3/5)


STARTING HAND
Tenderfoot (1/2)
Timely Messenger (1/1)
Granfalloon Flagbearer (2/2)
Brick Thief (2/1)


WORKERS
Fruit Ninja (2/2)
Bloom
Granfalloon Flagbearer (2/2)


NextHand

Nimble Fencer (2/3)
Nimble Fencer (2/3)
Spark
Helpful Turtle (1/2)


Discard

Brick Thief (2/1)
Timely Messenger (1/1)
Leaping Lizard (3/5)
Maestro (3/5)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 1 - ($5)
skel - ($4)
tenderfoot - ($3)

Float ($3)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: skel 1/1
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:

  • Garth (1/3, lvl3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 3
  • Workers: 8
Thoughts

this is… uarg… safe attacking and AS is a setup I really don’t like. his units will tend to survive whatever I put into the patrol and his swelling board will wipe me out. also Garth is so ultra unsecure. hook + fencer or sa + fencer and he is history, again with him not even taking real damage