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:
- Squad Leader: Max (2/3, lvl1)
- Elite:
- Scavenger:
- Technician: Tenderfoot (1/2)
- Lookout:
In Play:
- Cal (5/3, lvl5)+
Buildings:
- Base HP: 20
- Tech I HP: 4
- 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.