completely differently than expected, but yes that’s game. Whatever I do you already have lethal on board without cards from hand.
biggest mistake was to not build a tower… That really sucks… But besides that I feel like having lost even though you obvisouly had quite some lousy draws, especially the missed second commander and second bugblatter, but also especially in t3 and t4 - those whiffs where huge.
but as this game was absolutely epic for me, please do me the honor of doing the turn.
XCAFS22 Round6 P1T11
P1 [Growth]/Demonology/Disease vs. P2 [Strength]/Bashing/Blood
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Guargum, Eternal Sentinel (12/12)
Guargum, Eternal Sentinel (12/12A)
Zarramonde, the Obliterator (11/11)
Blooming Ancient (5/7)+++
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
Plague Spitter (3/1)
Zarramonde, the Obliterator (11/11)
Might of Leaf and Claw
Shadow Blade
Playful Panda (2/2)
Discard
Artisan Mantis (6/7A)++
Merfolk Prospector (2/2)+
Blooming Ancient (3/5)+
Artisan Mantis (4/5)
Zarramonde, the Obliterator (11/11)
Guargum, Eternal Sentinel (12/12A)
Guargum, Eternal Sentinel (12/12)
Tech 0 card(s)
technician draw
Get Paid + scavenger - ($14)
BA - ($10)
maxband arg, wisp, elemental, 3 runes - ($4)
vandy, rune - ($2)
three runes to elemental
Float ($2)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Vandy (2/3)
-
Elite: Arg (1+1/5, lvl5)
-
Scavenger: elemental (6/6)+++
-
Technician: Blooming Ancient (3/5)+
-
Lookout:
In Play:
- Rich Earth
- wisp (0/1)
Buildings:
-
Base HP: 8
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
-
Tech III HP: 5
-
Tech Lab HP: 4 (Demonology)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 7
Gold:
- Gold: 2
- Workers: 13
Thoughts
birds attacking base, dying, down to 2, Drakk & bugblatter suicide - game over no matter what