you mean we should bring some brick to the table? I’m in! ![]()
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:
Squad Leader: Immortal (5/5)
Elite:
Scavenger: Brick Thief (2/1)
Technician:
Lookout: Immortal (5/5)
In Play:
- Max (3/4, lvl5)
- Cal (4/5, lvl5)
- Hyperion (4/5)
- Tricycloid (3/3)
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Present)
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