Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
bloomed cal - ($2)
Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Cal (3/4, lvl1)+
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 17
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
well it’s been this or bogre trades tenderfoot & rook SL. I was a bit more afraid of the latter, so I should be happy with his choice, I guess…
I have to put pressure on his handsize & board state. so IF he has messenger & MSR, at least he has to go down on cards with then only a hero out. If he does not have these two, Cal will significantly help with keeping his board small
This is a nice situation, being way ahead on the board and having maxband Cal threat live. the only difficult decision this turn was what to worker. also I would have loved to not maxband Cal this turn so that he can’t sacrifice Zane easily, but pillage is a bitch…
Makeshift Rambaster, it and dog break your tech2, your base to 15
Workers
Careless Musketeer, Scorch, Pillage, Bloodburn
Patrol as below
Discard 2 Draw 4
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 GROWTH
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rook (3/2 lvl 5)
Makeshift Rambaster (1/2)
Nautical Dog (1/1)
Economy Info:
Cards:
Hand: 4
Deck: 1
Disc: 6
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Bombaster
Blooming Ancient
Surprise Attack
Gunpoint Taxman
End of Turn Discard
My Thoughts
As I suspected. But how to counter? Bird’s nest and tower is an option but that leaves a lot of danger on the board. It could be I’m on the right timing to counter-break, it could be Zango whiffed and that’s a waste of resources… Gotta love Codex
I think forcing a decision between Rook and the tech 2 is a good choice. I can maxband and that’s still tough for Zango to deal with
ok, this sucks just as well. I’m expecting sharks next turn, but still want to get rid of his rook as well as his tech2… that’s obviously spreading my ressources very thinly
Tech 2 card(s)
Get Paid+scav - ($10)
Worker - ($9)
Cal kills GPT
boosted feral strike: grab & play argo+centaur - ($1)
rebuild tech 2
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Centaur (3/4)
Elite:
Scavenger:
Technician: Argonaut (3/4)
Lookout:
In Play:
Cal (5/3, lvl5)+
Buildings:
Base HP: 13
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 4
Deck: 13
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
I was totally expecting sharks and I had a total brain fuck in somehow thinking this patrol was okayish. this now missing technician draw is going to be neck breaking, as I’m now only drawing two cards from my new (way too big) cycle instead of four.
Post draw: phew, did not miss the 57,1% to draw one of my five value targets in a deck of 15 from my draw 2, so the mistake last turn may not be game deciding unless he is able to bring BA boosted big birds to the table now or to again break my tech 2.
Sorry can’t do you this favor, even though it would be well deserved. Feels like I stole this game. I got lucky and hit the 57,1% to draw one of my silver bullets from the RS Draw 2.
XCAFS23 round 2 part 2 P2T7
P1 [Anarchy]/Growth/Strength vs. P2 [Finesse]/Feral/Present
well, yes I did have a head start after that bloomed cal turn 2, but after that you had a very good return and in the end a whiff from your side combined with a won coin flip on my side won me this game. That’s pretty much my definition of stealing a victory because two not too likely probabilities needed to be hit in parallel in order for me to take it…
XCAFS23 round 2 part 2 P2T8
P1 [Anarchy]/Growth/Strength vs. P2 [Finesse]/Feral/Present
STARTING HAND
Feral Strike
Huntress (3/3)
Nimble Fencer (2/3)
Huntress (3/3)
Research & Development
Argonaut (3/4)
Helpful Turtle (1/2)
Hyperion (4/5)
Research & Development
Tenderfoot (1/2)
Temporal Distortion
Hyperion (4/5)
Tricycloid (3/3)
Feral Strike
Research & Development
Timely Messenger (1/1)
+1 card as I forgot to hit draw one again for the base break hyperion
Tech 0 card(s)
Get Paid - ($11)
Hyperion runs into rook, draw 1
R&D, draw 5 - ($9)
R&D, RS 7, draw 5 - ($7)
feral strike brings two Hyperions from hand - ($3)
argo trades rook’s first life
first Hyperion runs into rook, draw 1
TD exhausted Hyperion into tric - ($1)
tric pings down birds with two runes and also pings rook
messenger trades rook - ($0)
Cal, max and second Hyperion deal 12 to base to break it
Float ($0)
Discard 11, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Tricycloid (3/3)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Cal (5/3, lvl5)+
Max (3/4, lvl5)
Hyperion (4/5)
Buildings:
Base HP: 12
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 12
Disc: 0
Gold:
Gold: 0
Workers: 11
that’s been a tough one and it was also a very fun one! I’m crossing my fingers for you that you will get the chance for a rematch and I’m not very optimistic that I’ll be able to handle it equally well.