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