No sweat @Moby_Dick please feel free to stealth edit within an hour or so of posting, it’s unlikely I’ll be able to play back that quickly and if it does happen we can just sort it out case by case
Link to all relevant rule changes
- No Vandy Resist
- Dark Pact costs 1g
CAWS22 Round 3 Player 2, Turn 2
P2 [Fire]/Demon/Peace aka Burning Legion vs P1 [Fire]/Demon/Peace aka Burning Legion
Starting Hand
Makeshift Rambaster
Bloodrage Ogre
Scorch
Bloodburn
Careless Musketeer
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in OR no techs turn 1
All Teched Cards
Main:
- Bloodrage Ogre (4)
- Worker (3)
- Tech 1 (1)
Workers
Bloodburn, Pillage
-
Patrol as below
- Discard 3 rs Draw 5
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Bombaster (2/2a)
-
Elite:
-
Scavenger:
-
Technician: Bloodrage Ogre (3/2)
-
Lookout:
In Play:
- Vandy (2/3 lvl 1)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
End of Turn Hand
Brave Knight
Mad Man
Careless Musketeer
Charge
Overeager Cadet
End of Turn Discard
My Thoughts
I’m gonna veer a bit and go BK + OC, hope to draw the BK and plan to fast tech, hoping the BK poses a tough enough body to get through. Let’s hope that gets me there quickly. It just occurred to me that Lobber + Air Hammer is a nasty combo for wrecking buildings, I may try that out as well we’ll see