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:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Cal (3/1, lvl1)+
Buildings:
Base HP: 20
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