hm do I want that kill or not…
Link to full rule changes in effect
Game 1 Player 2, Turn 3
P2 Miracle Growth-ish vs P1 Daymare
Starting Hand
Charge
Nautical Dog
Mad Man
Scorch
Bird’s Nest (techn)
Events of Turn:
Upkeep:
- Get Gold (7)
- draw 1 techn
- Tech 2 cards in except turn 1
All Teched Cards
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman
Main:
- Zane (5)
- Nautical Dog (4)
- Charge Dog, trades with Monk (2)
- Zane trades with Grave, levels fizzle both ways, you get 1g
- Worker (1)
Workers
Pillage, Bloodburn
-
Patrol as below
- Discard 2 Draw 3 rs Draw 1
Board Info:
Buildings:
-
Base HP: 20
- Tech 1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 1
- Workers: 8
End of Turn Hand
Makeshift Rambaster
Careless Musketeer
Gunpoint Taxman
Mad Man
End of Turn Discard
My Thoughts
Honestly I think swabbing the deck to leave the board neutral proves advantageous for me. I should be able to tech up next turn with impunity, GPT + Rook, and then next turn have a good shot at Ancient + Arg + Birds or something. Very good setup.