Censorship Council, interesting choice! Let’s see how it goes ![]()
Link to all relevant rule changes
CAWS22 Round 4 Player 2, Turn 5
P2 [Fire]/Demon/Peace aka Burning Legion vs P1 [Disease]/Discipline/Law
Starting Hand
Mad Man
Charge
Overeager Cadet
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in OR no techs turn 1
All Teched Cards
Drill Sergeant, Dark Pact
Flagstone Garrison, Lobber
Flagstone Garrison, Overeager Cadet
Overeager Cadet, Lobber
Main:
- Mad Man (8)
- Maxband Vandy, doom Mad Man and Skele (6)
- Vandy kills Orpal, takes -1/1, levels to Jaina
- Mad Man and Skele trade, you draw 1
- Jaina hits the Council to 2hp
- Worker (5)
- Tech 3 (0)
Workers
Pillage, Careless Musketeer, Bloodburn, Scorch
Patrol as below- Discard 1 Draw 3
Board Info:
Buildings:
Base HP: 20- Tech1 HP: 5
- Tech2 HP: 5 PEACE
- Tech3 HP: 5
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Jaina (3/1 lvl 6)
- Vandy (3/4 lvl 5, -)
Economy Info:
Cards:
- Hand: 3
- Deck: 5
- Disc: 4
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Flagstone Garrison
Nautical Dog
Flagstone Garrison
End of Turn Discard
My Thoughts
Gotta setup the meta threat with little else to do here, I don’t think I really need tech3 but I spose it wouldn’t hurt to have options and the rebuild-ability for 3g extra, Jaina’s safe at 1hp. Next turn I can Meta tutor with Oni and play something after I shoot down the Council, or I spose if I draw both Garrisons I can set that up instead.
…
Sure, why not, double Garrison and maybe wait on meta