don’t know what you’re referring to
XCAFS22 Round3 P2T6
P1 [Strength]/Fire/Past vs. P2 [Discipline]/Disease/Feral
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Aged Sensei (1/1A)
Mind-Parry Monk (5/4)
Grappling Hook
WORKERS
Safe Attacking
Fox Primus (2/2)
Morningstar Flagbearer (2/2)
Fox Viper (2/1)
Smoker (1/1)
NextHand
Feral Strike
Snapback
Mind-Parry Monk (5/4)
Discard
Huntress (3/1)
Huntress (3/1)
Grappling Hook
Aged Sensei (1/1A)
Tech 0 card(s)
Get Paid + float - ($11)
expensive hook Barbara zu lookout - ($10)
huntresses trade lookout, sparkshot technician
cal kills grappler, you draw
orpal kills jaina, levels to cal, you gain 1
train orpal
MPM - ($5)
Tech 3 - ($0)
no worker
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Mind-Parry Monk (5/4A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Training Grounds (4)
- Orpal (2+1/5, lvl6)
- Cal (4+1/5, lvl5)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Discipline)
- Tech III HP: 5
Economy Info:
Cards:
- Hand: 3
- Deck: 4
- Disc: 4
Gold:
- Gold: 0
- Workers: 10
Thoughts
this should be it. I am 100% sure he does not have a tech 3 unit in hand now, but even if he does I’m okayish with that in the current situation. And IF I’m hitting the 71.4% to draw a feral strike, it’s game over even if he has a tech 3 unit in hand now
I did hit the 71.4% for a feral strike, so I assume it’s game over, even if you do have a murder hand like mythmaking and oathkeeper…?