so let’s step up to tech 2… tbh I was entirely set on you going for firebirds, this tech choice of yours really surprised me big time!
XCAFS22 Round3 P2T4
P1 [Strength]/Fire/Past vs. P2 [Discipline]/Disease/Feral
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Mind-Parry Monk (5/4)
Feral Strike
STARTING HAND
Snapback
Huntress (3/3)
Fox Viper (2/1)
Savior Monk (2/2A)
Training Grounds (4)
WORKERS
Safe Attacking
Fox Primus (2/2)
Morningstar Flagbearer (2/2)
Fox Viper (2/1)
NextHand
Smoker (1/1)
Sensei’s Advice
Grappling Hook
Training Grounds (4)
Aged Sensei (1/1A)
Discard
Training Grounds (4)
Savior Monk (2/2A)
Snapback
Mind-Parry Monk (5/4)
Feral Strike
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
huntress - ($5)
Tech 2 → discipline - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Huntress (3/3)
-
Elite:
-
Scavenger:
-
Technician: Huntress (3/3)
-
Lookout:
In Play:
- Grave (4/4, lvl7)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Discipline)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 5
Gold:
- Gold: 1
- Workers: 9
Thoughts
why can’t I EVER have hook when I need it? hook Jaina to lookout and emptying his board would really be a pleasure…
Strength! Huh! That really is a surprise! I obviously have to expect two grapplers and two barbarbars in his current cycle with maybe a colossus in the mix of 4 tech2 cards. But what the heck is his end game???