Risky move incoming… Who needs cards in hand?
nerfed’ Miracle Growth testing game #3 P1T4
P1 [Finesse]/Present/Feral vs. P2 [Anarchy]/Growth/Strength
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Feral Strike
Hyperion (4/5)
STARTING HAND
Nimble Fencer (2/3)
Helpful Turtle (1/2)
Brick Thief (2/1)
Spark
WORKERS
Fruit Ninja (2/2)
Wither
Bloom
Helpful Turtle (1/2)
NextHand
Hyperion (4/5)
Tenderfoot (1/2A)
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
spark bombaster, you gain 1 - ($5)
fencer kills SL, takes 2 - ($3)
cal kills GPT, you draw
messenger trades Rook, cal maxband heals
brick thief steals from your tower - ($1)
Float ($1)
Discard 0, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Brick Thief (2/1)
-
Lookout:
In Play:
- cal (5/6, lvl3)+
- Nimble Fencer (2/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
- Hand: 2
- Deck: 8
- Disc: 0
Gold:
- Gold: 1
- Workers: 8
Thoughts
this sucks. having to expect birds for sure and I have no defense against them… on the other hand going down on cards that hard means I’m more likely to draw my 4 allstar cards at the right pace… let’s go for it!