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:
- Squad Leader: Artisan Mantis (6/7A)++
- Elite: orpal (1+1/3)
- Scavenger: Merfolk Prospector (2/2)+
- Technician: Blooming Ancient (3/5)+
- Lookout: Artisan Mantis (4/5)
In Play:
- Rich Earth
Buildings:
- Base HP: 16
- Tech I HP: 5
- Tech II HP: 5 (Growth)
- Tech III HP: 5
- 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.