I mean drawing Guide + Fencer + Maestro feels unlikely there
Link to full rule changes in effect
Game 1 Player 2, Turn 5
P2 Miracle Growth-ish vs P1 Daymare
Starting Hand
Charge
Nautical Dog
Bird’s Nest
Blooming Ancient
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in except turn 1
All Teched Cards
Giant Panda, Might of Leaf and Claw
Surprise Attack x2
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman
Main:
- Blooming Ancient (5)
- Arg + Wisp, +2 runes (3)
- Bird’s Nest, +2 runes (1)
- skip worker
Workers
Careless musketeer, scorch, Pillage, Bloodburn
-
Patrol as below
- Discard 2 Draw 3 rs Draw 1
Board Info:
Buildings:
-
Base HP: 20
- Tech 1 HP: 5
- Tech 2 HP: 5 Growth
In Patrol:
-
Squad Leader: Blooming Ancient (6/8a)
-
Elite: Big Bird (1+1/1)
-
Scavenger: Wisp (0/1)
-
Technician: Gunpoint Taxman (3/3)
-
Lookout: Tweetie Bird (1/1)
In Play:
- Rook (2/4 lvl 1)
- Arg (1/3 lvl 1)
- Bird’s Nest
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 1
- Workers: 9
End of Turn Hand
Bombaster
Bloodrage Ogre
Blooming Ancient
Makeshift Rambaster
End of Turn Discard
My Thoughts
Yea the guide is a scare factor and Flagbearer is annoying, I could charge a bird to just kill it, but I can get a beeeeg ancient here and fllod patrol to make getting around it impossible. Tech a MoLaC and a Giant Panda, good chance of charging it here, I’ll get the flagbearer next turn.