Yep, that’s exactly what I feared… You have pressure on the board and I wasn’t able to draw over if my two feral strikes, so I have to stall…
XCAFS23 FINALS round 9 part 2 P1T6
P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Maestro (3/5)
Tricycloid (3/3)
STARTING HAND
Temporal Distortion
Timely Messenger (1/1)
Temporal Distortion
Maestro (3/5)
Brick Thief (2/1)
WORKERS
Fruit Ninja (2/2)
Wither
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
Spark
NextHand
Hyperion (4/5)
Helpful Turtle (1/2)
Feral Strike
Nimble Fencer (2/3)
Discard
Temporal Distortion
Temporal Distortion
Timely Messenger (1/1)
Brick Thief (2/1)
Maestro (3/5)
Tricycloid (3/3)
Tech 2 card(s)
Get Paid + float - ($12)
Max - ($10)
Maestro - ($7)
TD maestro into Fencer - ($5)
replay maestro - ($2)
exhaust fencer to deal 2 damage to your tech 2
TD fencer into Starlet - ($0)
replay fencer for free
exhaust fencer & starlet to break tech 2
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader:
Elite: Maestro (3/5)
Scavenger:
Technician: max (2/3, lvl1)
Lookout:
In Play:
- Cal (5/6, lvl5)+
- Star-Crossed Starlet (3/2)
- Nimble Fencer (2/3)
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 4 (Present)
Tech Lab HP: 4 (Finesse)
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 6
Gold:
- Gold: 0
- Workers: 9
Thoughts
too bad I have to sacrifice max here, but otherwise a flickered NC is enough to get rid of Cal which I cannot allow so easily with my feral strike focused cycle