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

Missed the bugblatter with blade? Bummer!

That’s going to be really close. Probably those birds make the whole difference. These repeated 4 damage per turn are brutal.

Along with a bugblatter and a Commander still missing from your cycle I presume this match is now over?

XCAFS22 Round6 P1T10

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Zarramonde, the Obliterator (11/11)
Zarramonde, the Obliterator (11/11)


STARTING HAND
Blooming Ancient (2/4)
Artisan Mantis (4/5)
Artisan Mantis (4/5)
Guargum, Eternal Sentinel (12/12)
Merfolk Prospector (1/1A)


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)
Plague Spitter (5/1)++
Dark Pact


NextHand

Guargum, Eternal Sentinel (12/12A)
Zarramonde, the Obliterator (11/11)
Guargum, Eternal Sentinel (12/12)


Tech 2 card(s)
technician draw
Get Paid + float + scavenger - ($15)
Rebuild tech 3
BA - ($11)
orpal, rune - ($9)
mantis, rune, base to 14 - ($5)
mantis, rune, base to 17 - ($1)
MP, rune - ($0)
move some runes

Float ($0)
Discard 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Artisan Mantis (6/7A)++
  • :psfist: Elite: orpal (1+1/3)
  • :ps_: Scavenger: Merfolk Prospector (2/2)+
  • :pschip: Technician: Blooming Ancient (3/5)+
  • :target: Lookout: Artisan Mantis (4/5)

In Play:

  • Rich Earth

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Demonology)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 13
Thoughts

Bummer to probably have lost here just as the mantises came seemingly to the rescue.
Also I’m regretting to have built that tech lab. should have gone for tower and keep the cycle smaller to get mantises more often.