[XCAFS23] Round3 part1: P1 thehug0naut [Feral]/Present/Discipline vs P2 zango [Finesse]/Feral/Present

you mean we should bring some brick to the table? I’m in! :sunglasses:

PS: don’t forget the ping to your tech2

XCAFS23 round 3 part 1 P2T7

P1 [Feral]/Present/Discipline vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Behind the Ferns


STARTING HAND
Feral Strike
Immortal (5/5)
Feral Strike
Research & Development
Timely Messenger (1/1)
Temporal Distortion
Hyperion (4/5)
Immortal (5/5)
Tenderfoot (1/2)
Tricycloid (3/3)


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Bloom
Spark
Older Brother (2/2)
Wither
Tenderfoot (1/2)


NextHand

Temporal Distortion
Research & Development
Hyperion (4/5)
Helpful Turtle (1/2)


Discard

Behind the Ferns
Research & Development
Feral Strike
Feral Strike
Temporal Distortion
Timely Messenger (1/1)


Tech 1 card(s)
Get Paid - ($11)
R&D, draw 5 - ($9)
feral strike, brings two immortals to the table - ($5)
feral strike, brings a tric and a hyperion online - ($1)
tric shoots Cal down, you draw 1
worker - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal (5/5)
  • :psfist: Elite:
  • :ps_: Scavenger: Brick Thief (2/1)
  • :pschip: Technician:
  • :target: Lookout: Immortal (5/5)

In Play:

  • Max (3/4, lvl5)
  • Cal (4/5, lvl5)
  • Hyperion (4/5)
  • Tricycloid (3/3)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 12
Thoughts

let’s do what my deck is about: ulti spells. Also I prefer to get rid of Cal over the tech break, as I like my deterministic “draw my whole deck next turn and wreck havoc” over him being a bit more hindered (even though the line of teching two giga is also appealing). I am more afraid of a stealth Max kill than I am of his tech 2 options next turn with “only” 10 gold

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