Not much to do with a tech 2 this turn, might as well reset. I like my tech 2 better than yours and I have the econ lead right? ![]()
Link to full rule changes in effect
Game 1 Player 2, Turn 4
P2 Miracle Growth-ish vs P1 Daymare
Starting Hand
Makeshift Rambaster
Careless Musketeer
Gunpoint Taxman
Mad Man
Events of Turn:
Upkeep:
- Get Gold (8+1 float)
- Tech 2 cards in except turn 1
All Teched Cards
Surprise Attack x2
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman
Main:
- Rook (7)
- Gunpoint Taxman (5)
- Tech 2 Growth (1)
- Worker (0)
Workers
Careless musketeer, scorch, Pillage, Bloodburn
Patrol as below- Discard 2 Draw 4
Board Info:
Buildings:
Base HP: 20- Tech 1 HP: 5
- Tech 2 HP: 5 Growth
In Patrol:
Squad Leader: Gunpoint Taxman (3/3a)
Elite:
Scavenger: Rook (2/4 lvl 1)
Technician:
Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Charge
Nautical Dog
Bird’s Nest
Blooming Ancient
End of Turn Discard
My Thoughts
Not enough card draw for me to be too scared of finesse engine, I like my odds here I think