bad break
Link to full rule changes in effect
Game 1 Player 2, Turn 6
P2 Miracle Growth-ish vs P1 Daymare
Starting Hand
Bombaster
Bloodrage Ogre
Blooming Ancient
Makeshift Rambaster
Mad Man (techn)
Events of Turn:
Upkeep:
- Get Gold (9+1scav)
- draw 1 technician
- Tech 2 cards in except turn 1
All Teched Cards
Giant Panda, Stampede
Giant Panda, Might of Leaf and Claw
Surprise Attack x2
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman
Main:
- Blooming Ancient (6)
- Birds kill Rook, Arg midbands
- Arg hits SQL Grave
- Mad man, hits grave, BA+1 (5)
- Rook kills Grave, arg maxbands and WE arrives, BA+1
- Hero’s Hall (3)
- Makeshift Rambaster, kills Sensei, you get 1g, BA+1 (1)
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
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: Blooming Ancient (5/7a)
-
Elite:
-
Scavenger: Wisp (0/1)
-
Technician: Water Elemental (3/3)
-
Lookout:
In Play:
- Rook (2/2 lvl 1)
- Arg (1/5 lvl 1)
- Big Bird (1/1)
- Tweetie Bird (1/1)
- Makeshift Rambaster (1/1)
- Bird’s Nest
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 7
Gold:
- Gold: 1
- Workers: 9
End of Turn Hand
Surprise Attack
Giant Panda
Nautical Dog
Charge
End of Turn Discard
My Thoughts
Like my chances here, no engine started up over there, I have two hero kills available to get me arg maxband and another charged up BA. Hopefully draw MoLaC + Sharks next turn and should be able to terminate things