Yeah this might get rough
XCAFS23 R3Part1: Player 2, Turn 5
P2 Miracle Grow vs P1 Balance/Blood/Strength
Link to all relevant rule changes
Starting Hand
Bombaster
Nautical Dog
Charge
Mad Man
Blooming Ancient
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack, Blooming Elm
Blooming Ancient, Gunpoint Taxman
Blooming Ancient, Surprise Attack
Gunpoint Taxman, Bird’s Nest
Main:
- Nautical Dog (7)
- Bombaster (5)
- Worker (4)
- Tech 2 Growth (0)
Workers
Mad Man, Careless Musketeer, Bloodburn, Scorch
Patrol as below- Discard 2 Draw 4
Board Info:
Buildings:
Base HP: 17- Tech1 HP: 4
- Tech2 HP: 5
In Patrol:
Squad Leader: Gunpoint Taxman (3/3a)
Elite:
Scavenger: Nautical Dog (1/1)
Technician: Bombaster (2/2)
Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 4
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Makeshift Rambaster
Blooming Ancient
Pillage
Bloodrage Ogre
End of Turn Discard
My Thoughts
That turn 3 whiff is proving challenging… Tower with no patrol was the wrong call too. Whelp, time to see what tech 2 brings!