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