game5 P2T6
P1 [Strength]/Discipline/Finesse vs. P2 [Finesse]/Demonology/Necromancy
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Blademaster (7/5)
Star-Crossed Starlet (3/2)
STARTING HAND
Helpful Turtle (1/2)
Leaping Lizard (3/5)
Leaping Lizard (3/5)
WORKERS
Fruit Ninja (2/2)
Bloom
Granfalloon Flagbearer (2/2)
Spark
Helpful Turtle (1/2)
NextHand
Older Brother (2/2)
Brick Thief (2/1)
Discard
Wither
Star-Crossed Starlet (3/2)
Maestro (3/5)
Blademaster (7/5)
Star-Crossed Starlet (3/2)
Tech 2 card(s)
Get Paid + float - ($10)
midband Garth - ($7)
make & sac skel - boo, no haste, so grave survives - ($6)
maxband Garth fetch guide - ($3)
Garth kills SL
skel trades other twin
2x lizzo - ($1)
Worker - ($0)
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
Squad Leader: Leaping Lizard (4/5)
Elite: Leaping Lizard (4/5)
Scavenger: Nimble Fencer (4/4)
Technician: Nimble Fencer (4/4)
Lookout:
In Play:
- Garth (3/1, lvl7)
- Grounded Guide (4/4)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
- Hand: 2
- Deck: 3
- Disc: 5
Gold:
- Gold: 0
- Workers: 10
Thoughts
so I wasn’t lucky… really would have loved to draw one of my two hasters from that skeleton in order to kill grave. now my fetched guide is going to get killed for sure, at least sworded, more likely killed by pumped birds. So it’s no attack with fencers for me as I don’t want to make it too easy for him to get rid of my haste. Garth has done his most relevant duty, but maybe he even survives.