That’s scary. Let me put up a last stand. Unfortunately I bottomdecked my virtuosos, so my last stand is more like a suicide squad.
And yes: your tech 2 is way more poweful than mine…
casual P1T6
P1 [Strength]/Discipline/Finesse vs. P2 [Anarchy]/Growth/Strength
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Martial Mastery
Leaping Lizard (3/5)
STARTING HAND
Martial Mastery
Aged Sensei (1+1/1)
Snapback
Savior Monk (2/2A)
Nimble Fencer (2/3)
WORKERS
Smoker (1/1)
Fox Viper (2/1)
Sensei’s Advice
Safe Attacking
Fox Primus (2/2)
Snapback
NextHand
Maestro (3/5)
Savior Monk (2/2A)
Nimble Fencer (2/3)
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
AS - ($7)
Grave - ($5)
Martial Mastery, look at your hand, draw 2 - ($4)
Fencer - ($2)
SPartner buffs Fencer
Fencer runs into BA
Guide trades BA
Rook kills GPT, you draw
SPartner readies & buffs Flagbearer - ($0)
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Grave (2/3A, lvl1)
- Elite:
- Scavenger: Aged Sensei (1/1)
- Technician: Morningstar Flagbearer (3/3)+
- Lookout:
In Play:
- Sparring Partner (2/2)
- Rook (3/2, lvl1)+
Buildings:
- Base HP: 20
- Tech I HP: 3
- Tech II HP: 5 (Finesse)
Economy Info:
Cards:
- Hand: 3
- Deck: 8
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
I repeat: that looks bleak now