Commence the tech 2 standoff!
Link to all relevant rule changes
CAWS22 Round 6 Player 1, Turn 4
P1 [Fire]/Demon/Peace aka Burning Legion vs P2 [Present]/Demon/Discipline
Starting Hand
Careless Musketeer
Makeshift Rambaster
Lobber
Overeager Cadet
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards (except turn 1)
All Teched Cards
Drill Sergeant, Overeager Cadet
Flagstone Garrison, Overeager Cadet
Brave Knight, Lobber
Main:
- Onimaru (6)
- Worker (5)
- Tech 2 Peace (1)
Workers
Pillage, Bombaster, Scorch
-
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 PEACE
In Patrol:
-
Squad Leader: Brave Knight (3/3a)
-
Elite: Onimaru (2+1/3 lvl 1)
-
Scavenger:
-
Technician: Overeager Cadet (2/2)
-
Lookout:
In Play:
- Bloodburn (1)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 4
Gold:
- Gold: 1
- Workers: 8
End of Turn Hand
Mad Man
Nautical Dog
Flagstone Garrison
Charge
End of Turn Discard
My Thoughts
Could do Tower + OC but I think I’d rather have another body just to be safe from Hyperion. Don’t think I wanna risk 60% for the Garrison so no Lobber either, hopefully we can get more out of that gold next turn