My bad on that, thanks for continuing anyway since it didn’t end up relevant
XCAFS23 R3Part2: Player 1, Turn 6
P1 Miracle Grow vs P2 Balance/Blood/Strength
Link to all relevant rule changes
Starting Hand
Bombaster
Blooming Elm
Charge
Polymorph: Squirrel
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Earthquake x2
Giant Panda, Surprise Attack
Blooming Elm, Polymoyph: Squirrel
Blooming Ancient x2
Gunpoint Taxman, Bird’s Nest
Main:
- Rook and Arg take down SQL, each take 1
- Bombaster, BA+1 (7)
- Maxband Arg, Water Elemental arrives, BA+1 (3)
- Blooming Elm (0)
- BA kills YT and overpowers 2 to Tiny B, takes 1
- Give a rune to Big Bird, he and Tweetie Bird break your tech2, your base to 18
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: Bombaster (2/2a)
Elite:
Scavenger: Water Elemental (3/3)
Technician: Wisp (0/1)
Lookout:
In Play:
- Big Bird (4/4,++)
- Tweetie Bird (1/1)
- Blooming Ancient (3/4 +)
- Rook (4/5 lvl 8)
- Arg (1/5 lvl 5)
- Blooming Elm
Economy Info:
Cards:
- Hand: 4
- Deck: 8
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Blooming Ancient
Gunpoint Taxman
Nautical Dog
Polymorph: Squirrel
End of Turn Discard
My Thoughts
Yeap, I think with the tech 2 down, I don’t have much to fear. Drakk can do his best with a kidnapping but there aren’t any easy wins and I have a ton of win con threats. I could split Stampede + Earthquake, but I think Rook and birds are safe enough that double Earthquake ought to suffice