[XCAFS23] Round2 part1: P1 zango [Finesse]/Feral/Present vs P2 FrozenStorm [Anarchy]/Growth/Strength

XCAFS23 round 1 part 1 P1T6

P1 [Finesse]/Feral/Present vs. P2 [Anarchy]/Growth/Strength

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Research & Development
Research & Development


STARTING HAND
Feral Strike
Granfalloon Flagbearer (2/2)
Brick Thief (2/1)
Feral Strike
Timely Messenger (1/1)


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


NextHand

Research & Development
Feral Strike
Nimble Fencer (2/3)
Spark


Tech 2 card(s)
Get Paid - ($9)
exhaust Max for discard+draw
worker - ($8)
boosted feral strike fetches & brings giga + tric - ($0)
tric kills bombaster & pings a BA twice
Cal kills arg, max to maxband flickers tric
tric kills BA

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2)
  • :psfist: Elite: Gigadon (8/8)
  • :ps_: Scavenger:
  • :pschip: Technician: Tricycloid (3/3)
  • :target: Lookout:

In Play:

  • Cal (4/1, lvl5)
  • Max (3/4, lvl5)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

yes sharks lead to me losing cal, but I think my three tech 2 units plus 4 Max spells should still be enough to take it home then. And if he does not break through, I’m almost guaranteed to pull off the next feral strike.