Dough, forgot multicolor penalty applies to tower as well, will have to redo my turn!
[XCAFS23] Round2 part2: P1 FrozenStorm [Anarchy]/Growth/Strength vs P2 zango [Finesse]/Feral/Present
so here comes my second try. GL & HF!
XCAFS23 round 2 part 2 P2T1
P1 [Anarchy]/Growth/Strength vs. P2 [Finesse]/Feral/Present
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Spark
Fruit Ninja (2/2)
Tenderfoot (1/2)
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
WORKERS
Fruit Ninja (2/2)
NextHand
Timely Messenger (1/1)
Bloom
Brick Thief (2/1)
Helpful Turtle (1/2)
Discard
Granfalloon Flagbearer (2/2)
Spark
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
tenderfoot - ($3)
brother - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite: Tenderfoot (1/2)
- Scavenger:
- Technician: Older Brother (2/2)
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold:
- Gold: 1
- Workers: 6
Thoughts
bummer, that tower+tenderfoot SL defense really looked solid, but obviously I didn’t have enough gold for that
XCAFS23 R2P2 Player 2, Turn 2
P1 Miracle Grow vs P2 Finesse/Feral/Present
Link to all relevant rule changes
Starting Hand
Makeshift Rambaster
Pillage
Mad Man
Bombaster
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Bird’s Nest, Gunpoint Taxman
Main:
- Dog trades with Tenderfoot
- Zane, trades with Brogre, you draw 1 (3)
- Brogre hits your base to 17
- Worker (2)
- Tech 1 (0)
Workers
Pillage, Bloodburn
- Patrol as below
- Discard 3 Draw 1 rs Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Bloodrage Ogre (3/2)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
End of Turn Hand
Charge
Gunpoint Taxman
Scorch
Mad Man
Bird’s Nest
End of Turn Discard
My Thoughts
This seems reasonable, trade even against both and keep Brogre swinging
XCAFS23 round 2 part 2 P2T2
P1 [Anarchy]/Growth/Strength vs. P2 [Finesse]/Feral/Present
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Huntress (3/3)
Huntress (3/3)
STARTING HAND
Helpful Turtle (1/2)
Brick Thief (2/1)
Bloom
Timely Messenger (1/1)
Wither
WORKERS
Fruit Ninja (2/2)
Brick Thief (2/1)
NextHand
Spark
Tenderfoot (1/2)
Huntress (3/3)
Granfalloon Flagbearer (2/2)
Wither
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
Scary cat lady
XCAFS23 R2P2 Player 1, Turn 3
P1 Miracle Grow vs P2 Finesse/Feral/Present
Link to all relevant rule changes
Starting Hand
Charge
Gunpoint Taxman
Scorch
Mad Man
Bird’s Nest
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman
Main:
- Gunpoint Taxman (4)
- Worker (3)
Workers
Pillage, Bloodburn
- Patrol as below
- Discard 3 Draw 4 rs Draw 1, then pickup Brogre
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite: Gunpoint Taxman (3+1/3)
- Scavenger:
- Technician:
- Lookout:
In Play:
Economy Info:
Cards:
- Hand: 6
- Deck: 4
- Disc: 0
Gold:
- Gold: 3
- Workers: 7
End of Turn Hand
Nautical Dog
Makeshift Rambaster
Bombaster
Careless Musketeer
Blooming Ancient
Bloodrage Ogre
End of Turn Discard
My Thoughts
Think this is the play, float a bunch to tech up and threaten big Zane things next turn, let Brogre be an extra blocker next turn.
Fixed it, TY kind friend
XCAFS23 round 2 part 2 P2T3
P1 [Anarchy]/Growth/Strength vs. P2 [Finesse]/Feral/Present
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Feral Strike
Feral Strike
STARTING HAND
Wither
Granfalloon Flagbearer (2/2)
Tenderfoot (1/2)
Huntress (3/3)
Spark
WORKERS
Fruit Ninja (2/2)
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)
NextHand
Bloom
Timely Messenger (1/1)
Huntress (3/3)
Older Brother (2/2)
Helpful Turtle (1/2)
Discard
Wither
Tenderfoot (1/2)
Spark
Feral Strike
Feral Strike
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
midband Cal kills GPT, maxband heals - ($2)
huntress - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Huntress (3/3)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Cal (5/6, lvl5)+
Buildings:
- Base HP: 17
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 5
Gold:
- Gold: 0
- Workers: 8
Thoughts
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…
Just a busy week, ty for the bump
XCAFS23 R2P2 Player 1, Turn 4
P1 Miracle Grow vs P2 Finesse/Feral/Present
Link to all relevant rule changes
Starting Hand
Nautical Dog
Makeshift Rambaster
Bombaster
Careless Musketeer
Blooming Ancient
Bloodrage Ogre
Events of Turn:
Upkeep:
- Get Gold (7+3float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack x2
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman
Main:
- Bloodrage Ogre (8)
- Nautical Dog (7)
- Rook (5)
- Worker (4)
- Tech 2 Growth (0)
Workers
Careless Musketeer, Scorch, Pillage, Bloodburn
- Patrol as below
- Discard 3 Draw 4 rs Draw 1
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
In Patrol:
- Squad Leader: Bloodrage Ogre (3/2a)
- Elite:
- Scavenger:
- Technician: Rook (2/4 lvl 1)
- Lookout:
In Play:
- Nautical Dog (1/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Mad Man
Charge
Bird’s Nest
Blooming Ancient
Makeshift Rambaster
End of Turn Discard
My Thoughts
I suspect it might be stealth cala this next turn but we shall see, hoping to avoid the feral strike pressure again
XCAFS23 round 2 part 2 P2T4
P1 [Anarchy]/Growth/Strength vs. P2 [Finesse]/Feral/Present
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Hyperion (4/5)
Hyperion (4/5)
STARTING HAND
Helpful Turtle (1/2)
Timely Messenger (1/1)
Older Brother (2/2)
Huntress (3/3)
Bloom
WORKERS
Fruit Ninja (2/2)
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
NextHand
Helpful Turtle (1/2)
Feral Strike
Hyperion (4/5)
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
huntress - ($5)
discard two cards for cal to stealthily break tech 2
Tech 2 - ($1)
Float ($1)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: Huntress (3/3)
- Elite:
- Scavenger:
- Technician: Huntress (3/3)
- Lookout:
In Play:
- Cal (5/6, lvl5)+
Buildings:
- Base HP: 17
- Tech I HP: 5
- Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 3
- Deck: 7
- Disc: 0
Gold:
- Gold: 1
- Workers: 9
Thoughts
bombaster+hasty unit or charge plus a second GPT really would be uargs, but against everything else this seems fine… let’s cross fingers…
That wasn’t unexpected but still hurts
XCAFS23 R2P2 Player 1, Turn 5
P1 Miracle Grow vs P2 Finesse/Feral/Present
Link to all relevant rule changes
Starting Hand
Mad Man
Charge
Bird’s Nest
Blooming Ancient
Makeshift Rambaster
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Bird’s Nest, Dinosize
Surprise Attack x2
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman
Main:
- Midband Rook, hit SQL for 3 (4)
- Mad Man, trade sql (3)
- Brogre trades with techn, you draw 1
- 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
Why should I pay 5 gold for two tech 1 units if I can pay 8 instead?
XCAFS23 round 2 part 2 P2T5
P1 [Anarchy]/Growth/Strength vs. P2 [Finesse]/Feral/Present
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Research & Development
Temporal Distortion
STARTING HAND
Hyperion (4/5)
Helpful Turtle (1/2)
Feral Strike
Bloom
WORKERS
Fruit Ninja (2/2)
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
NextHand
Hyperion (4/5)
Feral Strike
Spark
Tenderfoot (1/2)
Discard
Feral Strike
Huntress (3/3)
Huntress (3/3)
Nimble Fencer (2/3)
Bloom
Hyperion (4/5)
Research & Development
Temporal Distortion
Tech 2 card(s)
Get Paid + float - ($10)
boosted feral strike: search & play fencer+argonaut - ($2)
fencer kills rook
Cal breaks tech 2
turtle - ($0)
rebuild tech 2
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Helpful Turtle (1/2)
- Elite:
- Scavenger: Argonaut (3/4)
- Technician:
- Lookout:
In Play:
- Cal (5/6, lvl5)+
Buildings:
- Base HP: 15
- Tech I HP: 5
- Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 8
Gold:
- Gold: 0
- Workers: 9
Thoughts
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
Let’s just trade tech 2s ad nauseum
XCAFS23 R2P2 Player 1, Turn 6
P1 Miracle Grow vs P2 Finesse/Feral/Present
Link to all relevant rule changes
Starting Hand
Bombaster
Blooming Ancient
Surprise Attack
Gunpoint Taxman
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Gunpoint Taxman, Ardra’s Boulder
Bird’s Nest, Dinosize
Surprise Attack x2
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman
Main:
- Zane (7)
- Surprise Attack (2)
- Shark trades turtle
- Other shark and dog trade Argo, you get 1g
- Zane and Rambaster break your tech2, your base to 13
- Gunpoint Taxman (0)
Workers
Bird’s Nest, Careless Musketeer, Scorch, Pillage, Bloodburn
- Patrol as below
- Discard 2 Draw 1 rs Draw 3
Board Info:
Buildings:
- Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
In Patrol:
- Squad Leader: Gunpoint Taxman (3/3a)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Zane (2/2 lvl 1)
- Makeshift Rambaster (1/2)
Economy Info:
Cards:
- Hand: 4
- Deck: 9
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Surprise Attack
Bird’s Nest
Ardra’s Boulder
Nautical Dog
End of Turn Discard
My Thoughts
Showdown base race? Guess we’ll see?
I’d love to, but I’m missing the necessary means to do so.
Word.
It seems like this is now down to a simple game of luck wrt the better draws deciding the game.
XCAFS23 round 2 part 2 P2T6
P1 [Anarchy]/Growth/Strength vs. P2 [Finesse]/Feral/Present
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Tricycloid (3/3)
Research & Development
STARTING HAND
Tenderfoot (1/2)
Feral Strike
Hyperion (4/5)
Spark
WORKERS
Fruit Ninja (2/2)
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
Spark
NextHand
Timely Messenger (1/1)
Wither
Bloom
Hyperion (4/5)
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.
But but you had cards to discard XD well I whiffed so I hope you did too…
XCAFS23 R2P2 Player 1, Turn 7
P1 Miracle Grow vs P2 Finesse/Feral/Present
Link to all relevant rule changes
Starting Hand
Surprise Attack
Bird’s Nest
Ardra’s Boulder
Nautical Dog
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Earthquake, Blooming Elm
Gunpoint Taxman, Ardra’s Boulder
Bird’s Nest, Dinosize
Surprise Attack x2
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman
Main:
- Ardra’s Boulder (7)
- Rook (5)
- Bird’s Nest (3)
- Tower (0)
Workers
Bird’s Nest, Careless Musketeer, Scorch, Pillage, Bloodburn
- Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
- Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
- Tower HP: 4
In Patrol:
- Squad Leader: Ardra’s Boulder (0/6a)
- Elite:
- Scavenger: Tweetie Bird (1/1)
- Technician: Zane (2/2 lvl 1)
- Lookout:
In Play:
- Big Bird (1/1)
- Rook (2/4 lvl 1)
- Makeshift Rambaster (1/2)
- Bird’s Nest (1/1)
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 5
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Gunpoint Taxman
Dinosize
Bombaster
Surprise Attack
End of Turn Discard
My Thoughts
let’s hope no tric, gonna hold Rook back and block w/ Zane so I can keep the birds better
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
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Wither
Timely Messenger (1/1)
Bloom
Hyperion (4/5)
Tricycloid (3/3)
Feral Strike
WORKERS
Fruit Ninja (2/2)
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
Spark
Bloom
NextHand
Huntress (3/3)
Huntress (3/3)
Nimble Fencer (2/3)
Research & Development
Feral Strike
Discard
Timely Messenger (1/1)
Wither
Feral Strike
Tricycloid (3/3)
Tech 0 card(s)
Get Paid + float - ($11)
Hyperion attacks SL, draw 1 - ($6)
argo kills SL
max - ($4)
centaur kills Zane, op to MSR, max to midband
messenger trades MSR - ($3)
maxband Max flickers Hyperion - ($1)
Hyperion breaks tower, I draw
Cal breaks tech 2
worker - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Argonaut (3/3)
- Elite:
- Scavenger:
- Technician: Max (3/4, lvl5)
- Lookout:
In Play:
- Cal (5/3, lvl5)+
- Hyperion (4/4)
- Centaur (3/1)
Buildings:
- Base HP: 13
- Tech I HP: 5
- Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 4
Gold:
- Gold: 0
- Workers: 11
Thoughts
Boulder… hugh!
that patrol really makes my hand+board shine, I think this should be it
Idk about stole it but certainly it’s a tough break, don’t think I’m coming back
XCAFS23 R2P2 Player 1, Turn 8
P1 Miracle Grow vs P2 Finesse/Feral/Present
Link to all relevant rule changes
Starting Hand
Gunpoint Taxman
Dinosize
Bombaster
Surprise Attack
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Earthquake, Dinosize
Earthquake, Blooming Elm
Gunpoint Taxman, Ardra’s Boulder
Bird’s Nest, Dinosize
Surprise Attack x2
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman
Main:
- Maxband Rook (2)
- Worker (1)
- Bird kills centaur
- Other bird hits your base to 12
Workers
Bird’s Nest, Careless Musketeer, Scorch, Pillage, Bloodburn
- Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
- Base HP: 12
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
In Patrol:
- Squad Leader: Rook (4/6a lvl 8)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Big Bird (1/1)
- Tweetie Bird (1/1)
- Bird’s Nest
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 10
Gold:
- Gold: 1
- Workers: 10
End of Turn Hand
Blooming Ancient
Charge
Bloodrage Ogre
Mad Man
Blooming Ancient
End of Turn Discard
My Thoughts
Looking pretty bad but maybe I can keep the tech2 and do something interesting next turn…
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
Link to all relevant rule changes
StartingHand Workers
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
WORKERS
Fruit Ninja (2/2)
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
Spark
Bloom
NextHand
Centaur (3/1)
Hyperion (4/5)
Temporal Distortion
Tenderfoot (1/2)
Wither
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.
GG & very WP!!
GG WP! Even if that broke better I’m not sure I get the advantage, Cala + Bloom I think is just tough for my deck to fight back early