[XCAFS23] Round1 part1: P1 zango [Finesse]/Feral/Present vs P2 Bryce_The_Rice [Demonology]/Necromancy/Finesse

Hi @Bryce_The_Rice let’s get this tournament started. GL & HF!

XCAFS23 round 1 part 1 P1T1

P1 [Finesse]/Feral/Present vs. P2 [Demonology]/Necromancy/Finesse

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Granfalloon Flagbearer (2/2)
Helpful Turtle (1/2)
Brick Thief (2/1)
Tenderfoot (1/2)
Fruit Ninja (2/2)


WORKERS
Fruit Ninja (2/2)


NextHand

Spark
Wither
Bloom
Older Brother (2/2)
Timely Messenger (1/1)


Discard

Granfalloon Flagbearer (2/2)
Brick Thief (2/1)
Helpful Turtle (1/2)


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Cal - ($1)
tenderfoot - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Tenderfoot (1/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cal (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

I really like this way to reduce the variance! let’s see where it takes us. My last tournament against classical Nightmare ended with three out of three of these games being won by P2, so it’s going to be interesting how the split variance change affects that (but to be fair: that tournament didn’t have DP and det nerfed)

Turn 1

Hand: Summon Skeletons, Jandra, the Negator, Poisonblade Rogue, Skeleton Javelineer, Sacrifice the Weak
Workers: Summon Skeletons

Techs


  1. Get paid (+$5, $5)
  2. Hire a worker ($4)
  3. Summon Jandra, the Negator ($1)
  4. Discard 3, draw 5

  • Patrol:
    :psblueshield:Squad Leader: Jandra, the Negator (3/3+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 6
  • Gold: 1
  • Hand: 5
  • Deck: 0
  • Discard: 3

Hand

Graveyard, Deteriorate, Pestering Haunt, Thieving Imp, Skeletal Archery

Discard

Poisonblade Rogue, Skeleton Javelineer, Sacrifice the Weak

Think

I feel like I should’ve studied more frozenstorm games to look at how he defends with this deck. This start feels pretty strong though, leading into imp+graveyard turn 2 is pretty good. I’ll probably need fencers to turn the tide.

something is off. You’ve got 5 cards in hand an haunt out. Which of the two is it?

Oop sorry, that haunt isn’t meant to be there

1 Like

XCAFS23 round 1 part 1 P1T2

P1 [Finesse]/Feral/Present vs. P2 [Demonology]/Necromancy/Finesse

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Nimble Fencer (2/3)
Huntress (3/3)


STARTING HAND
Timely Messenger (1/1)
Bloom
Older Brother (2/2)
Spark
Wither


WORKERS
Fruit Ninja (2/2)
Older Brother (2/2)


NextHand

Granfalloon Flagbearer (2/2)
Wither
Tenderfoot (1/2)
Nimble Fencer (2/3)
Bloom


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tenderfoot pings SL
bloomed Cal kills SL, haunt dies - ($2)
Tech 1 - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cal (3/1, lvl1)+

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

With Jandra in play there were too many lines where turn 3 might get ugly for me or my third cycle might be just plain bad, hence she has to go. Fortunately he didn’t do what Frozen did against me: to patrol her in elite. I expect imp+vandy+haunt next turn which means I have to go down to three cards if I want my expected tech 1 unit to be STW proof. This sucks, but I think I’ll be able to deal with that, IF I draw both tech 1 & messenger/tenderfoot. If my draws don’t align or imp discard hits me wrong, it’s hopefully huntress in technician that dies to STW.

This is probably the last time in this game, that my patrol is empty :smiley:

I thought about playing the haunt but then I changed my mind and put it in my turn 2 hand.


Turn 2

Hand: Graveyard, Deteriorate, Pestering Haunt, Thieving Imp, Skeletal Archery
Workers: Summon Skeletons, Skeletal Archery

Techs

Turn 2: Nether Drain, Hooded Executioner


  1. Tech 2 cards
  2. Get paid (+$6, $7)
  3. Hire a worker ($6)
  4. Build Tech 1 ($5)
  5. Summon Thieving Imp, you discard ($2)
  6. Summon Pestering Haunt ($2)
  7. Summon Vandy Anadrose ($0)
  8. Discard 2, reshuffle, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Thieving Imp (2/2+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Vandy Anadrose (2/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Pestering Haunt (1/1)
  • Base: 20
  • Other:

Economy:

  • Workers: 7
  • Gold: 0
  • Hand: 4
  • Deck: 4
  • Discard: 0

Hand

Graveyard, Deteriorate, Poisonblade Rogue, Hooded Executioner

Discard

Think

I think since I didn’t have haunt, I should’ve put jandra in elite. I’m now in a very delicate situation. Bringing out vandy here might be a bad idea, but we’ll see. I still don’t really know how to play black, after all these years. Definitely need to go back and check the tapes of some better players

I had a typo in my sheet. Cal was lvl1 with bloom and not lvl3. I assume her ability to still go through both healing cycles does not change your turn?

Yeah I keep track.

XCAFS23 round 1 part 1 P1T3

P1 [Finesse]/Feral/Present vs. P2 [Demonology]/Necromancy/Finesse

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Hyperion (4/5)
Hyperion (4/5)


STARTING HAND
Tenderfoot (1/2)
Bloom
Wither
Huntress (3/3)
Granfalloon Flagbearer (2/2)


WORKERS
Fruit Ninja (2/2)
Older Brother (2/2)
Bloom


NextHand

Timely Messenger (1/1)
Brick Thief (2/1)
Spark
Huntress (3/3)


Discard

Granfalloon Flagbearer (2/2)
Nimble Fencer (2/3)
Wither
Hyperion (4/5)
Hyperion (4/5)


Tech 2 card(s)
random discard #1
Get Paid - ($6)
Worker - ($5)
tenderfoot - ($4)
midband cal kills SL, maxbands - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:

  • Cal (5/6, lvl5)+

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

vandy kill is easily possible, but probably not worth it. I don’t want to go down to 3 cards yet. If he has the expected two fencers teched, he has a ~60% probability to break my tech building (if I’m not mistaken), but then he will have further reduced his hand size and has no defense on his own, which sounds pretty ok for me

Turn 3

Hand: Graveyard, Deteriorate, Poisonblade Rogue, Hooded Executioner
Workers: Summon Skeletons, Skeletal Archery, Poisonblade Rogue

Techs

Turn 2: Nether Drain, Hooded Executioner
Turn 3: Nimble Fencer, Voidblocker


  1. Tech 2 cards
  2. Get paid (+$7, $7)
  3. Hire a worker ($6)
  4. Build Tech 2 Demonology ($2)
  5. Summon Hooded Executioner ($0)
  6. Haunt hits your Tech 1
  7. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Hooded Executioner (3/3+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Vandy Anadrose (2/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
    Pestering Haunt (1/1)
  • Base: 20
  • Other:

Economy:

  • Workers: 8
  • Gold: 0
  • Hand: 4
  • Deck: 0
  • Discard: 5

Hand

Jandra, the Negator, Skeleton Javelineer, Sacrifice the Weak, Nether Drain

Discard

Graveyard, Deteriorate, Thieving Imp, Voidblocker, Nimble Fencer

Think

Well this is still not fantastic, but since I’m expecting (?) present tech 2, I’m going to try going for voidblockers. If I’m wrong and I get finessed, that’s… not great. Maybe I can terrasque.

those are two very very surprising tech choices, the executioner as well as Demon for tech 2… interesting!

XCAFS23 round 1 part 1 P1T4

P1 [Finesse]/Feral/Present vs. P2 [Demonology]/Necromancy/Finesse

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Feral Strike
Feral Strike


STARTING HAND
Brick Thief (2/1)
Timely Messenger (1/1)
Huntress (3/3)
Spark


WORKERS
Fruit Ninja (2/2)
Older Brother (2/2)
Bloom
Brick Thief (2/1)


NextHand

Granfalloon Flagbearer (2/2)
Spark
Helpful Turtle (1/2)
Hyperion (4/5)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
tech 2 - ($2)
huntress - ($0)
Cal kills SL

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress (3/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:

  • Cal (5/3, lvl5)+

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

WOW, those are surprising tech choices. That’s definitely not Nightmare’s A game. This game is still not won yet, but it should be easier than if he would have gone for the standard route

Turn 4

Hand: Jandra, the Negator, Sacrifice the Weak, Nether Drain, Skeleton Javelineer
Workers: Summon Skeletons, Skeletal Archery, Poisonblade Rogue

Techs

Turn 2: Nether Drain, Hooded Executioner
Turn 3: Nimble Fencer, Voidblocker
Turn 4: Blackhand Dozer, Voidblocker


  1. Tech 2 cards
  2. Get paid (+$8, $8)
  3. Summon Garth Torken ($6)
  4. Maxband Garth, summon Blackhand Dozer ($0)
  5. Haunt pings your Tech 2
  6. Discard 4, reshuffle, draw 5

  • Patrol:
    :psblueshield:Squad Leader: Blackhand Dozer (7/6+A)
    :psfist:Elite:
    :ps_:Scavenger: Vandy Anadrose (2/3)
    :pschip:Technician: Garth Torken lvl 7 (3/4)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
    Pestering Haunt (1/1)
  • Base: 20
  • Other:

Economy:

  • Workers: 8
  • Gold: 0
  • Hand: 5
  • Deck: 6
  • Discard: 0

Hand

Graveyard, Thieving Imp, Voidblocker, Nether Drain, Skeleton Javelineer

Discard

Think

Yep, looks like I need some heavy hitters. Here’s the dozer! And voidblockers coming in hot afterwards. Just gotta keep some chumps up now so the dozer doesn’t hit me too hard when it dies.

edit: forgot to mark the tech 2 ping from Haunt

XCAFS23 round 1 part 1 P1T5

P1 [Finesse]/Feral/Present vs. P2 [Demonology]/Necromancy/Finesse

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Temporal Distortion
Ferocity


STARTING HAND
Helpful Turtle (1/2)
Hyperion (4/5)
Granfalloon Flagbearer (2/2)
Spark
Nimble Fencer (2/3)


WORKERS
Fruit Ninja (2/2)
Older Brother (2/2)
Bloom
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)


NextHand

Feral Strike
Feral Strike
Hyperion (4/5)


Discard

Huntress (3/3)
Hyperion (4/5)
Temporal Distortion
Ferocity
Helpful Turtle (1/2)
Nimble Fencer (2/3)
Spark


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
hyperion attacks SL, draw 1 - ($2)
huntress trades SL, haunt dies
Max - ($0)
discard 2 cards, to stealthily break your tech 2 with cal

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Max (2/3, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:

  • Cal (5/3, lvl5)+

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4 (Present)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

worker skip… let’s keep it simple but force him to attack as he probably can’t allow max to live.

Turn 5

Hand: Graveyard, Thieving Imp, Voidblocker, Nether Drain, Skeleton Javelineer
Workers: Summon Skeletons, Skeletal Archery, Poisonblade Rogue, Nether Drain

Techs

Turn 2: Nether Drain, Hooded Executioner
Turn 3: Nimble Fencer, Voidblocker
Turn 4: Blackhand Dozer, Voidblocker
Turn 5: Discord, Hooded Executioner


  1. Tech 2 cards
  2. Get paid (+$8, $8)
  3. Rebuild Tech 2 ($8)
  4. Hire a worker ($7)
  5. Summon Thieving Imp, you discard ($4)
  6. Summon Skeleton ($3)
  7. Build a Tower ($0)
  8. Discard 3, draw 5

  • Patrol:
    :psblueshield:Squad Leader: Thieving Imp (2/2+A)
    :psfist:Elite: Skeleton (2/1)
    :ps_:Scavenger: Garth Torken lvl 7 (3/4)
    :pschip:Technician: Vandy Anadrose (2/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tower: 4
  • Units/Heroes:
  • Base: 18
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 5
  • Deck: 1
  • Discard: 7

Hand

Voidblocker, Hooded Executioner, Deteriorate, Nimble Fencer, Sacrifice the Weak

Discard

Hooded Executioner, Discord, Blackhand Dozer, Voidblocker, Graveyard, Skeleton Javelineer, Pestering Haunt

Think

Exactly as planned. Their hand size is very low, and they’ve used their hyperion already. It will be tough for them to rebuild cards and break my defence, and voidblocker will make it all the more difficult. Now I just have to figure out a plan to victory, but I’m sure one will reveal itself soon enough.

"XCAFS23 round 1 part 1 P1T6

P1 [Finesse]/Feral/Present vs. P2 [Demonology]/Necromancy/Finesse

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Research & Development
Research & Development


STARTING HAND
Hyperion (4/5)
Feral Strike
Feral Strike


WORKERS
Fruit Ninja (2/2)
Older Brother (2/2)
Bloom
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)


NextHand

Wither
Timely Messenger (1/1)
Helpful Turtle (1/2)


Tech 2 card(s)
discard #3
Get Paid - ($9)
boosted feral strike: fetch two immortals and put them into play - ($1)

Float ($1)
Discard 1, draw 2, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal (5/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout: Immortal (5/5)

In Play:

  • Cal (5/3, lvl5)+
  • Max (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4 (Present)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

that discard hurts pretty bad. otherwise feral strike fetch 2 cards, put Hyperion plus one immortal into play, attack & draw a card to worker would have been awesome with 10th worker and draw 2 from next cycle with a high chance of Hyperion surviving to further refill my hand. now I have an almost for sure dead draw next turn…

Ech, I was really hoping I’d hit the discard on that.


Turn 6

Hand: Voidblocker, Hooded Executioner, Deteriorate, Nimble Fencer, Sacrifice the Weak
Workers: Summon Skeletons, Skeletal Archery, Poisonblade Rogue, Nether Drain, Deteriorate

Techs

Turn 2: Nether Drain, Hooded Executioner
Turn 3: Nimble Fencer, Voidblocker
Turn 4: Blackhand Dozer, Voidblocker
Turn 5: Discord, Hooded Executioner
Turn 6: Shrine of Forbidden Knowledge, Zarramonde, the Obliterator


  1. Tech 2 cards
  2. Get paid (+$9, $9)
  3. Hire a worker ($8)
  4. Build Tech 3 ($3)
  5. Summon Voidblocker ($0)
  6. Discard 3, draw 1, reshuffle, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Voidblocker (3/6+A)
    :psfist:Elite: Skeleton (2/1)
    :ps_:Scavenger: Garth Torken lvl 7 (3/4)
    :pschip:Technician: Thieving Imp (2/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tech 3: 5
    Tower: 4
  • Units/Heroes:
    Vandy Anadrose (2/3)
  • Base: 18
  • Other:

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 5
  • Deck: 8
  • Discard: 0

Hand

Jandra, the Negator, Nimble Fencer, Blackhand Dozer, Discord, Hooded Executioner

Discard

Think

Damn, Feral Strike is strong. Well, I’m going to advance tech while my board is strong and hope to overwhelm them with tech 2, tech 3, and meta threats.

Edit: I just realized that the Void Blocker typo may have had a major impact on your planned turn. Even though I have a pretty awesome hand, obviously we can roll back in case you had another line which you would have preferred in case you had realized the correct stats earlier.

Well, I would have preferred you to have discarded one of my feral strikes instead of Hyperion last turn…
By the way, Void Blocker only has 2/6, not 3/6, so midband max attacking it actually survives the additional tower damage.

XCAFS23 round 1 part 1 P1T7

P1 [Finesse]/Feral/Present vs. P2 [Demonology]/Necromancy/Finesse

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Ready or Not
Ready or Not


STARTING HAND
Timely Messenger (1/1)
Wither
Helpful Turtle (1/2)


WORKERS
Fruit Ninja (2/2)
Older Brother (2/2)
Bloom
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)
Wither


NextHand

Hyperion (4/5)
Research & Development
Research & Development
Hyperion (4/5)


Discard

Helpful Turtle (1/2)
Timely Messenger (1/1)
Ready or Not
Ready or Not


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
midband max attacks SL, sparkshot skel, exhaust tenderfoot - ($7)
Immortal kills SL, exhaust Cal for attack
second immortal kills Garth, you gain 1g, maxband max flickers one immortal
Tech 3 - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal (5/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cal (5/3, lvl5)+
  • Max (3/4, lvl5)
  • Tenderfoot (1/2)
  • Immortal (5/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4 (Present)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

uff, Zara can easily end my feral strike session, but I should be able to directly kill it, unless I draw extremely unlucky. if he follows it up with a second one, all bets are off.

Nah it’s no problem, I just mistyped it.


Turn 1

Hand: Jandra, the Negator, Nimble Fencer, Blackhand Dozer, Discord, Hooded Executioner
Workers: Summon Skeletons, Skeletal Archery, Poisonblade Rogue, Nether Drain, Deteriorate

Techs

Turn 2: Nether Drain, Hooded Executioner
Turn 3: Nimble Fencer, Voidblocker
Turn 4: Blackhand Dozer, Voidblocker
Turn 5: Discord, Hooded Executioner
Turn 6: Shrine of Forbidden Knowledge, Zarramonde, the Obliterator
Turn 7: Zarramonde, the Obliterator, Dark Pact


  1. Tech 2 cards
  2. Get paid (+$10, $11)
  3. Hire a worker ($10)
  4. Summon Blackhand Dozer ($6)
  5. Summon Hooded Executioner with Boost, Tenderfoot dies ($1)
  6. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Blackhand Dozer (7/6+A)
    :psfist:Elite: Vandy Anadrose (3/3)
    :ps_:Scavenger: Hooded Executioner (3/3)
    :pschip:Technician: Thieving Imp (2/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tech 3: 5
    Tower: 4
  • Units/Heroes:
  • Base: 18
  • Other:

Economy:

  • Workers: 11
  • Gold: 1
  • Hand: 4
  • Deck: 4
  • Discard: 5

Hand

Shrine of Forbidden Knowledge, Pestering Haunt, Graveyard, Hooded Executioner

Discard

Zarramonde, the Obliterator, Dark Pact, Nimble Fencer, Discord, Voidblocker

Think

I don’t think I’m scared of tech 3, but I’m not really making ground here. I suspect a big present turn will come out next turn, as they’ve managed to rebuild their hand, quite annoyingly. Immortals strong!
Oh wait, I just remembered… feral strike only cares about tech building. Nevermind, I am about to eat two moss ancients to the face. Oh dear.

1 Like

XCAFS23 round 1 part 1 P1T8

P1 [Finesse]/Feral/Present vs. P2 [Demonology]/Necromancy/Finesse

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Hyperion (4/5)
Research & Development
Hyperion (4/5)
Research & Development
Huntress (3/3)
Feral Strike
Ferocity
Spark
Temporal Distortion
Feral Strike
Nimble Fencer (2/3)
Feral Strike


WORKERS
Fruit Ninja (2/2)
Older Brother (2/2)
Bloom
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)
Wither


NextHand

Helpful Turtle (1/2)
Research & Development
Tenderfoot (1/2)
Timely Messenger (1/1)
Temporal Distortion


Discard

Research & Development
Spark
Feral Strike
Huntress (3/3)
Ferocity


Tech 0 card(s)
Get Paid + float - ($12)
R&D, draw 5 - ($10)
feral strike: put two Hyperions from hand to play - ($6)
two immortals kill SL, Imp dies
Hyperion kills vandy, draw 1
TD exhausted Hyperion into trick - ($4)
tric shoots executioner down
Hyperion attacks base down to 14, draw 1
feral strike: put Hyperion and fencer into play - ($0)
Cal 5, fencer 2, Max 3, Hyperion 4 break base, RS Draw 1

Float ($0)
Discard 5, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tricycloid (3/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cal (5/2, lvl5)+
  • Max (3/3, lvl5)
  • Immortal (5/5)
  • Immortal (5/5)
  • Hyperion (4/4)
  • Hyperion (4/4)
  • Nimble Fencer (2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4 (Present)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

it took a while to find lethal for all possible draw 5 out of 7 variants, but finally…

GG WP, not having the Zara here sealed the deal…
Now let’s get to your most oppressive turn 1