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:
Squad Leader: Maestro (3/5)
Elite:
Scavenger: skel (1/1)
Technician: Garth (1/3, lvl1)
Lookout:
In Play:
- Nimble Fencer (2/3)
- Nimble Fencer (2/3)
Buildings:
Base HP: 20
Tech I HP: 5
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…