[XCAFS22] Round6: P1 zango [Growth]/Demonology/Disease vs P2 Dreamfire [Strength]/Bashing/Blood

so we’re escalating this to tech 3? I’m in! hopefully my smaller cycle gives me the edge before your blood base race kills me. Let’s start with a DP to help you out a bit :smiley:

XCAFS22 Round6 P1T7

P1 [Growth]/Demonology/Disease vs. P2 [Strength]/Bashing/Blood

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Might of Leaf and Claw
Artisan Mantis (4/5)
Dark Pact
Ironbark Treant (1/2AAA)
Plague Spitter (3/1)
Blooming Ancient (2/4)


WORKERS
Rampant Growth
Forest’s Favor
Verdant Tree (3)
Spore Shambler (2/3)++
Tiger Cub (2/2)
Young Treant (0/2)
Ironbark Treant (1/2AAA)


NextHand

Playful Panda (2/1)
Blooming Ancient (2/4)
Guargum, Eternal Sentinel (12/12)
Guargum, Eternal Sentinel (12/12)
Plague Spitter (5/1)++


Discard

Dark Pact
Might of Leaf and Claw
Blooming Ancient (2/4)
Plague Spitter (3/1)


Tech 0 card(s)
Get Paid - ($10)
DP my base, draw 2, base to 17 - ($9)
Worker
tech 3 - ($4)
Mantis, repairs base back to 20 - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Merfolk Prospector (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: orpal (2/5, lvl6)
  • :pschip: Technician: Vandy (2/3, lvl1)
  • :target: Lookout: Artisan Mantis (4/5)

In Play:

  • Rich Earth

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

I think my tech 3 is better than his, but is it enough against bugblatters and commanders? I’ll probably have to tech the second mantis, but let’s try DP first and try to get the almost guaranteed guarg next turn first.
post DP: Tempting to stay at tech2, but I’ll stick to the plan
patrol choice is killing me. I have to look out for CBs and kidnapping and one way or the other my patrol looks just plain dumb if he has the other thing at the ready.