XCAFS23 R3Part2: Player 1, Turn 5
P1 Miracle Grow vs P2 Balance/Blood/Strength
Link to all relevant rule changes
Starting Hand
Makeshift Rambaster
Pillage
Blooming Ancient
Bloodrage Ogre
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Giant Panda, Surprise Attack
Blooming Elm, Polymoyph: Squirrel
Blooming Ancient x2
Gunpoint Taxman, Bird’s Nest
Main:
- Blooming Ancient (4)
- Arg + Wisp, BA+2 (2)
- Big Bird gets two runes, kills Midori, Rook to level 7, you get 1g
- Tweetie Bird kills Prospector
- Maxband Rook (1)
- Worker (0)
Workers
Pillage, Mad Man, Careless Musketeer, Bloodburn, Scorch
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 Growth
In Patrol:
Squad Leader: Rook (4/6a lvl 8)
Elite: Wisp (0+1/1)
Scavenger: Arg (1/3 lvl 1)
Technician: Blooming Ancient (2/4)
Lookout:
In Play:
- Big Bird (3/3,++)
- Tweetie Bird (1/1)
- Bird’s Nest
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 4
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Bombaster
Blooming Elm
Charge
Polymorph: Squirrel
End of Turn Discard
My Thoughts
Not too scared of hasty fliers as that’ll be tough to pull off with only 3 cards and 10g, so might as well come at Prospector and killing Midori gets me an easy Rook max for ground control. We’ll see if I want earthquake, for now I think Panda and Sharks is stuff I’ll want regardless