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

game5 P2T5

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Star-Crossed Starlet (3/2)
Grounded Guide (4/4)


STARTING HAND
Wither
Nimble Fencer (2/3)
Nimble Fencer (2/3)
Maestro (3/5)


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


NextHand

Leaping Lizard (3/5)
Helpful Turtle (1/2)


Discard

Wither
Star-Crossed Starlet (3/2)
Grounded Guide (4/4)


Tech 2 card(s)
Get Paid - ($9)
Garth+skel - ($6)
Maestro - ($3)
2x Fencer for free
exhaust fencers, to deal 4 damage to tech 2
wither AS - ($1)

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Maestro (3/5)
  • :psfist: Elite:
  • :ps_: Scavenger: skel (1/1)
  • :pschip: Technician: Garth (1/3, lvl1)
  • :target: Lookout:

In Play:

  • Nimble Fencer (2/3)
  • Nimble Fencer (2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 6
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

I’m putting him on the following tech choices:
fencer+birds
fencer+ SPartner/twins
Maestro+MM
Guide + MM/Maestro/(two-step)
He also has three cards from his starter deck left besides AS and safe attacking. Snapback will be included for sure. I deem it highly unlikely that the other two are SA & hook. At least one of them is going to have been workered.

best patrol for no combat trick (~7% probability for him to have this hand, not considering MM): Garth scav, skel techn so that rook can’t walk past patrol after birds kill skel
for SA/two-step/Guide (37%-82% depending on how many of these are left in his deck plus MM): skel scav, garth technician
for fencer/snapback (~64% plus MM): skel technician, fencer instead of Garth scavenger

uargs…

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