XCAFS23 R2Part1: Player 2, Turn 3
P2 Miracle Grow vs P1 Finesse/Feral/Present
Link to all relevant rule changes
Starting Hand
Gunpoint Taxman
Bombaster
Scorch
Mad Man
Charge
Events of Turn:
Upkeep:
- Get Gold (8+2float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Blooming Elm, Surprise Attack
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman
Main:
- Gunpoint Taxman (8)
- Bombaster (6)
- Worker (5)
- Tech 2 Growth (1)
Workers
Careless Musketeer, Pillage, Bloodburn
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
In Patrol:
Squad Leader: Gunpoint Taxman (3/3a)
Elite: Rook (3/4 lvl 1)
Scavenger:
Technician: Bombaster (2/2)
Lookout:
In Play:
- Tweetie Bird (1/1)
- Big Bird (1/1)
- Bird’s Nest
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 4
Gold:
- Gold: 1
- Workers: 9
End of Turn Hand
Blooming Ancient
Nautical Dog
Blooming Ancient
Makeshift Rambaster
End of Turn Discard
My Thoughts
Really wishing I would have teched Earthquake… maxing Rook here coulda been really big getting a kill on Cala, but alas, I’ll shell up and hope no big nasties…