This should be it, no way you can recover from that, even if my next hand would not have been as awesome as it is.
nerfed Miracle Growth testing game #3 P1T9
P1 [Finesse]/Present/Feral vs. P2 [Anarchy]/Growth/Strength
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Feral Strike
Granfalloon Flagbearer (2/2)
Hyperion (4/4)
Tenderfoot (1/2)
Research & Development
Research & Development
Temporal Distortion
Behind the Ferns
Ferocity
Feral Strike
WORKERS
Fruit Ninja (2/2)
Wither
Bloom
Helpful Turtle (1/2)
Spark
Older Brother (2/2)
Timely Messenger (1/1)
Brick Thief (2/1)
NextHand
Hyperion (4/5)
Tricycloid (5/5A)++
Ferocity
Nimble Fencer (2/1A)
Nimble Fencer (2/3)
Discard
Research & Development
Tricycloid (5/5A)++
Feral Strike
Feral Strike
Ferocity
Research & Development
Granfalloon Flagbearer (2/2)
Hyperion (4/4)
Temporal Distortion
Tech 0 card(s)
Get Paid + float - ($13)
R&D, draw 5 - ($11)
Feral Strike boosted: search for and cheat in giga & immortal - ($3)
Behind the Ferns - ($1)
tric removes his runes, pings each of tech 2 & tower
tric tries to sneak by, gets detected by tower, deals 2 damage to Rook
discard two cards for Cal to stealthily break Tech2, your base to 16
tenderfoot - ($0)
Float ($0)
Discard 4, draw 5
Board Info:
In Patrol:
-
Squad Leader: Immortal (5/5)
-
Elite:
-
Scavenger:
-
Technician: Gigadon (8/8)
-
Lookout:
In Play:
- Max (3/1, lvl5)
- Cal (4/5, lvl5)
- Tenderfoot (1/2)
- Behind the Ferns
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 9
Gold:
- Gold: 0
- Workers: 12
Thoughts
with R&D plus midband max, tech 2 break is possible with either the second tric or even better with behind the ferns, the second R&D instead of both still gives me the guaranteed tech break but with no fatty from my codex to accompany it with. I think I can live with those 96.7% odds of filling the board but to possibly have no additional fatty… got it even without Max’s midband, this should be it.