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:
Squad Leader: Tenderfoot (1/2)
Elite: Gigadon (8/8)
Scavenger:
Technician: Tricycloid (3/3)
Lookout:
In Play:
- Cal (4/1, lvl5)
- Max (3/4, lvl5)
Buildings:
Base HP: 17
Tech I HP: 5
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.