Indeed, FF getting MAD WORK done! Not looking good for my tourney life here!
Link to all relevant rule changes
CAWS22 Round 6 Player 1, Turn 6
P1 [Fire]/Demon/Peace aka Burning Legion vs P2 [Present]/Demon/Discipline
Starting Hand
Drill Sergeant
Makeshift Rambaster
Bloodrage Ogre
Charge
Brave Knight
Events of Turn:
Upkeep:
- Get Gold (8)
- Draw 1 techn
- Tech 2 cards (except turn 1)
All Teched Cards
Soul Stone, Drill Sergeant
Lobber, Flagstone Garrison
Drill Sergeant, Overeager Cadet
Flagstone Garrison, Overeager Cadet
Brave Knight, Lobber
Main:
- Drill Sergeant (5)
- Nautical Dog, DS+1 (4)
- Bloodrage Ogre, DS+1 (2)
- Makeshift Rambaster, DS+1 (0)
- Bloodburn your tech 2 to 4hp (please note your tech1 is also on 4hp from turn 3)
- Rune to rambaster, breaks your tech2, your base to 18
Workers
Pillage, Bombaster, Scorch
-
Patrol as below
- Discard 2 Draw 3 rs Draw 1
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 PEACE
In Patrol:
-
Squad Leader: Drill Sergeant (5/5a,++)
-
Elite:
-
Scavenger: Nautical Dog (1/1)
-
Technician:
-
Lookout: Bloodrage Ogre (3/2)
In Play:
- Makeshift Rambaster (2/3, +)
- Bloodburn (2)
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Mad Man
Lobber
Lobber
Overeager Cadet
End of Turn Discard
My Thoughts
Well I did not expect I’d have both garrisons broken… that was rough. I’m not sure I’ll be able to recover but I suppose we shall try!