XCAFS22 Round5 P1T5
P1 [Fire]/Bashing/Peace vs. P2 [Feral]/Anarchy/Peace
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Drill Sergeant (3/3)
Drill Sergeant (3/3)
STARTING HAND
Flagstone Garrison (4)
Makeshift Rambaster (1/2)
Nautical Dog (1/1)
Mad Man (1/1)
Bloodrage Ogre (3/2A)
Overeager Cadet (2/2)
Overeager Cadet (2/2)
Bombaster (2/2)
Careless Musketeer (2/1)
Flagstone Garrison (4)
WORKERS
Scorch
Bloodburn
Charge
Pillage
Careless Musketeer (2/1)
NextHand
Mad Man (1/1)
Lobber (2/2A)
Drill Sergeant (3/3)
Drill Sergeant (3/3)
Bombaster (2/2)
Tech 2 card(s)
Get Paid + float - ($9)
Garrison - ($6)
dog, draw 1 - ($5)
cadet, draw 1
cadet, draw 1
MSR, draw 1 - ($3)
Bogre, draw 1 - ($1)
worker - ($0)
oni trades SL
MSR kills MP, you gain 1
lobber pings your garrison
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Overeager Cadet (2/2A)
- Elite: Nautical Dog (1+1/1)
- Scavenger: Overeager Cadet (2/2)
- Technician:
- Lookout:
In Play:
- Flagstone Garrison (4)
- Bloodrage Ogre (3/2)
- Lobber (2/1)
- Makeshift Rambaster (1/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Peace)
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Thoughts
what a nasty habit of him to always come back, but I think that worker skip should be the nail in his coffin, unless he get’s lucky with a well timed spell
lucky early cadet draws bring me to the point where it’s tempting to go maxband Oni instead of playing two 2-drops, but I think my next turn(s) will be more explosive if I go for units instead. with trading Oni and killing MP with MSR, which then sticks to the board, I can almost guarantee a DS+DS+4-5 units turn while already being up front on the board. And with my second garrison being ready within my draw 5 out of 6 even if he breaks garrison still a monster turn is going to be ahead of us! I like!
Post draw: I managed to bottom deck my second garrison let’s hope he doesn’t have detonate at the ready