I do see the reasoning behind not patrolling with Arg, but given what this single Hyperion can do, it was a heavy surprise for me that you preferred it this way… Well, I’ll take it!
nerfed Miracle Growth testing game #3 P1T6
P1 [Finesse]/Present/Feral vs. P2 [Anarchy]/Growth/Strength
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Research & Development
Ferocity
STARTING HAND
Nimble Fencer (2/3)
Feral Strike
Hyperion (4/5)
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
WORKERS
Fruit Ninja (2/2)
Wither
Bloom
Helpful Turtle (1/2)
Spark
Older Brother (2/2)
NextHand
Feral Strike
Timely Messenger (1/1)
Granfalloon Flagbearer (2/2)
Research & Development
Temporal Distortion
Tech 2 card(s)
Get Paid + float - ($10)
Hyperion kills SL, I draw - ($5)
tenderfoot kills wisp, you draw
max deals 2 damage to Tech2, takes one from tower
maxband max heals, flickers Hyperion - ($1)
Hyperion breaks Tech2, takes 1, your base takes 2, I draw.
worker - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Nimble Fencer (2/1A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Max (3/4, lvl5)
- Tenderfoot (1/1)
- Hyperion (4/4)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
that tech break is nice timing! and no arg suicide option means no sharks - I like!